钢铁雄心4敌人打不死2 为什么我死的比敌人多

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钢铁雄心 2 事件指令解释.txt 这是一个禁忌相继崩溃的时代,没人拦得着你,只有你自己拦 着自己,你的禁忌越多成就就越少。自卑有多种档次,最高档次的自卑表现为吹嘘自己干什 么都是天才。写在一开始: 字母大小写均可; 所有表示几率的地方直接写数字就行,不需要%; 事件的代码不得重复 不要漏掉任何一个“{”或者“}” ; 写指令时[]是不需要的; 几乎所有的-1 都表示随机,少数情
况下除外; 在事件中如果想作备注的话,在指令后面加个#然后写就可以了,以#开头的语句在游戏中是 忽略的; type= xxx 都是要包括在 command = {}中使用的一、事件的基本格式: 以德国的“重新占领莱茵兰”为例 ######################################################################### # Re-occupation of the Rhineland - HUMAN ONLY ######################################################################### event = { id = 2000 事件的代码,每个事件都有一个唯一的代码 random = no 事件是否随机,yes 是,no 否 country = GER 发生该事件的国家,国家代码见 config 文件夹下的 worldname trigger = { ai = no NOT = { war = { country = GER country = FRA } alliance = { country = GER country = FRA } } garrison = { country = GER province = 75 size = 1 } } trigger = {}是事件的触发条件,具体解释见下文name = &EVT_2000_NAME& 事件名称 desc = &EVT_2000_DESC& 事件描述 style = 0 不晓得啥意思,反正几乎所有事件都有这句,所以照搬就好了 picture = &Rhineland& 事件图片,必须是 gfx\event_pics 下的同名图片date = { day = 0 month = january year = 1936 } 开始检测事件的日期 offset = 1 检测事件的条件是否满足的周期 deathdate = { day = 30 month = december year = 1963 } 事件关闭的日期,此日 期后即使满足条件,事件也不会再发生了action_a = { 事件选项 name = &OK& 选项名称 command = { type = relation which = FRA value = -15 } command = { type = relation which = ENG value = -5 } command = { type = relation which = BEL value = -10 } command = { type = relation which = HOL value = -5 } command = { type = belligerence which = GER value = 5 } command = { type = dissent value = -2 } command = { type = money value = 500 } command = { type = peacetime_ic_mod value = 10 } command = { type = manpowerpool value = 50 } command = { type = trigger which = 51 } # UK Gears up for war command = { type = trigger which = 52 } # France Gears up for war command = { type = sleepevent which = 2060 } command = { type = domestic which = defense_lobby value = 1 } 这些都是 该选项的命令,具体解释见下文 } } 如果事件有多个选项的话,按上文格式依次以 action_b、action_c 这样排列下去即可二、事件的触发条件(即 trigger = {}括号内的指令) : and = {} 括号内的所有条件都必须满足 or = {} 括号内的条件满足任一即可 not = {} 括号内的条件都不可满足event = x 某事件已经发生过 random = x 检测事件的随机性,即每次检测的时候在条件满足的情况下有多少几率发生该 事件,没有这句的话事件满足条件必然发生 intel_diff = x &= x, x = 我们的情报等级减去敌人的情报等级 dissent = x 国内不满大于或等于 x leader = x 代码为 x 的将领存在 government = [communist/fascist/democratic] 该国政体为括号内填入的具体类型 ideology = [nazi/fascist/paternal_autocrat/social_conservative/market_liberal/social_libera l/social_democrat/left_wing_radical/leninist/stalinist] 这个不翻译了,不然会被 河蟹夹死的... atwar = [yes/no/country tag] 某国处于战争状态,atwat = ger 就是元首在打仗,atwar = yes 或者 no 就是你在不在打仗 minister = [minister id] 该代码的部长存在 major = [yes/no] 该国是否为主流国家,主流国家是英、法、德、日、美、苏、意 (题外话,算上 CHI 和 CHC 就是俗称的“九流”了,然后三大阵营是“三教” ,因此小胡子养 成计划也可以叫作三教九流大乱战...) ispuppet = [Country Tag] 某国是傀儡 puppet = { country = [tag 1] country = [tag 