add_ruler_personality = immortal_personality #增加君主特质 # 历史部分,可以在其中增加和上面一样的内容(统治者、继承人、配偶、设定值),或者增加其他的普通国家效果 <year>.<month>.<day> = { <country effects> } 省份历史 省份历史位于/Europa Universalis IV/history/provinces/*.txt,控制每个省份的参数。
Syntax:add_republican_tradition = x (x=+-0..1) 增减该国的共和统治传统 add_ruler_modifier Scope: country Syntax:add_ruler_modifier = { name = [modifier name] } 增加统治者修正 add_trade_node_income Scope: country Syntax: random_active_trade_node = { add_trade_node_income = x (x = ...
如题,求教 分享3014 欧陆风云4吧 UC印度分部😱 【mod】限制发展度mod效果如图 分享4赞 欧陆风云4吧 贴吧用户_5Ky5SD2 君主特质修改控制台上的添加和删除君主特质的代码分别是add_trait 和remove_trait +君主特质 君主特质的文件在common\Europa Universalis IV\common\ruler_personalities下的00_core.txt下。
2. Ruler's administrative skill add 1 #君主行政能力+1# 3. Get the modifier “The rise of nationalism” for 10 years with follow effect:#获得“民族主义的崛起”标识10年并伴有如下效果:# -10% idea cost #理念花费-10%# -1 National unrest #国家叛乱度-1# +1 Yearly prestige #年度威望+1# ...
EU4语法表 Scopes: <tag> Scope:country/province Syntax:<tag>={effects…} 转向特定国家 <num> Scope:country/province Syntax:<num>={effects...} 转向特定省份 root(this) Scope:country/province Syntax:root={effects…} 接收事件的国家/省份 from Scope:country/province Syntax:from={effects…} ...
Each year, this government gathers 3+ruler skill progress in each category. Once 100 progress in a category is reached, the related government interaction can be activated: IconAbilityTypeEffects Receive Fleeing Serfs 1 random province: gains 1 development[1] of a random category. 1 random...
RULER_MAX_SKILL = 99 分享89 欧陆风云4吧 楼主是个小可爱 如果你在eu4里是一名20岁属性3.3.3的君主这时候系统跳出来可以让你在20岁有3个君主特性,条件是:失去一点数去兑换好的特性,增加一点数去获得坏的特性你会选择:222,3个好的特性,还是336,3个坏的特性,亦或是继续333,选择不要特性或一好一坏 分享...
指令add_ruler_personality = X 现在在任务修正中正常运作了。 修正未正确向帝国添加省份的OOS,该效果以国家修正中的人力贬值结束。 修复了游戏会在试图查看独立国家的宗主国时崩溃的问题。 篡位叛军的君主现在不再可能在上位时改变其属性了。 多个商人团带来的贸易加成现在不再使用tag列表来计算了。
Added skill_scaled_modifier to advisor types that get multiplied by their skill level. Added MIN_ASKED_TRADE_POWER and MAX_ASKED_TRADE_POWER to defines. These control the minimum and maximum amount of trade power than can be asked from another country peacefully. ...
While the first and third options are rather self-explanatory, the second one is a choice that the AI can take when they are not fully convinced by your ruler - mostly when your ruler is quite the unfortunate one regarding his monarch skills - but do not desire to break out of the Kalm...