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Leader events
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{{Version|3.3}}<!--{{Eventsnav}} eventsnav commented out because it's too long--> This is the list of events found in {{path|events/leader_events_1.txt}}. __TOC__ == Combat victory random events == These random events can be triggered by the <code>on_fleet_destroyed_perp</code> <code>on_action</code>, which occurs when a fleet defeats another in combat. All seven of these events have a weight of 2, and no event triggering has a weight of 300. This gives each event a chance of 2/314 to 2/302, or approximately 0.64% to 0.66%. {{box wrapper}} {{Event |version = 3.3 |event_id = leader.1 |event_name = Promising Officer |picture = evt_federation_fleet |cond_event_text = yes |event_text = Captain [officer.GetName], the commanding officer of the [ship.GetName], served with distinction during the recent engagement that took place in the [system.GetName] system. The Admiralty on [Root.Capital.GetName], recognizing the qualities of a promising flag officer, has decided to promote the Captain to the rank of full admiral. |trigger = * is_country_type = default * {{icon|admiral}} Fleet is commanded by an Admiral |triggered only = * A fleet winning a space battle (0.65% chance) |immediate = {{icon|admiral}} Creates a level 2 main species Admiral with one of the following trait pairs: * 25% chance: {{icon|Gale Speed}}{{icon|Aggressive}} Gale Speed and Aggressive * 25% chance: {{icon|Aggressive}}{{icon|Engineer}} Aggressive and Engineer * 25% chance: {{icon|Fleet Logistician}}{{icon|Cautious}} Fleet Logistician and Cautious * 25% chance: {{icon|Scout}}{{icon|Trickster}} Scout and Trickster |options = {{option |option_text = Good.|effect = }} }} {{Event |version = 3.3 |event_id = leader.5 |event_name = Admiral Gains Trait |picture = evt_federation_fleet |cond_event_text = yes |event_text = After the recent victory in the [system.GetName] system, Admiral [officer.GetName] appears to have developed a new interest in naval theory. [officer.GetSheHeCap] [officer.GetHasHave] begun experimenting with some radically new strategies and tactics. |trigger = * is_country_type = default * {{icon|admiral}} Fleet is commanded by an Admiral who: ** Has less than 3 traits ** {{icon|no}}{{icon|Trickster}}{{icon|Unyielding}} Doesn't have Trickster or Unyielding |triggered only = * A fleet winning a space battle (0.65% chance) |options = {{option |option_text = Good.|effect = * {{icon|Trickster}} Fleet Admiral gains the Trickster trait}} }} {{Event |version = 3.3 |event_id = leader.6 |event_name = Admiral Gains Trait |picture = evt_federation_fleet |cond_event_text = yes |event_text = The recent victory in the [system.GetName] system seems to have awakened the hunter in Admiral [officer.GetName], who has now become a much more aggressive commander. |trigger = * is_country_type = default * {{icon|admiral}} Fleet is commanded by an Admiral who: ** Has less than 3 traits ** {{icon|no}}{{icon|Cautious}}{{icon|Aggressive}} Doesn't have Cautious or Aggressive |triggered only = * A fleet winning a space battle (0.65% chance) |options = {{option |option_text = Good.|effect = * {{icon|Aggressive}} Fleet Admiral gains the Aggressive trait}} }} {{Event |version = 3.3 |event_id = leader.7 |event_name = Admiral Gains Trait |picture = evt_federation_fleet |cond_event_text = yes |event_text = Having led [From.From.GetName] to victory in the [system.GetName] system, Admiral [officer.GetName] has grown increasingly confident and now refuses to even contemplate the very notion of retreating from future engagements. |trigger = * is_country_type = default * {{icon|admiral}} Fleet is commanded by an Admiral who: ** Has less than 3 traits ** {{icon|no}}{{icon|Trickster}}{{icon|Unyielding}} Doesn't have Trickster or Unyielding |triggered only = * A fleet winning a space battle (0.65% chance) |options = {{option |option_text = Good.