2] } 1 是 2 的傀儡 headofgovernment = [minister id] 政府首脑为该代码的部长 headofstate = [minister id] 国家元首为该代码的部长 ai = [yes/no/country tag] 某国是否由 AI 控制 technology = x 该国已研究好 x 技术 technology = { country = TAG value = x } 某国已研究好 x 技术 is_tech_active = [tech id] x 技术是否可以研究(还未研究) manpower = x 人力大于或等于 x flag = [name] global flag 是否存在 local_flag = [name] local flag 是否存在 (至于这两个 flag 是啥玩意我就不晓得了, 貌似 CHC 大补包的作者知道, 他的战备生产以及 星星之火事件中有一堆这玩意,改天请教他去) owned = { province = a data = tag } 该省份是否为该国所有(如果 data = -1 则指发 生该事件的国家) control = { province = a data = tag } 该省份是否为该国控制(如果 data = -1 则指 发生该事件的国家) (所有应该是指省份图上只有该国一面国旗,控制就是说你刚抢到也算) exists = [country tag] 某国存在 alliance = { country =a country = b } a 与 b 有联盟关系 access = { country = [tag1] country = [tag2] } 1 准许 2 在其土地上的军事通行 non_aggression = { country = [tag1] country = [tag2] } 1 和 2 签订了互不侵犯条约 trade = { country = [tag1] country = [tag2] } 1 和 2 有贸易单子 guarantee = { country = [tag1] country = [tag2] } 1 保证 2 的独立 war = { country =a country = b } 1 和 2 在对掐 year = x 年份大于或等于 x 年 energy = x 能源数量大于或等于 x oil = x 石油数量大于或等于 x rare_materials = x 稀有金属数量大于或等于 x metal = x 金属数量大于或等于 x supplies = x 补给数量大于或等于 x lost_VP = { country = [tag] value = X } 某国失去 x%的胜利点 lost_national = { country = [tag] value = X } 某国失去 x%的国土 lost_IC = { country = [tag] value = X } 某国失去 x%的 IC domestic = { type = field value = x } 某项国策值为 x (国策有:democratic、political_left、freedom 就是开放/保守社会、free_market、 professional_army、defense_lobby、interventionism) division_exists = { type = [id type] id = [id id] } 某部队还存在 division_in_province = { id = { type = [id type] id = [id id] } province = X } 某 部队在某省份 axis = X 轴心拥有至少 X 点胜利点 allies = X 同盟拥有至少 X 点胜利点 comintern = X 共际拥有至少 X 点胜利点 vp = X 当前拥有胜利点和额外胜利点大于或等于 X(额外胜利点是啥玩意?) range = { min = x max = x } 当前胜利点在最小值 min 与最大值 max 之间 belligerence = { country = [tag] value = X } 不填国家代码就是本国,填了就是某国 好战大于或等于 X [div type] = X 某种部队数量大于或等于 X [div type] = { country = TAG value = X } 某国拥有数量大于或等于 X 的某种部队 under_attack = [tag] 某国在被推 attack = [tag] 某国在攻击 difficulty = X 当前游戏难度,0 最易、1 容易、2 一般、3 困难、4 最难 garrison = { country = [tag] province = [province] type = [air/land/naval] size = [number of divisions] area = [yes/no] } 有部队驻守在该省份。不填军种 type 表示什 么部队都行。area = yes 指将该地区(就是地区模式地图上显示的那种小地区)所有由该国 控制的省份的部队都算在内。如果省份代码是海的话不能填 area = yes land_percentage = { country = [tag] value = [X] } 该国拥有至少 X 数量的陆军 naval_percentage = { country = [tag] value = [X] } 该国拥有至少 X 数量的海军 air_percentage = { country = [tag] value = [X] } 该国拥有至少 X 数量的空军 country = [tag] 该国是某国 can_change_policy = { type = [policy] value = [delta] } 国策可以调整 relation = { which = [tag] value = [X] } 与某国的关系大于或等于 X province_revoltrisk = { province = [id] value = [X] } 某省份的游击率大于或等于 X incabinet = [id] 某部长正在任上 army = [X] 至少有 X 个陆军师 day = [X] 日期为 X nuke = [X] 至少有 X 颗蛋蛋可以扔命令: type = endgame value = [type] 结束游戏。