Pre-defined traits are located in game/common/traits/
folder. Traits can be separated into four categories.
Traits can be categorized into one of four categories:
- Personality defined in
00_personality.txt
- Military defined in
00_military.txt
- Health defined in
00_health.txt
- Status defined in
00_status.txt
See more at Traits
Personality traits
The most general type of trait that describes the character's personality, such as being Brave or Coward(ly), or Cruel or Merciful. Personality traits typically have the widest variety of effects, and almost all characters have at least one or two of these.
Example:
abrasive = { # type = personality opposites = { good_natured } character_loyalty = -5 senate_influence = -0.15 max_rivals = 1 great_work_total_workrate_character_modifier = negative_gw_workrate_percent_svalue_minor country = { subject_opinions = -5 } }
Attribute | Description | Example |
---|---|---|
type | type of trait | type = personality |
opposites | traits which are the complete opposite of the trait |
opposites = { good_natured } |
To see modifiers that could be added to the trait, see here
Military traits
Typically given to commanders and admirals during battle events and give often give various combat modifiers. Usually a character has a maximum of one of those, that may give a bonus or penalty.
Example:
original_thinker = { # type = military martial = 1 unit = { siege_ability = 0.1 } }
Attribute | Description | Example |
---|---|---|
type | type of trait | type = military |
opposites | traits which are the complete opposite of the trait |
opposites = { coward } |
To see modifiers that could be added to the trait, see here
Health traits
Represents a medical condition that a character has, such as Stressed, Maimed, Lunatic, etc. Not beneficial to the character in most cases, usually reduces a character's attributes and often has an impact on health as well, sometimes being fatal. Many of these traits can be treated (except for congenital traits), but as characters get older it will be increasingly difficult to avoid.
Example:
hunchback = { type = health congenital = yes martial = -1 }
Attribute | Description | Example |
---|---|---|
type | type of trait | type = health |
congenital | trait can pass down descendants | congenital = yes |
opposites | traits which are the complete opposite of the trait |
opposites = { one_eyed } |
To see modifiers that could be added to the trait, see here
Status traits
Status traits represent a character's current activities, lifestyle, reputation, or heritage. They include bloodline traits as well as those given for more personal military or oratory successes.
If they do not already have one, Hellenistic culture monarchs have a small chance of getting a random bloodline trait every time the Prove Legitimacy scheme is completed.
Example:
victorious = { # type = status monthly_oligarchic_party_conviction = 0.025 monthly_populares_party_conviction = 0.05 support_for_character_as_heir = 2 monthly_character_popularity = 0.1 senate_influence = 0.15 country = { stability_monthly_change = 0.08 } }
Attribute | Description | Example |
---|---|---|
type | type of trait | type = status |
To see modifiers that could be added to the trait, see here
GFX
Trait icons are stored at gfx\interface\icons\traits
. Icon has to be stored as a .dds file and must be named as the same as the trait.
It is recommended that the icon be 54x54 in size
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