Закреплённое сообщение Gambit 281 22.03.2013, 22:23:23 Закреплённое сообщение #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
Cicero 604 23.03.2013, 11:18:50 #2 23.03.2013, 11:18:50 Изменено 23.03.2013, 11:19:31 пользователем Cicero 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. Цитата
Walick 41 07.04.2013, 18:17:36 #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
Daniock 105 07.04.2013, 19:12:59 #4 07.04.2013, 19:12:59 Изменено 07.04.2013, 19:13:21 пользователем Sisteratik 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. Цитата
Суворов 13 24.05.2013, 08:36:28 #5 24.05.2013, 08:36:28 дайте плиз тот файл? свой потерялв пучине компа Цитата
Semenar 225 25.05.2013, 06:11:57 #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
MoskowEror 0 09.03.2014, 14:15:39 #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
verwaq 941 09.03.2014, 16:51:36 #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
dashkkyar 1 20.03.2016, 15:20:46 #10 20.03.2016, 15:20:46 Изменено 20.03.2016, 15:21:24 пользователем dashkkyar спасибо Цитата
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хочу сделать возможным строительство без магистратов, а то это лишний элемент микро-менеджмента. особенно когда у тебя империя.
Опубликовано Gambit,
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