MOD

各種ファイルの説明

ここではEU4の各ファイルについて、代表的なプログラム文と併せて簡単に説明していきます。

commonフォルダ

advisortypes

様々な顧問のタイプを規定。

	philosopher = {				
		monarch_power = ADM		# 顧問のカテゴリ(統治・外交・軍事)
		
		# Bonus
		prestige = 1			# 顧問が与えるボーナス
		
		chance = {
			factor = 1			# 出現頻度
		}
	}

ai_personalities

AIの性格を規定。

	ai_capitalist = {			# AIの性格タイプ
		chance = {
			factor = 100		# AIがこの性格を選択する基準値
			modifier = {		# 諸条件に基づく変数
				factor = 0.5
				NOT = { adm = 1 }
			}			
			(以下略)
		}
		icon = 2				# 外交タブに表示されるアイコン
	}

bookmarks

スタート画面の各シナリオ。各シナリオは個別のファイルで定義する必要あり。

	bookmark =
	{
		name = "RISE_OF_THE_OTTOMANS"		# シナリオのタイトル
		desc = "RISE_OF_THE_OTTOMANS_DESC"	# シナリオの説明文
		date = 1444.11.11					# ゲーム開始年
		
		center = 112						# カメラの移動場所
		default = yes						# デフォルトシナリオ
		
		country = TUR						# 主要国家
		country = CAS
		country = POR	
		country = FRA
		country = ENG
		country = HAB
		country = BRA	
		country = SWE
		country = MOS
		country = VEN
		country = POL
		
		easy_country = CAS					# 初心者推奨国家
		easy_country = POR
		easy_country = TUR
	}

buildings

プロヴィンスの建物。

	marketplace = {
		cost = 100							# 建設費用
		time = 12							# 建設期間
		
		modifier = {
			province_trade_power_modifier = 0.5	# 建物によるボーナス
		}
		
		ai_will_do = {							# AIがこの建物を建設する可能性
			factor = 100
			modifier = {
				factor = 0.1
				NOT = { province_trade_power = 5 }
			}		
			(以下略)
		}
	}

cb_types

開戦理由(CB)。

	cb_core = {
		prerequisites = {				# この会戦理由を獲得するための前提条件
			core_claim = FROM
			is_revolution_target = no
		}
			
		war_goal = take_core			# この海戦理由に対応する戦争目的
	}

church_aspects

プロテスタントの宗教政策。

	organised_through_bishops_aspect = {
		effect = {						# この宗教政策によるボーナス
			development_cost = -0.05
		}
		ai_will_do = {					# AIがこの政策を選択する可能性
			factor = 15
			modifier = {
				factor = 1
				is_at_war = no
			}
		}
	}

client_states

従属国家の名前候補

	westphalia = 
	{
		area = westphalia_area				# 該当エリア
		
		name = {
			name = "KINGDOM_OF_WESTPHALIA"  # 従属国家の名前
			trigger = {						# この名前になる条件
			from = {
				government = monarchy
				}
			}
		}
		
		(以下略)
	}
	

colonial_nations

植民国家の規定

	colonial_alaska = {
		color = { 225 225 225 }			# 植民地域マップ上の色
		# Random New World				# ランダム新大陸用の各種設定
		tax_income = 0
		native_size = 8
		native_ferocity = 1
		native_hostileness = 4	
		trade_goods = {
			fur = 10
			fish = 3
			naval_supplies = 2
			gold = 2
		}	
		culture = {
			inuit = 10
			aleutian = 8
		}	
		religion = {
			shamanism = 10
		}
		provinces = {					# 対応地域
			979 978 977 976 975 974 972 2022 2609 2610 2611 2612 2613
		}	
		# Specific
		names = {						# 特定国家による植民地の名前
			trigger = {
				primary_culture = russian
			}
			name = "COLONIAL_ALASKA_Alyeska"
		}
		(以下略)
		# Generic
		names = {
			name = "COLONIAL_ALASKA_Alaska"
		}
		names = {						# 通常の植民地の名前
		    name = "COLONIAL_REGION_New_Root_GetName"
		}
		(以下略)
	}
	

countries

国家の各種設定

	graphical_culture = westerngfx	# グラフィックタイプ
	color = { 157  51  167 }		# マップ上の色
	historical_idea_groups = {		# AI用のアイディア選択
		defensive_ideas
		offensive_ideas
		religious_ideas
		economic_ideas
		diplomatic_ideas
		innovativeness_ideas
		spy_ideas
		trade_ideas	
	}
	historical_units = {				# AI用の技術発展に伴うユニットの選択
		western_medieval_infantry
		(以下略)
	}
	monarch_names = {
		"Friedrich #0" = 100			# 君主・将軍・顧問の個人名。イコールの後の数字は頻度
		(以下略)
		"Bruno #0" = 0					# イコールの後の「0」は共和国用
		(以下略)	
		"Aleida #0" = -1				# イコールの後の「-1」は女性君主用
		(以下略)
	}
	leader_names = {					# 将軍および顧問の苗字
		Blittersdorf
		(以下略)
	}
ship_names = {						# 艦船名
		Neustadt Kaiserslautern Elmstein Landstuhl
		(以下略)
	}
	army_names = {						# 軍隊名
		"Armee von $PROVINCE$" 
	}
	fleet_names = {						# 艦隊名
		"Stadtflotte"
	}

countly_colors

各国の軍隊の色の候補。

	SWE = {
		color1= { 62 122 189  }
		color2= { 248 229 12 }
		color3= { 62 122 189  }
	}
	

countries

ゲームに登場する国家のリスト。前述のcountriesファイルと対応。

	SWE	= "countries/Sweden.txt"
	

cultures

文化の各種設定。

	germanic = {									# 文化グループ
		graphical_culture = westerngfx				# グラフィック設定
		male_names = { Gunther Rolf }				# 文化グループに共通する個人名	
		pommeranian = {								# 下位文化
			primary = POM							# 下位文化を代表する国家
			male_names = {
				Boguslaw Barnim Ota Eryk Filip		# 自作国家用の姓名リスト
				(以下略)
			}
			female_names = {
				Gabriela Helena Janina
				(以下略)
			}
			dynasty_names = {
				"von Klinckow" "von Puttkamer"
				(以下略)
			}
		}
	}

custom_country_colors

自作国家の色および旗の選択リスト。

	num_symbols = 32					# シンボルの数
	color = { 235 235 235 }				# マップカラー
	textures = {						# 旗のデザイン。gfxフォルダ内の画像データに対応。
		texture = {
			file = "gfx\\custom_flags\\pattern.tga"
			size = { x = 10 y = 4 }
			noOfFrames = 34
			color = 2
		}
		(以下略)
	}
	

custom_ideas

自作国家のアイディアリスト。

	adm_idea_modifiers = {
		category = ADM					# 対応するカテゴリ(統治・外交・軍事)
		custom_idea_global_tax_modifier = { # ボーナスおよび各レベルのコスト
			global_tax_modifier = 0.05
			level_cost_2 = 3
			level_cost_3 = 9
			level_cost_4 = 18
			default = 2
		}
	}

diplomatic_actions

外交コマンドの規定。基本的にハードコードだが、実行に必要なopinion値などを変更できる。

	royal_marriage = {
		condition = {						# 実行可能になる条件
			tooltip = MARWAR
			potential = {
			}
			allow = {
				NOT = { war_with = FROM }
			}
		}
	}

