四、添加殖民地类型和区划
这个部分比较繁琐,因为我不想后期弄很多球来搞精炼和堆舰容,所以我通过修改colony_types和districts两个文件夹里面的文件增加了普通星球和都市星球的精炼区划和堡垒区划,可以减少后期的殖民球数。
严格来说我并不是添加了新的区划,而是添加了殖民地类型的修正从而使城市区划和工业区划能提供士兵岗位和精炼岗位,下面开始说操作。
1.普通堡垒区划:打开00_urban_districts.txt,第一条就是普通星球城市区划的内容,我们划到这条内容的最后,找到triggered_desc,然后在triggered_desc上面起一行,然后复制下面的内容粘贴上去(括号的内容删掉):
triggered_planet_modifier = {
potential = {
has_designation = col_fortress (生效殖民地类型:堡垒星球)
exists = owner
owner = {
is_regular_empire = yes (常规帝国)
}
}
modifier = {
job_soldier_add =3 (士兵岗位+3,可自行调整)
job_clerk_add =-1 (职员岗位-1,可自行调整)
}
}
修改完后如下图

2.普通精炼区划:还是00_urban_districts.txt,查找district_industrial,然后划到下面找到第一个triggered_desc,在上面空白处另起一行(让你们找triggered_desc是怕你们搞混),复制粘贴下面的内容(括号内删除):
triggered_planet_modifier = {
potential = {
has_designation =col_refinery (殖民地类型精炼星球)
exists = owner
owner = {
is_regular_empire =yes (常规帝国)
is_crafter_empire = no (没点能工巧匠或者催化加工)
}
}
modifier = {
job_artisan_add = -1 (工匠-1)
job_foundry_add = -1 (铸造师-1)
job_gas_refiner_add = 1 (气体工+1)
job_translucer_add = 1 (水晶工+1)
job_chemist_add = 1 (爆炸颗粒工+1)
}
}
triggered_planet_modifier = { (这个是点了能工巧匠的情况,我没有写催化加工的)
potential = {
has_designation = col_refinery
exists = owner
owner = {
is_regular_empire = yes
is_crafter_empire = yes
}
}
modifier = {
job_artificer_add = -1
job_foundry_add = -1
job_gas_refiner_add = 1
job_gas_refiner_drone_add = 1
job_chemist_add = 1
}
}
修改后如图

3.都市星球堡垒和精炼区划:第一步,打开00_colony_types.txt,划到最下面的空白,复制粘贴下面内容(给都市星球加了堡垒星球和精炼星球两个殖民地类型,图片用了普通球的,汉化后面说)
col_ecu_fortress ={
icon = GFX_colony_type_fortress
potential = {
uses_district_set = city_world
}
planet_modifier = {
planet_district_city_build_speed_mult =0.25
planet_structures_upkeep_mult = -0.25
planet_building_stronghold_build_speed_mult= 0.25
planet_orbital_bombardment_damage = -0.10
army_defense_damage_mult = 0.20
}
weight_modifier = {
base = 0
}
}
col_ecu_refinery ={
icon = GFX_colony_type_refinery
potential = {
uses_district_set = city_world
}
planet_modifier = {
planet_refiners_produces_mult = 0.15
planet_translucers_produces_mult = 0.15
planet_chemists_produces_mult = 0.15
planet_building_refinery_build_speed_mult= 0.25
planet_building_chemical_plant_build_speed_mult= 0.25
planet_building_crystal_plant_build_speed_mult= 0.25
}
weight_modifier = {
base = 0
}
}
第二步,打开01_arcology_districts.txt,划到district_arcology_housing最后一个括号,在上面空白处另起一行,复制粘贴下面的内容(记住一定要在最后一个括号上面):
这里我贪图方便,就都用了城市区划来转换岗位,即你选了堡垒星球,那个城市区划会提供12个士兵岗,精炼星球则会提供3种稀有资源各3个岗位。
triggered_planet_modifier = {
potential = {
has_designation = col_ecu_fortress
exists = owner
owner = {
is_regular_empire = yes
}
}
modifier = {
job_soldier_add = 12
job_clerk_add = -2
}
}
triggered_planet_modifier = {
potential = {
has_designation = col_ecu_refinery
exists = owner
owner = {
is_regular_empire = yes
}
}
modifier = {
job_clerk_add = -2
job_gas_refiner_add = 3
job_translucer_add = 3
job_chemist_add = 3
}
}
注:从这里直接复制粘贴的话应该会和游戏文件的格式有出入,但不影响效果,你也可以手动复制文件里面的大空格,再粘贴到每行前面保持格式一致,这样看起来会比较舒服,除了错误也更好查找。
最后游戏内效果:



