The AI constructs this build plan by finding out exactly what it can build, what those buildings actually produce when built ( including resources from jobs ) and then try to mix and match buildings to as effectively as possible fulfill the goals identified from the economic plan. This of cou...
Power Drills, Cost 1, +15% minerals from jobs 强力钻机,花费1,职位产出矿物+15% Harvesters, Cost 1, +15% food from jobs 收割者,花费1,职位产出食物+15% Superconductive, Cost 1, +15% energy from jobs 超导,花费1,职位产生能量币+15% Efficient Processors, Cost 2, +5% resources from jobs 高...
planet_jobs_energy_produces_mult = 0.50#来自职业的能源产出+50%country_naval_cap_add = 100#舰队容量+100}ai_weight = {factor = 0}}和议程一样,没有本地化文本一样无法显示我们想要的内容,仿照第四章的做法,我们在我们的本地化文件之中加上以下的内容:tech_test:0 "唯物革命!"tech_test_desc:0 "...
+30% Resources from Jobs from tier 4 capitals +30% Upkeep from Jobs from tier 4 capitals Efficiencies of Scale Galactic Administration Base: 70 Modifiers Continued advancements in technology allow our most developed planets to reach productivity levels unheard of in earlier times. Holo-Entertainment...
Each point of stability above 50 adds +0.6% resources from jobs, +0.6% trade value, and +0.4 immigration pull. Each point of stability below 50 adds −1% resources from jobs, −1% trade value, and +2 emigration push. At very low stability, organic pops (excluding Hive-Minded or ...
pop_jobs 人口职业,所有工作的集合(矿工/农夫/科研人员/工匠等) random_names 随机名称,定义随机生成的名称(帝国/党派等) scripted_effects 固定触发的效果,一般用于事件,这里规定了一些重复性很高的效果(帝国生成/小灰转化等) scripted_loc 固定触发的文本,用于经常被引用的文本生成 ...
+15% energy from jobs超导,花费1,职位产生能量币+15%Efficient Processors, Cost 2, +5% resources from jobs高效处理器,花费2,职位产出资源+5%Logic Engines, Cost 1, +10% research from jobs逻辑引擎,花费1,职位产出研究+10%Loyalty Circuits, Cost 1, +10% happiness忠诚电路,花费1,幸福度+10%Double-...
# # The resource will need to be defined in common/strategic_resources.# # This resource name will also be used to select the loc strings to be used in the crisis view.# # In cybernetics_l_english there is a block of loc keys that lies under 'CRISIS UI' that can be used as ...
resources = { # 经济类型,定义文件位置 common\economic_categories category = planet_jobs # 堕落帝国中的该职业人口产出1合金 produces = { trigger = { owner = { is_fallen_empire = yes } } alloys = 1 } # 堕落帝国中的该职业人口维护费为1合金 upkeep = { trigger = { owner = { is_fallen...
Under the old tile system, deposits were simply clumps of resources placed on a tile, which would be gathered by a pop and determined what kind of buildings were most efficient to place there. Under the new system, deposits are more akin to planetary terrain and features. Every habitable ...