Gambit 280 22.03.2013, 22:23:23 Поделиться #1 22.03.2013, 22:23:23 хочу сделать возможным строительство без магистратов, а то это лишний элемент микро-менеджмента. особенно когда у тебя империя. Цитата Ссылка на комментарий
Cicero 604 23.03.2013, 11:18:50 Поделиться #2 23.03.2013, 11:18:50 хочу сделать возможным строительство без магистратов, а то это лишний элемент микро-менеджмента. особенно когда у тебя империя. В папке с игрой, папка common, файл buildings.txt внутри нужно для каждого здания, которое хочешь изменить, добавить строчку: officials = x, где х - кол-во магистратов для строительства. Изменено 23.03.2013, 11:19:31 пользователем Cicero Цитата Ссылка на комментарий
Walick 41 07.04.2013, 18:17:36 Поделиться #3 07.04.2013, 18:17:36 В папке с игрой, папка common, файл buildings.txt внутри нужно для каждого здания, которое хочешь изменить, добавить строчку:officials = x, где х - кол-во магистратов для строительства. Какова на это будет реакция ИИ? Начнёт строить всё подряд, или никак не отразится? Цитата Ссылка на комментарий
Daniock 105 07.04.2013, 19:12:59 Поделиться #4 07.04.2013, 19:12:59 Какова на это будет реакция ИИ? Начнёт строить всё подряд, или никак не отразится? Вероятно никакой реакции не будет, просто ИИ станет быстрее обустраивать зданиями провинции. Изменено 07.04.2013, 19:13:21 пользователем Sisteratik Цитата Ссылка на комментарий
Суворов 13 24.05.2013, 08:36:28 Поделиться #5 24.05.2013, 08:36:28 дайте плиз тот файл? свой потерялв пучине компа Цитата Ссылка на комментарий
Semenar 225 25.05.2013, 06:11:57 Поделиться #6 25.05.2013, 06:11:57 дайте плиз тот файл? свой потерялв пучине компа common/buildings.txt СодержимоеНажмите здесь! # Do not change tags in here without changing every other reference to them. # If adding new buildings, make sure they are uniquely named. # # cost = x #==> cost in $ to build (subject to other modifiers) # time = x #==> number of months to build. # officials = x #==> number of magistrates to build (default 1) # previous = x # a building that is the prerequisite of this building # modifier = m # a modifier on the province that the building gives # trigger = t # an and trigger that needs to be fullfilled to build and keep the building # one_per_country = yes/no # if yes, only one of these can exist in a country # manufactory = { trade_good trade_good } # list of trade goods that get a production bonus # destroy_on_conquest = yes/no # destroy this building if conquered # onmap = yes/no # show as a sprite on the map # category = x # the category used for labels and such # Government temple = { cost = 50 time = 12 modifier = { stability_cost = -4 #reduces stability cost by 4$ } destroy_on_conquest = yes spare_on_core = yes category = 1 } courthouse = { previous = temple cost = 75 time = 12 modifier = { local_revolt_risk = -1 } destroy_on_conquest = yes spare_on_core = yes } spy_agency = { previous = courthouse cost = 100 time = 12 modifier = { local_spy_defence = 0.50 stability_cost = -2 } destroy_on_conquest = yes spare_on_core = yes } town_hall = { previous = spy_agency cost = 150 time = 12 modifier = { local_tax_modifier = 0.25 } destroy_on_conquest = yes spare_on_core = yes } college = { previous = town_hall cost = 200 time = 24 modifier = { local_spy_defence = 0.25 spies = 0.05 officials = 0.05 } destroy_on_conquest = yes } cathedral = { previous = college cost = 300 time = 24 modifier = { stability_investment = 10 local_spy_defence = 0.25 local_missionary_placement_chance = 0.01 missionaries = 0.05 } destroy_on_conquest = yes category = 1 } # Land armory = { cost = 50 time = 12 modifier = { regiment_recruit_speed = -0.1 local_regiment_cost = -0.05 local_manpower = 0.25 } destroy_on_conquest = yes category = 2 spare_on_core = yes } training_fields = { previous = armory cost = 75 time = 12 modifier = { regiment_recruit_speed = -0.1 local_regiment_cost = -0.05 local_manpower = 0.25 } destroy_on_conquest = yes spare_on_core = yes } barracks = { previous = training_fields cost = 100 time = 12 modifier = { local_regiment_cost = -0.1 local_manpower = 1 } destroy_on_conquest = yes spare_on_core = yes } regimental_camp = { previous = barracks cost = 150 time = 12 modifier = { local_manpower_modifier = 0.2 } destroy_on_conquest = yes spare_on_core = yes } arsenal = { previous = regimental_camp cost = 200 time = 24 modifier = { regiment_recruit_speed = -0.3 local_manpower_modifier = 0.25 } destroy_on_conquest = yes } conscription_center = { previous = arsenal cost = 300 time = 24 modifier = { local_manpower_modifier = 0.25 land_forcelimit = 2 } destroy_on_conquest = yes category = 2 } # Naval dock = { cost = 50 time = 12 trigger = { port = yes } modifier = { local_ship_repair = 0.25 local_production_efficiency = 0.25 } destroy_on_conquest = yes spare_on_core = yes category = 3 } drydock = { previous = dock cost = 75 time = 12 modifier = { ship_recruit_speed = -0.1 naval_forcelimit = 1 } destroy_on_conquest = yes spare_on_core = yes } shipyard = { previous = drydock cost = 100 time = 12 modifier = { local_ship_cost = -0.1 naval_forcelimit = 1 } destroy_on_conquest = yes spare_on_core = yes } grand_shipyard = { previous = shipyard cost = 150 time = 12 modifier = { local_ship_cost = -0.1 ship_recruit_speed = -0.1 } destroy_on_conquest = yes spare_on_core = yes } naval_arsenal = { previous = grand_shipyard cost = 200 time = 24 modifier = { local_ship_cost = -0.2 ship_recruit_speed = -0.2 naval_forcelimit = 2 } destroy_on_conquest = yes } naval_base = { previous = naval_arsenal cost = 300 time = 24 modifier = { local_ship_cost = -0.2 ship_recruit_speed = -0.2 naval_forcelimit = 2 } destroy_on_conquest = yes category = 3 } # Production constable = { cost = 50 time = 12 modifier = { direct_tax_percentage = 0.25 #25% more direct tax } destroy_on_conquest = yes spare_on_core = yes category = 5 } workshop = { previous = constable cost = 75 time = 12 modifier = { tax_income = 1 #increase tax } destroy_on_conquest = yes spare_on_core = yes } counting_house = { previous = workshop cost = 100 time = 12 modifier = { local_production_efficiency = 0.25 } destroy_on_conquest = yes spare_on_core = yes } treasury_office = { previous = counting_house cost = 150 time = 12 modifier = { direct_tax_percentage = 0.25 #25% more direct tax } destroy_on_conquest = yes spare_on_core = yes } mint = { previous = treasury_office cost = 200 time = 24 modifier = { local_tax_modifier = 0.5 } destroy_on_conquest = yes } stock_exchange = { previous = mint cost = 300 time = 24 modifier = { tax_income = 5 #increase tax with 5$ } destroy_on_conquest = yes } # Trade marketplace = { cost = 50 time = 12 modifier = { local_trade_income_modifier = 0.10 } destroy_on_conquest = yes spare_on_core = yes category = 6 } trade_depot = { previous = marketplace cost = 75 time = 12 modifier = { trade_income = 1 } destroy_on_conquest = yes spare_on_core = yes } canal = { previous = trade_depot cost = 100 time = 12 modifier = { local_trade_income_modifier = 0.10 } destroy_on_conquest = yes spare_on_core = yes } road_network = { previous = canal cost = 150 time = 12 modifier = { trade_income = 1 local_movement_speed = 0.1 } destroy_on_conquest = yes spare_on_core = yes } post_office = { previous = road_network cost = 200 time = 24 modifier = { global_trade_income_modifier = 0.01 } destroy_on_conquest = yes ai_will_do = { factor = 1 modifier = { factor = 0 trade_efficiency = 2.0 } } } customs_house = { previous = post_office cost = 300 time = 24 modifier = { trade_efficiency = 0.01 } destroy_on_conquest = yes ai_will_do = { factor = 1 modifier = { factor = 0 trade_efficiency = 2.0 } } } # Fortresses fort1 = { cost = 50 time = 12 modifier = { fort_level = 1 local_missionary_placement_chance = 0.004 supply_limit = 0.5 } destroy_on_conquest = no category = 4 } fort2 = { previous = fort1 cost = 75 time = 12 modifier = { fort_level = 1 local_missionary_placement_chance = 0.007 supply_limit = 0.5 } destroy_on_conquest = no } fort3 = { previous = fort2 cost = 100 time = 12 modifier = { fort_level = 1 local_missionary_placement_chance = 0.01 supply_limit = 0.5 } destroy_on_conquest = no } fort4 = { previous = fort3 cost = 150 time = 12 modifier = { fort_level = 1 local_missionary_placement_chance = 0.014 supply_limit = 0.5 } destroy_on_conquest = no } fort5 = { previous = fort4 cost = 200 time = 24 modifier = { fort_level = 1 local_defensiveness = 1 local_missionary_placement_chance = 0.017 supply_limit = 1 } destroy_on_conquest = yes } fort6 = { previous = fort5 cost = 300 time = 24 modifier = { fort_level = 1 local_defensiveness = 1 local_missionary_placement_chance = 0.02 supply_limit = 1 } destroy_on_conquest = yes } # One per country tax_assessor = { cost = 1000 time = 12 trigger = { OR = { is_capital = yes base_tax = 10 } } modifier = { inflation_reduction = 0.05 } destroy_on_conquest = yes one_per_country = yes category = 8 } embassy = { cost = 500 time = 12 trigger = { any_neighbor_province = { NOT = { owned_by = THIS } } NOT = { is_core = THIS } } modifier = { diplomats = 1 badboy = -0.4 } destroy_on_conquest = yes one_per_country = yes category = 8 } glorious_monument = { cost = 1000 time = 12 modifier = { cultural_tradition = 0.01 } destroy_on_conquest = yes one_per_country = yes category = 8 } march = { cost = 500 time = 12 trigger = { is_core = THIS any_neighbor_province = { NOT = { owned_by = THIS } } } modifier = { local_defensiveness = 2.0 local_manpower = 0.5 } destroy_on_conquest = yes one_per_country = yes category = 8 } grain_depot = { cost = 1000 time = 12 trigger = { is_core = THIS trade_goods = grain } modifier = { land_forcelimit_modifier = 0.20 land_maintenance_modifier = -0.20 } destroy_on_conquest = yes one_per_country = yes category = 8 } royal_palace = { cost = 1000 time = 12 trigger = { government = monarchy is_capital = yes } modifier = { legitimacy = 0.01 } destroy_on_conquest = yes one_per_country = yes category = 8 } war_college = { cost = 1000 time = 12 modifier = { army_tradition = 0.01 } destroy_on_conquest = yes one_per_country = yes category = 8 } admiralty = { cost = 1000 time = 12 trigger = { port = yes } modifier = { navy_tradition = 0.01 } destroy_on_conquest = yes one_per_country = yes category = 8 } #Manufactories refinery = { cost = 1000 time = 60 manufactory = { wine sugar } modifier = { trade_tech_investment = 5 population_growth = 0.01 } onmap = yes category = 7 } wharf = { cost = 1000 time = 60 modifier = { naval_tech_investment = 5 population_growth = 0.01 } manufactory = { naval_supplies } onmap = yes category = 7 } weapons = { cost = 1000 time = 60 modifier = { land_tech_investment = 5 population_growth = 0.01 } manufactory = { copper iron } onmap = yes category = 7 } textile = { cost = 1000 time = 60 modifier = { production_tech_investment = 5 population_growth = 0.01 } manufactory = { wool cloth } onmap = yes category = 7 } fine_arts_academy = { cost = 1000 time = 60 modifier = { stability_investment = 5 population_growth = 0.01 cultural_tradition = 0.01 } manufactory = { } onmap = yes category = 7 } university = { cost = 1000 time = 60 modifier = { government_tech_investment = 5 population_growth = 0.01 } manufactory = { } onmap = yes category = 7 } [Cкрыть] Цитата Ссылка на комментарий