|effect = * {{icon|Unyielding}} Fleet Admiral gains the Unyielding trait}} }} {{Event |version = 3.3 |event_id = leader.8 |event_name = Admiral Gains Trait |picture = evt_federation_fleet |cond_event_text = yes |event_text = After [officer.GetHerHis] recent victory in the [system.GetName] system, Admiral [officer.GetName] has started emphasizing the importance of speed and rapid maneuvers in [officer.GetHerHis] fleet briefings. [officer.GetSheHe] [officer.GetIsAre] experimenting with new formations and patters to get the most agility out of the starships under [officer.GetHerHis] command. |trigger = * is_country_type = default * {{icon|admiral}} Fleet is commanded by an Admiral who: ** Has less than 3 traits ** {{icon|no}}{{icon|Lethargic}}{{icon|Gale Speed}} Doesn't have Lethargic or Gale Speed |triggered only = * A fleet winning a space battle (0.65% chance) |options = {{option |option_text = Good.|effect = * {{icon|Gale Speed}} Fleet Admiral gains the Gale Speed trait}} }} {{Event |version = 3.3 |event_id = leader.9 |event_name = Admiral Loses Trait |picture = evt_federation_fleet |cond_event_text = yes |event_text = After the recent victory of [From.From.GetName] in the [system.GetName] system, Admiral [officer.GetName] is displaying a lot more energy and initiative than before. [officer.GetHerHisCap] performance has improved significantly. |trigger = * is_country_type = default * {{icon|leader}} Fleet is commanded by a Leader<ref name="leader not admiral">The fleet Leader isn't required to be an Admiral for these events to trigger, although in normal gameplay only Admirals can win space battles. [[Modding]] science ships to have weapons could result in this event triggering for Scientists, for example.</ref> who: ** {{icon|Lethargic}} Has the Lethargic trait |triggered only = * A fleet winning a space battle (0.65% chance) |options = {{option |option_text = Good.|effect = * {{icon|no}}{{icon|Lethargic}} Fleet Leader loses the Lethargic trait}} }} <!--# Nervous lost from Victory --> {{Event|version = 3.3 |event_id = leader.17 |event_name = Admiral Loses Trait |cond_event_text = yes |event_text = After leading [From.From.GetName] to victory in the [system.GetName] system, Admiral [officer.GetName] seems to have regained [officer.GetHerHis] confidence. [officer.GetSheHe] [officer.GetIsAre] now capable of dealing with the administrative workload that comes with commanding a large fleet. |picture = evt_federation_fleet |triggered only = * A fleet winning a space battle (0.65% chance) |trigger = * is_country_type = default * {{icon|leader}} Fleet commanded by a Leader<ref name="leader not admiral" /> who: ** Has {{iconify|Nervous}} or {{iconify|Unstable Code Base}} |options = {{option |option_text = Good.|effect = * {{icon|no}}{{iconify|Machine Intelligence||If not}}: ** {{icon|no}}{{icon|Nervous}} Fleet Leader loses the Nervous trait * {{iconify|Machine Intelligence||If}}: ** {{icon|no}}{{icon|Unstable Code Base}} Fleet Leader loses the Unstable Code Base trait}} }} {{end box wrapper}} == Emergency FTL random events == These random events can be triggered by the <code>on_emergency_ftl</code> <code>on_action</code>, which occurs when a fleet uses emergency FTL to escape combat. All five of these events have a weight of 10, and no event triggering has a weight of 310. This gives each event a chance of 10/360 to 10/320, or approximately 2.78% to 3.125%. {{box wrapper}} {{Event |version = 3.3 |event_id = leader.10 |event_name = Admiral Gains Trait |picture = evt_federation_fleet |cond_event_text = yes |event_text = Admiral [officer.GetName] seems to have developed something of a cautious streak after the recent defeat in the [system.GetName] system. The Admiral is now much more careful and meticulous in the deployment of the fleet assets under [officer.GetHerHis] command. |trigger = * is_country_type = default * {{icon|admiral}} Fleet is commanded by an Admiral who: ** Has less than 3 traits ** {{icon|no}}{{icon|Cautious}}{{icon|Aggressive}} Doesn't have Cautious or Aggressive |triggered only = * A fleet using emergency FTL to escape combat |options = {{option |option_text = Good.