阶层修改

本页面所适用的版本可能已经过时,最后更新于1.30

阶层(英文:Estate)是一个国家之内的派系,影响国内政治。

阶层

阶层能在 /Europa Universalis IV/common/estates/*.txt 找到。阶层遵循这样的一般格式:

<estate> = {
	icon = <index>
	color = { <rgb> }   # What color the estate appears as in the estate mapmode
	
	# If true, country will get estate
	trigger = {
		<triggers>
	}

	# These scale with loyalty & power
	country_modifier_happy = {
		<modifiers>
	}
	country_modifier_neutral = {
		<modifiers>
	}	
	country_modifier_angry = {
		<modifiers>
	}

	land_ownership_modifier = {
		<modifiers>
	}

	province_independence_weight = {
		factor = <float>
		modifier = {
			factor = <float>
			#Insert conditions here
		}
	}

	# Influence modifiers
	base_influence = <float>
	influence_modifier = {
		desc = <key> # The new name to apply
		trigger = {
			<triggers>
		}	
		influence = <float>
	}
	# Loyalty modifiers
	loyalty_modifier = {
		desc = <key> # The new name to apply
		trigger = {
			<triggers>
		}
		loyalty = <float>
	}
	
	custom_name = {
		desc = <key> # The new name to apply
		trigger = {
			OR = {
			
			}
		}
	}
	contributes_to_curia_treasury = <bool> #yes/no

	privileges = {
                #'privileges' includes the names of the estate privileges this estate uses.
                #Estate privileges can be found in the {{path|common/estates_privileges/00_privileges.txt}}
	}

	agendas = {
                #'agendas' includes the names of the estate privileges this estate uses.
                #Estate agendas can be found in the {{path|common/estates_agendas/*.txt}}
	}
	influence_from_dev_modifier = <float>	#Determines percent influence from development
}

阶级带来的国家修正将会随着其忠诚度和影响力而扩大

阶层特权

/Europa Universalis IV/common/estate_privileges

#所有范围都是国家范围
#所有参数都是可选的
<estate_privilege> = {
        icon = <index>
        land_share = <number> #要让出的王冠领地(给阶级)
        max_absolutism = <float>        #特权对最大专治度的影响
        loyalty = <float>               #这个特权生效产生的忠诚度影响
        influence  = <float>          #这个特权生效产生的影响力修正
 	is_valid = { <triggers> } #国家启用该特权的条件
 	can_select = { <triggers> } 	#国家是否允许选择特权条件
 	on_granted = { <effects> }     #特权立即执行的效果
 	can_revoke = { <triggers> } 	#国家是否可以撤销特权的条件 
 	on_revoked = { <effects> } 	#特权被撤销的影响
 	on_invalid = { <effects> } 	#由于权限无效造成撤销的影响
 	penalties = { <modifiers> } 		#特权激活时代负面修正
        benefits = { <modifiers> }              #特权激活时的正面修正
	conditional_modifier = { 		
    #如果指令为真,应用的修正
 		trigger = { <triggers> }
 		modifier = { <modifiers> }
 		is_bad = <bool>				#yes/no修正是否是负面的
 	}
 	modifier_by_land_ownership = { <modifiers> } 	#修正与阶级领地相乘
 	mechanics = { <mechanics> } 			#特权引用的特殊机制
 	cooldown_years = <int> 				#特权无法撤销的时间限制
 	on_cooldown_expires = { effects }		#Effect executed once the specified cooldown_years timer has run down
	ai_will_do = {					#If above ESTATE_PRIVILEGE_GRANT_THRESHOLD define, AI will try to apply. If below 
                factor = <float>                                #ESTATE_PRIVILEGE_REVOKE_THRESHOLD, AI will try to revoke.
                modifier = {
                        factor = <float>
                        <triggers>
                }
        }
}

It is important to note the addition of 'benefits = { <modifiers> }', which is not included in /Europa Universalis IV/common/estate_privileges/xx_example.txt

阶层议程

This is taken from /Europa Universalis IV/common/estate_agendas/xx_example.txt

#(Nearly) all scopes are country scope
#All parameters are optional (but it will not be much of an agenda without some of them...)