MoskowEror 0 09.03.2014, 14:15:39 Поделиться #7 09.03.2014, 14:15:39 common/buildings.txtСодержимоеНажмите здесь! # Do not change tags in here without changing every other reference to them. # If adding new buildings, make sure they are uniquely named. # # cost = x #==> cost in $ to build (subject to other modifiers) # time = x #==> number of months to build. # officials = x #==> number of magistrates to build (default 1) # previous = x # a building that is the prerequisite of this building # modifier = m # a modifier on the province that the building gives # trigger = t # an and trigger that needs to be fullfilled to build and keep the building # one_per_country = yes/no # if yes, only one of these can exist in a country # manufactory = { trade_good trade_good } # list of trade goods that get a production bonus # destroy_on_conquest = yes/no # destroy this building if conquered # onmap = yes/no # show as a sprite on the map # category = x # the category used for labels and such # Government temple = { cost = 50 time = 12 modifier = { stability_cost = -4 #reduces stability cost by 4$ } destroy_on_conquest = yes spare_on_core = yes category = 1 } courthouse = { previous = temple cost = 75 time = 12 modifier = { local_revolt_risk = -1 } destroy_on_conquest = yes spare_on_core = yes } spy_agency = { previous = courthouse cost = 100 time = 12 modifier = { local_spy_defence = 0.50 stability_cost = -2 } destroy_on_conquest = yes spare_on_core = yes } town_hall = { previous = spy_agency cost = 150 time = 12 modifier = { local_tax_modifier = 0.25 } destroy_on_conquest = yes spare_on_core = yes } college = { previous = town_hall cost = 200 time = 24 modifier = { local_spy_defence = 0.25 spies = 0.05 officials = 0.05 } destroy_on_conquest = yes } cathedral = { previous = college cost = 300 time = 24 modifier = { stability_investment = 10 local_spy_defence = 0.25 local_missionary_placement_chance = 0.01 missionaries = 0.05 } destroy_on_conquest = yes category = 1 } # Land armory = { cost = 50 time = 12 modifier = { regiment_recruit_speed = -0.1 local_regiment_cost = -0.05 local_manpower = 0.25 } destroy_on_conquest = yes category = 2 spare_on_core = yes } training_fields = { previous = armory cost = 75 time = 12 modifier = { regiment_recruit_speed = -0.1 local_regiment_cost = -0.05 local_manpower = 0.25 } destroy_on_conquest = yes spare_on_core = yes } barracks = { previous = training_fields cost = 100 time = 12 modifier = { local_regiment_cost = -0.1 local_manpower = 1 } destroy_on_conquest = yes spare_on_core = yes } regimental_camp = { previous = barracks cost = 150 time = 12 modifier = { local_manpower_modifier = 0.2 } destroy_on_conquest = yes spare_on_core = yes } arsenal = { previous = regimental_camp cost = 200 time = 24 modifier = { regiment_recruit_speed = -0.3 local_manpower_modifier = 0.25 } destroy_on_conquest = yes } conscription_center = { previous = arsenal cost = 300 time = 24 modifier = { local_manpower_modifier = 0.25 land_forcelimit = 2 } destroy_on_conquest = yes category = 2 } # Naval dock = { cost = 50 time = 12 trigger = { port = yes } modifier = { local_ship_repair = 0.25 local_production_efficiency = 0.25 } destroy_on_conquest = yes spare_on_core = yes category = 3 } drydock = { previous = dock cost = 75 time = 12 modifier = { ship_recruit_speed = -0.1 naval_forcelimit = 1 } destroy_on_conquest = yes spare_on_core = yes } shipyard = { previous = drydock cost = 100 time = 12 modifier = { local_ship_cost = -0.1 naval_forcelimit = 1 } destroy_on_conquest = yes spare_on_core = yes } grand_shipyard = { previous = shipyard cost = 150 time = 12 modifier = { local_ship_cost = -0.1 ship_recruit_speed = -0.1 } destroy_on_conquest = yes spare_on_core = yes } naval_arsenal = { previous = grand_shipyard cost = 200 time = 24 modifier = { local_ship_cost = -0.2 ship_recruit_speed = -0.2 naval_forcelimit = 2 } destroy_on_conquest = yes } naval_base = { previous = naval_arsenal cost = 300 time = 24 modifier = { local_ship_cost = -0.2 ship_recruit_speed = -0.2 naval_forcelimit = 2 } destroy_on_conquest = yes category = 3 } # Production constable = { cost = 50 time = 12 modifier = { direct_tax_percentage = 0.25 #25% more direct tax } destroy_on_conquest = yes spare_on_core = yes category = 5 } workshop = { previous = constable cost = 75 time = 12 modifier = { tax_income = 1 #increase tax } destroy_on_conquest = yes spare_on_core = yes } counting_house = { previous = workshop cost = 100 time = 12 modifier = { local_production_efficiency = 0.25 } destroy_on_conquest = yes spare_on_core = yes } treasury_office = { previous = counting_house cost = 150 time = 12 modifier = { direct_tax_percentage = 0.25 #25% more direct tax } destroy_on_conquest = yes spare_on_core = yes } mint = { previous = treasury_office cost = 200 time = 24 modifier = { local_tax_modifier = 0.5 } destroy_on_conquest = yes } stock_exchange = { previous = mint cost = 300 time = 24 modifier = { tax_income = 5 #increase tax with 5$ } destroy_on_conquest = yes } # Trade marketplace = { cost = 50 time = 12 modifier = { local_trade_income_modifier = 0.10 } destroy_on_conquest = yes spare_on_core = yes category = 6 } trade_depot = { previous = marketplace cost = 75 time = 12 modifier = { trade_income = 1 } destroy_on_conquest = yes spare_on_core = yes } canal = { previous = trade_depot cost = 100 time = 12 modifier = { local_trade_income_modifier = 0.10 } destroy_on_conquest = yes spare_on_core = yes } road_network = { previous = canal cost = 150 time = 12 modifier = { trade_income = 1 local_movement_speed = 0.1 } destroy_on_conquest = yes spare_on_core = yes } post_office = { previous = road_network cost = 200 time = 24 modifier = { global_trade_income_modifier = 0.01 } destroy_on_conquest = yes ai_will_do = { factor = 1 modifier = { factor = 0 trade_efficiency = 2.0 } } } customs_house = { previous = post_office cost = 300 time = 24 modifier = { trade_efficiency = 0.01 } destroy_on_conquest = yes ai_will_do = { factor = 1 modifier = { factor = 0 trade_efficiency = 2.0 } } } # Fortresses fort1 = { cost = 50 time = 12 modifier = { fort_level = 1 local_missionary_placement_chance = 0.004 supply_limit = 0.5 } destroy_on_conquest = no category = 4 } fort2 = { previous = fort1 cost = 75 time = 12 modifier = { fort_level = 1 local_missionary_placement_chance = 0.007 supply_limit = 0.5 } destroy_on_conquest = no } fort3 = { previous = fort2 cost = 100 time = 12 modifier = { fort_level = 1 local_missionary_placement_chance = 0.01 supply_limit = 0.5 } destroy_on_conquest = no } fort4 = { previous = fort3 cost = 150 time = 12 modifier = { fort_level = 1 local_missionary_placement_chance = 0.014 supply_limit = 0.5 } destroy_on_conquest = no } fort5 = { previous = fort4 cost = 200 time = 24 modifier = { fort_level = 1 