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9f895b4a32
...
844db1a987
@ -2038,43 +2038,43 @@ weapon_component_template = {
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tags = {
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tags = {
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weapon_type_rg_halo
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weapon_type_rg_halo
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}
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}
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friendly_aura = {
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# friendly_aura = {
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name = "RG_ANTIBAKAHALO"
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# name = "RG_ANTIBAKAHALO"
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radius = @shipAuraRange
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# radius = @shipAuraRange
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apply_on = ships
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# apply_on = ships
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stack_info = {
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# stack_info = {
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#A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied.
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# #A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied.
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id = friendly_BAKAHALO
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# id = friendly_BAKAHALO
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priority = 233
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# priority = 233
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}
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# }
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modifier = {
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# modifier = {
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ship_shield_mult = -0.1
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# ship_shield_mult = -0.1
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ship_speed_mult = -0.1
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# ship_speed_mult = -0.1
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ship_armor_mult = -0.1
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# ship_armor_mult = -0.1
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ship_hull_mult = -0.1
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# ship_hull_mult = -0.1
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ship_shield_hardening_add = 1
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# ship_shield_hardening_add = 1
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ship_armor_hardening_add = 1
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# ship_armor_hardening_add = 1
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ship_shield_penetration_mult = 1
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# ship_shield_penetration_mult = 1
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ship_armor_penetration_mult = 1
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# ship_armor_penetration_mult = 1
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ship_weapon_range_mult = -0.1
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# ship_weapon_range_mult = -0.1
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ship_tracking_add = -10
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# ship_tracking_add = -10
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ship_engagement_range_mult = -0.1
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# ship_engagement_range_mult = -0.1
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ship_disengage_chance_mult = -0.1
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# ship_disengage_chance_mult = -0.1
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ship_ftl_jumpdrive_range_mult = -0.1
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# ship_ftl_jumpdrive_range_mult = -0.1
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ship_windup_mult = 0.1
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# ship_windup_mult = 0.1
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ship_jumpdrive_cooldown_mult = 0.1
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# ship_jumpdrive_cooldown_mult = 0.1
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}
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# }
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graphics = {
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# graphics = {
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area_effect = {
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# area_effect = {
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entity = "circle_area_entity"
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# entity = "circle_area_entity"
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dynamic_scale = yes
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# dynamic_scale = yes
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}
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# }
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ship_effect = {
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# ship_effect = {
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entity = "ship_aura_positive_entity"
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# entity = "ship_aura_positive_entity"
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dynamic_scale = no
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# dynamic_scale = no
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}
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# }
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}
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# }
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}
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# }
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hull_damage = 0
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hull_damage = 0
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shield_penetration = 0
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shield_penetration = 0
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shield_damage = 0
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shield_damage = 0
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@ -2124,51 +2124,51 @@ weapon_component_template = {
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tags = {
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tags = {
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weapon_type_rg_halo
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weapon_type_rg_halo
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}
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}
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hostile_aura = {
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# hostile_aura = {
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name = "RG_BAKAHALO"
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# name = "RG_BAKAHALO"
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radius = @shipAuraRange
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# radius = @shipAuraRange
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apply_on = ships
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# apply_on = ships
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stack_info = {
