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{{Version|2.6}} This page is about how to modify existing and how to create new [[Jobs]]. == Social Strata == A Social Stratum is the position of a group of Pops in a society. They are defined at "common/pop_categories/xxx.txt". In the planet population view, Jobs are grouped by Strata and Strata are sorted based on the order they are defined in files. === Data Structure === {| class="wikitable mw-collapsible" |- ! width="20%" | Property ! width="80%" | Description |- | '''rank = <int>''' | Marks the social rank of this Stratum. |- | '''clothes_texture_index = <int>''' | The clothes index the portrait of this Pop will use. Only relevant to species portraits with clothes. |- | '''change_job_threshold = <float>''' | If a Pop of this Stratum is employed, a new Job must have at least this many times the weigth of the former Job to make this Pop switch to the new Job. |- | '''keep_from_former_job = <yes/no>'''<br>'''demotion_time = <int>''' | Determines should a Pop of a Job of this Stratum will still be considered of this Stratum if unemployed. If so, how many days until the Pop will demote its Stratum after unemployed. |- | '''pop_modifier''' | A block of [[Modifiers]] to be applied to a Pop of this Stratum. Modifiers that affect base {{iconify|Amenities}} and {{iconify|Housing}} usage go here. |- | '''resources''' | An [[Economy_modding#Economy_Units|Economy Units]] to determine the resource upkeep and production of a Pop of this Stratum. Upkeep costs like {{iconify|Food}} and {{iconify|Consumer Goods}} and resource productions by some Lithoid traits go here. |- | '''triggered_planet_modifier''' * '''trigger''' ** [[Conditions]] (Pop scope) | A block of [[Modifiers]] with a <code>potential</code> to be applied to the Planet. Modifiers that add {{iconify|Trade Value}} based on the living standard go here. Pop Strata do not support the unconditional <code>planet_modifier</code>. |- | '''should_apply_unemployment_penalties'''<br>'''unemployment_penalties''' | The former block of [[Conditions]] (Pop scope) to determine should the later block of [[Modifiers]] be applied to the Pops of this Stratum after they are unemployed. The condition also determines should a Pop of this Stratum trigger the unemployment empire alert. Vanilla usually disable unemployment alert for Pops of high living standard, being able to produce resources if unemployed. |- | '''unemployment_resources''' | An [[Economy_modding#Economy_Units|Economy Units]] to determine the resource upkeep and production of this Pop while it is unemployed. |- | '''assign_to_pop''' | A block of [[Conditions]] to determine should a Pop be assigned to this Stratum. This is called when a Pop is created, moved to another planet, or got a new owner. |- | '''allow_resettlement'''<br>'''resettlement_cost = { <resource> = <int> }''' | The former block of [[Conditions]] determines can a Pop of this Stratum be resettled, and if so, the later block determines the cost. |- | '''weight''' | Determines the weight of this Stratum. |} === Questions & Answers === {{Collapse list | type='''Why is a Specialist Pop never attracted to a Worker job?''' | body= The {{iconify|Specialist}} Stratum has higher <code>rank</code> than the {{iconify|Worker}} Stratum, making it unwilling to take any Worker jobs. The {{iconify|Complex Drone}} Stratum has the same <code>rank</code> as the {{iconify|Menial Drone}} Stratum, making them willing to take Menial Drone jobs if the mastermind so desire. }} {{Collapse list | type='''How does demotion work?''' | body= If a Stratum has <code>keep_from_former_job = yes</code>, a Pop of this Stratum will still be of this Stratum after unemployment, until a number of days equal to the <code>demotion_time</code> have been passed. For example, the {{iconify|Specialist}} Stratum is ranked 2 with a demotion time of 1800 days, making an unemployed Pop that is formerly a Specialist job to still consider itself a Specialist and will only accept a Specialist or Ruler job, until 1800 days have been passed and it will finally stop hiding itself from reality and demote itself to {{iconify|Worker}} Stratum, or "reset" its Stratum by technical. The {{iconify|Complex Drone}} Stratum does NOT have <code>keep_from_former_job = yes</code> or <code>demotion_time</code>, making Pops of this Stratum to immediately reset the Stratum after unemployment. }} {{Collapse list | type='''How does slavery work?''' | body= A Slave might take jobs from {{iconify|Specialist}} or {{iconify|Worker}} Stratum, but a Slave will never receive the same amount of {{iconify|Consumer Goods}} upkeep of a Specialist or a Worker. Actually, {{iconify|Slave}} is a special Stratum with no Jobs specifing itself of it, while it has a higher <code>weight</code> than any of the common Strata. It also has a custom <code>assign_to_pop</code>. The actual Stratum of a Pop is selected from all Strata with a custom <code>assign_to_pop</code> plus the current Stratum of the Job the Pop is working in. For example, a Pop with Indentured Servitude slavery type working as an {{iconify|Artisan}} will choose its Stratum from {{iconify|Specialist}}, {{iconify|Worker}} and {{iconify|Slave}}, with Slave being with the highest <code>weight</code>, making this Pop a Slave beyond all. ''(Worker do also have a custom <code>assign_to_pop</code>.)'' During the days an unemployed {{iconify|Specialist}} Pop wait for a Specialist or Ruler job until its demotion, it still "sees" the {{iconify|Worker}} Stratum and view it as a lower weighted Stratum, making it unwilling to reconsider itself a Worker. If you enslave it now, it will "see" the {{iconify|Slave}} Stratum being with higher <code>weight</code> than the Specialist Stratum, and it will now be forced to consider itself a Slave. }} {{Collapse list | type='''What if some parameters were changed?''' | body= If the {{iconify|Specialist}} Stratum and the {{iconify|Worker}} Stratum had the same <code>rank</code>, an unemployed Specialist Pop will happily take a Worker job after unemployment and will instantly become a Worker, and if there was no Worker