MOD/MODGuide02 各種ファイルの説明
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開始行:
[[MOD]]
#contents
**commonフォルダ [#e0e6c520]
***advisortypes [#k53ed0b7]
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 [#q701d212]
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 [#ja4434d9]
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...
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 [#b7ab0af4]
州の建造物。
marketplace = {
cost = 100 # 建設コスト
time = 12 # 建設期間
modifier = {
province_trade_power_modifier = 0.5 # 建造物によるボー...
}
ai_will_do = { # AIがこの建造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 [#y46b6bef]
開戦理由(CB)。
cb_core = {
prerequisites = { # この会戦理由を獲得するための前提...
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標
}
***church_aspects [#n04b1f6a]
プロテスタントのアスペクト。
organised_through_bishops_aspect = {
effect = { # このアスペクトによるボーナス
development_cost = -0.05
}
ai_will_do = { # AIがこのアスペクトを選択する可能性
factor = 15
modifier = {
factor = 1
is_at_war = no
}
}
}
***client_states [#h9b70425]
衛星国の名前候補
westphalia =
{
area = westphalia_area # 該当地域
name = {
name = "KINGDOM_OF_WESTPHALIA" # 衛星国の名前
trigger = { # この名前になる条件
from = {
government = monarchy
}
}
}
(以下略)
}
***colonial_nations [#r031aa94]
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 2...
}
# 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 [#j0fbd5b1]
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...
western_medieval_infantry
(以下略)
}
monarch_names = {
"Friedrich #0" = 100 # 君主・将軍・顧問の個人名。イ...
(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 [#c0df6780]
各国の軍隊の色の候補。
SWE = {
color1= { 62 122 189 }
color2= { 248 229 12 }
color3= { 62 122 189 }
}
***countries [#wad2fb48]
ゲームに登場する国家のリスト。前述のcountriesファイルと対...
SWE = "countries/Sweden.txt"
***cultures [#s1936197]
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...
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...
(以下略)
}
female_names = {
Gabriela Helena Janina
(以下略)
}
dynasty_names = {
"von Klinckow" "von Puttkamer"
(以下略)
}
}
}
***custom_country_colors [#c9deae89]
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...
texture = {
file = "gfx\\custom_flags\\pattern.tga"
size = { x = 10 y = 4 }
noOfFrames = 34
color = 2
}
(以下略)
}
***custom_ideas [#uc89095b]
自作国家のアイデアリスト。
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...
global_tax_modifier = 0.05
level_cost_2 = 3
level_cost_3 = 9
level_cost_4 = 18
default = 2
}
}
***diplomatic_actions [#m0a16ce9]
外交アクションの規定。基本的にハードコードだが、実行に必...
royal_marriage = {
condition = { # 実行可能になる条件
tooltip = MARWAR
potential = {
}
allow = {
NOT = { war_with = FROM }
}
}
}
***disasters [#l6fbb71a]
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...
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 Provi...
#Events 3 - 8 related to foreign intervention
}
}
}
***estates [#jb56212b]
階級の規定。
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 dif...
always_remove_on_religious_conquest = yes # 異宗教の国...
# They want to control at least this % of the country's...
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...
wanted_territory_modifier = { # 所有を希望する州の変数
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州の条件
always = yes
}
# Min autonomy in estate provinces
min_autonomy = 25 # この勢力が支配する州の最低自治度
# 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 own...
province_modifier_happy = { # 忠誠度の各段階と対応し...
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がこの勢力に州を与える可...
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 t...
ai_territory_modifier = { # AIが必要最低限度を超えて...
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 [#yb5f30aa]
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 [#vb989c8b]
中国および商人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 [#zf0aadd9]
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 [#s7b1d5c4]
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 [#za2f947b]
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 # 該当州
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 [#c72434ba]
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/...
imperial_ban_allowed = yes
}
off_effect = {
imperial_ban_allowed = no
}
}
***ideas [#r6f4c882]
アイデアグループおよびアイデアの設定。
aristocracy_ideas = {
category = MIL # 統治・外交・軍事のカテゴリ
bonus = { # アイデ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 = { # 各アイデアのボーナス
cavalry_power = 0.10
cavalry_cost = -0.10
}
ai_will_do = { # AIがこのアイデアグループを選択...
factor = 1
# AI generally should not pick this
modifier = {
factor = 0.1
always = yes
}
(以下略)
}
}
***native_ideas [#y4b17afc]
北米原住民用のアイデアグループ。
native_adm_ideas = {
category = ADM # 統治・外交・軍事のカテゴリ
migrative_traditions = { # 各アイデアのボーナス
build_cost = -0.2
}
(以下略)
ai_will_do = {
factor = 1
}
}
***natives [#y7932007]
北米原住民の設定。
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 [#db59a5f5]
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 [#l58282db]
opinionに関する変数を規定。
rival = {
opinion = -100
}
aggressive_expansion = {
opinion = -1
months = 0
yearly_decay = 2 #包囲網の年減少基礎値
min = -1000
}
***parlament_bribes [#m4a929e6]
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 [#ldf6b850]
議会を規定。
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 [#r0dca0fc]
ヒンドゥーの主神の規定。
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 [#d59b6fc2]
アイデアグループを2つ以上コンプリートしたときに選択できる...
