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1.5 版本
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== User modding == === Misc. === * is_boss is now a fleet setting only * Added functionality to support GetSpeciesAdj for Pop Scope * Traits now have a randomized = yes/no setting that is used when randomizing traits instead of initial = yes/no. Initial now only controls what traits can be used in a custom species * Support context switch from army to owner * Removed defines for base resource income. You can now change this in the script files for each resource * Replaced Pop_add_ethic with Pop_change_ethic, can still use Pop_add_forced_ethic to override 1-ethic rule * Added pc_habitat planet class === Effects === * The kill_leader effect now uses the scoped leader if no type is specified * Added spawn_megastructure effect * Added change_leader_portrait effect * Added rename_species effect that can pick randomly from a list or prompt the player for a custom name * Added add_ruler_trait and remove_ruler_trait effects * every_owned_leader and random_owned_leader now include the current ruler * Added support for army scope for is_same_species, is_exact_same_species triggers and change_species effect * Added clear_ethos effect, takes Pop or country scope * Added shift_ethic effect, adds the selected ethic to country ethos and then cleans up afterwards so amount of ethics points stays the same * Added add_ruler_trait and remove_ruler_trait effects to change ruler traits for any leader, even if they are not currently ruler * Added random_pool_leader and every_pool_leader list effects for leaders that are recruitable for a country === Triggers === * Added count_species and count_exact_species triggers * Added any_planet_army and count_planet_army triggers * Added any_owned_army and count_owned_army triggers * Added num_ascension_perks trigger * Added former_<species right>_type triggers * Added habitable_structure scripted trigger * Added has_tradition trigger * Added has_ascension_perk trigger * Added num_trait_points trigger * Added has_presence trigger * Added excess_food trigger * Added unrest trigger * Added has_ruler_trait trigger * Renamed random_army_within_country to random_owned_army * Renamed every_army_within_country to every_owned_army * Renamed random_army to random_planet_army * Allow using a species 'who' target for the habitability trigger * any_owned_leader now includes the current ruler * Added any_pool_leader and count_pool_leader triggers for leaders that are recruitable for a country === Modifiers === * Added slave_mineral_output modifier * Added country_trust_cap_add modifier * Added federation_naval_cap_contribution_mult modifier * Added ship_home_territory_fire_rate_mult modifier * Added country_vassal_naval_capacity_contribution_mult modifier * Added subject_tribute_mult modifier * Added country_subject_technology_sharing_mult modifier * Added country_federation_member_resource_<resource>_mult modifiers * Added leader_<admiral/general/scientist/governor>_influence_cost modifiers * Added planet_building_upkeep_mult modifier * Added megastructure_build_speed_mult modifier * Added mod_megastructure_build_cost_mult modifier * Added modify_species_cost_mult modifier * Added country_government_civic_points_add modifier * slave_production_output now affects all resources produced by slaves * Added trigger support for opinion modifiers, allows creating new opinion modifiers without code support * Removed support for common/triggered_modifiers * Replaced Pop_radiation_happiness modifier with biological_Pop_happiness that only affects biological Pops * All auto generated "resource_x_add" modifier types have been renamed to "tile_resource_x_add" as they were only applied to tiles * The "country_resource_x_mult" modifier type is back! This one should be preferred over tile_resource_x_mult for empire-wide effects. Influence specific sources are not affected by this one (like influence from rivalries etc). * The "planet_resource_x_add" modifier now works for all resource types, not just food * Added faction_influence_mult modifier type * Added subject_influence_gain_mult modifier type * Added subject_integration_influence_cost modifier type * tile_resource_x_add modifier type now adds resources regardless of what building is on the tile * Added tile_building_resource_x_add modifier type that only adds its value if the tile's building already produces some of that resource === On-actions === * Added on_megastructure_built on-action * Added on_megastructure_upgrade_begin on-action * Added on_megastructure_upgraded on-action * Added on_ruler_back_to_pre_ruler_class on-action * Added empire_init_add_technologies on-action. Used during galaxy generation * Added create_capital_initial_Pops on-action. Used during galaxy generation * Added empire_init_create_ships on-action. Used during galaxy generation === Game Rules === * Added are_rebels_hostile game rule * Added should_apply_neighbor_rival_modifier game rule * Added show_notification_for_ground_combat game rule * Added has_full_sensor_range game rule * Added can_planet_support_orbital_station game rule
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