政策修改的补充
country_edict = {
name = "playerbonus"
modifier = {
pop_happiness = 0.10
all_technology_research_speed = 0.25
navy_size_add = 0.8
army_upkeep_mult = -0.75
ship_upkeep_mult = -0.75
planet_building_cost_mult = -0.3
building_time_mult = -0.3
tile_resource_minerals_mult = 0.2
tile_resource_energy_mult = 0.2
pop_ethic_shift = -0.25
country_core_sector_planet_cap = 3
}
influence_cost = -3
allow = {
is_ai = no
}
ai_weight = {
weight = 0
}
}
修改了下,
ship_upkeep_mult = -0.75 而不是fleet
is_ai = no
加了个直辖上限,全因为自己玩的时候感觉直辖领太少~~ country_core_sector_planet_cap = 3
在notepad++中,看起来应该是这个样子的:
在这里列一些其中可以修改的项目吧
all_technology_research_speed = 0.25 #全科研速度,0.01=1%,下同
navy_size_add = 20 #海军规模 (1=1个,20=20个)
army_upkeep_mult = -0.75 #陆军维护
ship_upkeep_mult = -0.75 #舰队维护
planet_building_cost_mult = -0.3 #建造花费
building_time_mult = -0.3 #建造时间
tile_resource_minerals_mult = 0.2 #矿物加成
tile_resource_energy_mult = 0.2 #能源加成
leader_age = 10 #集体续命10年
tile_resource_food_mult = 0.2 #食物加成
pop_ethic_shift = -0.25 #分化(-0.25 = -25%)
country_core_sector_planet_cap = 3 核心星球数
country_leader_cap = 2 #领导人能力 + 2
leader_influence_cost = -0.10 #买领导人(包括科学家,将军等)花费
influence_gain_add = 1 #每月影响力 1 = 1点/月
leader_skill_levels = 1 #领导人(包括科学家,将军等)等能力+1
还有一种方法就是加科技
在Stellariscommontechnology下,任意一个文件末尾,或者新建一个txt,输入
tech_mytech = {
cost = 0
area = society
category = { statecraft }
tier = 0
start_tech = yes #是起始科技
country_leader_cap = 2 # 把想改的内容加在这里
leader_influence_cost = -0.10
influence_gain_add = 1
leader_skill_levels = 1
allow = {
is_ai = no
}
ai_weight = {
weight = 0
}
}
改科技有一定问题,不如改政策方便,比如有时奇怪势力也会有这个modifier
一种更安全的写法
tech_mytech = {
cost = 0
area = society
category = { statecraft }
tier = 0
country_leader_cap = 2
leader_influence_cost = -0.10
influence_gain_add = 1
leader_skill_levels = 1
weight_modifier = { # 这个weight就是决定你抽科技抽到什么的那个罪魁祸首!!
modifier = {
factor = 50 #改成50 第一轮一定能出,点掉就好,这样奇怪的野怪就不会也有这个buff了
}
}
allow = {
is_ai = no
}
ai_weight = {
weight = 0
}
}
顺带说下,觉得某个科技死活出不来的,可以在这些文件里看看到底需要什么条件
例如 殖民外星的科技:
weight_modifier = {
factor = 3
modifier = {
factor = 100
is_ai = yes #电脑开局就一定能点!
# factor越大,可能性越高,最后抽出哪个实在此处依照最终factor抽到
}
modifier = {
factor = 5
years_passed > 2 #两年以后,factor+5,也就是越往后越可能出
}
modifier = {
factor = 5
years_passed > 4
}
modifier = {
factor = 10
years_passed > 6 #6年以后还没出来,就+10了
}
modifier = {
factor = 10
years_passed > 9 #9年没出的话,此时factor已经33了。。抽三张牌的话“几乎”是必出
}
modifier = {
factor = 1.25
research_leader = {
area = society
has_trait = "leader_trait_expertise_new_worlds" #研究者有新世界专家特性的话 +1.25
}
}
}
所以……一般来说6年以内应该能出……吧
假设没有相关专家,一次能翻3个科技,即一般国家,6年研究完了两个科技(也就是翻了3次牌),
假设其他科技的factor差不多,且另外的科技不随时间变化,那么第三次还不出的概率
2/3 * (9+5-3-5)/(9+5) * (9+5+5-3-5-5)/(9+5+5) ~ 9.02%
所以超过90%的概率三次以内出
实际上还要更高,因为大部分tier1的科技factor比这个小~
但即使如此,还会有人就是抽不出 怎么办?
在Stellariscommontechnology内的00_soc_tech内找出
tech_colonization_1 = {
cost = @tier1cost2
area = society
tier = 1
category = { new_worlds }
prerequisites = { "tech_spaceport_1" }
weight = @tier1weight2
rereqfor_desc = {
ship = {
title = "TECH_UNLOCK_COLONY_SHIP_CONSTRUCTION_TITLE"
desc = "TECH_UNLOCK_COLONY_SHIP_CONSTRUCTION_DESC"
}
}
weight_modifier = {
factor = 3 #将此处修改为 factor = 100 即可
modifier = {
factor = 100
is_ai = yes
}
modifier = {
factor = 5
years_passed > 2
}
modifier = {
factor = 5
years_passed > 4
}
modifier = {
factor = 10
years_passed > 6
}
modifier = {
factor = 10
years_passed > 9
}
modifier = {
factor = 1.25
research_leader = {
area = society
has_trait = "leader_trait_expertise_new_worlds"
}
}
}
ai_weight = {
weight = 10000
}
}
还有,想要ai扩张不要那么快的话,把
ai_weight = {
weight = 10000
}
改成
ai_weight = {
weight = 3
}
这样大部分ai可能不会第一个研究殖民科技