群星国家类型

Country types specify the rules by which a country plays the game.

#国家类型指定国家玩游戏的规则。

Example:

#例如:

#name_of_country_type = {

#国家/地区类型的名称={

can_own_empty_planets #no by default, decides if empty planets belonging to country are automatically removed from the country.

#是否可以拥有空行星?默认情况下,否决定是否自动从该国移除属于该国的空行星。

playable = yes #if this type is available for players. used when listing countries for hot-joining players

#playable=yes#如果此类型适用于玩家。在列出热门加入玩家的国家/地区时使用

has_pulse_events = no #if this type gets checked for country-specific pulse events from on_action

#如果从on#U操作中检查此类型是否存在特定于国家/地区的脉冲事件,则是否有_脉冲事件=否

randomize_ethos = no #does this empire have a randomly generated ethos?

#randomize_ethos=no#这个帝国是否有随机产生的民族精神?

shuffle_pop_ethos = no #if pops belonging to this country type should mutate their ethos every now and then

#shuffle_pop_ethos=no#如果属于这种国家类型的流行音乐应该时不时地改变他们的民族精神

sub_title = “EXAMPLE_COUNTRY” #sub title that will be shown for this empire. Like “Example Federation - Fallen Empire”

#sub_title=“EXAMPLE_COUNTRY”#将为该帝国显示的子标题。如“EXAMPLE Federation-堕落帝国”

sub_title_desc = “EXAMPLE_COUNTRY_DESC” #description for the sub title. used in tooltips

#sub_title_desc=“EXAMPLE_COUNTRY_desc”#子标题的说明。用于工具提示

needs_survey = no #default no, if yes then planets must be surveyed before they can be colonized, also if yes a science ship is needed for exploration.

#needs_survey=no#默认为no,如果是,则必须先对行星进行勘测,然后才能对其进行殖民,如果是,还需要一艘科学船进行探索。

has_complete_sensor = no #default no, if yes then empire has complete sensor of the galaxy

#has_complete_sensor=否#默认为否,如果是,则帝国拥有银河系的完整传感器

has_capital = yes #default is yes, capital always exists but toggling this no hides any mention of the capital planet being a capital.

#has_capital=yes#默认值为yes,资本始终存在,但切换为no会隐藏任何关于资本星球是资本的提及。

enforces_borders = yes #default is yes, if the country doesn’t enforce it’s borders people are always free to enter.

#enforces_borders=yes#默认值为yes,如果该国不强制执行其边界,人们总是可以自由进入。

can_planets_be_attacked = yes #default yes, if no then planets owned by this country type can not be attacked

#是否可以攻击行星=是#默认为是,如果否,则无法攻击该国家类型拥有的行星

colonizing_title = “COLONIZING_PLANET_DEFAULT” #localization key for colonization view title

#殖民化_title=“殖民化_星球_默认值”#殖民化视图标题的本地化键

colonizing_desc = “PLANET_VIEW_UNDER_COLONIZATION_DEFAULT_DESC” #localization key for colonization view desc

#殖民化_desc=“星球_视图_在_殖民化_默认_desc”下#殖民化视图描述的本地化键

orbital_bombardment = yes #default yes, does orbital bombardment

#轨道轰炸=是#默认是,轨道轰炸

diplomatic_wars = no #default no, decides if the country needs to declare war to be hostile, only works against countries who also have diplomatic wars toggled on

#外交战争=否#默认为否,决定该国是否需要宣战以保持敌对状态,只适用于那些同时进行外交战争的国家

attack_unarmed_orbital_stations = no #default no, decides if the country should attack unarmed orbital (mining, research & observation stations) without explicit orders to do so

#攻击非武装轨道站=否默认否,决定国家是否应在没有明确命令的情况下攻击非武装轨道站(采矿、研究和观测站)

ship_disengagement = no #default no, decides if the country’s ships can flee from battle instead of fighting to the death

#ship_Distacing=no#默认为no,决定该国船只是否可以逃离战场,而不是战斗到死亡

army_disengagement = no #default no, decides if the country’s armies can flee from battle instead of fighting to the death

