考古(Archaeology)
小型文物活动(artifact_actions)
Section titled “小型文物活动(artifact_actions)”目录在 Stellaris\common\artifact_actions ,主要是一些小型文物的消耗选项,比如卖掉换能量币,或者加一些 buff 什么的,其实本质上就是一个触发效果的工具人。
artifact_arcane_deciphering = { # ID,不应该重复 resources = { # 经济系统 category = artifact_actions cost = { minor_artifacts = 5 # 消耗5个小型文物 } }
ai_weight = { # AI权重相关 weight = 100 modifier = { factor = 0 has_resource = { type = minor_artifacts amount < 105 } } }
potential = { # 限制语句,如果不满足条件则无法出现在UI内 has_technology = tech_arcane_deciphering }
allow = { # 允许,不满足就是灰色 custom_tooltip = { # 当不满足这个语句内的条件时,将会显示fail_text的内的本地化内容 fail_text = "requires_arcane_deciphering_no_cooldown" # 文本 NOT = { has_modifier = arcane_deciphering_cooldown } } }
effect = { # 效果,可以是执行事件,也可以是直接执行某个效果 custom_tooltip = artifact_arcane_deciphering_effect hidden_effect = { if = { limit = { is_ai = no NOT = { has_country_flag = arcana_achievement } } set_country_flag = arcana_achievement } add_modifier = { modifier = "arcane_deciphering_cooldown" days = 720 } owner = { country_event = { id = ancrel.10000 } } } }}考古遗址(archaeological_site_types)
Section titled “考古遗址(archaeological_site_types)”目录在 Stellaris\common\archaeological_site_types ,里面都是一些考古的坟。
遗址与事件相互绑定!
site_type_name = { # 坟头的ID # picture = <sprite key> # 图片,跟事件类似,需要注册路径 # desc = <triggered event desc> # 这个坟头的描述 max_instances = <int> # 决定最大生成数目。只有在使用 `create_archemical_site = random` 时,才可以检查该类型星系的最大实例数 # weight = <scriptable value> # 权重为随机权重,仅在使用 `create_archemical_site = random` 时使用。脚本值类型由` <int>` 或` <mean_time_to_happen>` 定义。 stages = <int> # 有多少个阶段,一般最大为6 potential = <trigger> # 潜在的,不满足条件不出现在UI.范围为:this=舰队,from=坟头 allow = <trigger> # 是否允许,范围同上 visible = <trigger> # 检查具有 this=国家 的范围是否可以看到 from=坟头 stage = { # 有关于阶段的定义,取决于你写代码的顺序。 # difficulty = <interval int> # 难度,应该为正整数 # icon = <string> # 此阶段的小图标 # event = <string> # 会触发什么事件 # } on_roll_failed = <effect> # 掷骰失败时的随机效果,范围 this=舰队 , from=坟头 ,这些效果一般写在 `scripted_effects` on_create = <effect> # 当这个坟头被创造时,触发的效果,范围同上 on_visible = <effect> # 当做个坟头被看见,触发的效果,范围同上}遗珍(relics)
Section titled “遗珍(relics)”目录在 Stellaris\common\relics 。
r_ev_fleet_maintenance = { # ID,这个遗珍的唯一ID activation_duration = @triumph_duration # 冷却时间 portrait = "GFX_relic_ev_fleet_maintenance" # 图标,动态,需要定义 sound = "relic_activation_the_rubricator" # 点击的声音 resources = { # 经济系统 category = relics # Activation cost cost = { influence = @activation_cost } } ai_weight = { # AI权重 weight = 10 } triggered_country_modifier = { # 选择性的国家修正,满足条件的时候才生效 potential = { NOT = { is_country_type = default_ev } } country_base_engineering_research_produces_add = 500 } country_modifier = { # 国家修正 ship_homeless_ev_influence_upkeep_mult = -0.25 } score = 4000 # 获得这个遗珍计算多少分,用于游戏内比分 active_effect = { # 启动的时候的效果 if = { limit = { is_country_type = default_ev } change_variable = { which = ev_maintenance_value value = 10 } add_modifier = { modifier = "relic_ev_fleet_maintenance_1" days = @triumph_duration_short } } else_if = { limit = { NOT = { is_country_type = default_ev } } add_modifier = { modifier = "relic_ev_fleet_maintenance_2" days = 2400 } } custom_tooltip = relic_triumph_cooldown hidden_effect = { add_modifier = { modifier = "relic_activation_cooldown" days = @triumph_duration } } } possible = { # 检测是否能被启动 custom_tooltip = { fail_text = "requires_relic_no_cooldown" NOT = { has_modifier = relic_activation_cooldown } } }}© 2026 Stellaris Mod Group. Copyright Reserved.