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{{Version|1. | {{DISPLAYTITLE:意识形态}} | ||
{{Version|1.10}} | |||
{{需要翻译|译者=霜泽图书馆}} | |||
[[ | [[Ideologies]] represent all of the different political beliefs or alignments in the selected nation. An ideology will help to determine the choices and paths that the nation will take. | ||
Ideologies are found in {{path|common/ideologies/*.txt}}. | Ideologies are found in {{path|common/ideologies/*.txt}}. | ||
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== Ideologies == | == Ideologies == | ||
An ideology follows | An ideology definition follows this format: | ||
<pre> | <pre> | ||
ideologies = { | ideologies = { | ||
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types = { | types = { | ||
anarcho_syndicalism = { # Used when assigning ideologies to leaders. Eg. democratic has conservatism, liberalism, and socialism. One value can be defined (yes/no) | anarcho_syndicalism = { # Used when assigning ideologies to leaders. Eg. democratic has conservatism, liberalism, and socialism. One value can be defined (yes/no) | ||
can_be_randomly_selected = # If no, the subideology will not be randomly selected when creating a new random leader | can_be_randomly_selected = no # If no, the subideology will not be randomly selected when creating a new random leader. | ||
color = { 169 42 42 } # Optional - if not specified, the subideology has the color of its ideology. | |||
} | } | ||
} | } | ||
dynamic_faction_names = { | dynamic_faction_names = { | ||
"FACTION_NAME_ANARCHIST_1" # Faction names used by the ai when an ai with this ideology creates a faction | "FACTION_NAME_ANARCHIST_1" # Faction names used by the ai when an ai with this ideology creates a faction. Can be defined in any localisation file. | ||
} | } | ||
color = { 169 42 42 } # RGB ideology colour | color = { 169 42 42 } # RGB ideology colour, used in the political pie chart or next to the chart if subideology of country leader dont have its own color. | ||
rules = { # Rules for the ideology. (yes/no) | rules = { # Rules for the ideology. (yes/no) | ||
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can_host_government_in_exile = no #Can host a government in exile | can_host_government_in_exile = no #Can host a government in exile | ||
war_impact_on_world_tension = # Goes from -1 to 1. Increases or decreases the world tension created by this nation | war_impact_on_world_tension = 0.2 # Goes from -1 to 1. Increases or decreases the world tension created by this nation | ||
faction_impact_on_world_tension = # Goes from -1 to 1. Increases or decreases a faction of this ideologies impact on tension | faction_impact_on_world_tension = 0.3 # Goes from -1 to 1. Increases or decreases a faction of this ideologies impact on tension | ||
modifiers = { # More rules for the ideology | modifiers = { # More rules for the ideology. Every country [[Modifiers|modifier]] can apply. | ||
generate_wargoal_tension = # Required world tension to start justifying a war (0 to 1) | generate_wargoal_tension = # Required world tension to start justifying a war (0 to 1) | ||
join_faction_tension = # Required world tension to join a faction (0 to 1) | join_faction_tension = # Required world tension to join a faction (0 to 1) | ||
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} | } | ||
can_be_boosted = # Can you boost this ideologies popularity in another country (yes/no) | can_be_boosted = no # Can you boost this ideologies popularity in another country (yes/no) | ||
can_collaborate = # | can_collaborate = yes # Can create collaboration governments | ||
faction_modifiers = { | faction_modifiers = { # Applies to the entire faction if the faction leader has this ideology. Every country [[Modifiers|modifier]] can apply. | ||
faction_trade_opinion_factor = 0.50 #plus 50% trade opinion | faction_trade_opinion_factor = 0.50 #plus 50% trade opinion | ||
} | } | ||
ai_<ideology> = yes # Determines what ai this ideology will use (democratic, communism, fascism, neutral | ai_<ideology> = yes # Determines what ai this ideology will use (democratic, communism, fascism, neutral) | ||
} | } | ||
} | } | ||
</pre> | </pre> | ||
== Ai peace == | ==Ai peace== | ||
AI peace determines the AI's behaviour in a peace deal. The triggers can be seen inside of enable = {} in the files, and they are generally reliant on ideologies. | |||
It is | The files are located in {{path|common/ai_peace/*.txt}} and every ideology has its own file. Unless the triggers are adjusted, AI will be likely to use {{path|common/ai_peace/1_fascist.txt}}. It is recommended to change the triggers in these files to assign a proper peace AI to the ideology or to create a new file. | ||
==Getting the ideology in your game== | |||
===Localisation === | |||
The names, descriptions and nouns for ideologies are defined in any {{path|localisation/english/*.yml}} file, assuming the English language. By default, the base game uses <code>parties_l_english.yml</code><br /> | |||
An ideology has 3 localisation keys: for its name as an adjective matching the ideology's name, for its name as a noun where _noun is appended, and for its description, used primarily in the country selection menu, where _desc is appended. Taking an ideology with the name of <code>my_ideology</code> as an example, these will look like the following: | |||
<pre>my_ideology:0 "My ideologic" | |||
my_ideology_noun:0 "My ideology" | |||
