This page is about how to modify existing and how to create new Edicts.
Edicts are defined at "common/edicts/xxx.txt".
Data Structure[编辑 | 编辑源代码]
- length = <int> - Days of the edict duration. If 0, this Edict immediately ends. If -1, this Edict lasts until manually toggled off.
- resources - An Economy Unit that determines the cost of this edict. Only the "cost" field is wanted. If length is -1, the cost is paid again when deactivating.
- prerequisites = { tech_xxx } - A list of Technology keys that determines the technology prerequisites of this edict.
- show_tech_unlock_if - A block of Conditions. If evaluated false, this edict will not be shown in the technology tooltip of that technology.
- modifier - A block of Modifiers to be applied to the empire for as long as this edict remain active.
- potential - A block of Conditions that determines is this edict listed for this empire. (Country scope)
- allow - A block of Conditions that determines can this edict be activated by this empire. (Country scope)
- effect - A block of Effects to be executed when this edict become active. (Country scope)
- There is NO effect block that can be executed when this edict is manually toggled off.
- ai_weight - The higher it is, the more likely the AI will try to activate this edict.
- edict_cap_usage - The number of Edict Capacities this Edict will use.
Vanilla Example[编辑 | 编辑源代码]
This is the education campaign.
education_campaign = {
length = @campaignDuration
resources = {
category = campaigns
cost = {
energy = @campaignCost
}
}
modifier = {
species_leader_exp_gain = 0.25
}
potential = {
NOT = { has_ethic = ethic_gestalt_consciousness }
has_technology = tech_planetary_unification
}
ai_weight = {
weight = 0
modifier = {
weight = 1
has_edict = healthcare_campaign
}
}
}
Instant Effect Edicts[编辑 | 编辑源代码]
An edict with length = 0
and an effect
work like an empire wide Decision. The modifier
doesn't apply in this case.
# this instant effect edict costs 100 influence and provides 1000 unity.
one_time_effect_edict_example = {
length = 0
resources = {
category = edicts
cost = {
influence = 100
}
}
effect = {
add_resource = {
unity = 1000
}
}
}
The demerit is, it will instantly generate an "Edict Expired" notification.
Conditions:
has_edict = <edict key>
- Checks if the empire has this edict active.