disasters

国家の危機の設定。

	castilian_civil_war = {
		potential = {							# 安定度タブに表示される可能性
			tag = CAS
			NOT = { has_country_flag = had_cas_civil_war }
			is_subject = no
			exists = ARA
			exists = POR
			ARA = {
				is_subject = no
			}
			POR = {
				is_subject = no
			}
			government = monarchy
			normal_or_historical_nations = yes
			uses_doom = no
			NOT = { is_year = 1500 }
		}
		can_start = {							# 危機の発生条件
			is_at_war = no
			has_any_disaster = no
			has_heir = yes
			OR = {
				has_regency = yes
				NOT = { heir_claim = 80 }
				has_female_heir = yes
			}
			is_lesser_in_union = no
		}	
		can_stop = {							# 危機の進展が停止する条件
			OR = {
				has_any_disaster = yes
				is_lesser_in_union = yes
				NOT = { government = monarchy }
			}
		}
		progress = {							# 危機の進展に関する変数
			modifier = {
				factor = 1
				NOT = { legitimacy = 90 }
			}
(以下略)
		}	
		can_end = {									# 危機の終了条件
			stability = 2
			NOT = { num_of_rebel_controlled_provinces = 1 }
			NOT = {
				has_spawned_rebels = pretender_rebels
			}
		}
		modifier = {								# 危機発生時の効果	
			global_unrest = 7
		}		
		on_start = castilian_civil_war.1			# 開始と終了時のイベント
		on_end = castilian_civil_war.100	
		on_monthly = {								# 起こりうるイベント
			events = {
			}
			random_events = { 
				120 = 0
				1 = castilian_civil_war.2 #Civil War Spreads to Province
				#Events 3 - 8 related to foreign intervention
			}
		}
	}

estates

諸身分勢力の規定。

	estate_church =
	{
		icon = 1				# アイコンのグラフィック
		color = { 200 150 0 }	# estatesマップ上の色	
		# Is estate kept in control of province on conquest?
		keep_on_conquest = yes  # 占領後の扱い
		# Estate will always be removed when conquered by a different religion than previous owner
		always_remove_on_religious_conquest = yes # 異宗教の国家による占領後の扱い
		# They want to control at least this % of the country's non-overseas development, if # of home provinecs is above set amount
		min_territory = 10 		# 理想的な勢力規模(比率)
		min_provinces_to_want_territory = 10	# 理想的な勢力規模(プロヴィンス数)
		wanted_territory_modifier = { 			# 所有を希望するプロヴィンスの変数
			desc = EST_VAL_HINDU_CLERGY
			trigger = {
				religion = hinduism
			}	
			value = -5
		}
		(以下略)
		# If true, country will get estate
		trigger = {								# この勢力が登場する条件
			NOT = { government = merchant_republic }
			NOT = { government = native_council }
			NOT = { government = siberian_native_council }
			NOT = { government = celestial_empire }
			NOT = { tag = USA }		
			is_nomad = no
			is_colonial_nation = no
		}
		# If true, province can be granted to estate
		province_trigger = {					# この勢力に与えられるプロヴィンスの条件
			always = yes
		}
		# Min autonomy in estate provinces
		min_autonomy = 25						# この勢力が支配するプロヴィンスの最低自立度
		# These scale with loyalty & power
		country_modifier_happy = {				# 忠誠度の各段階ボーナス
			global_tax_modifier = 0.2
			papal_influence = 1
			devotion = 0.5
			church_power_modifier = 0.5
			monthly_fervor_increase = 1
			stability_cost_modifier = -0.1
		}
		country_modifier_neutral = {
			global_tax_modifier = 0.2
		}	
		country_modifier_angry = {
			global_tax_modifier = -0.1
			papal_influence = -1
			devotion = -0.5
			church_power_modifier = -0.5
			monthly_fervor_increase = -1
			stability_cost_modifier = 0.1
		}		
		# These do not scale, but only applied in provinces owned by the estate
		province_modifier_happy = {				# 忠誠度の各段階と対応した支配プロヴィンスでのボーナス
			local_missionary_strength = 0.02
			local_unrest = -2
		}
		province_modifier_neutral = {
			local_unrest = -2
		}	
		province_modifier_angry = {
			local_unrest = 10
		}	
		# Influence modifiers
		base_influence = 20						# 基礎影響力
		influence_modifier = {					# 影響力の各変数
			desc = EST_VAL_THEOCRACY
			trigger = {
				government = theocracy
				NOT = { tag = PAP }
			}	
			influence = 20
		}
		(以下略)
		# Loyalty modifiers
		loyalty_modifier = {					# 忠誠度の各変数
			desc = EST_VAL_PIOUS
			trigger = {
				religion_group = muslim
				piety = 0.5
				NOT = { piety = 0.75 }
			}
			loyalty = 10
		}	
		(以下略)
		custom_name = {							# 勢力名
			desc = estate_monasteries
			trigger = {
				OR = {
					religion = buddhism #Theravada
					religion = mahayana
					religion = vajrayana
				}
			}
		}	
		(以下略)
		# For province assignment
		ai_grant_province = {					# AIがこの勢力にプロヴィンスを与える可能性
			factor = 1
			modifier = {
				factor = 10
				has_owner_religion = no
				NOT = { tolerance_to_this = 1 }
			}
			(以下略)		
		}
		# Does the AI want to give any extra territory beyond the minimum?
		ai_territory_modifier = {				# AIが必要最低限度を超えてこの勢力にプロヴィンスを与える可能性
			trigger = {
				has_idea_group = religious_ideas
				num_of_cities = 10
			}	
			value = 10		
		}		
		# Special interactions
		interaction = {							# この勢力との相互アクション
			name = "DEMAND_SUPPORT_CHURCH"
			icon = 2		
			years_between_use = 20		
			trigger = {		
				estate_loyalty = {
					estate = estate_church
					loyalty = 30
				}	
				estate_influence = {
					estate = estate_church
					influence = 25
				}			
			}	
			effect = {
				if = {
					limit = {
						NOT = {
							estate_influence = {
								estate = estate_church
								influence = 50
							}	
						}
					}
					add_adm_power = 50
				}
				if = {
					limit = {
						estate_influence = {
							estate = estate_church
							influence = 50
						}
						NOT = {
							estate_influence = {
								estate = estate_church
								influence = 75
							}	
						}
					}
					add_adm_power = 100
				}
				if = {
					limit = {
						estate_influence = {
							estate = estate_church
							influence = 75
						}
						NOT = {
							estate_influence = {
								estate = estate_church
								influence = 100
							}	
						}
					}
					add_adm_power = 150
				}
				if = {
					limit = {
						estate_influence = {
							estate = estate_church
							influence = 100
						}
					}
					add_adm_power = 200
				}				
				add_estate_loyalty_modifier = {
					estate = estate_church
					desc = EST_VAL_DEMANDED_CHURCH_SUPPORT
					duration = 7300
					loyalty = -15
				}
			}
			
