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修正是加成或减益,由变量引用,并根据类型附加到角色,省份,宗教或好感上。
修正无处不在,可以通过多种方式附加:特质,科技,事件,文化,触发器等。
所有修正的数值均为两倍,但取决于公式中使用它们的方式,它们可能会像:
- Flat (additive): 1 意味着 +1
- Percentage (multiplicative): 1 意味着 +100% (即 x 2),0.1 意味着 +10% (即 x 1.1),及其他。
修正列表
修正只能在正确的作用域内使用。 当在错误的作用域内使用修正时,它将在工具提示中显示为NONE,并将完全不执行任何操作(但是某些显示为NONE的修正实际上会有效果):
- [1]角色:角色修正依附于角色,修正他们的个人或国家能力,他们的行为(对于AI角色),或者一群人对那个角色的好感。它们主要在事件中通过指令
add_character_modifier
,作战战术(对于指挥官),野心&重心,宝物,血脉和宗教character_modifier
来使用。 - 特质:特质修正用于特质内。所有角色修正在特质内有效,但反过来不成立。
- [2]省份:省份修正依附于省份,影响角色在那个省份的行动。它们在事件中通过
add_province_modifier
指令或疾病添加。 - 内阁:内阁任务修正应用于内阁成员执行任务所在的省份。
- 科技:科技修正给予已经到达该科技等级的省份一个加成。任何可作为省份修正的也可以作为科技修正,但反过来不成立。
- [3]地产:地产修正依附于省份内的个人地产,使用
add_holding_modifier
指令。在2.4版本前,此种修正仅通过原版代码附加。 - [4]建筑物:建筑物修正仅影响它们所在的地产。对于家族宅邸建筑物,任何角色修正也可用,将应用于其拥有者。一些修正仅在家族宅邸内有效。
- 法律:法律修正应用于这些法律生效的主头衔。
注释:
- <holding_type>可以是city,castle,temple或tribal
- <unit>可以是pikemen,light_cavalry,knights,heavy_infantry,archers或light_infantry,来自/common/special_troops的也有效:horse_archers,war_elephants,camel_cavalry
- <tech_type>可以是economy,culture或military
- ✓ 意味着已知这个修正在该作用域生效(用于原版或测试)
- X 意味着已知这个修正在该作用域不生效
角色属性修正 | 描述 | 类型 | 角色[1] | 特质 | 省份[2] | 内阁成员 | 科技 | 地产[3] | 建筑物[4] | 法律 |
---|---|---|---|---|---|---|---|---|---|---|
diplomacy | 角色的外交能力 | Flat | ✓ | ✓ | X | |||||
diplomacy_penalty | 修正角色的外交能力。总加成不能超过0。 | Flat | ✓ | ✓ | X | |||||
stewardship | 角色的管理能力 | Flat | ✓ | ✓ | X | |||||
stewardship_penalty | 修正角色的管理能力。总加成不能超过0。 | Flat | ✓ | ✓ | X | |||||
martial | 角色的军事能力 | Flat | ✓ | ✓ | X | |||||
martial_penalty | 修正角色的军事能力。总加成不能超过0。 | Flat | ✓ | ✓ | X | |||||
intrigue | 角色的密谋能力 | Flat | ✓ | ✓ | X | |||||
intrigue_penalty | 修正角色的密谋能力。总加成不能超过0。 | Flat | ✓ | ✓ | X | |||||
learning | 角色的学识能力 | Flat | ✓ | ✓ | X | |||||
learning_penalty | 修正角色的学识能力。总加成不能超过0。 | Flat | ✓ | ✓ | X | |||||
fertility | 角色的生育能力 | Percent | ✓ | ✓ | X | ✓ | ||||
fertility_penalty | 修正角色的生育能力。总加成不能超过0。 | Percent | ✓ | ✓ | X | |||||
health | 角色的健康 | Flat | ✓ | ✓ | X | |||||
health_penalty | 修正角色的健康。总加成不能超过0,即拥有health_penalty = -1 的疾病和拥有health_penalty = 2 的治疗一起作用,不会导致+1 health,而是0。
|
Flat | ✓ | ✓ | X | |||||
combat_rating | 角色的个人实战(决斗)技能。 | Flat | ✓ | ✓ | X | |||||
threat_decay_speed | 威胁度每月衰减百分比 | Percent | ✓ | ✓ | ||||||
领地修正 | 描述 | 类型 | 角色[1] | 特质 | 省份[2] | 内阁成员 | 科技 | 地产[3] | 建筑物[4] | 法律 |
demesne_size | 直辖领规模上限 | Flat | ✓ | ✓ | X | ✓ | ✓ | |||
vassal_limit | 封臣上限 | Flat | X | X | X | X | ✓ | |||
global_revolt_risk | 一位统治者的领地(整个省份,不仅仅是直辖)的叛乱风险 | Percent | ✓ | ✓ | X | ✓ | ||||
local_revolt_risk | 一个省份的叛乱风险 | Percent | X | X | ✓ | ✓ | X | |||
