這篇文章正在翻譯中。 如果您感興趣可以對照官方百科的詞條來編輯它。 |
修正是加成或減益,由變數引用,並根據類型附加到角色,省份,宗教或好感上。
修正無處不在,可以通過多種方式附加:特質,科技,事件,文化,觸發器等。
所有修正的數值均為兩倍,但取決於公式中使用它們的方式,它們可能會像:
- 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
修正只能在正確的作用域內使用。 當在錯誤的作用域內使用修正時,它將在工具提示中顯示為NONE,並將完全不執行任何操作(但是某些顯示為NONE的修正實際上會有效果):
- [1]角色:角色修正依附於角色,修正他們的個人或國家能力,他們的行為(對於AI角色),或者一群人對那個角色的好感。它們主要在事件中通過指令
add_character_modifier
,作戰戰術(對於指揮官),野心&重心,寶物,血脈和宗教character_modifier
來使用。 - 特質:特質修正用於特質內。所有角色修正在特質內有效,但反過來不成立。
- [2]省份:省份修正依附於省份,影響角色在那個省份的行動。它們在事件中通過
add_province_modifier
指令或疾病添加。 - 內閣:內閣任務修正應用於內閣成員執行任務所在的省份。
- 科技:科技修正給予已經到達該科技等級的省份一個加成。任何可作為省份修正的也可以作為科技修正,但反過來不成立。
- [3]地產:地產修正依附於省份內的個人地產,使用
add_holding_modifier
指令。在2.4版本前,此種修正僅通過原版代碼附加。 - [4]建築物:建築物修正僅影響它們所在的地產。對於家族宅邸建築物,任何角色修正也可用,將應用於其擁有者。一些修正僅在家族宅邸內有效。
- 法律:法律修正應用於這些法律生效的主頭銜。
注釋:
- <holding_type>可以是city,castle,temple或tribal
- <unit>可以是pikemen,light_cavalry,knights,heavy_infantry,archers或light_infantry,來自/common/special_troops的也有效:horse_archers,war_elephants,camel_cavalry
- <tech_type>可以是economy,culture或military
- ✓ 意味着已知這個修正在該作用域生效(用於原版或測試)
- X 意味着已知這個修正在該作用域不生效
角色屬性修正 | 描述 | 類型 | 角色[1] | 特質 | 省份[2] | 內閣成員 | 科技 | 地產[3] | 建築物[4] | 法律 |
---|---|---|---|---|---|---|---|---|---|---|
diplomacy | 角色的外交能力 | Flat | ✓ | ✓ | X | |||||
diplomacy_penalty | 修正角色的外交能力。總加成不能超過0。 | Flat | ✓ | ✓ | X | |||||
stewardship | 角色的管理能力 | Flat | ✓ | ✓ | X | |||||
stewardship_penalty | 修正角色的管理能力。總加成不能超過0。 | Flat | ✓ | ✓ | X | |||||
martial | 角色的軍事能力 | Flat | ✓ | ✓ | X | |||||
martial_penalty | 修正角色的軍事能力。總加成不能超過0。 | Flat | ✓ | ✓ | X | |||||
intrigue | 角色的密謀能力 | Flat | ✓ | ✓ | X | |||||
intrigue_penalty | 修正角色的密謀能力。總加成不能超過0。 | Flat | ✓ | ✓ | X | |||||
learning | 角色的學識能力 | Flat | ✓ | ✓ | X | |||||
learning_penalty | 修正角色的學識能力。總加成不能超過0。 | Flat | ✓ | ✓ | X | |||||
fertility | 角色的生育能力 | Percent | ✓ | ✓ | X | ✓ | ||||
fertility_penalty | 修正角色的生育能力。總加成不能超過0。 | Percent | ✓ | ✓ | X | |||||
health | 角色的健康 | Flat | ✓ | ✓ | X | |||||
health_penalty | 修正角色的健康。總加成不能超過0,即擁有health_penalty = -1 的疾病和擁有health_penalty = 2 的治療一起作用,不會導致+1 health,而是0。
|
Flat | ✓ | ✓ | X | |||||
combat_rating | 角色的個人實戰(決鬥)技能。 | Flat | ✓ | ✓ | X | |||||
threat_decay_speed | 威脅度每月衰減百分比 | Percent | ✓ | ✓ | ||||||
領地修正 | 描述 | 類型 | 角色[1] | 特質 | 省份[2] | 內閣成員 | 科技 | 地產[3] | 建築物[4] | 法律 |
demesne_size | 直轄領規模上限 | Flat | ✓ | ✓ | X | ✓ | ✓ | |||
vassal_limit | 封臣上限 | Flat | X | X | X | X | ✓ | |||
global_revolt_risk | 一位統治者的領地(整個省份,不僅僅是直轄)的叛亂風險 | Percent | ✓ | ✓ | X | ✓ | ||||
local_revolt_risk | 一個省份的叛亂風險 | Percent | X | X | ✓ | ✓ | X | |||
disease_defence | 省份得某種疾病的幾率 | Percent | ✓ | X | ||||||
culture_flex | 對其他文化的包容度 | Percent | ✓ | ✓ | ✓ | ✓ | ||||
religion_flex | 對其他宗教的包容度 | Percent | ✓ | ✓ | ✓ | ✓ | ||||
short_reign_length | 數年的短暫統治懲罰 | Flat | ✓ | ✓ | ✓ | |||||
moved_capital_months_mult | 修正遷都的冷卻期,如果他們的政體允許一生中可遷都不止一次。腳本位於首都地產內。 | ✓ | ||||||||
密謀修正 | 描述 | 類型 | 角色[1] | 特質 | 省份[2] | 內閣成員 | 科技 | 地產[3] | 建築物[4] | 法律 |
assassinate_chance_modifier | 刺殺一個省份內角色的幾率 | Percent | ✓ | ✓ | ✓ | ✓ | ||||
arrest_chance_modifier | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | ||||
plot_power_modifier | 角色陰謀的陰謀力量 | Percent | ✓ | X | ✓ | [✓] | ||||
murder_plot_power_modifier | 默認是1,當涉及到謀殺陰謀時與一個角色的陰謀力量相乘。 | Percent | ✓ | [✓] | X | [✓] | [✓] | |||
defensive_plot_power_modifier | Percent | ✓ | [✓] | X | [✓] | [✓] | ||||
plot_discovery_chance | 發現一個省份內陰謀的概率 | Percent | ✓ | X | ✓ | |||||
財富,威望和虔誠 | 描述 | 類型 | 角色[1] | 特質 | 省份[2] | 內閣成員 | 科技 | 地產[3] | 建築物[4] | 法律 |
tax_income | 來自直轄地產的稅收 | Flat | ✓ | ✓ | ✓ | ✓ | ✓ | [✓] | ||
global_tax_modifier | 來自統治者領地內所有省份的稅收。如果在特質作用域使用,適當增加所有直轄收入,但被列作是'管理'加成。 | Percent | ✓ | ✓ | X | |||||
local_tax_modifier | 來自一個省份內所有地產的稅收 | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | |||
<holding_type>_tax_modifier | 來自直轄城堡/城市/神殿的稅收 | Percent | ✓ | ✓ | ✓ | X | ||||
<holding_type>_vassal_tax_modifier | 來自地產相應政體的封臣的稅收 | Percent | ✓ | ✓ | ||||||
nomad_tax_modifier | ✓ | |||||||||
monthly_character_prestige | 一位角色每月獲得的威望 | Flat | ✓ | ✓ | ✓ | ✓ | ||||
liege_prestige | 給予地產擁有者和他/她的領主威望 | ✓ | X | X | ✓ | ✓ | ||||
add_prestige_modifier | 角色威望增加的修正 | Percent | X | X | ✓ | ✓ | ||||
monthly_character_piety | 一位角色每月獲得的虔誠 | Flat | ✓ | ✓ | ✓ | ✓ | ✓ | |||
liege_piety | 給予地產擁有者和他/她的領主虔誠 | ✓ | X | X | ✓ | ✓ | ||||
add_piety_modifier | 角色虔誠增加的修正 | Percent | X | X | ✓ | ✓ | ||||
monthly_character_wealth | 一位角色每月獲得的財富 | Flat | ✓ | ✓ | [✓] | |||||
AI行為修正 | 描述 | 類型 | 角色[1] | 特質 | 省份[2] | 內閣成員 | 科技 | 地產[3] | 建築物[4] | 法律 |
ai_rationality | 影響AI做出選擇的方式,例如,如果AI想要開戰,它是否會將自己的徵召兵規模與敵人的徵召兵規模進行比較。 | Flat | X | ✓ | ||||||
ai_zeal | 影響AI處理宗教衝突的方式,主要是AI是否會加入十字軍和鄰近的聖戰。 | Flat | X | ✓ | ||||||
ai_greed | 影響與金錢有關的互動,例如禮物對好感的效果,以及要求贖金或發動禁運戰爭的可能性。 | Flat | X | ✓ | ||||||
ai_honor | 影響AI尊重關係和同盟的可能性,和儘管有這樣的關係仍然進攻的幾率。也影響它加入陰謀的可能性。 | Flat | X | ✓ | ||||||
ai_ambition | 影響AI的擴張欲望,主要影響想要發動戰爭的可能性。 | Flat | X | ✓ | ||||||
AI建造修正 | 描述 | 類型 | 角色[1] | 特質 | 省份[2] | 內閣成員 | 科技 | 地產[3] | 建築物[4] | 法律 |
ai_feudal_modifier | 如果AI是封建制,或者是部落制但努力成為封建制,則影響AI的建造的權重 | Flat | ✓ | |||||||
ai_republic_modifier | 如果AI是共和制,或者是部落制但努力成為共和制,則影響AI的建造的權重 | Flat | X | X | ✓ | |||||
建造修正 | 描述 | 類型 | 角色[1] | 特質 | 省份[2] | 內閣成員 | 科技 | 地產[3] | 建築物[4] | 法律 |
build_cost_modifier | 建造一個地產(僅直轄)的花費 | Flat | ✓ | ✓ | ||||||
build_cost_castle_modifier | 建造一個城堡地產的花費 | Flat | ||||||||
build_cost_city_modifier | 建造一個城市地產的花費 | Flat | ||||||||
build_cost_temple_modifier | 建造一個神殿地產的花費 | Flat | ✓ | [✓] | ||||||
build_cost_tribal_modifier | 建造一個部落地產的花費 | Flat | ||||||||
build_time_modifier | 建造一個地產(僅直轄)的時間 | Flat | ✓ | ✓ | ||||||
build_time_castle_modifier | 建造一個城堡地產的時間 | Flat | ||||||||
build_time_city_modifier | 建造一個城市地產的時間 | Flat | ||||||||
build_time_temple_modifier | 建造一個神殿地產的時間 | Flat | ||||||||
build_time_tribal_modifier | 建造一個部落地產的時間 | Flat | ||||||||
local_build_cost_modifier | 在一個省份建造一個地產的花費 | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | X | X[1] | |
local_build_cost_castle_modifier | 在一個省份建造一個城堡地產的花費 | Percent | X | |||||||
local_build_cost_city_modifier | 在一個省份建造一個城市地產的花費 | Percent | X | |||||||
local_build_cost_temple_modifier | 在一個省份建造一個神殿地產的花費 | Percent | [✓] | [✓] | [✓] | [✓] | [✓] | X | X | |
local_build_cost_tribal_modifier | 在一個省份建造一個部落地產的花費 | Percent | X | |||||||
local_build_time_modifier | 在一個省份建造一個地產的時間 | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | X | X[2] | |
local_build_time_castle_modifier | 在一個省份建造一個城堡地產的時間 | Percent | X | |||||||
local_build_time_city_modifier | 在一個省份建造一個城市地產的時間 | Percent | X | |||||||
local_build_time_temple_modifier | 在一個省份建造一個神殿地產的時間 | Percent | X | |||||||
local_build_time_tribal_modifier | 在一個省份建造一個部落地產的時間 | Percent | X | |||||||
好感修正 | 描述 | 類型 | 角色[1] | 特質 | 省份[2] | 內閣成員 | 科技 | 地產[3] | 建築物[4] | 法律 |
ambition_opinion | 改變野心勃勃特質持有者對角色的好感,他們想從這些角色處獲得某些事物(例如一個省份)。 | Flat | ✓ | |||||||
vassal_opinion | 用於特質,改變直屬封臣和廷臣的好感。用於寶物,改變封臣及其以下的好感。 | Flat | ✓ | ✓ | ✓ | ✓ | ||||
sex_appeal_opinion | 改變對你的性別有興趣的成年人的好感。也改變同性戀對異性的好感,但僅用於特質時,不能是用於角色修正或寶物時。僅對45歲以下成年女性和65歲以下成年男性生效。 | Flat | ✓ | ✓ | ✓ | |||||
same_opinion | 改變和你有同一特質的角色的好感 | Flat | ✓ | ✓ | ||||||
same_opinion_if_same_religion | 改變和你有同一特質的同宗教角色的好感 | Flat | ✓ | ✓ | ||||||
opposite_opinion | 改變擁有一個與你的特質定義了opposites = { }的特質(相反特質)的角色好感 | Flat | ✓ | ✓ | ||||||
liege_opinion | 改變你對你的領主的好感或改變你的領主對你的好感(取決於所用為何處) | Flat | ✓ | ✓ | ||||||
general_opinion | 改變所有角色對你的好感 | Flat | ✓ | ✓ | [✓] | |||||
twin_opinion | 改變你的孿生兄弟姐妹對你的好感 | Flat | ✓ | ✓ | ||||||
dynasty_opinion | 改變你的家族內所有成員對你的好感 | Flat | X | ✓ | ✓ | |||||
male_dynasty_opinion | 改變你的家族內所有男性成員對你的好感 | Flat | X | X | ✓ | |||||
female_dynasty_opinion | 改變你的家族內所有女性成員對你的好感 | Flat | X | X | ✓ | |||||
child_opinion | 改變你的子女對你的好感 | Flat | X | X | ✓ | |||||
oldest_child_opinion | 改變你的長子/女對你的好感 | Flat | X | ✓ | ||||||
youngest_child_opinion | Flat | X | ✓ | |||||||
spouse_opinion | 改變你的配偶對你的好感 | Flat | X | ✓ | X | |||||
male_opinion | Flat | |||||||||
female_opinion | Flat | |||||||||
<religion>_opinion | 改變該宗教所有角色對此角色的好感。可以添加自定義宗教,但必須首先在00_modifier_definitions.txt內定義。 | Flat | ✓ | ✓ | X[3] | |||||
<religion_group>_opinion | 改變該宗教組所有角色對此角色的好感。可以添加自定義宗教,但必須首先在00_modifier_definitions.txt內定義。 | Flat | ✓ | ✓ | X | ]] | ||||
same_religion_opinion | 同宗教角色對你的好感 | Flat | ✓ | ✓ | ||||||
infidel_opinion | 對其他宗教組的好感 | Flat | ✓ | ✓ | ||||||
<religion_group>_church_opinion | Flat | ? | ✓ | |||||||
church_opinion | 改變神職人員對你的好感 | Flat | ✓ | ✓ | ✓ | ✓ | ||||
temple_opinion | Flat | X | ✓ | |||||||
temple_all_opinion | Flat | ✓ | X | |||||||
town_opinion | Flat | ✓ | ✓ | ✓ | ||||||
city_opinion | 改變市民封臣對你的好感 | Flat | X | X | ✓ | |||||
castle_opinion | 改變封建封臣對你的好感。如果作為省份修正使用,僅在是你的首都時有效果。 | Flat | ✓ | ✓ | ✓ | |||||
feudal_opinion | 對直屬封建封臣的好感 | Flat | X | X | ✓ | |||||
tribal_opinion | 對部落封臣的好感(所有部落包括未改革部落) | Flat | ✓ | ✓ | ✓ | |||||
unreformed_tribal_opinion | Flat | ✓ | ✓ | ✓ | ||||||
rel_head_opinion | 對角色的宗教領袖的好感 | Flat | ✓ | X | ||||||
free_invest_vassal_opinion | Opinion of vassals with bishops | Flat | ✓ | X | ||||||