|effect = * {{icon|Cautious}} Fleet Admiral gains the Cautious trait}} }} {{Event |version = 3.3 |event_id = leader.11 |event_name = Admiral Gains Trait |picture = evt_federation_fleet |cond_event_text = yes |event_text = After the recent defeat in the [system.GetName] system, Admiral [officer.GetName] seems to have become more skittish and self-doubting. It has become clear that the Admiral is no longer capable of commanding as large formations as before. |trigger = * is_country_type = default * {{iconify|Doctrine: Reactive Formations|24px}} technology * {{icon|admiral}} Fleet is commanded by an Admiral who: ** Has less than 3 traits ** {{icon|no}}{{icon|Fleet Organizer}}{{icon|Unyielding}}{{icon|Nervous}} Doesn't have Fleet Organizer<ref name="fleet organizer">{{iconify|Fleet Organizer}} is a Ruler trait, not an Admiral trait.</ref>, Unyielding, or Nervous |triggered only = * A fleet using emergency FTL to escape combat |options = {{option |option_text = Unfortunate.|effect = * {{icon|no}}{{iconify|Machine Intelligence||If not}}: ** {{icon|Nervous}} Fleet Admiral gains the Nervous trait * {{iconify|Machine Intelligence||If}}: ** {{icon|Unstable Code Base}} Fleet Admiral gains the Unstable Code Base trait}} }} <!--# Unyielding gained from Defeat --> {{Event |version = 3.3 |event_id = leader.12 |event_name = Admiral Gains Trait |cond_event_text = yes |event_text = The retreat of [Root.GetName] from the recent battle in the [system.GetName] system seems to have hit Admiral [officer.GetName] hard. [officer.GetName] has resolved never to quit the field again, being intent instead to fight to the last in [officer.GetHerHis] next engagement. |picture = evt_federation_fleet |triggered only = * A fleet using emergency FTL to escape combat |trigger = * is_country_type = default * {{icon|admiral}} Fleet is commanded by an Admiral who: ** Has less than 3 traits ** {{icon|no}}{{icon|Unyielding}} Doesn't have Unyielding |options = {{option |option_text = Good.|effect = * {{icon|Unyielding}} Fleet Admiral gains the Unyielding trait}} }} <!--# Gale Speed gained from Defeat --> {{Event |version = 3.3 |event_id = leader.13 |event_name = Admiral Gains Trait |cond_event_text = yes |event_text = Admiral [officer.GetName] ran the engines of [officer.GetHerHis] ships to their limits when [Root.GetName] disengaged from the recent battle in the [system.GetName] system. [officer.GetSheHeCap] [officer.GetHasHave] learned to squeeze extra speed out of any ships under [officer.GetHerHis] command. |picture = evt_federation_fleet |triggered only = * A fleet using emergency FTL to escape combat |trigger = * owner = { is_country_type = default * {{icon|admiral}} Fleet is commanded by an Admiral who: ** Has less than 3 traits ** {{icon|no}}{{icon|Lethargic}}{{icon|Gale Speed}} Doesn't have Lethargic or Gale Speed |options = {{option |option_text = Good.|effect = * {{icon|Gale Speed}} Fleet Admiral gains the Gale Speed trait}} }} <!--# Lethargic gained from Defeat --> {{Event |version = 3.3 |event_id = leader.14 |event_name = Admiral Gains Trait |cond_event_text = yes |event_text = Admiral [officer.GetName] appears to have grown distant and depressed since [officer.GetHerHis] defeat in the recent battle that took place in the [system.GetName] system. The officers under [officer.GetHerHis] command report that the Admiral no longer performs [officer.GetHerHis] duties with the same gusto as before. |picture = evt_federation_fleet |triggered only = * A fleet using emergency FTL to escape combat |trigger = * is_country_type = default * {{icon|admiral}} Fleet is commanded by an Admiral who: ** Has less than 3 traits ** {{icon|no}}{{icon|Gale Speed}}{{icon|Lethargic}} Doesn't have Gale Speed or Lethargic |options = {{option |option_text = Unfortunate.|effect = * {{icon|Lethargic}} Fleet Admiral gains the Lethargic trait}} }} {{end box wrapper}} == Other admiral events == {{box wrapper}} <!--# Engineer gained from Repairing --> {{Event |version = 3.3 |event_id = leader.15 |event_name = Admiral Gains Trait |cond_event_text = yes |event_text = Admiral [officer.GetName] has gained invaluable technical skills while supervising the repairs of [Root.GetName]. The damage control teams under the Admiral's command are now capable of repairing ships in the field. |picture = evt_federation_fleet |trigger = * is_country_type = default * {{iconify|Doctrine: Interstellar Warfare|24px}} technology * {{icon|no}}{{iconify|Gestalt Consciousness||Not}} * Fleet is being repaired * {{icon|admiral}} Fleet is commanded by an Admiral who: ** Has less than 3 traits ** {{icon|no}}{{iconify|Engineer}} Doesn't have Engineer |mtth = * {{icon|time}} 240 months |options = {{option |option_text = Good.