disease_defence | 省份得某种疾病的几率 | Percent | ✓ | X | ||||||
culture_flex | 对其他文化的包容度 | Percent | ✓ | ✓ | ✓ | ✓ | ||||
religion_flex | 对其他宗教的包容度 | Percent | ✓ | ✓ | ✓ | ✓ | ||||
short_reign_length | 数年的短暂统治惩罚 | Flat | ✓ | ✓ | ✓ | |||||
moved_capital_months_mult | 修正迁都的冷却期,如果他们的政体允许一生中可迁都不止一次。脚本位于首都地产内。 | ✓ | ||||||||
密谋修正 | 描述 | 类型 | 角色[1] | 特质 | 省份[2] | 内阁成员 | 科技 | 地产[3] | 建筑物[4] | 法律 |
assassinate_chance_modifier | 刺杀一个省份内角色的几率 | Percent | ✓ | ✓ | ✓ | ✓ | ||||
arrest_chance_modifier | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | ||||
plot_power_modifier | 角色阴谋的阴谋力量 | Percent | ✓ | X | ✓ | [✓] | ||||
murder_plot_power_modifier | 默认是1,当涉及到谋杀阴谋时与一个角色的阴谋力量相乘。 | Percent | ✓ | [✓] | X | [✓] | [✓] | |||
defensive_plot_power_modifier | Percent | ✓ | [✓] | X | [✓] | [✓] | ||||
plot_discovery_chance | 发现一个省份内阴谋的概率 | Percent | ✓ | X | ✓ | |||||
财富,威望和虔诚 | 描述 | 类型 | 角色[1] | 特质 | 省份[2] | 内阁成员 | 科技 | 地产[3] | 建筑物[4] | 法律 |
tax_income | 来自直辖地产的税收 | Flat | ✓ | ✓ | ✓ | ✓ | ✓ | [✓] | ||
global_tax_modifier | 来自统治者领地内所有省份的税收。如果在特质作用域使用,适当增加所有直辖收入,但被列作是'管理'加成。 | Percent | ✓ | ✓ | X | |||||
local_tax_modifier | 来自一个省份内所有地产的税收 | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | |||
<holding_type>_tax_modifier | 来自直辖城堡/城市/神殿的税收 | Percent | ✓ | ✓ | ✓ | X | ||||
<holding_type>_vassal_tax_modifier | 来自地产相应政体的封臣的税收 | Percent | ✓ | ✓ | ||||||
nomad_tax_modifier | ✓ | |||||||||
monthly_character_prestige | 一位角色每月获得的威望 | Flat | ✓ | ✓ | ✓ | ✓ | ||||
liege_prestige | 给予地产拥有者和他/她的领主威望 | ✓ | X | X | ✓ | ✓ | ||||
add_prestige_modifier | 角色威望增加的修正 | Percent | X | X | ✓ | ✓ | ||||
monthly_character_piety | 一位角色每月获得的虔诚 | Flat | ✓ | ✓ | ✓ | ✓ | ✓ | |||
liege_piety | 给予地产拥有者和他/她的领主虔诚 | ✓ | X | X | ✓ | ✓ | ||||
add_piety_modifier | 角色虔诚增加的修正 | Percent | X | X | ✓ | ✓ | ||||
monthly_character_wealth | 一位角色每月获得的财富 | Flat | ✓ | ✓ | [✓] | |||||
AI行为修正 | 描述 | 类型 | 角色[1] | 特质 | 省份[2] | 内阁成员 | 科技 | 地产[3] | 建筑物[4] | 法律 |
ai_rationality | 影响AI做出选择的方式,例如,如果AI想要开战,它是否会将自己的征召兵规模与敌人的征召兵规模进行比较。 | Flat | X | ✓ | ||||||
ai_zeal | 影响AI处理宗教冲突的方式,主要是AI是否会加入十字军和邻近的圣战。 | Flat | X | ✓ | ||||||
ai_greed | 影响与金钱有关的互动,例如礼物对好感的效果,以及要求赎金或发动禁运战争的可能性。 | Flat | X | ✓ | ||||||
ai_honor | 影响AI尊重关系和同盟的可能性,和尽管有这样的关系仍然进攻的几率。也影响它加入阴谋的可能性。 | Flat | X | ✓ | ||||||
ai_ambition | 影响AI的扩张欲望,主要影响想要发动战争的可能性。 | Flat | X | ✓ | ||||||
AI建造修正 | 描述 | 类型 | 角色[1] | 特质 | 省份[2] | 内阁成员 | 科技 | 地产[3] | 建筑物[4] | 法律 |
ai_feudal_modifier | 如果AI是封建制,或者是部落制但努力成为封建制,则影响AI的建造的权重 | Flat | ✓ | |||||||
ai_republic_modifier | 如果AI是共和制,或者是部落制但努力成为共和制,则影响AI的建造的权重 | Flat | X | X | ✓ | |||||