local_defensiveness = 1 local_missionary_placement_chance = 0.017 supply_limit = 1 } destroy_on_conquest = yes } fort6 = { previous = fort5 cost = 300 time = 24 modifier = { fort_level = 1 local_defensiveness = 1 local_missionary_placement_chance = 0.02 supply_limit = 1 } destroy_on_conquest = yes } # One per country tax_assessor = { cost = 1000 time = 12 trigger = { OR = { is_capital = yes base_tax = 10 } } modifier = { inflation_reduction = 0.05 } destroy_on_conquest = yes one_per_country = yes category = 8 } embassy = { cost = 500 time = 12 trigger = { any_neighbor_province = { NOT = { owned_by = THIS } } NOT = { is_core = THIS } } modifier = { diplomats = 1 badboy = -0.4 } destroy_on_conquest = yes one_per_country = yes category = 8 } glorious_monument = { cost = 1000 time = 12 modifier = { cultural_tradition = 0.01 } destroy_on_conquest = yes one_per_country = yes category = 8 } march = { cost = 500 time = 12 trigger = { is_core = THIS any_neighbor_province = { NOT = { owned_by = THIS } } } modifier = { local_defensiveness = 2.0 local_manpower = 0.5 } destroy_on_conquest = yes one_per_country = yes category = 8 } grain_depot = { cost = 1000 time = 12 trigger = { is_core = THIS trade_goods = grain } modifier = { land_forcelimit_modifier = 0.20 land_maintenance_modifier = -0.20 } destroy_on_conquest = yes one_per_country = yes category = 8 } royal_palace = { cost = 1000 time = 12 trigger = { government = monarchy is_capital = yes } modifier = { legitimacy = 0.01 } destroy_on_conquest = yes one_per_country = yes category = 8 } war_college = { cost = 1000 time = 12 modifier = { army_tradition = 0.01 } destroy_on_conquest = yes one_per_country = yes category = 8 } admiralty = { cost = 1000 time = 12 trigger = { port = yes } modifier = { navy_tradition = 0.01 } destroy_on_conquest = yes one_per_country = yes category = 8 } #Manufactories refinery = { cost = 1000 time = 60 manufactory = { wine sugar } modifier = { trade_tech_investment = 5 population_growth = 0.01 } onmap = yes category = 7 } wharf = { cost = 1000 time = 60 modifier = { naval_tech_investment = 5 population_growth = 0.01 } manufactory = { naval_supplies } onmap = yes category = 7 } weapons = { cost = 1000 time = 60 modifier = { land_tech_investment = 5 population_growth = 0.01 } manufactory = { copper iron } onmap = yes category = 7 } textile = { cost = 1000 time = 60 modifier = { production_tech_investment = 5 population_growth = 0.01 } manufactory = { wool cloth } onmap = yes category = 7 } fine_arts_academy = { cost = 1000 time = 60 modifier = { stability_investment = 5 population_growth = 0.01 cultural_tradition = 0.01 } manufactory = { } onmap = yes category = 7 } university = { cost = 1000 time = 60 modifier = { government_tech_investment = 5 population_growth = 0.01 } manufactory = { } onmap = yes category = 7 } [Cкрыть] В файлах не присутствует подпись officials, что делать? Цитата Ссылка на комментарий
verwaq 940 09.03.2014, 16:51:36 Поделиться #8 09.03.2014, 16:51:36 В файлах не присутствует подпись officials, что делать? В папке с игрой, папка common, файл buildings.txt внутри нужно для каждого здания, которое хочешь изменить, добавить строчку:officials = x, где х - кол-во магистратов для строительства. Цитата Ссылка на комментарий
MoskowEror 0 22.03.2014, 13:04:50 Поделиться #9 22.03.2014, 13:04:50 Благодарствую, сразу не понял. Цитата Ссылка на комментарий
dashkkyar 1 20.03.2016, 15:20:46 Поделиться #10 20.03.2016, 15:20:46 спасибо Изменено 20.03.2016, 15:21:24 пользователем dashkkyar Цитата Ссылка на комментарий
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