欧陆风云4君主能力加成mod及好玩的触发修正
要想更加还原圣君的历史
光点数来衡量是远远不够的
这里我特意写了一个mod来加强君主能力
这个在common中的triggered_modifiers
你要自建mod文件 把下面复制到任意一个txt文件中就行


https://www.bilibili.com/read/cv6346766
这里也体现了君主能力加成
超过5军事点就能快速占地

# Triggered modifiers are here.
# these are checked for each countries once/month and then applied.
#
# Effects are fully scriptable here.
######################################
# Ruler Ability Modifer
######################################
ADM_LV1 = {
potential = {
ADM = 0
NOT = { ADM = 1 }
}
trigger = { NOT = { government = republic } }
global_tax_modifier = -0.3
production_efficiency = -0.3
global_unrest = 3
stability_cost_modifier = 0.3
global_autonomy = 0.2
yearly_corruption = 0.3
adm_tech_cost_modifier = 0.2
}
ADM_LV2 = {
potential = {
ADM = 1
NOT = { ADM = 2 }
}
trigger = { NOT = { government = republic } }
global_tax_modifier = -0.20
production_efficiency = -0.20
global_unrest = 2
stability_cost_modifier = 0.20
global_autonomy = 0.10
yearly_corruption = 0.2
}
ADM_LV3 = {
potential = {
ADM = 2
NOT = { ADM = 3 }
}
trigger = { NOT = { government = republic } }
global_tax_modifier = -0.1
production_efficiency = -0.1
global_unrest = 1
stability_cost_modifier = 0.1
global_autonomy = 0.05
yearly_corruption = 0.1
}
ADM_LV4 = {
potential = {
ADM = 4
NOT = { ADM = 5 }
}
trigger = { NOT = { government = republic } }
global_tax_modifier = 0.1
production_efficiency = 0.1
global_unrest = -1
stability_cost_modifier = -0.1
global_autonomy = -0.1
yearly_corruption = -0.1
}
ADM_LV5 = {
potential = {
ADM = 5
NOT = { ADM = 6 }
}
trigger = { NOT = { government = republic } }
global_tax_modifier = 0.2
production_efficiency = 0.2
global_unrest = -2
stability_cost_modifier = -0.2
global_autonomy = -0.15
yearly_corruption = -0.15
}
ADM_LV6 = {
potential = {
ADM = 6
NOT = { ADM = 9 }
}
trigger = { NOT = { government = republic } }
global_tax_modifier = 0.3
production_efficiency = 0.3
global_unrest = -3
stability_cost_modifier = -0.3
global_autonomy = -0.15
yearly_corruption = -0.2
adm_tech_cost_modifier = -0.1
}
DIP_LV1 = {
potential = {
DIP = 0
NOT = { DIP = 1 }
}
trigger = { NOT = { government = republic } }
diplomatic_reputation = -3
improve_relation_modifier = -0.3
trade_efficiency = -0.3
global_trade_power = -0.3
naval_morale = -0.3
global_ship_cost = 0.3
dip_tech_cost_modifier = 0.1
yearly_corruption = 0.15
}
DIP_LV2 = {
potential = {
DIP = 1
NOT = { DIP = 2 }
}
trigger = { NOT = { government = republic } }
diplomatic_reputation = -2
improve_relation_modifier = -0.2
trade_efficiency = -0.20
global_trade_power = -0.20
naval_morale = -0.20
global_ship_cost = 0.20
yearly_corruption = 0.1
}
DIP_LV3 = {
potential = {
DIP = 2
NOT = { DIP = 3 }
}
trigger = { NOT = { government = republic } }
diplomatic_reputation = -1
improve_relation_modifier = -0.1
trade_efficiency = -0.1
global_trade_power = -0.1
naval_morale = -0.1
global_ship_cost = 0.1
yearly_corruption = 0.05
}
DIP_LV4 = {
potential = {
DIP = 4
NOT = { DIP = 5 }
}
trigger = { NOT = { government = republic } }
diplomatic_reputation = 1
improve_relation_modifier = 0.1
trade_efficiency = 0.1