建造修正 | 描述 | 类型 | 角色[1] | 特质 | 省份[2] | 内阁成员 | 科技 | 地产[3] | 建筑物[4] | 法律 |
build_cost_modifier | 建造一个地产(仅直辖)的花费 | Flat | ✓ | ✓ | ||||||
build_cost_castle_modifier | 建造一个城堡地产的花费 | Flat | ||||||||
build_cost_city_modifier | 建造一个城市地产的花费 | Flat | ||||||||
build_cost_temple_modifier | 建造一个神殿地产的花费 | Flat | ✓ | [✓] | ||||||
build_cost_tribal_modifier | 建造一个部落地产的花费 | Flat | ||||||||
build_time_modifier | 建造一个地产(仅直辖)的时间 | Flat | ✓ | ✓ | ||||||
build_time_castle_modifier | 建造一个城堡地产的时间 | Flat | ||||||||
build_time_city_modifier | 建造一个城市地产的时间 | Flat | ||||||||
build_time_temple_modifier | 建造一个神殿地产的时间 | Flat | ||||||||
build_time_tribal_modifier | 建造一个部落地产的时间 | Flat | ||||||||
local_build_cost_modifier | 在一个省份建造一个地产的花费 | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | X | X[1] | |
local_build_cost_castle_modifier | 在一个省份建造一个城堡地产的花费 | Percent | X | |||||||
local_build_cost_city_modifier | 在一个省份建造一个城市地产的花费 | Percent | X | |||||||
local_build_cost_temple_modifier | 在一个省份建造一个神殿地产的花费 | Percent | [✓] | [✓] | [✓] | [✓] | [✓] | X | X | |
local_build_cost_tribal_modifier | 在一个省份建造一个部落地产的花费 | Percent | X | |||||||
local_build_time_modifier | 在一个省份建造一个地产的时间 | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | X | X[2] | |
local_build_time_castle_modifier | 在一个省份建造一个城堡地产的时间 | Percent | X | |||||||
local_build_time_city_modifier | 在一个省份建造一个城市地产的时间 | Percent | X | |||||||
local_build_time_temple_modifier | 在一个省份建造一个神殿地产的时间 | Percent | X | |||||||
local_build_time_tribal_modifier | 在一个省份建造一个部落地产的时间 | Percent | X | |||||||
好感修正 | 描述 | 类型 | 角色[1] | 特质 | 省份[2] | 内阁成员 | 科技 | 地产[3] | 建筑物[4] | 法律 |
ambition_opinion | 改变野心勃勃特质持有者对角色的好感,他们想从这些角色处获得某些事物(例如一个省份)。 | Flat | ✓ | |||||||
vassal_opinion | 用于特质,改变直属封臣和廷臣的好感。用于宝物,改变封臣及其以下的好感。 | Flat | ✓ | ✓ | ✓ | ✓ | ||||
sex_appeal_opinion | 改变对你的性别有兴趣的成年人的好感。也改变同性恋对异性的好感,但仅用于特质时,不能是用于角色修正或宝物时。仅对45岁以下成年女性和65岁以下成年男性生效。 | Flat | ✓ | ✓ | ✓ | |||||
same_opinion | 改变和你有同一特质的角色的好感 | Flat | ✓ | ✓ | ||||||
same_opinion_if_same_religion | 改变和你有同一特质的同宗教角色的好感 | Flat | ✓ | ✓ | ||||||
opposite_opinion | 改变拥有一个与你的特质定义了opposites = { }的特质(相反特质)的角色好感 | Flat | ✓ | ✓ | ||||||
liege_opinion | 改变你对你的领主的好感或改变你的领主对你的好感(取决于所用为何处) | Flat | ✓ | ✓ | ||||||
general_opinion | 改变所有角色对你的好感 | Flat | ✓ | ✓ | [✓] | |||||
twin_opinion | 改变你的孪生兄弟姐妹对你的好感 | Flat | ✓ | ✓ | ||||||
dynasty_opinion | 改变你的家族内所有成员对你的好感 | Flat | X | ✓ | ✓ | |||||
male_dynasty_opinion | 改变你的家族内所有男性成员对你的好感 | Flat | X | X | ✓ | |||||
female_dynasty_opinion | 改变你的家族内所有女性成员对你的好感 | Flat | X | X | ✓ | |||||
child_opinion | 改变你的子女对你的好感 | Flat | X | X | ✓ | |||||
oldest_child_opinion | 改变你的长子/女对你的好感 | Flat | X | ✓ | ||||||
youngest_child_opinion | Flat | X | ✓ | |||||||
spouse_opinion | 改变你的配偶对你的好感 | Flat | X | ✓ | X | |||||
male_opinion | Flat | |||||||||
female_opinion | Flat | |||||||||
<religion>_opinion | 改变该宗教所有角色对此角色的好感。可以添加自定义宗教,但必须首先在00_modifier_definitions.txt内定义。 | Flat | ✓ | ✓ | X[3] | |||||
<religion_group>_opinion | 改变该宗教组所有角色对此角色的好感。可以添加自定义宗教,但必须首先在00_modifier_definitions.txt内定义。 | Flat | ✓ | ✓ | X | ]] | ||||
same_religion_opinion | 同宗教角色对你的好感 | Flat | ✓ | ✓ | ||||||
infidel_opinion | 对其他宗教组的好感 | Flat | ✓ | ✓ | ||||||
<religion_group>_church_opinion | Flat | ? | ✓ | |||||||
church_opinion | 改变神职人员对你的好感 | Flat | ✓ | ✓ | ✓ | ✓ | ||||
temple_opinion | Flat | X | ✓ | |||||||
temple_all_opinion | Flat | ✓ | X | |||||||
town_opinion | Flat | ✓ | ✓ | ✓ | ||||||
city_opinion | 改变市民封臣对你的好感 | Flat | X | X | ✓ | |||||
castle_opinion | 改变封建封臣对你的好感。如果作为省份修正使用,仅在是你的首都时有效果。 | Flat | ✓ | ✓ | ✓ | |||||
feudal_opinion | 对直属封建封臣的好感 | Flat | X | X | ✓ | |||||
tribal_opinion | 对部落封臣的好感(所有部落包括未改革部落) | Flat | ✓ | ✓ | ✓ | |||||
unreformed_tribal_opinion | Flat | ✓ | ✓ | ✓ | ||||||
rel_head_opinion | 对角色的宗教领袖的好感 | Flat | ✓ | X | ||||||
free_invest_vassal_opinion | Opinion of vassals with bishops | Flat | ✓ | X | ||||||
clan_sentiment | [✓] | ✓ | ||||||||
战争修正 | 描述 | 类型 | 角色[1] | 特质 | 省份[2] | 内阁成员 | 科技 | 地产[3] | 建筑物[4] | 法律 |
levy_size | 征召兵上限。不影响舰队规模。 | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | X | |
<holding_type>_levy_size | 一个城堡/城市/神殿/部落的征召兵上限 | Percent | ✓ | ✓ | ||||||
global_levy_size | 角色征召兵规模修正 | Percent | ✓ | |||||||
levy_reinforce_rate | 征召兵再生时间 | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
army_reinforce_rate | 指挥军队,近卫军或游牧军的再生时间(例如,如果角色指挥侧翼) | Percent | ✓ | |||||||
phase_<phase>_attack | 增加或减少特定阶段的效果,作为进攻的军队。如,phase_melee_attack 。阶段:melee, skirmish, pursue
|
Percent | ✓ | |||||||
phase_<phase>_defense | 增加或减少特定阶段的效果,作为防御的军队。 | Percent | ✓ | |||||||
<unit> | 增加(或移除,如果是负值)指定数目的地产征召兵的给定单位,也直接增加同样数量的地产守备部队规模。 | Flat | ✓ | ✓ | ||||||
<unit>_max_levy | archers_max_levy, etc. | ✓ | ||||||||
<unit>_min_levy | archers_min_levy etc. | |||||||||
<unit>_offensive | Percent | ✓ | ✓ | ✓ | ✓ | |||||
<unit>_defensive | Percent | ✓ | ✓ | ✓ | ||||||
<unit>_morale | Percent | ✓ | ✓ | |||||||
<holding_type>_vassal_min_levy | 封臣必须向领主提供的最小征召兵。法律之间不累积(采用最低的)。 | Percent | ✓ | |||||||
<holding_type>_vassal_max_levy | 封臣必须向领主提供的最大征召兵。法律之间不累积(采用最高的)。 | Percent | ✓ | |||||||
land_morale | 领地军队的士气 | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | X | ||
land_organisation | 士气恢复速率 | Percent | ✓ | ✓ | ||||||