clan_sentiment | [✓] | ✓ | ||||||||
戰爭修正 | 描述 | 類型 | 角色[1] | 特質 | 省份[2] | 內閣成員 | 科技 | 地產[3] | 建築物[4] | 法律 |
levy_size | 徵召兵上限。不影響艦隊規模。 | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | X | |
<holding_type>_levy_size | 一個城堡/城市/神殿/部落的徵召兵上限 | Percent | ✓ | ✓ | ||||||
global_levy_size | 角色徵召兵規模修正 | Percent | ✓ | |||||||
levy_reinforce_rate | 徵召兵再生時間 | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
army_reinforce_rate | 指揮軍隊,近衛軍或游牧軍的再生時間(例如,如果角色指揮側翼) | Percent | ✓ | |||||||
phase_<phase>_attack | 增加或減少特定階段的效果,作為進攻的軍隊。如,phase_melee_attack 。階段:melee, skirmish, pursue
|
Percent | ✓ | |||||||
phase_<phase>_defense | 增加或減少特定階段的效果,作為防禦的軍隊。 | Percent | ✓ | |||||||
<unit> | 增加(或移除,如果是負值)指定數目的地產徵召兵的給定單位,也直接增加同樣數量的地產守備部隊規模。 | 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 | 封臣必須向領主提供的最小徵召兵。法律之間不累積(採用最低的)。 | Percent | ✓ | |||||||
<holding_type>_vassal_max_levy | 封臣必須向領主提供的最大徵召兵。法律之間不累積(採用最高的)。 | Percent | ✓ | |||||||
land_morale | 領地軍隊的士氣 | Percent | ✓ | ✓ | ✓ | ✓ | ✓ | X | ||
land_organisation | 士氣恢復速率 | Percent | ✓ | ✓ | ||||||
regiment_reinforcement_speed | ✓ | |||||||||
garrison_size | 地產守備部隊規模 | Percent | X | X | ✓ | ✓ | ✓ | ✓ | ||
global_garrison_size | 角色的守備部隊規模修正 | Percent | [✓] | |||||||
garrison_growth | 地產守備部隊的回覆速度。在2.2.1無效,顯示為NONE | ✓ | ✓ | ✓ | ||||||
fort_level | 地產要塞等級 | Flat | X | X | ✓ | ✓ | ✓ | |||
global_defensive | X | ✓ | ||||||||
land | ✓ | |||||||||
global_supply_limit | Percent | X | ✓ | ✓ | ✓ | |||||
global_winter_supply | 適用於首都。 | ✓ | ||||||||
supply_limit | 在一個省份停留直到導致損耗發生的士兵數量 | Percent | X | ✓ | ✓ | X | ||||
max_attrition | 省份最大損耗 | Percent | ✓ | ✓ | ✓ | X | ||||
attrition | 被指揮的部隊受到的損耗數量。不是指揮修正 | Percent | ✓ | |||||||
days_of_supply | 部隊在在受到損害前可以無補給堅持的額外天數。不是指揮修正 | Flat | ✓ | |||||||
siege_defence | 圍攻防禦速度 | Percent | ✓ | ✓ | ✓ | |||||
siege_speed | 圍攻進攻速度 | Percent | ✓ | ✓ | ✓ | ✓ | ||||
global_movement_speed | Percent | X | ✓ | ✓ | ||||||
local_movement_speed | 增加移動速度 | Percent | ✓ | X | X | |||||
galleys_perc | 艦隊數量 | Percent | X | X | ✓ | ✓ | ||||
retinuesize | 近衛軍數量 | Flat | ✓ | X[4] | ✓ | ✓ | ||||
retinuesize_perc | 近衛軍數量Number of retinues | Percent | ✓ | ✓ | ||||||
retinue_maintenence_cost | 適用於角色,家族宅邸和首都。部落政體的等價物是horde_maintenence_cost .