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 [#ofa9a785]
Power Projectionに関する規定。
subsidies_to_enemy_of_rival = {
power = 50 # multiplied with percentage of income given.
max = 50
}
***prices [#p4ae3e26]
交易品の基礎価値の設定。
grain = {
base_price = 2
}
***province_names [#s0d144d8]
所有者の文化に応じて変化する州名の設定。
124 = "Massina" # 数字は州番号
125 = "Balarm"
196 = "Tolosha"
***rebel_types [#p94cb762]
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...
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
# 以下は州ごとの反乱軍の発生確率
# The rebel type with the highest modifier for this pro...
spawn_chance = {
factor = 1
modifier = {
factor = 0.5
is_overseas = yes
}
(以下略)
}
# This is checked for EACH province in the Area of Oper...
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州につ...
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 [#xce3db1d]
マップ上における各地域の色リスト
color = { 181 72 106 }
***religions [#j1c19a0a]
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 # 中心州
# Flag emblem values - Used for Dynamic Setup of Random...
# Emblem texture: game/gfx/interface/client_state_symbo...
# Can be overridden per religion.
flags_with_emblem_percentage = 33 # default == 0# ラン...
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 L...
papacy = { # 教皇についての設定
papal_tag = PAP
election_cost = 5
seat_of_papacy = 118 # rome
levy_church_tax = { # 教皇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_c...
}
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 ...
aspects = { # プロテスタントのアスペクト
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 [#vb826487]
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 [#uad18efc]
国家タグに関係した反乱軍の設定。
GBR = {
always = no
}
***scripted_functions [#c61bd15b]
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 [#ybbe509a]
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 [#c893e3c4]
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 # 利用可能建造物
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 [#b7eb1310]
貿易会社の設定。
trade_company_west_africa = {
color = { 50 0 200 }
provinces = { # 対応州
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 [#j0782d80]
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 [#h3a6d84d]
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 = { # 所属州
2868 2876 2869 786 (以下略)
}
}
***triggered_modifiers [#m1ef5947]
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 [#y3fb31f9]
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...
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...
offensive_morale = 2
defensive_morale = 3
offensive_fire = 3
defensive_fire = 3
offensive_shock = 2
defensive_shock = 2
***wargoal_types [#r2e546ec]
戦争目標の設定。
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 withi...
previous_owner = ROOT
}
po_demand_provinces = yes
war_name = CORE_WAR_NAME
}
***historical_lucky [#u9f6cada]
幸運国家の設定。
CAS = {
NOT = {
exists = SPA
is_year = 1700
}
}
***technology [#i6347148]
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...
trade_company = yes # 貿易会社の可否
}
(以下略)
}
***defines.lua [#t68441eb]
ゲームバランスに関する各種数値。
***graphicalculturetype [#icc779f2]
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。
**decisionsフォルダ [#e00024a8]
各ディシジョンのコード。ゲーム中の説明文はlocalizationフ...
country_decisions = { # 各ディシジョンをcountry_decisi...
# United Japan
united_japan = {
major = yes # ディシジョンリストの上位にくるための...
potential = { # ディシジョンリストに表示されるための...
tag = JAP
government = shogunate
}
allow = { # ディシジョンリストを実行するための条件
is_subject = no
all_country = {
NOT = {
government = daimyo
}
}
}
effect = { # ディシジョンの効果
change_government = feudal_monarchy
set_government_rank = 3
add_legitimacy = 100
add_adm_power = 100
add_dip_power = 100
add_mil_power = 100
}
ai_will_do = { # AIが選択する確率
factor = 1
}
}
}
**eventsフォルダ [#ja92fc1c]
各イベントのコード。ゲーム中の説明文はlocalizationフォル...
# Onin War
namespace = flavor_jap # イベントidを設定するため...
normal_or_historical_nations = yes # 自作および史実国...
country_event = {
id = flavor_jap.1 # イベントの通し番号
title = "flavor_jap.EVTNAME1"
desc = "flavor_jap.EVTDESC1"
picture = BATTLE_eventPicture
trigger = { # イベントの発生条件
OR = {
AND = {
tag = JAP
any_known_country = {
primary_culture = japanese
war_with = JAP
}
}
AND = {
NOT = {
tag = JAP
}
primary_culture = japanese
government = daimyo
any_known_country = {
primary_culture = japanese
government = daimyo
war_with = ROOT
}
}
}
is_year = 1467
NOT = { is_year = 1500 }
has_regency = no
NOT = {
has_ruler_modifier = jap_sengoku_jidai
}
}
mean_time_to_happen = { # イベントの発生頻度
months = 200
}
option = { # イベントの選択肢。複数可。
name = "flavor_jap.EVTOPTA1"
add_ruler_modifier = {
name = jap_sengoku_jidai
}
}
}
**gfxフォルダ [#yb9263ce]
画像データを収納。MODでよく使うのは、新規国家を追加すると...
**historyフォルダ [#qeb13e3d]
***advisors [#d728c21e]
史実人物に基づく顧問。君主などと同様に、ゲームスタート時...
advisor = {
advisor_id = 337 # idは重複してはならない
name = "Sesshu Toyo" # One of the most prominent master...
location = 1020 #Kyoto # この州を支配する国家の顧問リ...
skill = 2 # 顧問のランク
type = artist # 顧問の職種
date = 1453.1.1 #33 years old # 登場年
death_date = 1506.12.31 #dies # 死亡年。これ以降には登...
}
***countries [#jbb4f695]
ゲーム中に登場する国家の情報。バニラでは1444年~1821年ま...
# 日本(JAP)
government = shogunate # 政体
government_rank = 2 # 政府ランク
primary_culture = japanese # 主要文化
religion = shinto # 宗教
technology_group = chinese # 技術グループ
capital = 1020 # Kyoto # 首都
1325.1.1 = { # 君主データ。ここに生没年を入れても無...
monarch = {
name = "Takauji"
dynasty = "Ashikaga"
# birth_date = 1305.8.18
# death_date = 1358.5.7
adm = 4
dip = 5
mil = 4
}
}
1330.7.4 = { # 後継者データ。ここには生没年と正統性...
heir = {
name = "Yoshiakira"
monarch_name = "Yoshiakira"
dynasty = "Ashikaga"
birth_date = 1330.7.4
death_date = 1367.12.18
claim = 90
adm = 2
dip = 3
mil = 2
}
}
1603.3.24 = { capital = 1028 } # 君主情報だけでなく、...
***diplomacy [#k850c38a]
同盟などの外交関係を規定。
# Japanese vassal
vassal = {
first = JAP # 主体となる国家
second = RYU # 客体となる国家
start_date = 1609.4.5 # 開始年
end_date = 1879.1.1 # 終了年
}
***provinces [#wd97d8ab]
各州の情報。
#1028 - Musashi
owner = JAP # 所有者
controller = JAP # 支配者
culture = japanese # 文化
religion = shinto # 宗教
capital = "Kawagoe" # 州都
trade_goods = fish # 交易品
hre = no # 神聖ローマ帝国への所属
base_tax = 6 # 基礎税収
base_production = 6 # 基礎生産
base_manpower = 3 # 基礎人的資源
is_city = yes # 都市化しているかどうか(その反対は植...
add_core = JAP # コア州とする国家
add_core = UES
discovered_by = chinese # どの勢力(技術グループ)に発...
discovered_by = MCH
discovered_by = KHA
discovered_by = OIR
discovered_by = QNG
discovered_by = ANU
# 時代の推移による変化
1417.1.1 = { fort_15th = yes } # Odawara Castle
1524.1.1 = { add_core = HJO }
1542.1.1 = { discovered_by = POR }
1546.5.19 = { owner = HJO controller = HJO }
1560.1.1 = { fort_15th = no fort_16th = yes } # Odawara ...
1590.8.10 = { remove_core = HJO add_core = TKG owner = T...
1590.8.10 = { capital = "Edo" }
1603.3.24 = { owner = JAP controller = JAP remove_core =...
***wars [#df97e498]
史実の戦争の規定。年代記などに記載される情報も含む。
name = "Thirty Years War" # 戦争の名称
war_goal = {
type = superiority_religious_league # 戦争目標と開戦理由
casus_belli = cb_religious_league
}
1625.5.9 = { # 攻撃側および防御側の陣営
add_attacker = DAN
add_attacker = BRU
add_attacker = MKL
add_attacker = BRE
add_attacker = MAG
add_attacker = SHL
add_defender = HAB
add_defender = SPA
add_defender = BAV
add_defender = MAI
add_defender = WBG
}
1626.6.27 = { # 参加勢力を戦争の途中で追加・削除...
rem_attacker = MKL
}
1628.1.1 = {
add_defender = MKL
}
1631.9.17 = { # 大規模な会戦の情報も入力可能
battle = {
name = "Breitenfeld"
location = 62
attacker = {
commander = "Gustavus Adolphus" # Gustavus Adolphus
infantry = 30000
cavalry = 10000
losses = 15 # percent
country = SWE
}
defender = {
commander = "Johan Tzerclaes" # Johan Tzerclaes
infantry = 16000
cavalry = 8000
losses = 34 # percent
country = HAB
}
result = yes
}
}
#Peace of Westphalia
1648.10.24 = { # ファイルの最後には全ての国家を戦...
rem_attacker = SWE
rem_attacker = FRA
rem_attacker = HES
rem_defender = HAB
rem_defender = MAI
rem_defender = WBG
}
**interfaceフォルダ [#s7e70858]
「gfxフォルダ内部の画像データをゲーム画面のどこで使うか」...
グラフィック系のMODではここも変更する必要がある。
**localisationフォルダ [#e1d189ba]
イベントなどの説明文を記した.yml拡張子のファイルを収納。
**missionsフォルダ [#j68dd86e]
各種ミッションの規定。
convert_ezochi_to_shintoism = {
type = country
category = ADM
allow = { # ミッションが選択可能になる条件
normal_or_historical_nations = yes
tag = JAP
religion = shinto
1031 = {
owned_by = ROOT
NOT = { religion = shinto }
}
1847 = {
owned_by = ROOT
NOT = { religion = shinto }
}
1852 = {
owned_by = ROOT
NOT = { religion = shinto }
}
num_of_missionaries = 1
NOT = { has_country_modifier = force_converted_provinc...
}
abort = { # ミッションが達成不可能になる条件
OR = {
NOT = { religion = shinto }
NOT = { owns = 1031 }
NOT = { owns = 1847 }
NOT = { owns = 1852 }
}
}
success = { # ミッションの成功条件
1031 = { religion = shinto }
1847 = { religion = shinto }
1852 = { religion = shinto }
}
chance = { # ミッションがリストに出現する確率
factor = 1000
modifier = {
factor = 2
dip = 4
}
}
effect = { # ミッション成功時のボーナス
add_country_modifier = {
name = "force_converted_province_mission"
duration = 3650
}
}
}
**mapフォルダ [#w56d4bd3]
州追加などのMODで変更しそうなファイルを紹介します。
***area [#lb2396a2]
各地域に属する州の指定。
black_sea_area = {
1321 1322 1323 1324
}
***climate [#xaa77a2d]
各気候に属する州の指定。
tropical = {
# Southwest Africa
1164 1165 1166 (以下略)
}
***continent [#v7d136de]
各大陸に属する州の指定。
新規州を追加した場合、ここに州idを書き忘れると、ゲーム中...
europe = {
#Scandinavia
1 2 3 4 5 6 7 8 9 (以下略)
}
***default.map [#ie9059c6]
mapフォルダの中で最も重要なファイル。新規州を追加したら、...
width = 5632 # provinces.bmpのサイズ
height = 2048
max_provinces = 4020 # ゲーム中の州の総数より1だけ多い
sea_starts = { # 海域州
1252 1253 1254 1255 (以下略)
}
only_used_for_random = { # ランダム新大陸用
#RNW Sea provinces
3004 3005 3006 3007 (以下略)
}
lakes = { # 湖には港が作られない
1250 1251 1260 1261 (以下略)
}
force_coastal = { # 湖指定の逆パターン(港を必ず作る...
}
definitions = "definition.csv"
provinces = "provinces.bmp"
positions = "positions.txt"
terrain = "terrain.bmp"
rivers = "rivers.bmp"
terrain_definition = "terrain.txt"
heightmap = "heightmap.bmp"
tree_definition = "trees.bmp"
continent = "continent.txt"
adjacencies = "adjacencies.csv"
climate = "climate.txt"
region = "region.txt"
superregion = "superregion.txt"
area = "area.txt"
provincegroup = "provincegroup.txt"
ambient_object = "ambient_object.txt"
seasons = "seasons.txt"
trade_winds = "trade_winds.txt"
canal_definition = {
name = "panama_canal"
x = 1490
y = 948
}
canal_definition = {
name = "suez_canal"
x = 3275
y = 1118
}
canal_definition = {
name = "kiel_canal"
x = 2925
y = 1587
}
# Define which indices in trees.bmp palette which should...
tree = { 3 4 7 10 }
***definition.csv [#db920a5e]
provinces.bmpでの州の色指定
1;128;34;64;Stockholm;x # id/R/G/B/州名の順
# positions
州上の各オブジェクトの場所指定。
EU3以前は新規州を追加した際に最も面倒な作業過程だったが...
#Stockholm
1={
position={
3085.000 (以下略)
}
rotation={
0.000 0.000 0.087 -0.698 0.000 0.000 0.000
}
height={
0.000 0.000 1.000 0.000 0.000 0.000 0.000
}
}
***region [#a790cd63]
上記の地域に対応した地方。
france_region = {
brittany_area
normandy_area
provence_area
guyenne_area
languedoc_area
massif_central_area
savoy_dauphine_area
lorraine_area
picardy_area
seine_area
loire_area
bourgogne_area
pyrenees_area
}
***superregion [#he8b2211]
上記の地方を複数まとめた大地方
india_superregion = {
bengal_region
hindusthan_region
rajputana_region
deccan_region
coromandel_region
west_india_region
}
***terrain [#sdab999e]
各地形の特徴
farmlands = {
movement_cost = 1.10 # 移動コスト
local_development_cost = -0.05
supply_limit = 10
allowed_num_of_buildings = 1
nation_designer_cost_multiplier = 1.05
sound_type = plains
color = { 179 255 64 }
terrain_override = { # 通常、各州の地形はterrain.bm...