<estate_agenda> = {
 	max_days_active = <float> 		#Lets you override the default of 20 years for an agenda
 	can_select = { triggers } 		#Conditions for whether the agenda can be offered to you
 	provinces_to_highlight = { triggers }	#Conditions for provinces to be highlighted by the agenda. Root = country, this = province.
 	selection_weight = {			#Determines how likely (compared to the estate's other agendas) this agenda is to be selected.
 		factor = <float>		#initial factor will ignore numbers below 1, use a modifier for that!
 		modifier = { factor = <float> triggers = <triggers> }
 	}
 	pre_effect = { effects }		#Effects executed to set up the task (set flags and targets), before it is shown to the player.
 	immediate_effect = { effects } 		#Effects executed when the agenda is accepted by the country
 	task_requirements = { triggers } 	#Conditions for completing the task successfully
 	task_completed_effect = { effects } 	#Effects executed when the agenda is successfully completed
 	failing_effect = { effects } 		#Effects executed when the agenda is failed (i.e. when fail_if is true or time runs out)
 	fail_if = { triggers } 			#Conditions for when the agenda should be auto-failed
 	on_invalid = { effects } 		#Effects executed when the country no longer has that estate or the invalid_trigger is true.
                                                #Useful for clearing flags, modifiers etc.
 	invalid_trigger = { triggers } 		#Conditions for when the agenda should end without it counting as a fail (executing on_invalid 				 
                                                #rather than failing_effect). Happens by default it the estate giving the agenda is removed.
 	modifier = { modifier } 		#Country modifier granted while the agenda is active
}

阶层预载

#Define estate loyalty and influence modifiers here

<estate> = {
	modifier_definition = {
		type = #Either loyalty or influence
		key = <key> #This is what will be referenced in other files
		trigger = {
			<trigger>
		}
	}
}

阶层王冠领地

/Europa Universalis IV/common/estate_crown_land Bonuses:

<bonus> = {
    key = <key>
    range_from = <float>
    range_to = <float>
    modifier = {
        <modifiers>
    }
}

Interactions:

<interaction> = {
    key = <key>
    random_seed = random_seed 
    cooldown_months = <float>

    trigger = {
		<triggers>
    }
    effect = {
		<effect>
    }
    ai_will_do = {
		factor = <float>
		modifier = {
			factor = <float>
			<triggers>
		}
    }
}

界面

有关阶层的所有图片与图标都在/Europa Universalis IV/interface/countryestatesview.gfx 中进行定义,编辑GFX_estates_icons的noOfFrames以使得新增阶层后的阶层数目与所填数字匹配,对 GFX_estate_interactions 进行修改则可以完成对阶层特权的定义。

spriteType = {
    name = "GFX_estates_icons"
    texturefile = "gfx//interface//estates//estates_icons.dds"
    noOfFrames = 11                        #增加这一数字,以和增加后的阶层数匹配
    loadType = "INGAME"
}

All privilege icons have to be defined in this format

spriteType = {
	name = "<key>"
	texturefile = "gfx/interface/privileges/*.dds"
}

GFX

阶层图标存放在 /Europa Universalis IV/gfx/interface/estates_icons.dds,这也是用在阶层特权界面的图标。

  • 每个图标为 44 x 44 像素大小

同样还有另一版图标位于/Europa Universalis IV/gfx/interface/estates_icons_colour-stroke.dds,这是用于阶层土地界面的图标。

  • 每个图标为 44 x 44 像素大小

特权图标则位于 /Europa Universalis IV/gfx/interface/privileges/privilege_*.dds

本地化

典型地阶层需要定义下列本地化关键字:

<estate>: "名称"
<estate>_desc: "描述"
<privilege>: "名称"
<privilege_desc>: "描述"
<agenda>: "名称"
<agenda_desc>: "描述"

影响和忠诚修正用这个: §Y$VAL$%§! 在它们的工具提示(tooltips)内显示它们改变的影响或忠诚数量。

一个阶层能在本地化字符串中用:$<estate>$ 引用,它将显示该阶层的当前名称,适配该阶层的任何自定义名称实例。不过,需要本地化作用域支持动态本地化(例如,不会工作在互动标题中)。

参考资料

阶层代码关键字

  1. 教士 - estate_church
  2. 贵族 - estate_nobles
  3. 市民 - estate_burghers
  4. 哥萨克 - estate_cossacks
  5. 游牧部族 - estate_nomadic_tribes
  6. 齐米 - estate_dhimmi
  7. 耆那教徒 - estate_jains
  8. 婆罗门 - estate_brahmins
  9. 马拉塔 - estate_maratha
  10. 拉杰普特 - estate_rajput
  11. 吠舍 - estate_vaisyas