This commit is contained in:
Kalospacer
2023-06-14 01:40:30 +00:00
74 changed files with 35322 additions and 17235 deletions

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@@ -1,8 +1,8 @@
###################
# Governor Traits #
###################
RG_leader_trait_governor_gray = { #总督特质
RG_leader_trait_governor_gray = {
#总督特质
cost = 0
inline_script = {
script = trait/icon_psionic
@@ -24,15 +24,17 @@ RG_leader_trait_governor_gray = { #总督特质
planet_jobs_alloys_produces_mult = 0.25
planet_jobs_engineering_research_produces_mult = 0.25
starbase_shipyard_build_cost_mult = -0.25
starbase_shipyard_build_speed_mult = -0.30
starbase_shipyard_build_speed_mult = -0.3
}
leader_class = {
governor
}
leader_class = { governor }
initial = no
randomized = no
}
RG_leader_trait_ruler_gray = { #天选化身
RG_leader_trait_ruler_gray = {
#天选化身
cost = 0
inline_script = {
script = trait/icon_psionic
@@ -150,13 +152,15 @@ RG_leader_trait_ruler_gray = { #天选化身
country_base_influence_produces_add = 1
mult = owner.rg_gray_level
}
leader_class = { governor }
leader_class = {
governor
}
initial = no
randomized = no
}
RG_leader_trait_admiral_gray_1 = { #1级舰长
RG_leader_trait_admiral_gray_1 = {
#1级舰长
cost = 0
inline_script = {
script = trait/icon_psionic
@@ -171,18 +175,21 @@ RG_leader_trait_admiral_gray_1 = { #1级舰长
}
immortal_leaders = yes
modifier = {
ship_armor_mult = 1.0
ship_hull_mult = 1.0
ship_armor_mult = 1
ship_hull_mult = 1
ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 1
ship_armor_regen_add_perc = 1
}
leader_class = { admiral }
leader_class = {
admiral
}
initial = no
randomized = no
}
RG_leader_trait_admiral_gray_2 = { #2级舰长
RG_leader_trait_admiral_gray_2 = {
#2级舰长
cost = 0
inline_script = {
script = trait/icon_psionic
@@ -197,18 +204,21 @@ RG_leader_trait_admiral_gray_2 = { #2级舰长
}
immortal_leaders = yes
modifier = {
ship_armor_mult = 2.0
ship_hull_mult = 2.0
ship_armor_mult = 2
ship_hull_mult = 2
ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 2
ship_armor_regen_add_perc = 2
}
leader_class = { admiral }
leader_class = {
admiral
}
initial = no
randomized = no
}
RG_leader_trait_admiral_gray = { #3级舰长默认
RG_leader_trait_admiral_gray = {
#3级舰长默认
cost = 0
inline_script = {
script = trait/icon_psionic
@@ -229,12 +239,15 @@ RG_leader_trait_admiral_gray = { #3级舰长默认
ship_hull_regen_add_perc = 5
ship_armor_regen_add_perc = 5
}
leader_class = { admiral }
leader_class = {
admiral
}
initial = no
randomized = no
}
RG_leader_trait_scientist_gray = { #科学家特质
RG_leader_trait_scientist_gray = {
#科学家特质
cost = 0
inline_script = {
script = trait/icon_psionic
@@ -249,20 +262,22 @@ RG_leader_trait_scientist_gray = { #科学家特质
}
immortal_leaders = yes
modifier = {
all_technology_research_speed = 0.5
ship_archaeological_site_excavation_speed_mult = 0.5
science_ship_survey_speed = 1.0
ship_windup_mult = -1.0
science_ship_survey_speed = 1
ship_windup_mult = -1
ship_speed_mult = 0.5
ship_anomaly_generation_chance_mult = -1.0
ship_anomaly_generation_chance_mult = -1
}
leader_class = {
scientist
}
leader_class = { scientist }
initial = no
randomized = no
}
RG_leader_trait_general_gray = { #将军特质
RG_leader_trait_general_gray = {
#将军特质
cost = 0
inline_script = {
script = trait/icon_psionic
@@ -278,10 +293,12 @@ RG_leader_trait_general_gray = { #将军特质
immortal_leaders = yes
modifier = {
army_collateral_damage_mult = 0.15
army_disengage_chance_mult = 0.50
army_disengage_chance_mult = 0.5
army_health = 0.35
}
leader_class = { general }
leader_class = {
general
}
initial = no
randomized = no
}
@@ -305,7 +322,9 @@ RG_leader_trait_general_gray_skill = {
army_health = 0.05
mult = owner.rg_general_skill_combat_daypassed_variable
}
leader_class = { general }
leader_class = {
general
}
initial = no
randomized = no
destiny_background_icon = "GFX_leader_background_destiny_1"
@@ -321,7 +340,8 @@ RG_leader_trait_admiral_fake_dragon = {
COUNCIL = no
TIER = none
}
self_modifier = { # 不知道什么时候专属特质加100%经验率已经变成国际公约力
self_modifier = {
# 不知道什么时候专属特质加100%经验率已经变成国际公约力
species_leader_exp_gain = 1
}
modifier = {
@@ -329,8 +349,9 @@ RG_leader_trait_admiral_fake_dragon = {
ship_hull_mult = 0.2
ship_weapon_damage = 0.2
}
leader_class = { admiral }
leader_class = {
admiral
}
initial = no
randomized = no
}
@@ -368,13 +389,14 @@ RG_leader_trait_admiral_timed_life = {
}
}
}
ship_armor_mult = 10.0
ship_hull_mult = 10.0
ship_weapon_damage = 10.0
ship_armor_mult = 10
ship_hull_mult = 10
ship_weapon_damage = 10
custom_tooltip_with_modifiers = rg_timed_life_millennium
}
leader_class = { admiral }
leader_class = {
admiral
}
initial = no
randomized = no
}
@@ -418,8 +440,9 @@ RG_leader_trait_admiral_born_tobe_dragon = {
ship_weapon_damage = 0.01
custom_tooltip_with_modifiers = rg_timed_life_millennium_reborn
}
leader_class = { admiral }
leader_class = {
admiral
}
initial = no
randomized = no
}
}

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@@ -0,0 +1,387 @@
leader_trait_wg_gray_affection = {
cost = 0
inline_script = {
script = trait/wg_new_leader_affection_trait
LEADER_TYPE = wg_gray
}
#governor
triggered_modifier = {
# lv2
potential = {
leader_class = governor
check_variable = {
which = affection
value >= wg_leader_affection_to_lv2
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv3
}
}
planet_district_city_build_speed_mult = 0.2
planet_district_generator_build_speed_mult = 0.2
planet_district_farming_build_speed_mult = 0.2
planet_district_mining_build_speed_mult = 0.2
planet_districts_minerals_cost_add = -100
planet_stability_add = 5
}
triggered_modifier = {
# lv3
potential = {
leader_class = governor
check_variable = {
which = affection
value >= wg_leader_affection_to_lv3
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv4
}
}
planet_researchers_physics_research_produces_mult = 0.04
planet_researchers_society_research_produces_mult = 0.04
planet_researchers_engineering_research_produces_mult = 0.04
planet_district_city_build_speed_mult = 0.2
planet_district_generator_build_speed_mult = 0.2
planet_district_farming_build_speed_mult = 0.2
planet_district_mining_build_speed_mult = 0.2
planet_districts_minerals_cost_add = -100
planet_stability_add = 5
}
triggered_modifier = {
# lv4
potential = {
leader_class = governor
if = {
limit = {
has_leader_flag = married
}
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv5
}
}
else = {
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
}
}
planet_researchers_physics_research_produces_mult = 0.08
planet_researchers_society_research_produces_mult = 0.08
planet_researchers_engineering_research_produces_mult = 0.08
planet_district_city_build_speed_mult = 0.2
planet_district_generator_build_speed_mult = 0.2
planet_district_farming_build_speed_mult = 0.2
planet_district_mining_build_speed_mult = 0.2
planet_districts_minerals_cost_add = -100
planet_stability_add = 5
}
triggered_modifier = {
# lv5
potential = {
leader_class = governor
check_variable = {
which = affection
value >= wg_leader_affection_to_lv5
}
has_leader_flag = married
}
planet_researchers_physics_research_produces_mult = 0.15
planet_researchers_society_research_produces_mult = 0.15
planet_researchers_engineering_research_produces_mult = 0.15
planet_district_city_build_speed_mult = 1
planet_district_generator_build_speed_mult = 1
planet_district_farming_build_speed_mult = 1
planet_district_mining_build_speed_mult = 1
planet_districts_minerals_cost_add = -150
planet_stability_add = 5
terraform_speed_mult = 0.3
planet_decision_enact_speed_mult = 0.15
}
#admiral
triggered_modifier = {
# lv2
potential = {
leader_class = admiral
check_variable = {
which = affection
value >= wg_leader_affection_to_lv2
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv3
}
}
ship_evasion_add = 5
ship_tracking_add = 5
ship_accuracy_add = 5
ship_shield_mult = 0.5
ship_hull_mult = 0.5
ship_speed_mult = 0.2
ship_hull_regen_add_static = 10
ship_armor_regen_add_static = 10
}
triggered_modifier = {
# lv3
potential = {
leader_class = admiral
check_variable = {
which = affection
value >= wg_leader_affection_to_lv3
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv4
}
}
ship_evasion_add = 5
ship_accuracy_add = 5
ship_tracking_add = 5
ship_shield_mult = 1
ship_hull_mult = 1
ship_weapon_damage = 0.2
ship_fire_rate_mult = 0.2