#陆军脱离接触=否#默认为否,决定国家军队是否可以逃离战场而不是战斗到死亡

min_navy_for_wars = 0 #default 0, decides how large a navy this country wants (out of desired size) before declaring any wars

#min_navy_for_wars=0#默认值为0,在宣布任何战争之前,决定这个国家想要多大的海军(超出预期规模)

min_assault_armies_for_wars = 1 #default 1, deciades how many assault armies the country wants before declaring any wars

#min_Attack_Armys_for_wars=1#默认值1,决定国家在宣战前需要多少突击军

share_communications = no #default yes, decides if they share communciations with anyone you have contact with

#share_communications=no#默认为yes,决定他们是否与您联系的任何人共享通信

relations = no #default no, this controls whether the country makes us of opinion

#关系=否#默认为否,这控制国家是否让我们发表意见

fallen_empire = no #default no, this controls whether the empire uses the special Fallen Empire AI

#堕落帝国=否#默认否,此选项控制帝国是否使用特殊的堕落帝国AI

awakened_fallen_empire = no #default no, this controls whether the empire uses the special Awakened Fallen Empire AI

#唤醒堕落帝国=否#默认否,此选项控制帝国是否使用特殊的唤醒堕落帝国AI

piracy_risk = no #default no, this controls whether the empire has piracy risk

#盗版风险=否#默认否,这控制帝国是否存在盗版风险

uses_special_buildables = no #default no, this controls whether this empire builds global ship designs that are defined as special buildables instead of normal designable ships

#使用_special_buildables=no#默认否,这控制该帝国是否建造定义为特殊可建造的全球船舶设计,而不是普通可设计船舶

show_in_contacts_list = yes #default yes, whether to show an entry in the contacts list

#在联系人列表中显示联系人=是#默认是,是否在联系人列表中显示条目

minimalist_contacts_list_profile = no #default no, whether to show only empire name and flag in diplomacy panel in the contacts list

#极简主义者_联系人_列表_档案=否#默认否,是否在联系人列表的外交面板中仅显示帝国名称和旗帜

government = no #default yes, if yes then the country has a government

#政府=否#默认为是,如果是,则国家有政府

custom_starbase = x #if this is set, country will defined ship size for constructed starbases instead of building outposts

#custom_starbase=x#如果设置了此项,则国家将为已建造的星际基地定义船舶尺寸,而不是建造前哨站

destroys_starbases = no #if this is set to yes, country will destroy starbases instead of disabling them

#destroys_Starbase=no#如果设置为yes,则国家将销毁星基,而不是禁用它们

can_have_their_comms_shared #if this is set to yes, other countries in contact with this one will be able to share that contact (for countries that use custom_diplomacy)

#是否可以共享其通信?如果设置为“是”,则与此通信有联系的其他国家将能够共享该通信(适用于使用自定义外交的国家)

observable = no #Fairly self explanatory. Will not show up in list of observable countries, and cannot be tagged to as observer.

#observable=no#不言自明。不会出现在可观察国家的列表中,也不能被标记为观察员。

can_use_invalid_technology = yes #this this is set to no, there will be a hardcoded block on assigning tech whose potential trigger does not evaluate to the country

#can_use_invalid_technology=yes#如果设置为no,则在分配技术时会有一个硬编码块,其潜在触发器不会评估到该国家/地区

faction = { #these values are copied to the country and can be changed during the game

#派系={#这些值被复制到国家,并且可以在游戏期间更改

neutral = no #if yes, fleets will never attack anything and will never be attacked

#中立=否#如果是,舰队永远不会攻击任何东西,也永远不会被攻击

hostile = no #if yes, fleets will attack everything on sight ( except neutral fleets )

#敌对=否#如果是,舰队将攻击视野内的所有东西(中立舰队除外)

follow = no #if yes, fleets will follow the fleets of allies

#follow=否#如果是,舰队将跟随盟军舰队

auto_delete = yes #if yes, country will be automatically be deleted when considered dead ( usually when out of colonies and colony ships ). Should be yes in most cases but can be useful to turn off for some countries that are created by events.