value 后的[]可以是 0—8 (0=退出游戏、1=你挂了、2=平局、3=轴心胜利、4=轴心完全胜利、5=同盟胜利、6=同盟完 全胜利、7=共际胜利、8=共际完全胜利) type = extra_tc value = X 增加 X 点火星 TC type = alliance which = [tag] 与某国联盟,tag 填-1 为随机国家 type = inherit which = [tag] 吞掉某国,-1 随机 type = country which = [tag] 将该国变身为某国 (举个例子,玩家正在控制 CHI,触发这个命令,tag 是 CHC,那么玩家控制的国家就变身为 CHC 了,将领、部长、科技组都变成 CHC 的,部队什么的都是完全继承) type = trigger which = [event id] 立刻触发某事件,被触发事件不用写触发条件和时 间了 type = capital which = [prov id] 迁都 type = addcore which = [prov id] 添加某省份为核心领土 type = removecore which = [prov id] 从核心领土要求中去除某省份 type = secedeprovince which = [tag] value = [prov id] 将某省份割给某国 type = control which = [tag] value = [prov id] 从某国那里得到某省份 type = sleepevent which = [event id] 关闭某事件,被关闭事件将不再发生 type = setflag which = [keyname] 设置 Global flag type = clrflag which = [keyname] 移除 Global flag type = local_setflag which = [keyname] 设置 Local flag type = local_clrflag which = [keyname] 移除 Local flag type = steal_tech which = [country tag/-1 for random non-ally] 从某国偷来一项 随机科技的蓝图 type = gain_tech which = [tech id/-1 for random tech/-2 for a random tech currently being researched] 得到某项科技的蓝图,1 随机,2 为当前正在研究的一项科技 type = vp value = X 胜利点增加 X type = research_sabotaged 拖延研究进度 type = regime_falls 现政(河蟹)权垮(河蟹)台,具体表现不明 type = belligerence which = [country] value = X 某国增加 X 点好战,没有 which = [] 的话为本国 type = relation which = [country] value = X 与某国关系增加 X type = set_relation which = [country] value = X 将与某国的关系设置为 X type = civil_war 与任何与你共享核心领土的势力爆发内战 (举例:我用已经统一的 CHI,触发带有这个指令的事件,结果 CHC 就从三块地蹦了出来与 我开战,而且我的其他一些领土还随机变成了它的,这些领土上的军队也归它了 ToT) type = civil_war which = [rebel country tag] 与指定的某国爆发内战 (西班牙内战就是这条指令,由 SPR 触发,type = civil_war which = SPA,见 db\events\ republican_spain) type = set_leader_skill which = [leader id/-1] value = [X] 将某将领技能点设为 X, 将领代码处填-1 为随机将领 type = dissent value = [X] 增加 X 点不满 type = resource which =[resource type] value = X 增加 X%的理论最大产量的某种资 源到国库 type = supplies value = [X] where = [prov] 增加 X 补给到某省份,没有 where = [] 这句的话增加到国库 type = oilpool value = [X] where = [prov] 增加 X 石油到某省份,没有 where = []这 句的话增加到国库 type = metalpool value = [X] 库存金属增加 X type = energypool value = [X] 库存能源增加 X type = rarematerialspool value = [X] 库存稀有金属增加 X type = oilpool value = [X] 库存石油增加 X type = money value = [X] 库存金钱增加 X type = province_keypoints which = [province id/-1] value = [keypoints to add] 某 省份胜利点增加 type = peace which = [country tag] value = [0/1] 与某国和平,0 是与其所属全联盟 和谈,1 是只与该国和谈 type = war which = [country tag] 与某国 WAR! type = manpowerpool value = [X] 人力增加 type = relative_manpower value = [X%] 增加百分之每年人力增长乘以 50%人力 type = allow_dig_in 部队可以挖坑了 type = make_puppet which = [country tag] 将某国变为傀儡 type = coup_nation which = [country tag] 颠覆某国 type = access which = [country tag] 得到某国的军事通行权 type = sleepteam which = [tech team id] 关闭某科技组 type = waketeam which = [tech team id] 启用某科技组 type = sleepminister which = [minister id/-1] 某部长挂掉了 type = sleepleader which = [leader id/-1] 某将领挂掉了 type = switch_allegiance which = [unit id type/-1] value = [unit id id] where = [country tag] 改变某国部队的忠诚(???) ,which = [unit id type/-1]这里-1 随机 陆军部队、 -2 随机海军部队、-3 随机空军单位 type = delete_unit which = [unit id type/-1/-2/-3] value = [unit id id] 部队飞 灰啦,-1、-2、-3 意义同上,这条命令可以在法国接受维希的事件中见到 type = independence which = [country tag] value = [0/1] when = [0/1] 某国独立, value = 这里 0 是指该国领土上的部队改变忠诚 (变成它的?) 1 是不改变 、 (有气节!, ) when = 这里 0 是指通常、1 是强迫他们成为 MZ 政体(不太明白) type = ai which = [file name] 开启某 AI 文件 type = build_division which = [division type] value = [brigade type] 开始造兵, which =是兵种,value =是加强旅 type = construct which = [building type] where = [prov id/-1/-4] value = [additional size] 在某省份造设施,-1 是随机省份,-4 是已有该设施的随机省份,value =是造几个 (building type:ic 工厂、infrastructure 基础设施、flak 防空、land_fort 陆地要塞、 coastal_fort 海岸要塞、 air_base 空军基地、 naval_base 海军基地、 radar_station 雷达站、 rocket_test 火箭测试场、nuclear_reactor 核反应堆) type = add_corps which = [name] value = [land/air/naval] when = [leader ID] where = [province_ID] 在某省增加某将领率领的某名称的某种部队 type = activate_division which = [div id type] value = [div id id] [where = province] when = [0/1] 在某省份刷出某部队,when = 0 的话则该部队在该省份被敌人夺取的情况 下进入冰箱,不然就刷在那跟敌人掐上了。如果此命令之上有 add_corps 这个命令,则此命 令增加的部队直接加入 add_corps 增加的那个部队 type = add_division which = [name] value = [div type] when = model where = [brigade type] 增加一个带某种加强旅的某名称的某种部队,加强旅是你目前能造的最新款的,同上一条, 如果有 add_corps 命令的话加入 add_corps 增加的部队,不然进冰箱这个具体解释一下,以我修正的 CHI 落日触发事件的部分指令为例: action_a = { name = &不要白不要 & command = { type = add_corps which = &白送你一支部队 & value = land where = 1235 } #nanjing command = { type = add_division which = &白送你一个指挥部 & value = hq when = 2 } command = { type = add_division which = &还白送一个步兵师 & value = infantry when = 2 where = anti_air } command = { type = add_corps which = &taipei 军 & value = land where = 1323 } #taipei command = { type = add_division which = &1 大队 & value = garrison when = 2 where = anti_air } command = { type = add_division which = &2 大队 & value = garrison when = 2 where = artillery } command = { type = add_division which = &3 大队 & value = garrison when = 2 where = artillery } } 效果是在 nanjing 刷一个 2 级(41 年)指挥部和一个 2 级(41 年)带防空旅的步兵师,并且 这两个师隶属于 add_corps 增加的那个“白送你一支部队” ;taipei 的同理type = remove_division which = [div id type/-1] value = [div id id] 从剧本中移 除某部队,该指令可以在啤酒馆的整编事件中见到 type = remove_division which = &Exact Name& value = [country tag] 从剧本中移除 某国的某部队 type = damage_division which = [div id type/-1] value = [div id id] where = X 某 部队损失 X%的兵力 type = disorg_division which = [div id type/-1] value = [div id id] where = X 某 部队损失 X%的组织度 type = end_access which = [country tag] 取消某国在你这的军事通行 type = leave_alliance 退出当前联盟 type = end_non_aggression which = [country1] where = [country2] 撕毁这两国的互 不侵犯条约 type = non_aggression