ship_speed_mult = 0.25
ship_hull_regen_add_static = 20
ship_armor_regen_add_static = 20
}
triggered_modifier = {
# lv4
potential = {
leader_class = admiral
if = {
limit = {
has_leader_flag = married
}
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv5
}
}
else = {
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
}
}
ship_evasion_add = 10
ship_accuracy_add = 10
ship_tracking_add = 10
ship_shield_mult = 1.5
ship_hull_mult = 1.5
ship_weapon_damage = 0.4
ship_fire_rate_mult = 0.4
ship_speed_mult = 0.3
ship_hull_regen_add_static = 30
ship_armor_regen_add_static = 30
}
triggered_modifier = {
# lv5
potential = {
leader_class = admiral
check_variable = {
which = affection
value >= wg_leader_affection_to_lv5
}
has_leader_flag = married
}
ship_evasion_add = 15
ship_accuracy_add = 15
ship_tracking_add = 15
ship_shield_mult = 2.5
ship_hull_mult = 2.5
ship_weapon_damage = 0.7
ship_fire_rate_mult = 0.7
ship_speed_mult = 0.5
ship_hull_regen_add_static = 50
ship_armor_regen_add_static = 50
}
#scientist
triggered_modifier = {
# lv2
potential = {
leader_class = scientist
check_variable = {
which = affection
value >= wg_leader_affection_to_lv2
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv3
}
}
science_ship_survey_speed = 0.1
ship_anomaly_research_speed_mult = 0.1
ship_disengage_chance_mult = 0.3
}
triggered_modifier = {
# lv3
potential = {
leader_class = scientist
check_variable = {
which = affection
value >= wg_leader_affection_to_lv3
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv4
}
}
science_ship_survey_speed = 0.2
ship_anomaly_research_speed_mult = 0.25
ship_shield_mult = 0.25
ship_armor_mult = 0.25
ship_disengage_chance_mult = 0.3
}
triggered_modifier = {
# lv4
potential = {
leader_class = scientist
if = {
limit = {
has_leader_flag = married
}
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv5
}
}
else = {
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
}
}
science_ship_survey_speed = 0.3
ship_anomaly_research_speed_mult = 0.35
ship_shield_mult = 0.35
ship_armor_mult = 0.35
ship_disengage_chance_mult = 0.35
ship_anomaly_generation_chance_mult = 0.2
}
triggered_modifier = {
# lv5
potential = {
leader_class = scientist
check_variable = {
which = affection
value >= wg_leader_affection_to_lv5
}
has_leader_flag = married
}
science_ship_survey_speed = 0.5
ship_anomaly_research_speed_mult = 0.5
ship_shield_mult = 0.5
ship_armor_mult = 0.5
ship_disengage_chance_mult = 0.5
ship_anomaly_generation_chance_mult = 0.5
}
#general
triggered_modifier = {
# lv2
potential = {
leader_class = general
check_variable = {
which = affection
value >= wg_leader_affection_to_lv2
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv3
}
}
army_experience_gain_mult = 0.1
army_morale_damage_mult = 0.1
army_disengage_chance_mult = 0.2
}
triggered_modifier = {
# lv3
potential = {
leader_class = general
check_variable = {
which = affection
value >= wg_leader_affection_to_lv3
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv4
}
}
army_experience_gain_mult = 0.25
army_morale_damage_mult = 0.25
army_disengage_chance_mult = 0.4
armies_upkeep_mult = -0.2
army_collateral_damage_mult = -0.15 #"陆军连带伤害"
}
triggered_modifier = {
# lv4
potential = {
leader_class = general
if = {
limit = {
has_leader_flag = married
}
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
check_variable = {
which = affection
value < wg_leader_affection_to_lv5
}
}
else = {
check_variable = {
which = affection
value >= wg_leader_affection_to_lv4
}
}
}
army_experience_gain_mult = 0.5
army_morale_damage_mult = 0.5
army_disengage_chance_mult = 0.6
armies_upkeep_mult = -0.4
army_collateral_damage_mult = -0.3 #"陆军连带伤害"
}
triggered_modifier = {
# lv5
potential = {
leader_class = general
check_variable = {
which = affection
value >= wg_leader_affection_to_lv5
}
has_leader_flag = married
}
army_experience_gain_mult = 0.8
army_morale_damage_mult = 0.8
army_disengage_chance_mult = 1
armies_upkeep_mult = -0.8
army_collateral_damage_mult = -0.8 #"陆军连带伤害"
}
leader_class = {
governor
admiral
scientist
general
}
initial = no
randomized = no
notify_on_gained = no
}