建筑(Buildings)
建筑的一般范围是某个星球,提供的任何职业都属于该星球的星球修正,而稳定度、幸福度、贸易值、舒适度、犯罪值等都属于星球修正,而能在 Stellaris\common\strategic_resources 里面所找到的,都属于资源类型,更容易支持各种修正的添加。
官方的例子文件在: Stellaris\common\buildings\00_example.txt
building_research_lab_1 = { # ID应该以“building”开头 base_buildtime = 360 # 基础建造时间,单位为天 # capital = yes # 是否是首都建筑 # can_build = no # 是否可修建 # can_demolish = no # 是否可被拆除 # can_be_ruined = no # 能否被废弃 # can_be_disabled = no # 能否被停止运作 # icon = xxx # 图标文件名称,默认情况下和ID一样。贴图目录在gfx\interface\icons\buildings category = research # 分类,可以让玩家更好的找到该建筑 potential = { # 限制,没有满足这些条件则该建筑在可建造列表之中不可见,优先度高于allow语句 NOT = { has_modifier = resort_colony } NOT = { has_modifier = slave_colony } NOT = { is_planet_class = pc_habitat } } allow = { # 允许,满足下列条件,则该建筑可以被允许建造 has_upgraded_capital = yes } # abort_trigger = {} # 当该触发器满足条件时,建造将被取消 # ruined_trigger = {} # 当该触发器满足条件时,建筑将被废弃 # destroy_trigger = {} # 当该触发器满足条件时,建筑将被摧毁 # convert_to = {} # 可被转化的目标` [建筑ID](如果判断为不可用)` 例如智械帝国征服了蜂群帝国之后,改变星球首府建筑 # planet_modifier = { } # 星球范围内的修正 # country_modifier = {} # 国家范围内的修正。 triggered_planet_modifier = { # 条件触发的修正器,不满足条件则无法获得修正 potential = { # 条件,需要全部满足 exists = owner # 是否存在建筑所有者 owner = { is_regular_empire = yes } # 建筑所有者是常规帝国 } modifier = { # 修正 job_researcher_add = 2 # job_<职业ID>_per_pop = xxx 每1/xxx人口提供一个职业 } } triggered_planet_modifier = { # 条件触发的修正器 potential = { exists = owner owner = { is_hive_empire = yes } # 是蜂群帝国 } modifier = { job_brain_drone_add = 2 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_machine_empire = yes } # 是智械帝国 } modifier = { job_calculator_add = 2 } } resources = { # 资源相关 category = planet_buildings # 类型 cost = { # 一次性花费 minerals = 400 } upkeep = { # 维持,为每月多少 energy = 4 } } upgrades = { # 升级到什么建筑 "building_research_lab_2"} prerequisites = { # 需要的前置科技 "tech_basic_science_lab_1" } triggered_desc = { # 条件触发的文本,满足条件才对玩家显示建筑的文本 trigger = { exists = owner owner = { is_regular_empire = yes } } text = job_researcher_effect_desc # 具体的文本 } triggered_desc = { # 条件触发的文本 trigger = { exists = owner owner = { is_hive_empire = yes } } text = job_brain_drone_effect_desc } triggered_desc = { # 条件触发的文本 trigger = { exists = owner owner = { is_machine_empire = yes } } text = job_calculator_effect_desc } ai_weight = { # AI的建造权重 weight = 2 modifier = { factor = 0 num_buildings = { type = building_research_lab_1 value >= 2 } } # There are already unworked jobs # Blocks buildings unworkable by remaining pops (slaves/robots etc) # Will be improved... at some point modifier = { factor = 0 free_jobs > 0 } }}建筑需要本地化(包括有触发器的文本),贴图(一般是98*98的8.8.8.8.ARGB的dds文件,目录在 Stellaris\gfx\interface\icons\buildings )。
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