位置
人口类型位于 game/common/pop_types
。
结构
每一种人口类型被定义在它自己的顶层块。类型名决定该人口的关键字。
game/common/pop_types/pop.txt
[pop] = {
[fields]
}
必要字段
关键字
|
数值类型
|
描述
|
例子
|
demotes_to
|
人口类型
|
What pop this pop demotes to. Can be the same pop type to prevent actual demotion.
|
demotes_to = tribesmen
|
conquest_demote_chance
|
整数[0..100]
|
UNCONFIRMED The chance for this pop to be demoted when the city is conquered.
|
conquest_demote_chance = 50
|
base_happyness
|
小数[0.0..1.0]
|
该人口的基本幸福度。
|
base_happyness = 0.2
|
color
|
颜色
|
The colour used for this pop in the pie chart for pops composition.
|
color = hsv { 0.65 0.7 0.8 }
|
可选字段
关键字
|
数值类型
|
缺省值
|
描述
|
例子
|
province modifier
|
小数
|
N/A
|
Applies the modifier to the province, multiplied by the pop's current happiness.
|
tax_income = 0.015
|
can_promote_to
|
人口
|
none
|
What pop type can this pop promote to via manual promotion in the UI.
|
can_promote_to = citizen
|
score
|
布尔值
|
no
|
If yes, this pop counts for scoring.
|
score = yes
|
block_colonization
|
布尔值
|
no
|
If yes, this pop can't be used to colonise provinces.
|
block_colonization = yes
|
ai_max_percentage
|
整数[0..100]
|
unknown
|
UNCONFIRMED How many pops max of this type the AI will aim for in a given province.
|
ai_max_percentage = 30
|
动态脚本元素
代价
关键字
|
描述
|
例子
|
[pop]_promotion
|
The cost of promoting to the given pop. Only used for pops that can be promoted to.
|
citizen_promotion = { oratory = 10 }
|
[pop]_move
|
The cost of forcibly moving the given pop.
|
slaves_move = { civic = 5 }
|
修正
关键字
|
作用域
|
描述
|
例子
|
local_[pop]_happyness
|
省份
|
Applied to the happiness of all pops of this type in the province.
|
local_freemen_happyness = 0.25
|
global_[pop]_happyness
|
国家
|
Applied to the happiness of all pops of this type in the country.
|
global_freemen_happyness = 0.10
|
local_[pop]_output
|
省份
|
Applied to the output of all pops of this type in the province, after happiness.
|
local_tribesmen_output = 0.05
|
global_[pop]_output
|
国家
|
Applied to the output of all pops of this type in the country, after happiness.
|
global_citizen_output = 0.1
|
触发器
关键字
|
数值类型
|
作用域
|
描述
|
例子
|
[pop]_happiness
|
小数[0.0..1.0]
|
省份
|
Compares with the (average?) happiness for the pops of this type in the province.
|
slaves_happiness <= 0.40
|
num_of_[pop]
|
整数[0..int]
|
省份
|
Compares with the amount of pops of this type in the province.
|
num_of_citizen >= 4
|
相关信息
效果
- create_pop
- create_state_pop
- define_pop
- kill_pop
- move_pop
- set_pop_culture
- set_pop_culture_same_as
- set_pop_religion
- set_pop_religion_same_as
- set_pop_type
触发器
- pop_culture
- pop_culture_group
- pop_religion
- pop_type
- pop_hapiness
- country_population
- total_population
列表
本地化
关键字
|
描述
|
例子
|
[pop]
|
The localisation key for the pop. Should be singular.
|
freemen:0 "Freeman"
|
[pop]_header
|
UNKNOWN, but probably when saying stuff like "2 Citizens".
|
citizen_header:0 "#t Citizens#!"
|
例子
citizen = { # 以 "citizen" 关键字定义一个新的人口类型。
research_points = 0.25 # 这个人口类型生产 0.25 研究点/人口,在 100% 幸福度和 +0% 产出修正……
commerce_value = 0.01 # ……并且增加 0.01 商业价值到该省份。
demotes_to = freemen # 当该人口被降级,通常通过征服,它降级到自由民类型的人口。
conquest_demote_chance = 50 # 在征服中,每个公民人口有 50% 的几率被降级。<b>不确定,看起来有点高,需要测试</b> UNCONFIRMED, LOOKS A BIT HIGH, TEST OUT
base_happyness = 0.2 # 这个类型的人口的基本形幅度是 20% 。
score = yes # 这个人口用作计分。
color = hsv { 0.65 0.7 0.8 } # 这个人口的颜色在人口饼图中是蓝色。
ai_max_percentage = 30 # <b>未知</b> UNKNOWN
}
添加一种人口类型
The game automatically adds a row for new pop types in the file game/common/province_setup.csv
, and an entry is then needed on each row for the game to be able to interpret the file correctly. The new row is added alphabetically within the four existing pop type rows. If the new pop-type starts with "M", its new row will be inserted between "Freedmen" and "Slaves". Thus, taking Roma as an example, starting with 1 pop-type "M":
1,roman,roman_pantheon,cloth,21,15,1,4,3,40,0,Roma,Latium
Note the "1," inserted between the freedmen amount 15 and slave amount 4. Again, this has to be done on each row.