104 109 108 1744 1865
(以下略)
}
}
終了行:
[[MOD]]
#contents
**commonフォルダ [#e0e6c520]
***advisortypes [#k53ed0b7]
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 [#q701d212]
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 [#ja4434d9]
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...
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 [#b7ab0af4]
州の建造物。
marketplace = {
cost = 100 # 建設コスト
time = 12 # 建設期間
modifier = {
province_trade_power_modifier = 0.5 # 建造物によるボー...
}
ai_will_do = { # AIがこの建造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 [#y46b6bef]
開戦理由(CB)。
cb_core = {
prerequisites = { # この会戦理由を獲得するための前提...
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標
}
***church_aspects [#n04b1f6a]
プロテスタントのアスペクト。
organised_through_bishops_aspect = {
effect = { # このアスペクトによるボーナス
development_cost = -0.05
}
ai_will_do = { # AIがこのアスペクトを選択する可能性
factor = 15
modifier = {
factor = 1
is_at_war = no
}
}
}
***client_states [#h9b70425]
衛星国の名前候補
westphalia =
{
area = westphalia_area # 該当地域
name = {
name = "KINGDOM_OF_WESTPHALIA" # 衛星国の名前
trigger = { # この名前になる条件
from = {
government = monarchy
}
}
}
(以下略)
}
***colonial_nations [#r031aa94]
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 2...
}
# 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 [#j0fbd5b1]
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...
western_medieval_infantry
(以下略)
}
monarch_names = {
"Friedrich #0" = 100 # 君主・将軍・顧問の個人名。イ...
(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 [#c0df6780]
各国の軍隊の色の候補。
SWE = {
color1= { 62 122 189 }
color2= { 248 229 12 }
color3= { 62 122 189 }
}
***countries [#wad2fb48]
ゲームに登場する国家のリスト。前述のcountriesファイルと対...
SWE = "countries/Sweden.txt"
***cultures [#s1936197]
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...
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...
(以下略)
}
female_names = {
Gabriela Helena Janina
(以下略)
}
dynasty_names = {
"von Klinckow" "von Puttkamer"
(以下略)
}
}
}
***custom_country_colors [#c9deae89]
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...
texture = {
file = "gfx\\custom_flags\\pattern.tga"
size = { x = 10 y = 4 }
noOfFrames = 34
color = 2
}
(以下略)
}
***custom_ideas [#uc89095b]
自作国家のアイデアリスト。
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...
global_tax_modifier = 0.05
level_cost_2 = 3
level_cost_3 = 9
level_cost_4 = 18
default = 2
}
}
***diplomatic_actions [#m0a16ce9]
外交アクションの規定。基本的にハードコードだが、実行に必...
royal_marriage = {
condition = { # 実行可能になる条件
tooltip = MARWAR
potential = {
}
allow = {
NOT = { war_with = FROM }
}
}
}
***disasters [#l6fbb71a]
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...
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 Provi...
#Events 3 - 8 related to foreign intervention
}
}
}
***estates [#jb56212b]
階級の規定。
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 dif...
always_remove_on_religious_conquest = yes # 異宗教の国...
# They want to control at least this % of the country's...
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...
wanted_territory_modifier = { # 所有を希望する州の変数
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州の条件
always = yes
}
# Min autonomy in estate provinces
min_autonomy = 25 # この勢力が支配する州の最低自治度
# 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 own...
province_modifier_happy = { # 忠誠度の各段階と対応し...
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がこの勢力に州を与える可...
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 t...
ai_territory_modifier = { # AIが必要最低限度を超えて...
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 [#yb5f30aa]
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 [#vb989c8b]
中国および商人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 [#zf0aadd9]
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 [#s7b1d5c4]
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 [#za2f947b]
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 # 該当州
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 [#c72434ba]
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/...
imperial_ban_allowed = yes
}
off_effect = {
imperial_ban_allowed = no
}
}
***ideas [#r6f4c882]
アイデアグループおよびアイデアの設定。
aristocracy_ideas = {
category = MIL # 統治・外交・軍事のカテゴリ
bonus = { # アイデ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 = { # 各アイデアのボーナス
cavalry_power = 0.10
cavalry_cost = -0.10
}
ai_will_do = { # AIがこのアイデアグループを選択...
factor = 1
# AI generally should not pick this
modifier = {
factor = 0.1
always = yes
}
(以下略)
}
}
***native_ideas [#y4b17afc]
北米原住民用のアイデアグループ。
native_adm_ideas = {
category = ADM # 統治・外交・軍事のカテゴリ
migrative_traditions = { # 各アイデアのボーナス
build_cost = -0.2
}
(以下略)
ai_will_do = {
factor = 1
}
}
***natives [#y7932007]
北米原住民の設定。
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 [#db59a5f5]
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 [#l58282db]
opinionに関する変数を規定。
rival = {
opinion = -100
}
aggressive_expansion = {
opinion = -1
months = 0
yearly_decay = 2 #包囲網の年減少基礎値
min = -1000
}
***parlament_bribes [#m4a929e6]
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 [#ldf6b850]
議会を規定。
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 [#r0dca0fc]
ヒンドゥーの主神の規定。
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 [#d59b6fc2]
アイデアグループを2つ以上コンプリートしたときに選択できる...
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 [#ofa9a785]
Power Projectionに関する規定。
subsidies_to_enemy_of_rival = {
power = 50 # multiplied with percentage of income given.
max = 50
}
***prices [#p4ae3e26]
交易品の基礎価値の設定。
grain = {
base_price = 2
}
***province_names [#s0d144d8]
所有者の文化に応じて変化する州名の設定。
124 = "Massina" # 数字は州番号
125 = "Balarm"
196 = "Tolosha"
***rebel_types [#p94cb762]
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...
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
# 以下は州ごとの反乱軍の発生確率
# The rebel type with the highest modifier for this pro...
spawn_chance = {
factor = 1
modifier = {
factor = 0.5
is_overseas = yes
}
(以下略)
}
# This is checked for EACH province in the Area of Oper...
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州につ...
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 [#xce3db1d]
マップ上における各地域の色リスト
color = { 181 72 106 }
***religions [#j1c19a0a]
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 # 中心州
# Flag emblem values - Used for Dynamic Setup of Random...
# Emblem texture: game/gfx/interface/client_state_symbo...
# Can be overridden per religion.
flags_with_emblem_percentage = 33 # default == 0# ラン...
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 L...
papacy = { # 教皇についての設定
papal_tag = PAP
election_cost = 5
seat_of_papacy = 118 # rome
levy_church_tax = { # 教皇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_c...
}
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 ...
aspects = { # プロテスタントのアスペクト
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 [#vb826487]
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 [#uad18efc]
国家タグに関係した反乱軍の設定。
GBR = {
always = no
}
***scripted_functions [#c61bd15b]
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 [#ybbe509a]
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 [#c893e3c4]
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 # 利用可能建造物
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 [#b7eb1310]
貿易会社の設定。
trade_company_west_africa = {
color = { 50 0 200 }
provinces = { # 対応州
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 [#j0782d80]
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 [#h3a6d84d]
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 = { # 所属州
2868 2876 2869 786 (以下略)
}
}
***triggered_modifiers [#m1ef5947]
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 [#y3fb31f9]
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...
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...
offensive_morale = 2
defensive_morale = 3
offensive_fire = 3
defensive_fire = 3
offensive_shock = 2
defensive_shock = 2
***wargoal_types [#r2e546ec]
戦争目標の設定。
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 withi...
previous_owner = ROOT
}
po_demand_provinces = yes
war_name = CORE_WAR_NAME
}
***historical_lucky [#u9f6cada]
幸運国家の設定。
CAS = {
NOT = {
exists = SPA
is_year = 1700
}
}
***technology [#i6347148]
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...
trade_company = yes # 貿易会社の可否
}
(以下略)
}
***defines.lua [#t68441eb]
ゲームバランスに関する各種数値。
***graphicalculturetype [#icc779f2]
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。
**decisionsフォルダ [#e00024a8]
各ディシジョンのコード。ゲーム中の説明文はlocalizationフ...
country_decisions = { # 各ディシジョンをcountry_decisi...
# United Japan
united_japan = {
major = yes # ディシジョンリストの上位にくるための...
potential = { # ディシジョンリストに表示されるための...
tag = JAP
government = shogunate
}
allow = { # ディシジョンリストを実行するための条件
is_subject = no
all_country = {
NOT = {
government = daimyo
}
}
}
effect = { # ディシジョンの効果
change_government = feudal_monarchy
set_government_rank = 3
add_legitimacy = 100
add_adm_power = 100
add_dip_power = 100
add_mil_power = 100
}
ai_will_do = { # AIが選択する確率
factor = 1
}
}
}
**eventsフォルダ [#ja92fc1c]
各イベントのコード。ゲーム中の説明文はlocalizationフォル...
# Onin War
namespace = flavor_jap # イベントidを設定するため...
normal_or_historical_nations = yes # 自作および史実国...
country_event = {
id = flavor_jap.1 # イベントの通し番号
title = "flavor_jap.EVTNAME1"
desc = "flavor_jap.EVTDESC1"
picture = BATTLE_eventPicture
trigger = { # イベントの発生条件
OR = {
AND = {
tag = JAP
any_known_country = {
primary_culture = japanese
war_with = JAP
}
}
AND = {
NOT = {
tag = JAP
}
primary_culture = japanese
government = daimyo
any_known_country = {
primary_culture = japanese
government = daimyo
war_with = ROOT
}
}
}
is_year = 1467
NOT = { is_year = 1500 }
has_regency = no
NOT = {
has_ruler_modifier = jap_sengoku_jidai
}
}
mean_time_to_happen = { # イベントの発生頻度
months = 200
}
option = { # イベントの選択肢。複数可。
name = "flavor_jap.EVTOPTA1"
add_ruler_modifier = {
name = jap_sengoku_jidai
}
}
}
**gfxフォルダ [#yb9263ce]
画像データを収納。MODでよく使うのは、新規国家を追加すると...
**historyフォルダ [#qeb13e3d]
***advisors [#d728c21e]
史実人物に基づく顧問。君主などと同様に、ゲームスタート時...
advisor = {
advisor_id = 337 # idは重複してはならない
name = "Sesshu Toyo" # One of the most prominent master...
location = 1020 #Kyoto # この州を支配する国家の顧問リ...
skill = 2 # 顧問のランク
type = artist # 顧問の職種
date = 1453.1.1 #33 years old # 登場年
death_date = 1506.12.31 #dies # 死亡年。これ以降には登...
}
***countries [#jbb4f695]
ゲーム中に登場する国家の情報。バニラでは1444年~1821年ま...
# 日本(JAP)
government = shogunate # 政体
government_rank = 2 # 政府ランク
primary_culture = japanese # 主要文化
religion = shinto # 宗教
technology_group = chinese # 技術グループ
capital = 1020 # Kyoto # 首都
1325.1.1 = { # 君主データ。ここに生没年を入れても無...
monarch = {
name = "Takauji"
dynasty = "Ashikaga"
# birth_date = 1305.8.18
# death_date = 1358.5.7
adm = 4
dip = 5
mil = 4
}
}
1330.7.4 = { # 後継者データ。ここには生没年と正統性...
heir = {
name = "Yoshiakira"
monarch_name = "Yoshiakira"
dynasty = "Ashikaga"
birth_date = 1330.7.4
death_date = 1367.12.18
claim = 90
adm = 2
dip = 3
mil = 2
}
}
1603.3.24 = { capital = 1028 } # 君主情報だけでなく、...
***diplomacy [#k850c38a]
同盟などの外交関係を規定。
# Japanese vassal
vassal = {
first = JAP # 主体となる国家
second = RYU # 客体となる国家
start_date = 1609.4.5 # 開始年
end_date = 1879.1.1 # 終了年
}
***provinces [#wd97d8ab]
各州の情報。
#1028 - Musashi
owner = JAP # 所有者
controller = JAP # 支配者
culture = japanese # 文化
religion = shinto # 宗教
capital = "Kawagoe" # 州都
trade_goods = fish # 交易品
hre = no # 神聖ローマ帝国への所属
base_tax = 6 # 基礎税収
base_production = 6 # 基礎生産
base_manpower = 3 # 基礎人的資源
is_city = yes # 都市化しているかどうか(その反対は植...
add_core = JAP # コア州とする国家
add_core = UES
discovered_by = chinese # どの勢力(技術グループ)に発...
discovered_by = MCH
discovered_by = KHA
discovered_by = OIR
discovered_by = QNG
discovered_by = ANU
# 時代の推移による変化
1417.1.1 = { fort_15th = yes } # Odawara Castle
1524.1.1 = { add_core = HJO }
1542.1.1 = { discovered_by = POR }
1546.5.19 = { owner = HJO controller = HJO }
1560.1.1 = { fort_15th = no fort_16th = yes } # Odawara ...
1590.8.10 = { remove_core = HJO add_core = TKG owner = T...
1590.8.10 = { capital = "Edo" }
1603.3.24 = { owner = JAP controller = JAP remove_core =...
***wars [#df97e498]
史実の戦争の規定。年代記などに記載される情報も含む。
name = "Thirty Years War" # 戦争の名称
war_goal = {
type = superiority_religious_league # 戦争目標と開戦理由
casus_belli = cb_religious_league
}
1625.5.9 = { # 攻撃側および防御側の陣営
add_attacker = DAN
add_attacker = BRU
add_attacker = MKL
add_attacker = BRE
add_attacker = MAG
add_attacker = SHL
add_defender = HAB
add_defender = SPA
add_defender = BAV
add_defender = MAI
add_defender = WBG
}
1626.6.27 = { # 参加勢力を戦争の途中で追加・削除...
rem_attacker = MKL
}
1628.1.1 = {
add_defender = MKL
}
1631.9.17 = { # 大規模な会戦の情報も入力可能
battle = {
name = "Breitenfeld"
location = 62
attacker = {
commander = "Gustavus Adolphus" # Gustavus Adolphus
infantry = 30000
cavalry = 10000
losses = 15 # percent
country = SWE
}
defender = {
commander = "Johan Tzerclaes" # Johan Tzerclaes
infantry = 16000
cavalry = 8000
losses = 34 # percent
country = HAB
}
result = yes
}
}
#Peace of Westphalia
1648.10.24 = { # ファイルの最後には全ての国家を戦...
rem_attacker = SWE
rem_attacker = FRA
rem_attacker = HES
rem_defender = HAB
rem_defender = MAI
rem_defender = WBG
}
**interfaceフォルダ [#s7e70858]
「gfxフォルダ内部の画像データをゲーム画面のどこで使うか」...