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# stack_info = {
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id = hostile_BAKAHALO
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# id = hostile_BAKAHALO
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priority = 233
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# priority = 233
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}
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# }
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modifier = {
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# modifier = {
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ship_shield_mult = -0.1
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# ship_shield_mult = -0.1
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ship_speed_mult = -0.1
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# ship_speed_mult = -0.1
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ship_armor_mult = -0.1
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# ship_armor_mult = -0.1
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ship_hull_mult = -0.1
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# ship_hull_mult = -0.1
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ship_shield_hardening_add = -1
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# ship_shield_hardening_add = -1
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ship_armor_hardening_add = -1
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# ship_armor_hardening_add = -1
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ship_shield_penetration_mult = -1
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# ship_shield_penetration_mult = -1
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ship_armor_penetration_mult = -1
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# ship_armor_penetration_mult = -1
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ship_weapon_range_mult = -0.1
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# ship_weapon_range_mult = -0.1
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ship_tracking_add = -10
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# ship_tracking_add = -10
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ship_engagement_range_mult = -0.1
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# ship_engagement_range_mult = -0.1
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ship_disengage_chance_mult = -0.1
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# ship_disengage_chance_mult = -0.1
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ship_ftl_jumpdrive_range_mult = -0.1
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# ship_ftl_jumpdrive_range_mult = -0.1
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ship_windup_mult = 1
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# ship_windup_mult = 1
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ship_jumpdrive_cooldown_mult = 1
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# ship_jumpdrive_cooldown_mult = 1
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}
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# }
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damage_per_day = {
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# damage_per_day = {
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accuracy = 0.5
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# accuracy = 0.5
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damage = {
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# damage = {
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min = 96
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# min = 96
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max = 192
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# max = 192
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}
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# }
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shield_penetration = 1
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# shield_penetration = 1
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armor_penetration = 1
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# armor_penetration = 1
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}
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# }
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graphics = {
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# graphics = {
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area_effect = {
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# area_effect = {
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entity = "circle_area_entity"
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# entity = "circle_area_entity"
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dynamic_scale = yes
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# dynamic_scale = yes
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}
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# }
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ship_effect = {
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# ship_effect = {
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entity = "ship_aura_negative_entity"
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# entity = "ship_aura_negative_entity"
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dynamic_scale = no
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# dynamic_scale = no
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}
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# }
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}
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# }
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}
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# }
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hull_damage = 0
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hull_damage = 0
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shield_penetration = 0
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shield_penetration = 0
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shield_damage = 0
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shield_damage = 0
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@ -1,138 +0,0 @@
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produces = {
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trigger = {
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OR = {
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has_trait = rg_machine_maid_trait
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}
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}
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nanites = -0.1
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multiplier = value:rg_maid_trait_mult
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}
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# vanilla
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produces = {
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trigger = {
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OR = {
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has_trait = trait_lithoid_scintillating
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has_trait = trait_advanced_scintillating
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}
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}
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rare_crystals = @lithoid_trait_resource_production
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multiplier = value:lithoid_trait_mult