which = [country1] where = [country2] 两国签订互不侵犯条 约 type = end_trades which = [country1] where = [country2] 取消两国所有贸易单子 type = end_guarantee which = [country1] where = [country2] 1 不再保证 2 的独立 type = guarantee which = [country1] where = [country2] 1 保证 2 的独立 type = allow_convoy_escorts 允许建造运输舰和护卫舰(生产界面里运送资源那种) type = transport_pool which = [country] value = X 某国增加运输舰,X 为负的话是 减少 type = escort_pool which = [country] value = X 某国增加护卫舰,X 为负的话是减少 type = peacetime_ic_mod value = X(%) 增加 X%的和平时期 IC 修正,具体可见英法美的 备战事件,把开局的和平时期惩罚补回来了 type = end_puppet 结束该国的傀儡状态(老子不归你管啦) type = end_mastery which = [country tag] 失去对某国的宗主权(天要下雨,娘要嫁人, 随他去了) type = convoy which = [startprov] value = [endprov] when = [resource_bits] 增加 从某地到某地的资源运输,when = 那里 1=oil, 2=metal, 4=energy, 8=rare_materials, 16=supplies type = domestic which = [] value = X 某项国策值改变 X 点,X 为负的话是减少,国策 的增加是向左,减少向右,切记切记 (democratic/political_left/free_market/freedom/professional_army/defense_lobby/ interventionism) type = set_domestic which = [] value = X 将某项国策设定为 X,X 可以从 1 到 10,1 是最右边,10 是最左边 type = deactivate which = [tech id] 某技术对该国永久不可用type = tc_mod value = X(%) 增加该国 TC 修正率 X%,X 为负的话是减少 type = tc_occupied_mod value = X(%) 改变占领区 TC 修正率 type = attrition_mod value = X(%) 改变 TC 消耗率 type = supply_dist_mod value = X(%) 改变远程补给率 (步兵科技里的 TC 研究管这些)type = repair_mod value = X(%)改变维修效率,TC 研究边上那四个管这个type = research_mod value = X(%) 改变研究效率,计算机研究管这个 type = scrap_model which = [div type] value = [model] 某种部队/加强旅过期,就是 说被淘汰了,有更新款了,兵种研究管这个 type = allow_building which = [building type] 允许建造某种设施,建筑工程研究管 这个 type = building_prod_mod which = [building type] value = X% 生产加成,注意了, 这里的 X 为正数才是减少 X%的生产时间 type = convoy_prod_mod which = [escorts/transports] value = X% 运输舰和护卫舰的 生产加成,同上 type = radar_eff value = X(%) 雷达效率 type = info_may_cause which = [tech id] 开启某项科技的前提 type = gas_attack 允许毒气攻击!? type = gas_protection 允许毒气防御!? type = activate which = [tech id] 某项科技可以研究了,秘密武器都是通过这个开启 的 type = task_efficiency which = [task type] value = X 任务效率,范围从 0.1 到 10 type = add_prov_resource which = [prov id/-1/-4] value = X where = [] 增加某省 份的某资源产量,-1 随机省份,-4 已有该资源产出的随机省份 (where = energy/metal/oil/rare_materials) type = max_positioning which = [div type] value = X 最大位置?范围从 0.1 到 10 type = min_positioning which = [div type] value = X 最小位置?范围从 0.1 到 10 type = max_reactor_size value = X 反应堆最大数量 type = abomb_production 允许生产大杀器 type = double_nuke_prod 双倍大杀器生产率 type = songs Music, come on! type = lock_division which = [id type] value = [id id] 锁定某单位 type = unlock_division which = [id type] value = [id id] 解锁某单位 type = [] 火星 IC 及资源产出,用于领土上无 IC 无资源的国家,比如被赶到非洲去的法 国,还有那些解放出来的非洲国家,克罗地亚也有 (free_ic/free_oil/free_supplies/free_money/free_metal/free_energy/free_rare_mate rial/free_transport/free_convoy/free_manpower) type = change_policy which = [] value = X 改变国策 (democratic/political_left/free_market/freedom/professional_army/defense_lobby/ interventionism) type = ai_prepare_war which = [tag] AI 准备掐某国了 type = start_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard] 某省天变 type = add_to_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard] 增加某地不会出现的天气,比如在赤道下雪 type = end_pattern which = [id type] value = [id id] 某种天气效果要结束了 type = set_ground which = [prov id] value = [clear/muddy/winter] 改变某省地面状 况 (以上的在 MIH 太常见了,尤其是元首提前打法国的时候,以及打毛子的时候,哎)type type type type type type type type type= = = = = = = = =counterattack value = x(%) 增加 X%反击几率 assault value = x(%) 增加 X%强攻几率 encirclement value = x(%) 增加 X%包围几率 ambush value = x(%) 增加 X%伏击几率 delay value = x(%) 增加 X%阻滞几率 tactical_withdrawal value = x(%) 增加 X%战术撤退几率 breakthrough value = x(%) 增加 X%突破几率 hq_supply_eff value = X(%) 指挥部补给效率加成 sce_frequency value = X(%) 战术发动几率type = enable_task which = [task type] 允许执行某种任务,这个在空军和海军学说里 最常见了,允许空中封锁允许猎杀运输舰之类的command = { type = [new_model] which = [division or brigade type] value = [The model number] } 产品升级换代了 command = { type = activate_unit_type which = [division or brigade type] } 允许 某种部队类型的建造 command = { type = deactivate_unit_type which = [division or brigade type] } 不 能再造某种类型 command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] } 飞弹和 火箭可以带大杀器了 command = { type = missile_carrier which = [submarine] } 核潜艇可以带大杀器了, 在游戏里怎么没见过command = { type = [unit value] which = [land/division type/brigade type] value = [additive value modifier] } 陆军单位属性改变 [unit value]有: soft_attack/hard_attack/ground_defense/air_attack/air_defense:攻防能力 build_cost/build_time/manpower:建造成本和时间 speed 速度/max_organization 组织度/transport_weight 战略转移时耗费的 TC supply_consumption/fuel_consumption:物资和燃油消耗 speed_cap_art/speed_cap_eng/speed_cap_at/speed_cap_aa:搭载加强旅后的速度command = { type = [] which = [air/division type/brigade type] value = [additive value modifier] } 空军单位属性改变 air_attack/strategic_attack/tactical_attack/naval_attack/air_defense/ build_cost/build_time/manpower/speed/ surface_detection/air detection/transport_capacity/ supply_consumption/fuel_consumption/rangecommand = { type = [] which = [naval/division type/brigade type] value = [additive value modifier] } 海军单位属性改变 naval_attack/air_attack/shore_attack/naval_defense/air_defense/ build_cost/build_time/manpower/ speed/surface_detection/air detection/visibility/transport_capacity/ supply_consumption/fuel_consumption/range对于 build_time 和 build_cost 项,可以在后面加上 where = relative 这表示 value 值是一个相对比例而不是一个绝对数值 也就是说,这种情况下,有一个默认的基础 value 值(为 0) ,而你写的 value 是在这个基础 上的比例变动,比如说 value = 10 就是增加 10%,-10 就是减少 10%command = { type = [] which = [division type/brigade type] value = [X%] } desert_attack/desert_defense/mountain_attack/mountain_defense/hill_attack/hill_d efense/forest_attack/forest_defense/swamp_attack/swamp_defense/urban_attack/urba