jobs available, the Pop will become an unemployed Specialist and needs time to demote until a Worker job is available. If the Specialist Stratum had lower <code>weight</code> than the Worker Stratum, a Pop in Specialist job will still be a Worker, consuming the same amount of {{iconify|Consumer Goods}} as a Worker, and it will be of needing no time at all to demote. }} == Jobs == Jobs are defined at "common/pop_jobs/xxx.txt". === Data Structure === {| class="wikitable mw-collapsible" |- ! width="20%" | Property ! width="80%" | Description |- | '''is_capped_by_modifier = <yes/no>''' | Default yes. If no, this job is always considered available if other conditions are met. If there is a job uncapped by modifiers available that's open to all pops, no pops will become unemployed. |- | '''category = <pop category key>''' | The Stratum this Job is binded to. A pop will be considered of this Stratum for as long as they are employed under this job and there isn't any Strata with a custom <code>assign_to_pop</code> and with higher weight than this one. |- | '''condition_string = <localisation key>''' | A localisation key to briefingly describe what kind of Pop can be employed on this Job. |- | '''building_icon = <building key>''' | Determines the building icon of this Job to be shown in the planet population view behind the Pop portrait. For example, the {{iconify|Researcher}} job will use the science lab for a building icon. Nonexistent buildings can be specified and the texture file "gfx/interface/icons/buildings/<building key>.dds" will be used. |- | '''clothes_texture_index = <int>''' | Optional. Determines the clothes index of a Pop working on this Job, overwritting the setting of the Stratum. |- | '''icon = <pop job key>''' | Optional. Makes this Job to use the icon of another Job. For example, the {{iconify|Science Director}} uses the same icon as {{iconify|Researcher}}. |- | '''possible_pre_triggers''' | A block of Pseudo-Conditions to determine can a Pop work in this Job. Only the following yes-or-no questions are allowed. Without the pre-triggers, the whole set of conditions will be evaluated once for each of the thousands of Pops in the galaxy, which can be performance intensive. * has_owner * is_enslaved * is_being_purged * is_being_assimilated * has_planet * is_sapient |- | '''possible''' | A block of [[Conditions]] to determine can a Pop work in this Job. (Pop scope) |- | '''resources''' | An [[Economy_modding#Economy_Units|Economy Units]] to determine the resource upkeep and production of this Job. (Planet scope, root = pop scope) |- | '''planet_modifier'''<br>'''triggered_planet_modifier''' | Block of [[Modifiers]] to be applied to the Planet. Modifiers that add {{iconify|Amenities}}, {{iconify|Trade Value}} or decrease {{iconify|Crime}} go here. |- | '''country_modifier'''<br>'''triggered_country_modifier''' | Block of [[Modifiers]] to be applied to the Empire. Modifiers that add {{iconify|Naval Capacity}} or {{iconify|Administrative Cap}} go here. |- | '''pop_modifier'''<br>'''triggered_pop_modifier''' | A block of [[Modifiers]] to be applied to the Pop. Modifiers that add defense armies go here. See [[Army modding]] for details of Pop-spawned defense armies. |- | '''weight''' | A Pop will attempt to take Jobs with higher weight for it. (Pop scope) |} === Questions & Answers === {{Collapse list | type='''How to have a Job to produce something more or less without overwritting it?''' | body= * If you are asking about how to make a Job to produce more resources of a certain type, head to the <code>resource</code> block and find its economy category, then head to the "common/economy_categories" to find what kind of modifiers are generated for this economy category. ** For example, {{iconify|Researcher}} has its own economy category that "produces_mult" modifiers would be generated, making modifiers like <code>job_researchers_physics_research_produces_mult</code> usable. However, since "produces_add" modifiers won't be generated, it's impossible to have researchers produce resources they originally can't, unless you overwrite the economy categories and force it to generate your required kind of modifiers. ** Also, {{iconify|Miner}} has its own economy category that both "produces_mult" and "produces_add" modifiers would be generated, making <code>job_miners_minerals_produces_add</code> usable. You can also use the modifier <code>job_miners_minor_artifacts_produces_add = 1</code> to make Miners produce {{iconify|Minor Artifacts}} {{green|+1}}, just do what you want. ** If the job in question does not have its own economy category, for example, the {{iconify|Clerk}}, then it's impossible to make them produce more resources by modifiers without affecting other jobs at all. * If you are asking about how to make a Job to produce more modifiers, like {{iconify|Amenities}}, {{iconify|Naval Capacity}}, {{iconify|Crime}} Reduction, {{iconify|Trade Value}}, or {{iconify|Administrative Cap}}, then you have to overwrite the Jobs and use <code>triggered_(country/planet)_modifiers</code> to implement this. There are no modifiers to modify modifiers produced by Jobs. ** However, most of the modifiers produced by Jobs are <code>_add</code>. You can use <code>_mult</code> modifiers to multiply the overall Empire stat or Planet stat, effectively making relevant Jobs more effective. ** Despite the trait [[File:Leader trait bureaucrat.png]] Bureaucrat having a modifier that reads <code>planet_bureaucrats_produces_mult</code>, don't be confused, because {{red|this modifier has no effect and all it does is to confuse you.}} }} === Relevant Modifiers === All jobs will generate the following modifiers for use. * '''job_<key>_add = <int>''' - This modifier adds that many jobs to the planet. * '''job_<key>_per_pop = <float>''' - This modifier adds X jobs to the planet, where X is the number of Pops multiplied by the value here. * '''job_<key>_per_crime = <float>''' - This modifier adds X jobs to the planet, where X is the planet crime multiplied by the value here. {{ModdingNavbox}} [[Category:模组制作]]
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