regiment_reinforcement_speed | ✓ | |||||||||
garrison_size | 地产守备部队规模 | Percent | X | X | ✓ | ✓ | ✓ | ✓ | ||
global_garrison_size | 角色的守备部队规模修正 | Percent | [✓] | |||||||
garrison_growth | 地产守备部队的回复速度。在2.2.1无效,显示为NONE | ✓ | ✓ | ✓ | ||||||
fort_level | 地产要塞等级 | Flat | X | X | ✓ | ✓ | ✓ | |||
global_defensive | X | ✓ | ||||||||
land | ✓ | |||||||||
global_supply_limit | Percent | X | ✓ | ✓ | ✓ | |||||
global_winter_supply | 适用于首都。 | ✓ | ||||||||
supply_limit | 在一个省份停留直到导致损耗发生的士兵数量 | Percent | X | ✓ | ✓ | X | ||||
max_attrition | 省份最大损耗 | Percent | ✓ | ✓ | ✓ | X | ||||
attrition | 被指挥的部队受到的损耗数量。不是指挥修正 | Percent | ✓ | |||||||
days_of_supply | 部队在在受到损害前可以无补给坚持的额外天数。不是指挥修正 | Flat | ✓ | |||||||
siege_defence | 围攻防御速度 | Percent | ✓ | ✓ | ✓ | |||||
siege_speed | 围攻进攻速度 | Percent | ✓ | ✓ | ✓ | ✓ | ||||
global_movement_speed | Percent | X | ✓ | ✓ | ||||||
local_movement_speed | 增加移动速度 | Percent | ✓ | X | X | |||||
galleys_perc | 舰队数量 | Percent | X | X | ✓ | ✓ | ||||
retinuesize | 近卫军数量 | Flat | ✓ | X[4] | ✓ | ✓ | ||||
retinuesize_perc | 近卫军数量Number of retinues | Percent | ✓ | ✓ | ||||||
retinue_maintenence_cost | 适用于角色,家族宅邸和首都。部落政体的等价物是horde_maintenence_cost .
|
[✓] | X | [✓] | ||||||
horde_maintenence_cost | 适用于角色,家族宅邸和首都。 | [✓] | ✓ | |||||||
科技修正 | 描述 | 类型 | 角色[1] | 特质 | 省份[2] | 内阁成员 | 科技 | 地产[3] | 建筑物[4] | 法律 |
tech_growth_modifier | 所有科技类型发展速度 | Percent | X | X | X | ✓ | ✓ | ✓ | ||
commander_limit | 增加一位统治者可以拥有的指挥官数量。脚本用于首都地产的建筑物中。 | Flat | X | ✓ | ||||||
tech_growth_modifier_<tech_type> | 文化/军事/经济科技发展速率。与tech_growth_modifier累积。 | Percent | X | X | X | ✓ | ✓ | |||
<tech_type>_techpoints | 在省份产生科技点 | Percent | ✓ | ✓ | X[5] | ✓ | ||||
贸易修正 | 描述 | 类型 | 角色[1] | 特质 | 省份[2] | 内阁成员 | 科技 | 地产[3] | 建筑物[4] | 法律 |
max_tradeposts | 贸易站数量上限 | Flat | X | X | ✓ | |||||
tradevalue | 贸易价值 | Flat | ✓ | ✓ | ✓ | ✓ | ✓ | |||
trade_route_wealth | ✓ | ✓ | ||||||||
trade_route_value | ✓ | ✓ | ||||||||
global_trade_route_wealth | 可用于一个贸易站的持有者的首都 | ✓ | ||||||||
global_trade_route_value | 可用于一个贸易站的持有者的首都 | ✓ | ||||||||
global_tradevalue | 可用于一个贸易站的持有者的首都 | ✓ | ||||||||
global_tradevalue_mult | 可用于一个贸易站的持有者的首都 | |||||||||
multiplicative_trade_post_income_modifier | 增加指定百分比的贸易站收入(1.0 = +100% = 两倍收入) | Percent | ✓ | |||||||
人口修正 | 描述 | 类型 | 角色[1] | 特质 | 省份[2] | 内阁成员 | 科技 | 地产[3] | 建筑物[4] | 法律 |
population_growth | ✓ | ✓ | ||||||||
manpower_growth | [✓] | X | ✓ | ✓ | ||||||
max_population_mult | Percent | [✓] | ✓ | ✓ | ||||||
max_manpower_mult | ✓ | ✓ | [✓] | |||||||
max_population | Flat | [✓] | ✓ |
Custom modifiers
Custom modifiers can be defined in common/modifier_definitions
.