|
[✓] | X | [✓] | ||||||
horde_maintenence_cost | 適用於角色,家族宅邸和首都。 | [✓] | ✓ | |||||||
科技修正 | 描述 | 類型 | 角色[1] | 特質 | 省份[2] | 內閣成員 | 科技 | 地產[3] | 建築物[4] | 法律 |
tech_growth_modifier | 所有科技類型發展速度 | Percent | X | X | X | ✓ | ✓ | ✓ | ||
commander_limit | 增加一位統治者可以擁有的指揮官數量。腳本用於首都地產的建築物中。 | Flat | X | ✓ | ||||||
tech_growth_modifier_<tech_type> | 文化/軍事/經濟科技發展速率。與tech_growth_modifier累積。 | Percent | X | X | X | ✓ | ✓ | |||
<tech_type>_techpoints | 在省份產生科技點 | Percent | ✓ | ✓ | X[5] | ✓ | ||||
貿易修正 | 描述 | 類型 | 角色[1] | 特質 | 省份[2] | 內閣成員 | 科技 | 地產[3] | 建築物[4] | 法律 |
max_tradeposts | 貿易站數量上限 | Flat | X | X | ✓ | |||||
tradevalue | 貿易價值 | Flat | ✓ | ✓ | ✓ | ✓ | ✓ | |||
trade_route_wealth | ✓ | ✓ | ||||||||
trade_route_value | ✓ | ✓ | ||||||||
global_trade_route_wealth | 可用於一個貿易站的持有者的首都 | ✓ | ||||||||
global_trade_route_value | 可用於一個貿易站的持有者的首都 | ✓ | ||||||||
global_tradevalue | 可用於一個貿易站的持有者的首都 | ✓ | ||||||||
global_tradevalue_mult | 可用於一個貿易站的持有者的首都 | |||||||||
multiplicative_trade_post_income_modifier | 增加指定百分比的貿易站收入(1.0 = +100% = 兩倍收入) | Percent | ✓ | |||||||
人口修正 | 描述 | 類型 | 角色[1] | 特質 | 省份[2] | 內閣成員 | 科技 | 地產[3] | 建築物[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 }
參考資料
歷史 | 角色 • 家族 • 省份 • 頭銜 • 劇本 |
腳本 | 指令 • 條件 • 作用域 • 修正 • 事件 • 決議 |
常規 | 定義 • 遊戲規則 • 另類開局 • 宗教 • 文化 • 政體 • 特質 • 血脈 • 科技 • 法律 • 建築 • 宣戰理由 • 朝貢國 • 單位 • 目標 • 疾病 • 死亡 • 榮譽頭銜 • 社團 • 寶物 • 地圖外政權 • 內閣成員 • 貿易路線 • 繼承 • 奇觀 • 稱號 |
圖像/音效/本地化 | 地圖 • 圖形 • 盾徽 • 肖像 • 介面 • 小地圖 • 音樂 • 本地化 |
其他 | 故障排除 • 驗證器 • 控制台指令 • 編輯遊戲存檔 • Steam創意工坊 • EU4轉檔器模組製作 |