			ai_will_do = {
				factor = 0		
			}
		}
		(以下略)
	}

event_modifiers

イベントによって追加される各変数の規定。

	the_proper_old_ways = {
		raze_power_gain = 0.20
		land_morale = 0.1
		global_trade_goods_size_modifier = -0.25
	}

factions

中国および承認共和国の派閥の規定。

	temples =
	{
		#Allows to fight wars.
		monarch_power = MIL
		always = yes
		
		modifier = 
		{
			manpower_recovery_speed = 0.1
			unjustified_demands = -0.25
			diplomatic_upkeep = -1
		}
	}
	

fevors

改革派の方針の規定。

	fervor_trade = {
		cost = 5
		effect = {
			global_trade_power = 0.1
			trade_efficiency = 0.1
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.25
				government = republic
			}
			(以下略)
		}
	}
	

government_names

文化や政府形態に応じた国家のランク

	ottoman_marches = {
		rank = {						# 各ランクの国家名
			1 = PASHALIK
		}	
		ruler_male = {					# 各ランクの君主称号
			1 = PASHA
		}
		ruler_female = {
			1 = PASHA
		}	
		trigger = {
			is_march = yes
			overlord = {
				primary_culture = turkish
			}
		}
	}
	

great_projects

大プロジェクトの規定。現在の所運河のみ。

	kiel_canal = {
		ambient_object = kiel_canal		# マップアイテム
		province = 1775					# 該当プロヴィンス
		is_canal = yes					# 運河
		time = 120						# 建設期間
		