#auto_delete=yes#如果是,则当认为国家已死亡时(通常在殖民地和殖民地船只之外时),将自动删除该国家。在大多数情况下应为yes,但对于由事件创建的某些国家来说,关闭该选项很有用。

needs_border_acces

#需要边界访问

hostile_when_attacked = yes #toggles if country turns hostile against attacker.

#敌方攻击时=是,如果国家对攻击者怀有敌意,则切换。

show_borders_in_us = yes #if no, borders for countries of this type will not be shown if in uncharted space

#show_borders_in_us=yes#如果否,则此类国家的边界将不会显示,如果在未标注的空间中

intel_effects_surveyed = yes # toggle if the intel system is allowed to change any surveyed planets to unsurveyed depending on intel level with this country

#intel_effects_surveved=yes#如果允许intel系统根据intel与该国家/地区的级别将任何勘测行星更改为未勘测,则切换

}

}

ai = { #block of AI settings

#ai={#ai设置块

enabled = yes #run ai for this country type? default no

#已启用=是#为此国家/地区类型运行ai?默认否

declare_war = yes #should AI declare wars? default yes

#宣战=是#AI应该宣战吗?默认是

colonizer = yes #should AI colonize? default yes

#殖民者=是#AI应该殖民者吗?默认是

internal_policies = yes #should AI update internal policies? such as edicts, changing government types etc. default yes

#内部政策=是#AI是否应该更新内部政策?如法令、更改政府类型等。默认为是

modification = yes #should AI genemod & terraform? default yes

#修改=是#AI genemod和terraform是否应该?默认为是

construction = yes #should AI build ships and buildings? default yes

#建筑=是#AI应该建造船只和建筑吗?默认是

tech = yes #should AI advance its technology? default yes

#tech=yes#AI是否应该提升其技术?默认为yes

espionage = yes #should AI use espionage? default yes

#间谍=是#AI应该使用间谍吗?默认是

ship_data #highest fleet slot size first for military ship sizes

#ship#U data#最高船队舱位尺寸军用船舶尺寸第一

modules = { #List of diferent ai modules this country type should have

#modules={#此国家/地区类型应具有的不同ai模块列表

military_minister_module

#军事部长模块

foreign_minister_module

#外交部长模块

interior_minister_module

#内政部长模块

}

}

}

}

modules = { #List of modules countries of this should have.

#模块={#这一国家应该拥有的模块列表。

#A module controls what code a country will use for a specific system, for instance we can decide to run a completely different economy module that uses cats as main currency ( if such a module exists, that is )

##一个模块控制一个国家将对特定系统使用什么代码,例如,我们可以决定运行一个完全不同的经济模块,该模块使用cats作为主要货币(如果存在这样的模块,也就是说)

#Only one module per module type is allowed

##每个模块类型只允许一个模块

standard_event_module = {}

#标准事件模块={}

standard_economy_module = {}

#标准经济模块={}

standard_leader_module = {}

#标准_leader_模块={}

standard_diplomacy_module = {}

#标准_模块={}

#contact_rule: auto (default: has first contact sites formed upon); does_first_contact_sites (uses first contact sites on others); on_action_only (no first contact site on this country, only on_first_contact event); never; always (fires on_first_contact immediately, but no site formed)

##联系人规则:自动(默认值:已形成第一个联系人网站);Do#u first_contact_网站(在其他网站上使用第一个联系人网站);on_action_only(此国家无第一个联系人网站,仅在第一个联系人事件上);never;always(立即触发第一个联系人,但未形成网站)

standard_technology_module = {}

#标准_技术_模块={}

standard_trade_routes_module = {}

#标准交易路线模块={}

standard_pop_factions_module = {}

#标准_pop_派系_模块={}

standard_expansion_module = {}

#标准扩展模块={}

}

}

#}

#}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值