n_defense/river_attack/shore_attack/paradrop_attack 陆军单位在各种地形的作战属性修正command = { type = [] which = [division type/brigade type] value = [X%] } desert_move/mountain_move/hill_move/forest_move/swamp_move/urban_move/river_cros sing 陆军单位在各种地形的移动修正command = { type = [] which = [division type/brigade type] value = [X%] } frozen_attack/frozen_defense/snow_attack/snow_defense/blizzard_attack/blizzard_d efense/rain_attack/rain_defense/storm_attack/storm_defense/muddy_attack/muddy_de fense 陆军单位在各种天气下的作战效率修正command = { type = [] which = [division type/brigade type] value = [X%] } frozen_move/snow_move/blizzard_move/rain_move/storm_move/muddy_move 陆军单位在各种天气下的移动修正command = { type = [] which = [] value = [X] } snow_attack/rain_attack interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane 空军单位的雪天和雨天攻击修正command = { type = [] which = [] value = [X] } snow_move/blizzard_move/rain_move/storm_move interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane/tra nsport_plane 空军单位在各种天气下的移动修正command = { type = [] which = [] value = [X] } snow_attack/rain_attack battleship/cruiser/destroyer/carrier/submarine/transports 海军单位在雪天和雨天的攻击修正command = { type = [] which = [] value = [X] } snow_move/blizzard_move/rain_move/storm_move battleship/cruiser/destroyer/carrier/submarine/transports 海军单位在各种天气下的移动修正command = { type = night_move/night_attack/night_defense which = [division type/brigade type] value = [X] } 陆军单位的夜间修正Minisubs(战列舰和航母攻击港口时有这个攻击加成) command = { type = minisub_bonus value = [X] } 这个 X 不是增加数值,而是直接设定数值command = { type = surprise which = [naval/land/air] value = [X%] } 奇袭概率,珍珠港事件有command = { type = intelligence which = [us/them] value = [X%] } 情报工作概率,译码解码科技管这个command = { type = army_detection which = [us/them] value = [X%] } 部队侦查概率command = { type = AA_batteries value = [X%] } 防空火力command = { type = industrial_multiplier [energy_to_oil/oil_to_rare_materials] value = [X] } 煤转油或油转稀有 举例:energy_to_oil 4 就是 4 能源转 1 石油,0.5 是指 1 能源转 2 石油which=command = { type = industrial_modifer which = [total/supplies] value = [X%] } 工业效率修正 total 是指全修正,也就是在 IC 那里可以看到的科技修正 supplies 是指补给生产修正 附上几类 types,我就不翻译了: Building Types: [ic, coastal_fort, land_fort, flak, infrastructure, radar_station, nuclear_reactor, rocket_test]air_base,naval_base,Task Types: [attack, rebase, strat_redeploy, support_attack, support_defense, reserves, anti_partisan_duty, air_superiority, ground_attack, runway_cratering, installation_strike, interdiction, naval_strike, port_strike, logistical_strike, strategic_bombardment, air_supply, airborne_assault, convoy_raiding, asw, naval_interdiction, shore_bombardment, amphibous_assault, sea_transport, naval_combat_patrol]Resource Types: [oil, metal, energy, rare_materials, supplies, money]
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