|effect = * {{icon|Engineer}} Fleet Admiral gains the Engineer trait}} }} <!-- # Organizer gained from Large Fleet #{{Event |version = 3.3 #|event_id = leader.16 #|event_name = Admiral Gains Trait #|event_text = The experience of commanding as large a formation as [Root.GetName] has provided Admiral [officer.GetName] with invaluable organizational skills. The Admiral is now capable of effectively controlling even larger fleets. #|picture = evt_federation_fleet #|trigger = #* is_country_type = default # exists = leader # num_ships > 1 #** Has less than 3 traits #** {{icon|no}} Doesn't have {{icon|Fleet Organizer}} or {{iconify|Nervous}} # owner = { has_technology = tech_doctrine_fleet_size_3 } #|mtth = 240 months #|options = #{{option |option_text = Good.|effect = * Leader gains the {{icon|Fleet Organizer}} trait}} #}} # Logistics gained from Large Fleet #{{Event |version = 3.3 #|event_id = leader.18 #|event_name = Admiral Gains Trait |cond_event_text = yes #|event_text = While in command of [Root.GetName], Admiral [officer.GetName] has learned to carefully nurse [officer.GetHisHer] supplies to significantly reduce ship operating costs across the board. #|picture = evt_federation_fleet #|trigger = #* is_country_type = default #* {{icon|no}}{{iconify|Gestalt Consciousness||Not}} # num_ships > 1 #* {{icon|admiral}} Fleet is commanded by an Admiral who: #** Has less than 3 traits #** Doesn't have {{iconify|Fleet Logistician}} #|mtth = 240 months #|options = #{{option |option_text = Good.|effect = #* {{icon|no}}{{iconify|Machine Intelligence||If not}}: #** Leader gains the {{iconify|Fleet Logistician}} trait #* {{iconify|Machine Intelligence||If}}: #** Leader gains the leader_trait_maintenance_loop trait}} #}} --> <!--# Triggers event when each country first sends a ship into the system (once per country) --> <!--# Scout gained from Exploration --> {{Event|version = 3.3 |event_id = leader.19 |event_name = Admiral Gains Trait |cond_event_text = yes |event_text = Following [officer.GetHerHis] recent sensor sweep of the [system.GetName] system, Admiral [officer.GetName] has learned how to deploy [officer.GetHerHis] units to maximize their sensor range. Few fleet commanders possess the skill to carry out such complex maneuvers. |picture = evt_federation_fleet |triggered only = * Being the first ship from this empire to enter this system (10/210 or 4.8% chance) |trigger = * is_country_type = default * {{icon|no}}{{iconify|Gestalt Consciousness||Not}} * {{icon|admiral}} Fleet is commanded by an Admiral who: ** Has less than 3 traits ** {{icon|no}}{{icon|Scout}} Doesn't have Scout |options = {{option |option_text = Good.|effect = * {{icon|Scout}} Fleet Admiral gains the Scout trait}} }} {{end box wrapper}} == Level up events == {{box wrapper}} <!--#Gatekeeper fired from on_action on_leader_level_up --> {{Event|version = 3.3 |event_id = leader.20 |event_name = (Hidden level-up trait gatekeeper) |triggered only = * {{icon|leader experience gain}} When a leader gains a skill level |immediate = * {{icon|scientist}}{{icon|Admiral}} If leader is a Scientist or Admiral, they gain a random trait if: ** They have less than 3 traits ** They haven't gained a trait from gaining a level yet ** 10% chance (10/100) if level 1 or 2 ** ~14.3% chance (15/105) if level 3 ** ~21.7% chance (25/115) if level 4 ** ~35.7% chance (50/140) if level 5+ <!-- random_list = { 90 = { } 10 = { modifier = { factor = 1.5 has_level = 3 } modifier = { factor = 2.5 has_level = 4 } modifier = { factor = 5 has_level > 4 } add_random_leader_trait = yes set_leader_flag = has_gained_level_trait --> * {{icon|Governor}}{{icon|General}} If leader is a Governor or General, they gain a random trait if: ** They have less than 3 traits ** They haven't gained a trait from gaining a level yet ** 20% chance (20/100) if level 1 or 2 ** ~27.3% chance (30/110) if level 3 ** ~38.5% chance (50/130) if level 4 ** ~55.6% chance (100/180) if level 5+ <!