群星
ParaWikis
最新百科
都市天际线2百科
英雄无敌3百科
维多利亚3百科
奇妙探险队2百科
罪恶帝国百科
英白拉多:罗马百科
热门百科
群星百科
欧陆风云4百科
十字军之王2百科
十字军之王3百科
钢铁雄心4百科
维多利亚2百科
ParaWikis
申请建站
ParaWikis
ParaCommons
最近更改
随机页面
加入QQ群
工具
链入页面
相关更改
特殊页面
页面信息
页面值
阅读
编辑
编辑源代码
查看历史
讨论
编辑“
Economy modding
”
警告:
您没有登录。如果您做出任意编辑,您的IP地址将会公开可见。如果您
登录
或
创建
一个账户,您的编辑将归属于您的用户名,且将享受其他好处。
反垃圾检查。
不要
加入这个!
{{Version|2.6}} This page is about modding of [[Economy]]. == Resources == Resources are defined at "common/strategic_resources/xxx.txt." More can be added but will not be shown without GUI modding. === Data Structure === * '''tradable = yes/no''' - If this resource is diplomatically tradable. Not in the market! * '''max = int''' - The initial storage capacity of this resource. * '''fixed_max_amount - yes/no''' - Default no. If yes, the storage capacity of this resource can't be modified by [[Modifiers]]. * '''tooltip_decimals = int''' - Sets the decimals shown in tooltips. * '''deficit_modifier = <[[Modifiers#Static Modifiers|static modifier key]]>''' - A static modifier to be applied if empire is in deficit of this resource. * '''market_amount = int''' - Sets the minimal tradable market bulk for this resource. * '''market_price = int''' - Sets the base price of the minimal tradable market bulk for this resource. Vanilla has 100 for each. * '''ai_weight''' - How valuable should the AI consider this resource to be. * '''ai_wants''' - How much the AI wants this resource. * '''prerequisites''' - A list of technology keys to be researched before the empire can exploit this resource. * '''visibility_prerequisite''' - A block of [[Conditions]] that determines if the empire should see this resource. Vanilla resources always have "always = yes". === How to Make my Resources Shown === The most easy way is to head to "interface/resource_groups/xxx.txt" and add the new resources to existing groups. If more resource groups were added through mods, the new resource groups won't be shown without modding "interface/main.gui". === Resource Example === minerals = { tradable = yes market_amount = 100 market_price = 100 max = 15000 deficit_modifier = minerals_deficit #found in static modifiers ai_weight = { weight = 1 } ai_wants = { base = 1000 } } volatile_motes = { tradable = yes market_amount = 10 market_price = 100 max = 15000 prerequisites = { "tech_mine_volatile_motes" } deficit_modifier = volatile_motes_deficit #found in static modifiers ai_weight = { weight = 10 } ai_wants = { base = 10 } } == Economy Categories == Economy Categories are defined at "common/economic_categories/xxx.txt." More can be added but many existing ones were hard-codely required. An economy category may determine ai behaviors or cost modifiers to apply to an economy unit. See [[Modifiers#Economic_Categories]] for a complete description. For instance, the following economy category rare_edicts = { use_for_ai_budget = yes parent = edicts generate_mult_modifiers = { cost } } allows to modify cost of the following edict (only resources field below) terraforming_gas = { resources = { category = rare_edicts cost = { exotic_gases = 25 } } } based on the empire size : for an empire size of X, cost of the terragorming_gas edict will be 25*X == Economy Units == Many game objects do have a resource block called Economy Units of the following structure which determines its resource production, upkeep, and/or cost. * '''category = <economy category key>''' - What economy category should this economy unit fall into. This economy will also be affected by modifiers related to the economy category. * '''produces/upkeep/cost''' - Production/Upkeep/Cost statement. Multiple allowed. Depending on the game object, some of them might make no sense, for example, an empire edict do not need the produces and upkeep statements. ** '''trigger''' - A block of [[Conditions]] to determine should this statement block apply. ** '''<resource key> = <float>''' - Multiple allowed. ==== Economy Unit Example ==== For example, the {{iconify|Researcher}} job has the following economy unit: resources = { category = planet_researchers produces = { physics_research = 4 engineering_research = 4 society_research = 4 } produces = { trigger = { exists = owner owner = { has_valid_civic = civic_technocracy } } unity = 1 } upkeep = { consumer_goods = 2 } } For this statement, a researcher will always produce {{iconify|Research}} points each {{green|+4}}, and will also produce {{iconify|Unity}} {{green|+1}} if the empire has the civic {{iconify|Technocracy}}. In addition, a researcher will always cost {{iconify|Consumer Goods}} {{red|-2}} for an upkeep cost. All these can be modified by modifiers like "planet_researchers_produces_mult". See [[Modifiers#Economic_Categories]] for how these modifiers are generated. == Trade Route == Trade value collection is implemented through Starbase [[Modifiers]] while piracy suppression is implemented through Ship Modifiers. Trade Value Conversion policy is defined at "common/policies/00_policies.txt". It doesn't directly affect actual trade route conversion rate. Trade Value Conversion rates are abstract game objects defined at "common/trade_conversions/xxx.txt". * '''potential''' - A block of [[Conditions]] to determine should this conversion type apply. (Country scope) * '''weight''' - If multiple conversions are valid to an empire, one with the highest weight wins. * '''economic_category = <economy category key>''' - Economy category of this conversion. Vanilla always use "trade_routes". * '''conversion_rate''' - A list of "<resource key> = <float>" pairs. Resource of this kind generated from trade routes every month is equal to the number provided here * collected empire trade value total. == Branch Office == Branch Office value algorithm is hard-coded but some parameters are defined at "common/defines/00_defines.txt". Branch Office resource production is implemented through a [[Modifiers#Static Modifier|Static Modifier]], namely "branch_office_value". Vanilla has <code>planet_branch_offices_energy_produces_add = 1</code>, which means the branch office produces {{iconify|Energy Credits}} {{green|+1}} for every point of Branch Office value. Branch Office Buildings are special buildings with the field "branch_office_building = yes". See [[Building modding]] for details. {{ModdingNavbox}} [[Category:模组制作]]
摘要:
请注意您对群星百科的所有贡献都被认为是在知识共享署名-非商业性使用-相同方式共享下发布,请查看在
群星百科:版权
的细节。如果您不希望您的文字被任意修改和再散布,请不要提交。
您同时也要向我们保证您所提交的内容是您自己所作,或得自一个不受版权保护或相似自由的来源。
未经许可,请勿提交受版权保护的作品!
为防止机器编辑,请完成下方验证
取消
编辑帮助
(在新窗口中打开)
本页使用的模板:
Template:Clear
(
编辑
)
Template:Color
(
编辑
)
Template:Green
(
编辑
)
Template:Icon
(
编辑
)
Template:Icon/c
(
编辑
)
Template:Icon/e
(
编辑
)
Template:Icon/r
(
编辑
)
Template:Icon/t
(
编辑
)
Template:Icon/u
(
编辑
)
Template:Iconify
(
编辑
)
Template:ModdingNavbox
(
编辑
)
Template:Navbox
(
编辑
)
Template:Navboxgroup
(
编辑
)
Template:Planet modifier
(
编辑
)
Template:Red
(
编辑
)
Template:Ruby
(
编辑
)
Template:Version
(
编辑
)
×
登录
密码
记住登录
加入群星百科
忘记密码?
其他方式登录