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编辑“
Government modding
”(章节)
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== Civics and Origins市政与起源 == Civics are additional bonuses to the government of variable effects, some can even affect the playstyle. An empire can have any number of Civics (up to 3 if vanilla). 市政是政府的额外奖励的变量效果,有些甚至可以影响游戏体验。理论上一个帝国可以拥有任意数量的市政(原版最多3个)。 Origins are Civics with <code>is_origin = yes</code> statement. Since an empire can only have one origin and it can't be changed mid-game, some of the fields for civics are irrelevant to Origins. Also, they have additional fields. 起源是带有is_origin=yes语句的文明效果。由于一个帝国只能有一个起源,并且不能在游戏中途改变,因此市政与起源有一些不同的字段定义。 They are defined at "common/governments/civics/xxx.txt". 它们的定义见 "common/governments/civics/xxx.txt". === Data Structure数据结构 === {| class="wikitable mw-collapsible mw-collapsed" |- ! width="20%" | Property特性 ! width="40%" | Civics市政 ! width="40%" | Origins起源 |- |'''is_origin = <yes/no>''' | style="text-align: center;" |{{icon|no}} | For obvious reason, this have to be set as <code>is_origin = yes</code>. 如果要制作起源,就要输入这个代码 is_origin = yes. |- |'''playable''' | colspan="2" | A block of [[Conditions]] executed under global scope to determine should this Civic or Origin appear in the empire creator and government reforming view. Vanilla uses this to hide DLC contents 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'''. 在全局范围内执行的一组条件,以确定这个市政或起源是否出现在帝国创建者和政府改革的可选范围内。原版利用这一点来隐藏DLC内容,以免未购买相关DLC的人播放。由于这不会影响AI,因此最好与random_weight一起使用。 |- |'''icon = <path of dds file>''' | Specifies an icon for this. Default icon path is <code>gfx/interface/icons/governments/civics/xxx.dds</code>. 指定使用图标,图标库的路径为gfx/interface/icons/governments/civics/xxx.dds. | Vanilla Origins always have this specified. 原版起源总要有这个。 |- |'''picture = <GFX key>''' | style="text-align: center;" |{{icon|no}} | Specifies a picture for this Origin that is shown in empire creation menu. 指定显示在帝国创建菜单中的此起源的图片。 |- |'''starting_colony = <planet class key>''' | Changes the empire's starting colony planet class regardless of the player's choice. This statement doesn't affect climate preference trait. 无论玩家选择怎样的星系,都会更改帝国的起始星球。但不影响气候偏好特征。 | rowspan="2" | Origins have higher priority than civics. 起源的优先级总比市政高 |- |'''habitability_preference = <planet class key>''' | Changes the empire's primary species' climate preference trait. 改变了帝国主要物种的气候偏好特征。 |- |'''potential''' | A block of [[Government modding#Special Requirement Syntax|Special Requirement Syntax]] that determines is this Civic compatible. Incomptible Civics have no effect. If evaluated false, this Civic is hidden from the empire creation menu and government reform window, and if this Civic is already picked, it's rendered invalid without any tooltip. Vanilla use this to hide NPC-only civics and irrelevant civics for/from 一个特殊要求语法,决定这市政是否兼容。不合条件的市政无法起效。如果评估为false,则此市政将从帝国创建菜单和政府改革窗口中隐藏,如果已选中此市政,则在没有任何工具提示的情况下,它将无效。原版用这个来隐藏NPC专用的市政和无效的市政 {{iconify|Hive Mind}}, {{iconify|Machine Intelligence}}, and {{iconify|Corporate}} authorities. | Origins that don't meet the potential requirements will be hidden from the Origin selection view, and if already chosen, the Origin selection will be set to the default origin Prosperous Unification. This field has no effect after the start of the game. 不符合潜在要求的起源将从起源选择视图中隐藏,如果已有帝国选择,其起源选择将设置为默认起源繁荣统一。这个设置在游戏开始后没有任何效果。 |- |'''possible''' | A block of [[Government modding#Special Requirement Syntax|Special Requirement Syntax]] that determines is this Civic compatible. Incomptible Civics have no effect. If evaluated false, this Civic is grayed out from the empire creation menu and government reform window. This section will also generate a tooltip to tell the player what's the requirement of this Civic in empire creation menu and government reform window. 一个特殊要求语法,决定这个思域是否兼容。不合条件市政无法起效。如果评估为假,这个市政将在帝国创建菜单和政府改革窗口中灰显。本节还将生成一个工具提示,告诉玩家这个市政在帝国创建菜单和政府改革窗口中的要求。 | Origins that don't meet the possible requirements will still be visible and chosen but such empire design can't be saved. This field has no effect after the start of the game. 不符合要求的起源仍然可以看到和选择,但这样的帝国设计无法保存。这个设置在游戏开始后没有任何效果。 |- |'''pickable_at_start = <yes/no>''' | Whether this civic can be selected when you are creating a new empire. If not, it can only be picked by government reforming. 当你正在创建一个新的帝国时,是否可以选择这个市政。否则,只能通过政府改革来选择。 | rowspan="2" style="text-align: center;" |{{icon|no}} |- |'''modification = <yes/no>''' | Default yes. If no, an empire can't add or remove this Civic after the start of the game. Used for playstyle restrictive civics like 默认为是。如果没有,帝国就不能在游戏开始后添加或删除这个市政。用于游戏风格的限制性市政,如 {{iconify|Fanatic Purifiers}}. |- |'''random_weight''' | Defines how likely this is to be picked randomly if it's valid. Civics of stricter requirements tend to have higher random weight. If without this statement, a Civic or Origin will never be randomly selected. 定义在有效的情况下被随机选取的可能性。要求更严格的市政往往具有更高的随机权重。如果没有这一设定,市政或起源将永远不会被随机选择。 | An Origin of random weight 0 can sometimes still be selected by the AI. A more safe way is to remove the statement entirely. AI有时仍然可以选择随机权重为0的原点。更安全的方法是完全删除该语句。 |- |'''modifier''' | A block of [[Modifiers]] to be applied to the Empire. If this Civic is considered incompatible, the Modifiers will be ignored. 将应用于帝国的修正。如果这个市政被认为是不兼容的,修正将被忽略。 | A block of [[Modifiers]] to be applied to the Empire. These will always apply regardless of the Origin requirements. 将应用于帝国的修正。无论原本要求如何,这些都将始终启用。 |- |'''description = <localisation key>''' | colspan="2" | A localisation key for effects description. This will be displayed before the modifier tooltips. 效果描述的本地化密钥。这将显示在修正工具提示之前。 |- |'''traits = { trait = trait_xxx trait = trait_yyy }''' | colspan="2" | 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. 要添加到这个帝国的主要物种中的物种特征。在帝国创建菜单中,这些特征不能删除,但如果有足够的特征点和特征选择,可以添加更多的特征。一般政府改革并没有增加或消除这些特征。 |- |'''has_secondary_species''' | colspan="2" | This Civic or Origin requires a secondary species. It's unclear what if more than one Civics that require a secondary species is selected at the same time. An Origin with a secondary species will override the secondary species for a Civic. 这个市政或起源需要一个次级物种。目前尚不清楚如果同时选择一个以上需要次要物种的文明会怎样。拥有次级物种的起源将凌驾于市政的次级物种之上。 |- | *'''title''' | colspan="2" | A localisation key for the title of the secondary species. 次要物种名称的定位键。 {{iconify|Syncretic Evolution}} calls it "Syncretic Species". |- | *'''traits = { trait = trait_xxx trait = trait_yyy }''' | colspan="2" | A list of species trait keys to be added to the secondary species. 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. 要添加到这个帝国的主要物种中的物种特征。在帝国创建菜单中,这些特征不能删除,但如果有足够的特征点和特征选择,可以添加更多的特征。 |- |'''can_build_ruler_ship''' | Default no. If set to yes, this empire can build old-school oversized ships for each ruler. Vanilla unused. 默认否。如果设置为“是”,这个帝国可以为每个统治者建造老式的超大船只。原版未使用。 | rowspan="6" style="text-align: center;" |{{icon|no}} |- |'''cost''' | How many civic points this will cost. Defaults to 1. Must be a positive integer. 这将花费多少市政点数。默认值为1。必须是正整数。 |- |'''swap_type''' | An entry that swaps civic name, flavor text and effect tooltip under certain condition. 在特定条件下交换市政名称、风格文本和效果工具提示的条目。 {{iconify|Devouring Swarm}} uses this to swap into Terravore. Unlike [[Tradition modding|Traditions]], the primary '''modifier''' block is NOT overwritten and there is NOT any local '''modifier''' block of swaps. |- | *'''name = <localistion key>''' | Changes the name and flavor text of this civic. 更改此市政的名称和风格文本。 |- | *'''description = <localisation key>''' | Changes the effect tooltip of this civic. 更改此市政的效果工具提示。 |- | *'''trigger''' | A block of [[Conditions]] to check if this Civic swap should apply. Vanilla use "local_human_species_class = LITHOID" to swap Devouring Swarm for Lithoids. (Global scope) 触发器,用于检查此市政是否应该适用。原版使用“local_human_species_class=LITHOID”将吞噬蜂群换成石质(这个可能指的是石头人物种的蜂群?)。(全局范围) |- |'''advanced_start''' | rowspan="5" style="text-align: center;" |{{icon|no}} | Default no. If set to no, the empire can't have advanced starts. 默认否。如果设置为否,则帝国无法进行高级启动。 |- |'''preferred_planet_class_neighbor''' | Default yes. If set to no, the guaranteed habitable worlds will not be guaranteed to match the empire's climate preference. 默认为是。如果设置为“否”,那么保证可居住的世界将无法保证与帝国的气候偏好相匹配。 |- |'''non_colonizable_planet_class_neighbor''' | Default no. If set to yes, the empire can't have guaranteed habitable worlds regardless of the galaxy settings. 默认否。如果设置为“是”,那么无论银河系的环境如何,帝国都无法保证有适合居住的世界。 |- |'''initializers = { xxx yyy zzz }''' | A list of keys of solar_system_initializer. The solar system initializer the player picked for this empire in the empire creation menu will be ignored. If specified, the empire won't have guaranteed habitable worlds anyway unless the initializer creates some based on the galaxy settings. solar_system_initializer的密钥列表。