Flag | Value | Description | Code |
---|---|---|---|
show_as_percent | bool | Show it as a percentage boost, rather than a regular number. Automatically multiplies it by 100 for display as well | show_as_percent = yes
|
is_good | bool | Show positive numbers in green | is_good = yes
|
is_monthly | bool | Add a "(monthly)" to the display | is_monthly = no
|
is_hidden | bool | Don't show it at all | is_hidden = no
|
max_decimals | int | How many numbers after the decimal point to show | max_decimals = 2
|
show_value | bool | Whether to show its value at all. Setting to "no" can be useful for showing a modifier unlocks some sort of feature. Note it will only show up when the modifier is not equal to zero | show_value = no
|
They are based on an hardcoded convention on their name, similarly to the sympathy_<religion>
modifier, which works for any custom religion, not only vanilla religions.
They are restricted to the following entities:
- Special units:
<special_unit>
: defines the modifier providing the troop itself. E.G., "horse_archers". It's what you'd use in the building giving the special unit.<special_unit>_offensive
: Defines the unit's offensive modifier. E.G., horse_archers_offensive<special_unit>_defensive
: Defines the unit's defensive modifier<special_unit>_morale
: Defines the unit's morale modifier
- Cultures:
<culture>_opinion
: Gives opinion bonus with specified culture, E.G., norse_opinion<culture_group>_opinion
: Gives opinion bonus with specified group, E.G., north_germanic_opinion
- Religions:
<religion>_opinion
: Gives opinion bonus with specified religion, E.G., catholic_opinion<religion_group>_opinion
: Gives opinion bonus with specified group, E.G., muslim_opinion
- Traits:
<trait>_opinion
: Gives opinion bonus with persons who have specified trait, E.G., genius_opinionopinion_of_<trait>
: Makes the character like characters who have the specified trait, E.G., opinion_of_lustful
- Offmap currency: The name of this token is defined in the offmap itself. Gives monthly offmap currency
If not matching any convention, custom modifiers with show_value = no
can still be used to display a localized text in the tooltip of an element that accepts a modifier ( bloodlines, traits, ...). This allows to describe features that are managed externally via scripting (events, ...).
Custom modifiers are localized via the following keys:
<modifier>
: the description of the modifier<modifier>_EXPLANATION
: shows an explanation in places that sum up different modifiers (opinion breakdowns, ...)
Static modifiers
Static modifiers are global modifiers (character, province, or unit), and defined in /common/static_modifiers.txt
Some of these modifiers are referenced from the code.
Culture modifiers
Culture modifiers can be used to differentiate between different cultures.
Vanilla CK2 uses a single modifier, default_culture_modifier, which does nothing and appears to simply be a placeholder. Modders can use these culture modifiers to, for example, enhance a specific culture's heavy infantry statistics, reduce or increase specific troop type numbers per holding, increase tax income, or any number of other effects.
For example, the following is a culture modifier used in the Elder Scrolls Modification to differentiate unit statistics of the Nibenean from other cultures in the modification.
nibenean_culture_modifier = { pikemen_offensive = 0.1 pikemen_defensive = 0.1 light_cavalry_offensive = 0.25 light_cavalry_defensive = 0.25 knights_offensive = 0.15 knights_defensive = 0.15 heavy_infantry_offensive = -0.2 heavy_infantry_defensive = -0.2 light_infantry_offensive = -0.2 light_infantry_defensive = -0.2 archers_offensive = -0.1 archers_defensive = -0.1 land_organisation = 0.1 }
Event modifiers
Event modifiers are either:
- character modifiers
- province modifiers
- holding modifiers (since patch 2.4)
They are stored under common/event_modifiers/
and grouped and referenced by a name.