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}
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produces = {
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trigger = {
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OR = {
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has_trait = trait_lithoid_gaseous_byproducts
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has_trait = trait_advanced_gaseous_byproducts
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}
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}
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exotic_gases = @lithoid_trait_resource_production
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multiplier = value:lithoid_trait_mult
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}
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produces = {
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trigger = {
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OR = {
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has_trait = trait_lithoid_volatile_excretions
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has_trait = trait_advanced_volatile_excretions
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}
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}
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volatile_motes = @lithoid_trait_resource_production
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multiplier = value:lithoid_trait_mult
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}
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produces = {
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trigger = {
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OR = {
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has_trait = trait_notofthisworld
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has_trait = trait_robot_notofthisworld
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has_trait = trait_exd
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}
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}
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physics_research = 0.5
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = astralnomical_interest_modifier
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}
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is_enslaved = no
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is_robot_pop = no
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}
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physics_research = 1
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}
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produces = {
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trigger = {
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has_trait = trait_cybernetic
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exists = owner
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owner = {
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has_country_flag = driven_neural_chorus
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}
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}
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unity = 0.1
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = particle_storm_aftermath_modifier_severity_1
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}
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}
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volatile_motes = 0.02
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = particle_storm_aftermath_modifier_severity_2
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}
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}
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volatile_motes = 0.04
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = particle_storm_aftermath_modifier_severity_3
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}
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}
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volatile_motes = 0.06
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = celestial_storm_aftermath_modifier_severity_1
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}
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}
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rare_crystals = 0.02
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = celestial_storm_aftermath_modifier_severity_2
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}
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}
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rare_crystals = 0.04
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}
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|
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = celestial_storm_aftermath_modifier_severity_3
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}
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}
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rare_crystals = 0.06
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}
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@ -12,14 +12,3 @@ rg_count_maid = {
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}
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}
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# max = 20
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# max = 20
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}
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}
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rg_maid_trait_mult = {
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base = 3
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# modifier = {
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# add = 0.5
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# planet = {
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# has_deposit = d_lithoid_crater
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# }
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# }
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}
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@ -1,192 +0,0 @@
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situation_nanties_deficit = {
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picture = GFX_evt_deficit
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category = negative
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|
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fail_icon = GFX_situation_outcome_meh
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|
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fail_icon_frame = GFX_situation_outcome_frame_green
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complete_icon = GFX_situation_outcome_bankrupcy
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|
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complete_icon_frame = GFX_situation_outcome_frame_red
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|
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on_start = {
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set_situation_flag = deficit_situation
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|
||||||
owner = {
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|
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country_event = { id = advisor.20 days = 10 random = 20 }
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|
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save_event_target_as = kaleidoscope_new_owner
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|
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}
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|
||||||
random_playable_country = {
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|
||||||
limit = {
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|
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has_country_flag = gave_kaleidoscope_to@owner
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|
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}
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|
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country_event = { id = situation.2025 days = 10 random = 20 }
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|
||||||
}
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|
||||||
}
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|
||||||
on_abort = {
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|
||||||
owner = {
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|
||||||
add_resource = {
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|
||||||
energy = @bailout_basic_base_amount
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|
||||||
mult = value:bailout_scaling_factor
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|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
start_value = 15
|
|
||||||
on_monthly = {
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|
||||||
random_events = {
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|
||||||
80 = 0
|
|
||||||
20 = origin.4170 # Payback | MSI helping you
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
stages = {
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|
||||||
deficit_first = {
|
|
||||||
icon = GFX_situation_stage_1
|
|
||||||
icon_background = GFX_situation_stage_frame_red
|
|
||||||
end = 25
|
|
||||||
modifier = {
|
|
||||||
planet_researchers_physics_research_produces_add = -0.5
|
|
||||||
planet_researchers_society_research_produces_add = -0.5
|
|
||||||
planet_researchers_engineering_research_produces_add = -0.5
|
|
||||||
diplo_weight_economy_mult = -0.1
|
|
||||||
planet_pop_assembly_reduction = 0.1
|
|
||||||
ship_disengage_chance_mult = -0.1
|
|
||||||
ship_weapon_damage = -0.20
|
|
||||||
ship_speed_mult = -0.20
|
|
||||||
}
|
|
||||||
}
|
|
||||||
deficit_second = {
|
|
||||||
icon = GFX_situation_stage_2
|
|
||||||
icon_background = GFX_situation_stage_frame_red
|
|
||||||
end = 50
|
|
||||||
modifier = {
|
|
||||||
planet_researchers_physics_research_produces_add = -1
|
|
||||||
planet_researchers_society_research_produces_add = -1
|
|
||||||
planet_researchers_engineering_research_produces_add = -1
|
|
||||||
diplo_weight_economy_mult = -0.2
|
|
||||||
planet_pop_assembly_reduction = 0.2
|
|
||||||
ship_disengage_chance_mult = -0.25
|
|
||||||
ship_weapon_damage = -0.40
|
|
||||||
ship_speed_mult = -0.40
|
|
||||||
}
|
|
||||||
}
|
|
||||||
deficit_third = {
|
|
||||||
icon = GFX_situation_stage_3
|
|
||||||
icon_background = GFX_situation_stage_frame_red
|
|
||||||
end = 75
|
|
||||||
modifier = {
|
|
||||||
planet_researchers_physics_research_produces_add = -1.5
|
|
||||||
planet_researchers_society_research_produces_add = -1.5
|
|
||||||
planet_researchers_engineering_research_produces_add = -1.5
|
|
||||||
diplo_weight_economy_mult = -0.33
|
|
||||||
planet_pop_assembly_reduction = 0.33
|
|
||||||
ship_disengage_chance_mult = -0.50
|
|
||||||
ship_weapon_damage = -0.60
|
|
||||||
ship_speed_mult = -0.60
|
|
||||||
}
|
|
||||||
}
|
|
||||||
deficit_fourth = {
|
|
||||||
icon = GFX_situation_stage_4
|
|
||||||
icon_background = GFX_situation_stage_frame_red
|
|
||||||
end = 100
|
|
||||||
on_first_enter = {
|
|
||||||
situation_event = { id = deficit.100 }
|
|
||||||
}
|
|
||||||
modifier = {
|
|
||||||
planet_researchers_physics_research_produces_add = -2
|
|
||||||
planet_researchers_society_research_produces_add = -2
|
|
||||||
planet_researchers_engineering_research_produces_add = -2
|
|
||||||
diplo_weight_economy_mult = -0.5
|
|
||||||
planet_pop_assembly_reduction = 0.5
|
|
||||||
ship_disengage_chance_mult = -0.75
|
|
||||||
planet_jobs_produces_mult = -0.1
|
|
||||||
ship_weapon_damage = -0.8
|
|
||||||
ship_speed_mult = -0.8
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
on_progress_complete = {
|
|
||||||
country_defaulted_in_situation_tooltip = yes
|
|
||||||
hidden_effect = {
|
|
||||||
situation_event = { id = deficit.110 }
|
|
||||||
}
|
|
||||||
}
|
|
||||||
on_fail = {
|
|
||||||
custom_tooltip = deficit_situation_finish_tooltip
|
|
||||||
hidden_effect = { destroy_situation = this }
|
|
||||||
}
|
|
||||||
monthly_progress = {
|
|
||||||
base = 0
|
|
||||||
modifier = {
|
|
||||||
add = value:deficit_situation_progress_value|RESOURCE|energy|
|
|
||||||
desc = string_expenditures_greater_than_income_energy
|
|
||||||
owner = { has_actual_deficit = { RESOURCE = energy } }
|
|
||||||
}
|
|
||||||
modifier = {
|
|
||||||
subtract = 5
|
|
||||||
desc = string_not_in_deficit_energy
|
|
||||||
owner = {
|
|
||||||
resource_income_compare = {
|
|
||||||
resource = energy
|
|
||||||
value >= 0
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
modifier = {
|
|
||||||
subtract = 1
|
|
||||||
desc = string_resource_reserves_energy
|
|
||||||
owner = {
|
|
||||||
has_negative_income_with_stockpile = { RESOURCE = energy }
|
|
||||||
}
|
|
||||||
}
|
|
||||||
modifier = {
|
|
||||||
desc = civilian_difficulty
|
|
||||||
mult = 0.1
|
|
||||||
situation_monthly_progress > 0
|
|
||||||
is_difficulty = 0
|
|
||||||
owner = {
|
|
||||||
is_ai = no
|
|
||||||
}
|
|
||||||
}
|
|
||||||
modifier = {
|
|
||||||
desc = cadet_difficulty
|
|
||||||
mult = 0.5
|
|
||||||
situation_monthly_progress > 0
|
|
||||||
is_difficulty = 1
|
|
||||||
owner = {
|
|
||||||
is_ai = no
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
approach = {
|
|
||||||
name = deficit_approach_do_nothing
|
|
||||||
icon = GFX_situation_approach_this_is_fine
|
|
||||||
icon_background = GFX_situation_approach_bg_yellow
|
|
||||||
default = yes
|
|
||||||
on_select = {
|
|
||||||
custom_tooltip = deficit_approach_do_nothing_tooltip
|
|
||||||
}
|
|
||||||
ai_weight = {
|
|
||||||
base = 1
|
|
||||||
}
|
|
||||||
}
|
|
||||||
approach = {
|
|
||||||
name = deficit_approach_cut_science_investment
|
|
||||||
icon = GFX_situation_approach_research
|
|
||||||
icon_background = GFX_situation_approach_bg_red
|
|
||||||
modifier = {
|
|
||||||
planet_researchers_produces_mult = -0.5
|
|
||||||
planet_buildings_energy_upkeep_mult = -0.2
|
|
||||||
}
|
|
||||||
|
|
||||||
ai_weight = {
|
|
||||||
base = 0
|
|
||||||
modifier = {
|
|
||||||
add = 2
|
|
||||||
current_stage = deficit_third
|
|
||||||
}
|
|
||||||
modifier = {
|
|
||||||
add = 2
|
|
||||||
current_stage = deficit_fourth
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,4 +0,0 @@
|
|||||||
nanites_deficit = {
|
|
||||||
planet_jobs_produces_mult = -0.5
|
|
||||||
custom_tooltip = nanites_deficit_tooltip
|
|
||||||
}
|
|
@ -52,7 +52,7 @@
|
|||||||
tr_rg_nanotech_2_modifier_desc: "—§I解锁巨型结构:§!§Y$RG_habitat_central_complex$§!\n"
|
tr_rg_nanotech_2_modifier_desc: "—§I解锁巨型结构:§!§Y$RG_habitat_central_complex$§!\n"
|
||||||
tr_rg_nanotech_3_modifier_desc: "§Y解锁行星决议:§!$decision_rg_nanotech_swarm_consume_world$\n§Y解锁巨像武器:§!$tech_object_gray_7$:可将星球转变为可殖民的§Y$pc_nanotech$§!"
|
tr_rg_nanotech_3_modifier_desc: "§Y解锁行星决议:§!$decision_rg_nanotech_swarm_consume_world$\n§Y解锁巨像武器:§!$tech_object_gray_7$:可将星球转变为可殖民的§Y$pc_nanotech$§!"
|
||||||
tr_rg_nanotech_4_modifier_desc: "§Y解锁飞升:$rg_ap_nantiematter$\n解锁舰船:§!$RG_graygoo_destroyer$\n§Y获得遗珍:§!§Y$rg_tempest_invocator$§!:允许你召唤宇宙风暴:§Y$graytempest_storm$§!"
|
tr_rg_nanotech_4_modifier_desc: "§Y解锁飞升:$rg_ap_nantiematter$\n解锁舰船:§!$RG_graygoo_destroyer$\n§Y获得遗珍:§!§Y$rg_tempest_invocator$§!:允许你召唤宇宙风暴:§Y$graytempest_storm$§!"
|
||||||
tr_rg_nanotech_5_modifier_desc: "§Y解锁净化方式:$purge_nanophage$§!:将非帝国主体人口同化为我们的一部分。\n所有帝国人口将获得§Y纳米特质§!:人口需要£nanites£§Y$nanites$§!维护费。\n每个类型为§Y$pc_nanotech$§!或§Y$pc_rg_grayhabitat$§!的殖民地都将瞬间创建§Y纳米化$pops_with_icon$§!以填补§Y£building£建筑§!和§Y£district£区划§!的£job£岗位需求。"
|
tr_rg_nanotech_5_modifier_desc: "§Y解锁净化方式:$purge_nanophage$§!:将非帝国主体人口同化为我们的一部分。\n所有帝国人口将获得§Y纳米特质§!:人口需要£nanites£§Y$nanites$§!维护费。\n每个类型为§Y$pc_nanotech$§!或§Y$pc_rg_grayhabitat$§!的殖民地都将瞬间创建§Y纳米化人口$pops_with_icon$§!以填补§Y£building£建筑§!和§Y£district£区划§!的£job£岗位需求。"
|
||||||
tr_rg_nanotech_finish_modifier_desc: "§Y解锁舰船:§!$RG_graygoo_mothership$\n每§Y5§!年§Y$sm_nanite_harvester_plural$§!都会提升,可能是增加$r_nanites$矿藏的规模,或是直接产出一笔纳米机器人资源。该效果受到矿藏所依附的行星尺寸的限制。"
|
tr_rg_nanotech_finish_modifier_desc: "§Y解锁舰船:§!$RG_graygoo_mothership$\n每§Y5§!年§Y$sm_nanite_harvester_plural$§!都会提升,可能是增加$r_nanites$矿藏的规模,或是直接产出一笔纳米机器人资源。该效果受到矿藏所依附的行星尺寸的限制。"
|
||||||
|
|
||||||
decision_rg_server_shut_down: "§R核心关闭§!"
|
decision_rg_server_shut_down: "§R核心关闭§!"
|
||||||
@ -126,7 +126,7 @@
|
|||||||
district_rg_industrial_plural: "工业区段"
|
district_rg_industrial_plural: "工业区段"
|
||||||
district_rg_industrial_desc: "这个区段中遍布着叮当作响的工厂与强劲的机械,为帝国提供了有力的工业基础。"
|
district_rg_industrial_desc: "这个区段中遍布着叮当作响的工厂与强劲的机械,为帝国提供了有力的工业基础。"
|
||||||
|
|
||||||
rg_machine_maid_trait_effect_tooltip: "每个在线的$pops_with_icon$§!产生0.3£nanites£$nanites$§Y维护费§!。\n在$NAME_Gray$国家工作时:$TABBED_NEW_LINE$$mod_planet_jobs_produces_mult$:§G+10%§!"
|
rg_machine_maid_trait_effect_tooltip: "每个在线的人口产生0.1£nanites£$nanites$§Y维护费§!。\n在灰风国家工作时:$TABBED_NEW_LINE$$mod_planet_jobs_produces_mult$:§G+10%§!"
|
||||||
|
|
||||||
graytempest_storm: "灰蛊风暴"
|
graytempest_storm: "灰蛊风暴"
|
||||||
graytempest_storm_desc: "一群从L-星团中喷涌而出纳米机器对于整个星系的生命体都是威胁。它们数量巨大但尚未完全成型,形成严重的风暴席卷星系。由于纳米机器的自复制特性这种风暴能持续数十年之久。"
|
graytempest_storm_desc: "一群从L-星团中喷涌而出纳米机器对于整个星系的生命体都是威胁。它们数量巨大但尚未完全成型,形成严重的风暴席卷星系。由于纳米机器的自复制特性这种风暴能持续数十年之久。"
|
||||||
|
@ -38,9 +38,6 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"path": "../gray_extend"
|
"path": "../gray_extend"
|
||||||
},
|
|
||||||
{
|
|
||||||
"path": "D:/SteamLibrary/steamapps/workshop/content/281990"
|
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
Loading…
x
Reference in New Issue
Block a user