玩家在帝国创建菜单中为这个帝国选择的母星系初始设定项将被忽略。如果指定,帝国无论如何都不会保证有适合居住的世界,除非初始化器根据星系设置创建一些。(举例:生命之籽) |- |'''flags = { xxx yyy zzz }''' | This empire will have these country flags set at the start of the game. 这个帝国将在游戏开始时得到这些flags标记。 |} Implementions of other effects a Civic might also have, such as diplomatic restrictions, are integrated into other vanilla game files. Use '''has_valid_civic''' to check Civics. 市政可能具有的其他效果的实现,例如外交限制,被集成到其他原版游戏文件中。使用has_valid_civic检查civic。 Most of the other effects an Origin might also have (for example, starting conditions), are implemented through [[Event_modding|Events]]. Use '''has_origin''' to check Origins. 起源可能具有的大多数其他影响(例如,启动条件)都是通过事件实现的。使用has_origin检查Origins。 === Examples举例 === ==== Civics市政 ==== {{Collapse list | type='''Fanatic Purifiers''' | body= <pre> civic_fanatic_purifiers = { modification = no playable = { host_has_dlc = "Utopia" } potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } authority = { NOT = { value = auth_corporate } } } possible = { ethics = { value = ethic_fanatic_xenophobe OR = { value = ethic_militarist value = ethic_spiritualist } } civics = { NOR = { value = civic_barbaric_despoilers } } origin = { NOR = { value = origin_syncretic_evolution value = origin_common_ground value = origin_hegemon } } } random_weight = { base = 1000 modifier = { factor = 0 NOT = { host_has_dlc = "Utopia" } } } description = "civic_tooltip_fanatic_purifiers_effects" modifier = { ship_fire_rate_mult = 0.33 army_damage_mult = 0.33 starbase_shipyard_build_cost_mult = -0.15 country_naval_cap_mult = 0.33 } } </pre> }} {{Collapse list | type='''Driven Assimilator''' | body= <pre> civic_machine_assimilator = { potential = { authority = { value = auth_machine_intelligence } } possible = { civics = { NOR = { value = civic_machine_servitor value = civic_machine_terminator } } } modification = no random_weight = { base = 5 modifier = { factor = 0 NOT = { host_has_dlc = "Synthetic Dawn Story Pack" } } modifier = { # civic has no effect after galaxy generation, disable for random generation factor = 0 has_global_flag = game_started } } description = civic_tooltip_machine_assimilator_effects has_secondary_species = { # see game_start.11 title = civic_machine_assimilator_secondary_species traits = { trait = trait_cybernetic } } } </pre> }} {{Collapse list | type='''Devouring Swarm''' | body= <pre> civic_hive_devouring_swarm = { modification = no potential = { authority = { value = auth_hive_mind } } possible = { origin = { NOR = { value = origin_common_ground value = origin_hegemon } } } random_weight = { base = 5 } description = "civic_tooltip_devouring_swarm_effects" modifier = { country_starbase_influence_cost_mult = -0.5 ship_hull_mult = 0.25 ship_hull_regen_add_perc = 0.5 ship_armor_regen_add_perc = 0.5 army_damage_mult = 0.40 category_biology_research_speed_mult = 0.20 starbase_shipyard_build_cost_mult = -0.25 country_naval_cap_mult = 0.33 } swap_type = { name = civic_hive_devouring_swarm_lithoid description = "civic_tooltip_devouring_swarm_lithoid_effects" trigger = { local_human_species_class = LITHOID } } } </pre> }} ==== Origins起源 ==== {{Collapse list | type='''Syncretic Evolution''' | body= <pre> origin_syncretic_evolution = { is_origin = yes icon = "gfx/interface/icons/origins/origins_syncretic_evolution.dds" picture = GFX_origin_syncretic_evolution playable = { host_has_dlc = "Utopia" } possible = { ethics = { NOT = { value = ethic_gestalt_consciousness } } civics = { NOT = { value = civic_fanatic_purifiers } } } description = civic_tooltip_syncretic_evolution_effects has_secondary_species = { # see game_start.11 title = civic_syncretic_evolution_secondary_species traits = { trait = trait_syncretic_proles } } advanced_start = yes random_weight = { base = 10 } } </pre> }} {{Collapse list | type='''Life Seeded''' | body= <pre> origin_life_seeded = { is_origin = yes icon = "gfx/interface/icons/origins/origins_life_seeded.dds" picture = GFX_origin_life_seeded starting_colony = pc_gaia habitability_preference = pc_gaia preferred_planet_class_neighbor = no playable = { host_has_dlc = "Apocalypse" } possible = { authority = { NOT = { value = auth_machine_intelligence } } } description = "civic_tooltip_life_seeded_effects" random_weight = { base = 5 } } </pre> }}
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