In addition to their modifier properties, they also have:
- an optional
is_visible
condition block, to decides if the viewer can see this trait on holder (default is yes). ROOT is the viewer, FROM is the holder. - the optional
major = yes
property - a mandatory
icon
, see vanilla icons below:
List of vanilla icons (positive index / negative index):
- Martial: 1 / 19
- Learning: 2 / 20
- Diplomacy: 3 / 21
- Stewardship: 4 / 22
- Intrigue: 5 / 23
- Money: 6 / 24
- Prestige: 7 / 25
- Piety: 8 / 26
- Titles: 9 / 27
- Council: 10 / 28
- Laws: 11 / 29
- Technology: 12 / 30
- Military: 13 / 31
- Plots: 14 / 32
- Messages: 15 / 33
- Diplomatic actions: 16 / 34
- Church: 17 / 35
- Characters: 18 / 36
- Prison: 37 / 38
- Love: 39 / 40
- Death: 41 / 42
- Indian religion: 43 / 44
- Dog: 45 / 65
- Cat: 46 / 66
- Owl: 47 / 67
- Pagan religion: 48 / 49
- Staff of Asclepius: 50 / 51
- Mystic: 52 / 53
- Bonesaw: 54 / 55
- Horseshoe: 56 / 57
- Parrot: 58 / 68
- Ham: 59 / 60
- Anchor: 61 / 62
- Jewish religion: 63 / 64
- Bed: 69 / 70
- Wolf: 71 / 72
- Raven: 73 / 74
- Demon horns: 75 / 76
- Trident: 77 / 78
- Stars: 79 / 80
- Eye: 81 / 82
- Test/tubes: 83 / 84
- Science flask: 85 / 86
- Flower: 87 / 88
- Rats: 89 / 90
- Otter: 91 / 92
- Hedgehog: 93 / 94
- Taoist: 95 / 96
- Paper: 97 / 98
- Bamboo Book: 99 / 100
- Pagoda: 101 / 102
- Firework: 103 / 104
- Torch: 105 / 106
- Panda: 107 / 108
- Dragon: 109 / 110
- Eagle: 111 /112
- Pregnancy: 113 / 114
- Evil Sword: 115 / 116
- Combat Skill: 117 /118
- Broken Bone: 119 / 120
- Chicken: 121 / 122
- Combat Skill (New): 123 / 124
- Bear: 125 /126
- Lion: 127 / 128
- Rain Good: 129 / 130
- Rain Storm: 131 / 132
- Sun: 133 / 134
Example:
sweet_temptation = { fertility = 0.2 church_opinion = -20 icon = 26 }
Event modifiers are attached by event to a character/province via add_character_modifier/add_province_modifier effects:
add_character_modifier = { modifier = sweet_temptation duration = -1 }
Triggered modifiers
Triggered modifiers are similar to character event modifiers, except that they do not need to be attached or detached by script: depending on conditions they will automatically be applied or removed.
For performance reasons, they only apply to playable characters (counts or above). As they are evaluated every day for every landed character in existence, these are very resource intensive.
They are stored in /common/triggered_modifiers/00_triggered_modifiers.txt
Structure:
triggered_modifier_name = { potential = { #Conditions on characters to check } trigger = { #Conditions for modifier to activate } icon = 24 #Same icons as event modifier icons active = no #Completely de-activates the modifier # Character modifiers go here land_morale = -0.25 }
Religion modifiers
Religion modifiers impact the moral authority of a religion.
They are stored under common/religion_modifiers/
.
Flag | Value | Description | Code |
---|---|---|---|
authority | int | Percentage of religion moral authority. | authority = -10 |
years | int | Duration of the modifier in years. | years = 20 |
Example:
won_holy_war = { authority = 3 years = 20 }
Religion modifiers can be attached via event with the religion_authority
command:
religion_authority = { modifier = ruler_bowed_to_pope years = 10 }
Society modifiers
The equivalent of religious moral authority for societies is influence.
They are stored under common/event_modifiers/
.
Flag | Value | Description | Code |
---|---|---|---|
society_influence | int | Percentage of society influence. | society_influence = 1
|
They can also be capped via static modifier's static_modifier_cap = 10
.
Society modifiers are attached via event with add_society_modifier
command.
add_society_modifier = { modifier = successful_mission years = 10 }
Opinion modifiers
Opinion modifiers modify the relations between two characters. They are somehow similar to the opinion_xxx character modifiers, but apply to a single character, rather than a group of character (clergy, mayors, ...). In addition they can contain extra information, such as cause for imprisonment. They are stored under common/opinion_modifiers/.
In patch 2.1.5 some hardcoded opinion modifiers for relatives have been added for brother, half-brother, sister, half-sister, grandfather, grandmother, grandchild, uncle, aunt, nephew and niece.
