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
- -
estate_church
- -
estate_nobles
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estate_burghers
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estate_cossacks
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estate_nomadic_tribes
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estate_dhimmi
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estate_jains
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estate_brahmins
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estate_maratha
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estate_rajput
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estate_vaisyas
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