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职业(Pop Jobs)

职业的一般范围是某个星球

clerk = { # ID
category = worker # 阶级
condition_string = WORKER_JOB_TRIGGER # 用于检测这个工作是否可用的一系列逻辑。在 `Stellaris\common\scripted_triggers` 里面
possible_precalc = can_fill_worker_job # 能胜任什么工作,game_rule里面改
building_icon = building_residence # 这个工作的背景建筑图标,图标位置同建筑
clothes_texture_index = 2 # 外表,仅影响外观
planet_modifier = { # 星球修正,同建筑
planet_amenities_add = 2
trade_value_add = 2
}
# resources = { } # 同建筑,可以添加生产/消耗等
# country_modifier = {} # 同建筑,国家范围内的修正。
# pop_modifier = {} # 对于承担该职业的pop的修正
triggered_planet_modifier = { # 条件触发的星球修正,同建筑
potential = {
OR = {
has_trait = trait_robot_domestic_protocols
has_trait = trait_charismatic
}
}
modifier = {
planet_amenities_add = 0.4
}
}
triggered_planet_modifier = { # 条件触发的星球修正
potential = {
has_trait = trait_repugnant
}
modifier = {
planet_amenities_add = -0.4
}
}
triggered_planet_modifier = { # 条件触发的星球修正
potential = {
OR = {
has_trait = trait_thrifty
has_trait = trait_nuumismatic_administration
}
}
modifier = {
trade_value_add = 0.5
}
}
weight = { # pop意图工作的权重,拥有高权重的pop会导致低权重的pop被替换
weight = @clerk_job_weight # `@` 指引用数值
modifier = {
factor = 0.25
is_enslaved = yes
can_take_servant_job = no
}
modifier = {
factor = 2
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
}
modifier = {
factor = 1.5
OR = {
has_trait = trait_thrifty
has_trait = trait_nuumismatic_administration
}
}
modifier = {
factor = 0.1
can_take_servant_job = yes
}
}
}

职业需要本地化,一般包括:

l_simp_chinese:
job_<职业ID>:0 "占位符"
job_<职业ID>_plural:0 "表达占位符的复数形式"
job_<职业ID>_desc:0 "表达占位符的描述"
job_<职业ID>_effect_desc:0 "显示在建筑里面的占位符的效果,例如消耗什么生成什么"
mod_job_<职业ID>_add:0 "$job_<职业ID>$职业"
mod_job_<职业ID>_per_pop:0 "$VALUE$个人口有§G+1§!个$job_<职业ID>$职业"
mod_job_<职业ID>_per_pop_short:0 "$VALUE$£pop£§G+1§!个£mod_job_<职业ID>_add"

也需要图标,一般包括:

  • job_<职业ID> 的图标,原版在 Stellaris\gfx\interface\icons\jobs 里面
  • mod_job_<职业ID>_add 的图标,原版在 Stellaris\gfx\interface\icons\modifiers 里面

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