-- random_list = { 80 = { } 20 = { modifier = { factor = 1.5 has_level = 3 } modifier = { factor = 2.5 has_level = 4 } modifier = { factor = 5 has_level > 4 } add_random_leader_trait = yes set_leader_flag = has_gained_level_trait --> * {{icon|ruler leader}} If leader is a Ruler, they gain a random trait if: ** They have less than 3 traits ** They haven't gained a trait from gaining a level yet ** {{icon|no}}{{iconify|Gestalt Consciousness||Not}} ** 20% chance (20/100) if level 1 or 2 ** ~27.3% chance (30/110) if level 3 ** ~38.5% chance (50/130) if level 4 ** ~55.6% chance (100/180) if level 5+ <!-- random_list = { 80 = { } 20 = { modifier = { factor = 1.5 has_level = 3 } modifier = { factor = 2.5 has_level = 4 } modifier = { factor = 5 has_level > 4 } add_random_leader_trait = yes set_leader_flag = has_gained_level_trait --> }} <!--#Scientist gains new trait --> {{Event|version = 3.3 |event_id = leader.21 |event_name = Scientist - Gained Trait |cond_event_text = yes |event_text = Through hard work and experience, §H[From.From.GetTitle] [From.From.GetName]§! has developed new skills. |picture = evt_society_research |triggered only = * A Scientist gaining trait <!-- fired by the add_random_leader_trait scripted effect --> |options = {{option |option_text = OK|effect = * (Tooltip shows trait gained)}} }} <!--#Admiral gains new trait --> {{Event|version = 3.3 |event_id = leader.22 |event_name = Admiral - Gained Trait |cond_event_text = yes |event_text = Through hard work and experience, §H[From.From.GetTitle] [From.From.GetName]§! has developed new skills. |picture = evt_star_chart |triggered only = * An Admiral gaining trait <!-- fired by the add_random_leader_trait scripted effect --> |options = {{option |option_text = OK|effect = * (Tooltip shows trait gained)}} }} <!--#Governor gains new trait --> {{Event|version = 3.3 |event_id = leader.23 |event_name = Governor - Gained Trait |cond_event_text = yes |event_text = Through hard work and experience, §H[From.From.GetTitle] [From.From.GetName]§! has developed new skills. |picture = evt_arguing_senate |triggered only = * A Governor gaining trait <!-- fired by the add_random_leader_trait scripted effect --> |options = {{option |option_text = OK|effect = * (Tooltip shows trait gained)}} }} <!--#General gains new trait --> {{Event|version = 3.3 |event_id = leader.24 |event_name = General - Gained Trait |cond_event_text = yes |event_text = Through hard work and experience, §H[From.From.GetTitle] [From.From.GetName]§! has developed new skills. |picture = evt_star_chart |triggered only = * A General gaining trait <!-- fired by the add_random_leader_trait scripted effect --> |options = {{option |option_text = OK|effect = * (Tooltip shows trait gained)}} }} <!--#Ruler gains new trait --> {{Event|version = 3.3 |event_id = leader.25 |event_name = Ruler - Gained Trait |cond_event_text = yes |event_text = Through hard work and experience, §H[From.From.GetTitle] [From.From.GetName]§! has developed new skills. |picture = evt_throne_room |triggered only = * A Ruler gaining trait <!-- fired by the add_random_leader_trait scripted effect --> |trigger = * exists = capital_scope |options = {{option |option_text = OK|effect = * (Tooltip shows trait gained)}} }} {{end box wrapper}} == Scientist events == <!-- # banning AI removes AI-dependent traits from leaders --> {{Event|version = 3.3 |event_id = leader.30 |event_name = AI Assistants Removed |event_text = As per our recent policy change outlawing artificial intelligence, any [Root.GetAdj] Scientists in possession of {{yellow|Sapient AI Assistants}} have been forced to relinquish them for recycling. |picture = evt_throne_room |triggered only = * {{icon|policy}} Changing a policy |trigger = * {{icon|policy|link=Policies#Artificial_Intelligence}} Artificial Intelligence policy was changed to Outlawed * {{icon|Sapient AI Assistant}} Any owned leader has the Sapient AI Assistant trait |options = {{option |option_text = Good.|effect = * {{icon|no}}{{icon|Sapient AI Assistant}} Removes the Sapient AI Assistant trait from all leaders who have it}} }} == References == <references /> [[Category:事件]] [[en:Leader_events]]
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