グラフィック系のMODではここも変更する必要がある。
**localisationフォルダ [#e1d189ba]
イベントなどの説明文を記した.yml拡張子のファイルを収納。
**missionsフォルダ [#j68dd86e]
各種ミッションの規定。
convert_ezochi_to_shintoism = {
type = country
category = ADM
allow = { # ミッションが選択可能になる条件
normal_or_historical_nations = yes
tag = JAP
religion = shinto
1031 = {
owned_by = ROOT
NOT = { religion = shinto }
}
1847 = {
owned_by = ROOT
NOT = { religion = shinto }
}
1852 = {
owned_by = ROOT
NOT = { religion = shinto }
}
num_of_missionaries = 1
NOT = { has_country_modifier = force_converted_provinc...
}
abort = { # ミッションが達成不可能になる条件
OR = {
NOT = { religion = shinto }
NOT = { owns = 1031 }
NOT = { owns = 1847 }
NOT = { owns = 1852 }
}
}
success = { # ミッションの成功条件
1031 = { religion = shinto }
1847 = { religion = shinto }
1852 = { religion = shinto }
}
chance = { # ミッションがリストに出現する確率
factor = 1000
modifier = {
factor = 2
dip = 4
}
}
effect = { # ミッション成功時のボーナス
add_country_modifier = {
name = "force_converted_province_mission"
duration = 3650
}
}
}
**mapフォルダ [#w56d4bd3]
州追加などのMODで変更しそうなファイルを紹介します。
***area [#lb2396a2]
各地域に属する州の指定。
black_sea_area = {
1321 1322 1323 1324
}
***climate [#xaa77a2d]
各気候に属する州の指定。
tropical = {
# Southwest Africa
1164 1165 1166 (以下略)
}
***continent [#v7d136de]
各大陸に属する州の指定。
新規州を追加した場合、ここに州idを書き忘れると、ゲーム中...
europe = {
#Scandinavia
1 2 3 4 5 6 7 8 9 (以下略)
}
***default.map [#ie9059c6]
mapフォルダの中で最も重要なファイル。新規州を追加したら、...
width = 5632 # provinces.bmpのサイズ
height = 2048
max_provinces = 4020 # ゲーム中の州の総数より1だけ多い
sea_starts = { # 海域州
1252 1253 1254 1255 (以下略)
}
only_used_for_random = { # ランダム新大陸用
#RNW Sea provinces
3004 3005 3006 3007 (以下略)
}
lakes = { # 湖には港が作られない
1250 1251 1260 1261 (以下略)
}
force_coastal = { # 湖指定の逆パターン(港を必ず作る...
}
definitions = "definition.csv"
provinces = "provinces.bmp"
positions = "positions.txt"
terrain = "terrain.bmp"
rivers = "rivers.bmp"
terrain_definition = "terrain.txt"
heightmap = "heightmap.bmp"
tree_definition = "trees.bmp"
continent = "continent.txt"
adjacencies = "adjacencies.csv"
climate = "climate.txt"
region = "region.txt"
superregion = "superregion.txt"
area = "area.txt"
provincegroup = "provincegroup.txt"
ambient_object = "ambient_object.txt"
seasons = "seasons.txt"
trade_winds = "trade_winds.txt"
canal_definition = {
name = "panama_canal"
x = 1490
y = 948
}
canal_definition = {
name = "suez_canal"
x = 3275
y = 1118
}
canal_definition = {
name = "kiel_canal"
x = 2925
y = 1587
}
# Define which indices in trees.bmp palette which should...
tree = { 3 4 7 10 }
***definition.csv [#db920a5e]
provinces.bmpでの州の色指定
1;128;34;64;Stockholm;x # id/R/G/B/州名の順
# positions
州上の各オブジェクトの場所指定。
EU3以前は新規州を追加した際に最も面倒な作業過程だったが...
#Stockholm
1={
position={
3085.000 (以下略)
}
rotation={
0.000 0.000 0.087 -0.698 0.000 0.000 0.000
}
height={
0.000 0.000 1.000 0.000 0.000 0.000 0.000
}
}
***region [#a790cd63]
上記の地域に対応した地方。
france_region = {
brittany_area
normandy_area
provence_area
guyenne_area
languedoc_area
massif_central_area
savoy_dauphine_area
lorraine_area
picardy_area
seine_area
loire_area
bourgogne_area
pyrenees_area
}
***superregion [#he8b2211]
上記の地方を複数まとめた大地方
india_superregion = {
bengal_region
hindusthan_region
rajputana_region
deccan_region
coromandel_region
west_india_region
}
***terrain [#sdab999e]
各地形の特徴
farmlands = {
movement_cost = 1.10 # 移動コスト
local_development_cost = -0.05
supply_limit = 10
allowed_num_of_buildings = 1
nation_designer_cost_multiplier = 1.05
sound_type = plains
color = { 179 255 64 }
terrain_override = { # 通常、各州の地形はterrain.bm...
104 109 108 1744 1865
(以下略)
}
}
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