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编辑“
Government modding
”(章节)
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=== Data Structure === {| class="wikitable mw-collapsible mw-collapsed" |- ! width="20%" | Property ! width="16%" | {{icon|Democratic}} Democratic-like ! width="16%" | {{icon|Oligarchic}}{{icon|Corporate}} Oligarchic-like ! width="16%" | {{icon|Dictatorial}} Dictatorial-like ! width="16%" | {{icon|Imperial}} Imperial-like ! width="16%" | {{icon|Hive Mind}}{{icon|Machine Intelligence}} Immortal Ruler Authorities |- | '''playable''' | colspan=5 | A block of [[Conditions]] executed under global scope to determine should this Authority appear in the GUI. Vanilla game uses this to hide DLC Authorities from being played by people who didn't buy relevant DLC. Since this doesn't affect the AI, it's better to use together with '''random_weight'''. |- | '''possible''' | colspan=5 | A block of [[Government modding#Special Requirement Syntax|Special Requirement Syntax]] that determines is this Authority compatible. Ethics, country types and species classes can be checked here. If evaluated false, this Authority will be grayed out from the empire creation menu and government reform window. Tooltips is generated only if this statement evaluated false. |- | '''random_weight''' | colspan=5 | Defines how likely this is to be picked randomly if it's valid. |- | '''election_type''' | <code>election_type = democratic</code> Election candidates will include the current ruler and every faction leader and randomly generated fillers if necessary. | colspan=2 | <code>election_type = oligarchic</code> Election candidates will only include hired leaders. | colspan=3 style="text-align: center;" | {{icon|no}} |- | '''re_election_allowed = <yes/no>''' | colspan=1 | Vanilla Democratic authority has '''yes''' for this field and all other authorities have this field undefined. Allows the current Ruler to run again and possibly be re-elected. | colspan=4 style="text-align: center;" | {{icon|no}} |- | '''has_heir = <yes/no>''' | colspan=3 style="text-align: center;" | {{icon|no}} | <code>has_heir = yes</code> | style="text-align: center;" | {{icon|no}} |- | '''can_have_emergency_elections = <yes/no>'''<br>'''emergency_election_cost = <int>''' | style="text-align: center;" | {{icon|no}} | <code>can_have_emergency_elections = yes</code> This empire can initiate an emergency election at a cost of a number of {{iconify|Influence}} equal to <code>emergency_election_cost</code>. | colspan=3 style="text-align: center;" | {{icon|no}} |- | '''max_election_candidates = <int>''' | Vanilla Democratic authority has this undefined, making it to be the fallback '''-1''', which means no limit. | colspan=2 | Vanilla authorities have '''4''' for this property, making there to be up to 4 candidates. | colspan=2 style="text-align: center;" | {{icon|no}} |- | '''election_term_years = <int>'''<br>'''election_term_variance = <int>''' | colspan=2 | Determines how many years between elections. Actual election term is <code>election_term_years +/- election_term_variance</code>. | colspan=3 style="text-align: center;" | {{icon|no}} |- | '''uses_mandates = <yes/no>''' | Default no. If an authority has <code>election_type = democratic</code> but doesn't use mandates, this authority doesn't work properly. See [[Government#Mandates|Mandates]] and [[Mandate modding]] for details. | colspan=4 style="text-align: center;" | {{icon|no}} |- | '''has_agendas = <yes/no>''' | style="text-align: center;" | {{icon|no}} | colspan=4 | Default no. If this is toggled yes while the ruler is some sort of immortal, the empire will then have a permanent Agenda that can't be changed for the rest of the game. See [[Government#Agendas|Agendas]] and [[Agenda modding]] for details. |- | '''tags = { xxx yyy zzz }''' | colspan=5 | A set of localisation keys to briefingly describe the mechanics and effects of this authority other than modifiers. |- | '''country_modifier''' | colspan=5 | A block of [[Modifiers]] to be applied to the Empire. |- | '''traits = { trait_xxx trait_yyy }''' | colspan=5 | A list of species trait keys to be added to the primary species of this empire. In the empire creation menu, these traits can't be removed, but more can be added if there is enough trait points and trait picks. Government reforming doesn't add or remove these traits. |- | '''can_reform = <yes/no>''' | colspan=5 | Default yes. If no, empires can't reform into/out of this authority. |- | '''has_factions = <yes/no>''' | colspan=5 | Default yes. If no, this Empire can't have factions. However, vanilla factions also exclude the ethic {{iconify|Gestalt Consciousness}}, making it unclear will this property do what it says. |- | '''valid_for_released_vassal = <yes/no>''' | colspan=5 | Default yes. If no, a released vessal will never pick this Authority. |- | '''localization_postfix''' | colspan=5 | If specified as "_popopopo", a localisation key called "locacacaca" will be translated into "locacacaca_popopopo". <pre> l_english: locacacaca:0 "How can you be sure that you are not just an advanced chatbot?" locacacaca_popopopo:0 "I AM ADVANCED CHATBOT YOU LOSE" </pre> If there is somewhere that should display the former, it will now display the later. |} Other effects an Authority might also have, such as immortal rulers, are heavily integrated into other vanilla files as well as events. Use <code>has_authority = auth_xxx</code> to check the Authority of an Empire.
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