global_trade_power = 0.1
naval_morale = 0.1
global_ship_cost = -0.1
yearly_corruption = -0.05
}
DIP_LV5 = {
potential = {
DIP = 5
NOT = { DIP = 6 }
}
trigger = { NOT = { government = republic } }
diplomatic_reputation = 2
improve_relation_modifier = 0.2
trade_efficiency = 0.2
global_trade_power = 0.2
naval_morale = 0.2
global_ship_cost = -0.2
yearly_corruption = -0.05
}
DIP_LV6 = {
potential = {
DIP = 6
NOT = { DIP = 9 }
}
trigger = { NOT = { government = republic } }
diplomatic_reputation = 3
improve_relation_modifier = 0.3
trade_efficiency = 0.3
global_trade_power = 0.3
naval_morale = 0.3
global_ship_cost = -0.3
dip_tech_cost_modifier = -0.1
yearly_corruption = -0.1
}
MIL_LV1 = {
potential = {
MIL = 0
NOT = { MIL = 1 }
}
trigger = { NOT = { government = republic } }
land_morale = -0.2
discipline = -0.1
fire_damage = -0.2
shock_damage = -0.2
fire_damage_received = 0.2
shock_damage_received = 0.2
mil_tech_cost_modifier = 0.1
yearly_corruption = 0.15
}
MIL_LV2 = {
potential = {
MIL = 1
NOT = { MIL = 2 }
}
trigger = { NOT = { government = republic } }
land_morale = -0.15
discipline = -0.05
fire_damage = -0.15
shock_damage = -0.15
fire_damage_received = 0.15
shock_damage_received = 0.15
yearly_corruption = 0.1
}
MIL_LV3 = {
potential = {
MIL = 2
NOT = { MIL = 3 }
}
trigger = { NOT = { government = republic } }
land_morale = -0.1
discipline = -0.025
fire_damage = -0.1
shock_damage = -0.1
fire_damage_received = 0.1
shock_damage_received = 0.1
yearly_corruption = 0.05
}
MIL_LV4 = {
potential = {
MIL = 4
NOT = { MIL = 5 }
}
trigger = { NOT = { government = republic } }
land_morale = 0.05
discipline = 0.025
fire_damage = 0.05
shock_damage = 0.05
fire_damage_received = -0.05
shock_damage_received = -0.05
yearly_corruption = -0.05
}
MIL_LV5 = {
potential = {
MIL = 5
NOT = { MIL = 6 }
}
trigger = { NOT = { government = republic } }
land_morale = 0.10
discipline = 0.05
fire_damage = 0.1
shock_damage = 0.1
fire_damage_received = -0.1
shock_damage_received = -0.1
yearly_corruption = -0.05
}
MIL_LV6 = {
potential = {
MIL = 6
NOT = { MIL = 7 }
}
trigger = { NOT = { government = republic } }
land_morale = 0.15
discipline = 0.1
fire_damage = 0.15
shock_damage = 0.15
fire_damage_received = -0.15
shock_damage_received = -0.15
mil_tech_cost_modifier = -0.1
yearly_corruption = -0.1
}
好了就这些
君主能力以3为界限
低于三为负面修正
高于反之
还记的科普特圣城吗
不用改宗教文件
改一下triggered_modifiers 就行 很简单
这里我举个例子
######################################
# celestial_empire
######################################
celestial_empire = {
potential = {
has_reform = celestial_empire
}
trigger = {
owns_or_vassal_of = 1050
owns_or_vassal_of = 2120
owns_or_vassal_of = 2116
owns_or_vassal_of = 1816
owns_or_vassal_of = 1821
owns_or_vassal_of = 667
owns_or_vassal_of = 677
owns_or_vassal_of = 730
}
imperial_mandate = 0.2
global_unrest = -2.5
global_trade_power = 0.5
infantry_power = 0.20
artillery_power = 0.20
}
上面的意思是
只要拥有 1050 2120 1816 等代码城市(在history的province找)
就会获得
imperial_mandate = 0.2
global_unrest = -2.5
global_trade_power = 0.5
infantry_power = 0.20
artillery_power = 0.20
这些修正