		modifier = {					# プロジェクトによるボーナス
			province_trade_power_value = 20
		}
	}
	

hre

神聖ローマ帝国の各種帝国改革の規定。

	reichsreform = {
		member = {						# 帝国構成員へのボーナス
			build_cost = -0.05
			development_cost = -0.05
		}
		emperor = {						# 皇帝へのボーナス
			build_cost = -0.05
			development_cost = -0.05
		}
		on_effect = {					# この改革を実施することによって可能/不可能になるアクション
			imperial_ban_allowed = yes
		}
		off_effect = {
			imperial_ban_allowed = no
		}
	}

ideas

アイディアグループおよびアイディアの設定。

	aristocracy_ideas = {
		category = MIL								# 統治・外交・軍事のカテゴリ
		bonus = {									# アイディアコンプリート時のボーナス
			free_leader_pool = 1
		}
		trigger = {
			OR = {
				government = monarchy
				government = noble_republic
				government = theocracy
			}
		}
		noble_knights = {							# 各アイディアのボーナス
			cavalry_power = 0.10
			cavalry_cost = -0.10
		}
		ai_will_do = {								# AIがこのアイディアグループを選択する可能性
			factor = 1
			# AI generally should not pick this
			modifier = {
				factor = 0.1
				always = yes
			}
			(以下略)
		}
	}

native_ideas

	アメリカ先住民用のアイディアグループ。
	native_adm_ideas = {
		category = ADM								# 統治・外交・軍事のカテゴリ		
		migrative_traditions = {					# 各アイディアのボーナス
			build_cost = -0.2
		}
		(以下略)		
		ai_will_do = {
			factor = 1
		}
	}

natives

アメリカ先住民の設定。

	natives_american_inuit = {
		graphical_culture = inuitgfx
		color = { 0 255  255 }
		icon = 4	
		unit = native_indian_archer		
		provinces = {
			# North America
			972 973 974 975 (以下略)
		}
	}
	

on_actions

アクションと同時に発生する効果の設定。

	on_regent = {
		events = {
			tribal_succession.1	# harsh anti-tribals.
			flavor_mlo.1	# The Ambrosian Republic
		}
	}

隔年イベントの発生率もここで規定されている。

	on_four_year_pulse = {
		random_events = {
			# Colonial Nations
			100 = colonial_nation.1
			100 = colonial_nation.4
			100 = colonial_nation.10
			100 = colonial_nation.12
			100 = colonial_nation.14
			100 = colonial_nation.77
			(以下略)
			
			1000 = 0	
		}
	}

opinion_modifiers

opinionに関する変数を規定。

	rival = {
		opinion = -100
	}
	

parlament_bribes

議会派閥との相互アクションを規定。

	administrative_support = {
		trigger = {
			always = yes
		}		
		effect = {
			FROM = { add_scaled_local_adm_power = -4 }
		}		
		ai_will_do = {
			factor = 1
		}
	}
	

parlament_issues

議会政策を規定。

	administrative_reform = {
		category = 3 		# same category = 90% less likely
		allow = {
			num_of_owned_provinces_with = {
				value = 3
				local_autonomy = 20
			}
		}		
		effect = {
			
		}		
		modifier = {
			global_autonomy = -0.05
		}		
		chance = {
			factor = 1
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				average_home_autonomy = 25
			}
			(以下略)	
		}
	}
	

personal_deities

個人的信仰の神々の規定。

	shiva =
	{
		# (Diplomatic - War)
		ae_impact = -0.05					# 信仰によるボーナス
		core_creation = -0.10		
		allow = { religion = hinduism }
		sprite = 1		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				personality = ai_militarist
			}	
			(以下略)		
		}
	}
	

policies

アイディアグループを2つ以上コンプリートしたときに選択できる政策の設定。

	the_combination_act = {
		monarch_power = ADM
		potential = {
			has_idea_group = aristocracy_ideas
			has_idea_group = innovativeness_ideas
			OR = {
				full_idea_group = aristocracy_ideas
				full_idea_group = innovativeness_ideas
			}	
		}
		allow = {
			full_idea_group = aristocracy_ideas
			full_idea_group = innovativeness_ideas
		}
		
		production_efficiency = 0.20
		ai_will_do = {
			factor = 1
		}
	}
	

powerprojection

Power Projectionに関する規定。

	subsidies_to_enemy_of_rival = {
		power = 50		# multiplied with percentage of income given.
		max = 50
	}
	

prices

交易品の基礎価値の設定。

	grain = {
		base_price = 2
	}
	

province_names

所有者の文化に応じて変化するプロヴィンス名の設定。

	124 = "Massina"								# 数字はプロヴィンス番号
	125 = "Balarm"
	196 = "Tolosha"

rebel_types

各反乱軍の設定。

	animism_rebels = {
		area = nation 					# Sticks to provinces of their nation
		government = theocracy 			# Desires Theocracy
		religion = animism
		defection = none				# Will not defect
		defect_delay = 120				# Held provinces will auto-defect after 18 months, regardless of accept/enforce demands.
		independence = none				# Does not strive for independence
		unit_transfer = no
		gfx_type = culture_province
		will_relocate = yes			
		resilient = no
		reinforcing = yes
		general = yes
		smart = yes		
		artillery = 0.0
		infantry = 0.7
		cavalry = 0.3	
		morale = 1.1
		# Possible handle actions
		handle_action_negotiate = yes
		handle_action_stability = yes
		handle_action_build_core = yes
		handle_action_send_missionary = yes		
		# 以下はプロヴィンスごとの反乱軍の発生確率
		# The rebel type with the highest modifier for this province gets picked
		spawn_chance = {								
			factor = 1
			modifier = {
				factor = 0.5
				is_overseas = yes
			}
			(以下略)
		}	 
		# This is checked for EACH province in the Area of Operations
		movement_evaluation = {
			factor = 1
			modifier = {
				factor = 0.5
				units_in_province = 1
			}
			(以下略)
		} 
		# Province Scope
		siege_won_trigger = {							# 反乱軍に占領されたプロヴィンスについて
			NOT = {
				AND = {
					owned_by = PAP
					is_capital = yes
				}
			}
		}
		siege_won_effect = {
			if = {
				limit = {
					OR = {
						religion = animism
						is_reformation_center = yes
						owner = { religion = animism }
					}
				}
				add_province_modifier = {
					name = "religious_violence"
					duration = 730
				}
			}
			(以下略)
		}
		# 以下は反乱軍との交渉に関する設定
		# Country scope
		can_negotiate_trigger = {
			religion_group = pagan
		}		
		# Country scope
		can_enforce_trigger = {
			always = yes
		}	
		# Localisation for their demands
		demands_description = "animism_rebels_demand"		
		# Country Scope	
		demands_enforced_effect = {
			if = {
				limit = {
					NOT = { religion_group = pagan }
				}
				add_prestige = -50
				every_owned_province = {
					limit = {
						has_rebel_faction = REB
					}
					add_local_autonomy = 20
				}
			}
			(以下略)
		}
	}

region_colors

マップ上における各地域の色リスト

	color = { 181 72 106 }

religions

	christian = {
		defender_of_faith = yes							# 信教の守護者
		can_form_personal_unions = yes					# 同君連合の可否
		center_of_religion = 118 # Rome					# 中心プロヴィンス
		# Flag emblem values - Used for Dynamic Setup of Random Nations.
		# Emblem texture: game/gfx/interface/client_state_symbols_large.dds
		# Can be overridden per religion.
		flags_with_emblem_percentage = 33 # default == 0# ランダム国家の旗についての設定
		flag_emblem_index_range = { 1 18 }
		catholic = {
			color = { 0.8 0.8 0 }
			icon = 1
			allowed_conversion = {						# 改宗可能な他宗派
				reformed
				protestant
			}
			country = {									# 国家ボーナス
				tolerance_own = 1
				tolerance_heretic = -1
			}
			country_as_secondary = {					# 二次宗教選択時のボーナス
				diplomatic_reputation = 1
				advisor_pool = 1
			}
			hre_religion = yes							# 神聖ローマ帝国の公認宗教
			on_convert = {								# 改宗時の効果
				change_religion = catholic
				add_prestige = -100		
				remove_country_modifier = the_test_act
				remove_country_modifier = superintendent_office
				remove_country_modifier = the_popery_act			
				add_country_modifier = {
					name = "conversion_zeal"
					duration = 3650
				}				
			}
			# 異端の種類
			heretic = { BOGOMILIST WALDENSIAN FRATICELLI HUSSITE LOLLARD SOCINIAN }	
			papacy = {									# 教皇(宗教的指導者)についての設定
				papal_tag = PAP
				election_cost = 5
				seat_of_papacy = 118 # rome		
				levy_church_tax = {						# 宗教的指導者との相互アクション
					cost = 50
					potential = {
						NOT = { tag = PAP }
					}
					allow = {
						NOT = { war_with = PAP }
						NOT = { has_country_modifier = papal_sanction_for_church_taxes }
					}
					effect = {
						add_country_modifier = {
							name = "papal_sanction_for_church_taxes"
							duration = 7300
						}
					}
					ai_will_do = {
						factor = 1
					}				
				}				
			}
		}
		protestant = {
			color = { 0 0 0.7 }
			icon = 2
			allowed_conversion = {
				reformed
				catholic
			}
			allowed_center_conversion = {
				catholic
			}
			country = {
				global_tax_modifier = 0.1
				improve_relation_modifier = 0.15
			}		
			country_as_secondary = {
				idea_cost = -0.1
			}		
			uses_church_power = yes				# Uses church power/aspect mechanics
			aspects = {								# プロテスタントの宗教政策
				organised_through_bishops_aspect
				priests_may_marry_aspect
				adult_baptism_aspect
				holy_sacraments_aspect
				saints_accept_prayers_aspect
				icons_images_aspect
				legalised_divorces_aspect
				heretics_deported_aspect
				parish_registers_aspect
				individual_creeds_aspect
				allow_usury_aspect
				translated_bibles_aspect
			}	
			hre_heretic_religion = yes	
			will_get_center = {						# 宗教的中心地の発生場所
				any_owned_province = {
					OR = {
						religion = protestant
						religion = catholic
						religion = reformed
					}
					not = { province_id = 118 }
					is_in_capital_area = yes
					is_reformation_center = no
					development = 10
					NOT = { has_climate = arctic }
					NOT = { has_climate = arid }
					NOT = { has_climate = tropical }
				}
			}
			(以下略)
			date = 1517.10.31			# 最速での発生年
		}
		reformed = {
			(以下略)
			fervor = yes				# 改革派の方針システム
		}
		orthodox = {
			(以下略)
			has_patriarchs = yes		# 正教システム
		}
		crusade_name = CRUSADE							# 聖戦の名前
	}

religious_reforms

	中央アメリカの宗教改革。
		nahuatl_reforms = {
			trigger = {
				religion = nahuatl
			}	
			can_buy_idea = {
				num_of_vassals = 5
				is_at_war = no
				NOT = { num_of_rebel_controlled_provinces = 1 }
				stability = 1
				NOT = { doom = 50 }
			}	
			nahuatl_reform_1 = {
				war_exhaustion = -0.05
			}
			nahuatl_reform_2 = {
				diplomatic_upkeep = 1
			}
			nahuatl_reform_3 = {
				discipline = 0.05
			}
			nahuatl_reform_4 = {
				colonists = 1
			}
			nahuatl_reform_5 = {
				stability_cost_modifier = -0.2
			}		
			ai_will_do = {
				factor = 1
			}
	}
	

revolt_triggers

国家タグに関係した反乱軍の設定。

	GBR = {
		always = no
	}
	

scripted_functions

ハードコード。現在は30年戦争のギミックでのみ使用。

	can_join_hre_league = {
		condition = {
			tooltip = "CANNOT_JOIN_LEAGUE_AT_WAR"
			potential = {
			}
			allow = {
				is_at_war = no
			}
		}
	}
	

static_modifiers

静的変数。ハードコード気味。

	city = {
		local_tax_modifier = 0.25
		allowed_num_of_buildings = 2	
		garrison_growth = 0.05
	}
	

technologies

各技術レベルでのアンロック要素を規定。

	technology = {
		# Tech 0
		year = 1350						# 史実年
		tribal_despotism = yes 			# 利用可能政体	
		tribal_federation = yes 
		native_earthwork = yes			# 利用可能建築物
		native_palisade = yes
		native_fortified_house = yes
		native_three_sisters_field = yes
		native_irrigation = yes
		native_storehouse = yes
		native_longhouse = yes
		native_sweat_lodge = yes
		native_great_trail = yes
		native_ceremonial_fire_pit = yes
	}
	

trade_companies

貿易会社の設定。

	trade_company_west_africa = {
		color = { 50 0 200 }		
		provinces = {					# 対応プロヴィンス
			1164 1165 1166 (以下略)
		}	
		# Specific
		# Generic
		names = {						# 貿易会社の名前
			name = "TRADE_COMPANY_WEST_AFRICA_Root_Culture_GetName"
		}
		names = {
			name = "TRADE_COMPANY_WEST_AFRICA_Africa_Trade_Company"
		}
	}
	

tradegoods

植民地で生成される交易品および交易品独占時のボーナス。

	grain = {
		color = { 0.96 0.93 0.58 }
		modifier = {					# 独占時のボーナス
			land_forcelimit_modifier = 0.10
		}
		chance = {						# 植民地での生成確率
			factor = 35
			modifier = {
				factor = 0
				OR = {
					has_terrain = desert
					has_terrain = glacier
					has_terrain = coastline
					has_climate = arctic
				}
			}
			(以下略)
		}
	}
	

tradenodes

交易ルートの設定。

	patagonia = {
		location=2868						# 交易中心地
		outgoing = {						# 交易ルートの方向
			name="laplata"
			path = {
				1537 1536 
			}
			control = {						# 交易マップで表示されるルート。
				1840.000000 159.000000 1912.000000 221.000000 
			}
		}
		members = {							# 所属プロヴィンス
			2868 2876 2869 786 (以下略)
		}
	}
	

triggered_modifiers

特定条件下で成立する無期限の変数。ソフトコード。

	christian_mecca = {
		potential = {							# ゲーム中に表示される条件
			normal_or_historical_nations = yes
			has_discovered = 385	# Mecca
			religion_group = christian
		}
		trigger = {								# この変数が成立する条件
			owns = 385 # Mecca
		}
		prestige = 1			#1% more yearly prestige
		missionaries = 1
	}

units

各種ユニットの能力値。

	# Adal Guerrilla Warfare
	unit_type = sub_saharan			# ユニットの文化。グラフィックに関連。
	type = infantry					# ユニットの兵科
	maneuver = 1					# 機動力および攻撃・防御時の士気・射撃・白兵能力
	offensive_morale = 2
	defensive_morale = 3
	offensive_fire = 3
	defensive_fire = 3
	offensive_shock = 2
	defensive_shock = 2
	

wargoal_types

戦争目的の設定。

	take_core_defection = {
		type = take_core		
		badboy_factor = 1			# 和平交渉時に必要な各種数値の変数
		prestige_factor = 2
		peace_cost_factor = 0.5		
		allowed_provinces = {
			NOT = { months_since_defection = 12 } # Defected within the last 12 months
			previous_owner = ROOT
		}
		po_demand_provinces = yes		
		war_name = CORE_WAR_NAME
	}
	

historical_lucky

幸運国家の設定。

	CAS = {
		NOT = { 
			exists = SPA 
			is_year = 1700
		}
	}
	

technology

各種技術グループの設定

	groups = {
		western = {
			modifier = 0			# 技術ペナルティ
			start_level = 3			# 開始時の技術レベル
			cav_to_inf_ratio = 0.5	# この数値を超えた騎兵の比率にはペナルティがかかる
			trade_company = yes		# 貿易会社の可否
		}
		(以下略)
	}
	

defines.lua

ゲームバランスに関する各種数値。

graphicalculturetype

固有のグラフィックを持つ文化グループ。他ファイルと関連。

以下執筆中


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