Flag | Value | Description | Code |
---|---|---|---|
opinion | double | opinion = -30
| |
days | int | Duration in days | days = 120
|
months | int | Duration in months | months = 120
|
years | int | Duration in years | years = 3
|
inherit | bool | Heirs inherit this opinion |
opinion_supported_cardinal = { opinion = 15 months = 1000 inherit = yes } |
decay | bool | Linear decay over time | common_interests_opinion = { opinion = 20 decay = yes } |
revoke_reason | bool | Gives righteous cause to revoke one title |
declared_war = { opinion = -25 months = 160 revoke_reason = yes } |
prison_reason | bool | Gives righteous cause to imprison a character |
opinion_dishonorable = { opinion = -10 months = 60 prison_reason = yes } |
execute_reason | bool | Gives righteous cause to execute a character | opinion_rebel_traitor = { opinion = -100 months = 1200 prison_reason = yes revoke_reason = yes execute_reason = yes inherit = yes } |
banish_reason | bool | Gives righteous cause to banish a character | attempted_murder_of_spouse = { opinion = -70 crime = yes prison_reason = yes banish_reason = yes execute_reason = yes } |
preparing_adventure_against_me | bool | preparing_adventure_against_me = yes | |
preparing_to_invade_me | bool | Used by Prepared Invasion mechanic | preparing_to_invade_me = yes |
preparing_invasion | bool | Used by Prepared Invasion mechanic |
preparing_to_invade = { opinion = -10 months = 24 preparing_invasion = yes } |
enemy | bool | Makes the characters enemies of each other (effectively at war) |
opinion_looted = { opinion = -40 months = 6 enemy = yes } |
crime | bool | Character counts as a rival for the is_foe condition (committed a criminal act against me) |
grievously_offended = { opinion = -30 months = 60 crime = yes disable_non_aggression_pacts = yes } |
disable_non_aggression_pacts | bool | Temporarily disables all non-aggression pacts between the two characters |
broken_non_aggression_pact = { opinion = -10 years = 3 disable_non_aggression_pacts = yes } |
non_aggression_pact | bool | Gives a temporary non-aggression pact between the two characters |
in_non_aggression_pact = { opinion = 10 years = 3 non_aggression_pact = yes } |
obedient | bool | The AI will accept all diplomatic interactions from the other character. Also makes the trigger obedient return true.
|
opinion_loyal_servant = { opinion = 50 months = 1200 # For life obedient = yes } |
non_interference | bool | The AI will accept all diplomatic interactions from the other character. Non-interference is considered a subset of obedient, so any obedient character is automatically non-interfering as well. Also makes the trigger non_interference return true.
|
Example:
declared_war = { opinion = -25 months = 160 revoke_reason = yes }
Opinion modifiers can be attached via event, via the opinion effect:
opinion = { modifier = opinion_shocked who = ROOT years = 2 }
Command modifiers
These modifiers apply only to the command_modifier clause of traits. They are multiplied by the number of martial points times COMMAND_MODIFIER_MARTIAL_MULTIPLIER = 0.05
Modifier | Description | Type |
---|---|---|
morale_offence | Percentage | |
morale_defence | Percentage | |
defence | Percentage | |
speed | Army movement speed | Percentage |
retreat | Percentage | |
damage | Percentage | |
siege | Reduces siege time | Percentage |
random | Percentage | |
flank | Active when character leads a flank | Percentage |
center | Active when character leads centre | Percentage |
cavalry | Both knights and light_cavalry unit types. | Percentage |
religious_enemy | Percentage | |
%phase% | Percentage | |
%unit_type% | light_infantry, heavy_infantry, etc. | Percentage |
terrain | Gives TERRAIN_SPEC_BONUS = 0.2 bonus when fighting in that terrain. | Percentage |
narrow_flank | Percentage | |
winter_supply | ||
winter_combat | Percentage |
For instance:
command_modifier = { morale_defence = 0.1 center = 0.1 }
参考资料
历史 | 角色 • 家族 • 省份 • 头衔 • 剧本 |
脚本 | 指令 • 条件 • 作用域 • 修正 • 事件 • 决议 |
常规 | 定义 • 游戏规则 • 另类开局 • 宗教 • 文化 • 政体 • 特质 • 血脉 • 科技 • 法律 • 建筑 • 宣战理由 • 朝贡国 • 单位 • 目标 • 疾病 • 死亡 • 荣誉头衔 • 社团 • 宝物 • 地图外政权 • 内阁成员 • 贸易路线 • 继承 • 奇观 • 称号 |
图像/音效/本地化 | 地图 • 图形 • 盾徽 • 肖像 • 界面 • 小地图 • 音乐 • 本地化 |
其他 | 故障排除 • 验证器 • 控制台指令 • 编辑游戏存档 • Steam创意工坊 • EU4转档器模组制作 |