my_ideology_desc:0 "Ideological regime" # Must be short: only shows up in the scenario/bookmark selection screen where it should take up one line.</pre> | |||
Ideology types are localised similarly, but with just the noun and description: | |||
<pre>my_subideology:0 "My ideology type" # Noun | |||
my_subideology_desc:0 "My ideology type's description" # Shows up when hovering over an ideology icon in-game</pre> | |||
Prefacing a description entry with the country's tag will make it country-specific, as <code>POL_my_subideology_desc:0 "Description for my_subideology that shows up only for Poland."</code> | |||
Similarly, each country has ideological names: | |||
<pre>TAG_my_ideology:0 "Ideological Country" | |||
TAG_my_ideology_ADJ:0 "Ideological" #Adjective | |||
TAG_my_ideology_DEF:0 "the Ideological Country" #Used to say if the country's name must be prefixed with "the". Leave "the" lowercase, if adding one. | |||
TAG_my_subideology:0 "Sub-ideological Country" #Shows up if the country has the specified ideology type. For instance, "TUR_liberalism" will be used if TUR has a leader with the liberalism ideology type.</pre> | |||
If you do not define the ideology and just leave it as <code>TAG:0 "Test"</code>, it will apply to the country regardless of the ideology unless an ideology-specific name takes priority. This name is also used for the collaboration governments, referenced in localisation as <code>[GetNonIdeologyName]</code> or, specifically for cosmetic tags, as <code>$NONIDEOLOGY$</code>. | |||
Note that you will also have to add localisation for your ideology's drift. The base game uses {{path|localisation/english/modifiers_l_english.yml}} for this.<syntaxhighlight> | |||
my_ideology_drift:0 "Daily Ideology Support" | |||
</syntaxhighlight> | |||
< | |||
</ | |||
=== GFX === | ===GFX=== | ||
{{See also|Country creation|Flag|section=yes}} | |||
{{Sprite overview|collapsed=yes}} | |||
Ideology icons are defined as sprites in any {{path|interface/*.gfx}} file, with the name of the sprite determining when it will be used.<br /> | |||
For entire ideology groups, the sprite naming pattern must be of the sort <code>name = GFX_ideology_<name>_group</code>. If some ideology type within <code>types = { ... }</code> of the group should have a unique icon, it will be defined as <code>name = GFX_ideology_<name></code>. | |||
It is possible to make a sprite get used only for a certain country by prepending the country tag before the ideology's name (separated with underscores), as <code>GFX_ideology_<TAG>_<name>_group</code> for ideology groups and <code>GFX_ideology_<TAG>_<name></code> for ideology types. | |||
Example interface file defining ideology sprites: | |||
<pre>spriteTypes = { | |||
spriteType = { | |||
name = GFX_ideology_monarchism_group # Will be used for the "monarchism" group. | |||
texturefile = gfx/interface/ideologies/monarchism_group.dds | |||
} | |||
spriteType = { | |||
name = GFX_ideology_BHR_monarchism_group # Will be used for the "monarchism" group for the country BHR | |||
texturefile = gfx/interface/ideologies/BHR_monarchism_group.dds | |||
} | |||
spriteType = { | |||
name = GFX_ideology_absolutism # Will be used for the "absolutism" type, possibly within the "monarchism" group. | |||
texturefile = gfx/interface/ideologies/absolutism.dds | |||
} | |||
spriteType = { | |||
name = GFX_ideology_BHR_absolutism # Will be used for the "absolutism" type for the country BHR | |||
texturefile = gfx/interface/ideologies/BHR_absolutism.dds | |||
} | |||
}</pre> | |||
=== Country history === | ===Country history=== | ||
If you want the ideology to appear in a country you will have to add it like this to a countries history file like this: In France, for example | If you want the ideology to appear in a country you will have to add it like this to a countries history file like this: In France, for example | ||
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</pre> | </pre> | ||
=== Political advisor === | ===Political advisor=== | ||
In order to add a political advisor increasing the popularity of the ideology, first, a trait that will be added to that advisor must be added in {{path|common/country_leader/*.txt}} | |||
<pre> | <pre> | ||
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} | } | ||
</pre> | </pre> | ||
Localisation can be added like so: | |||
<pre> | <pre> | ||
<ideology>_booster:0 "Ideology booster" #Whatever you want to call the person that supports the ideology. Eg. Democratic Politician, Communist Politician, Fascist Politician | |||
</pre> | </pre> | ||
It is recommended to add the generic advisors in {{path|common/ideas/zzz_generic.txt}} to ensure the file is loaded after the country-specific ones. A generic advisor can be added following this example: | |||
<pre> | <pre> | ||
<name> = { | <name> = { | ||
allowed = { | allowed = { | ||
NOT = { | |||
has_available_idea_with_traits = { idea = <ideology>_booster limit = 1 } #In order to prevent it from appearing alongside country-specific ones. | |||
} | |||
} | } | ||
traits = { <ideology>_booster } | traits = { <ideology>_booster } | ||
available = { | |||
if = { | |||
limit = { has_dlc = "Man the Guns" } | |||
NOT = { has_autonomy_state = autonomy_supervised_state } | |||
} | |||
} | } | ||
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} | } | ||
} | } | ||
</pre> | </pre>More information about GFX and localisation can be found in the [[Idea modding]] page. | ||
{{Modding navbox}} | {{Modding navbox}} | ||
[[Category:Modding]] | [[Category:Modding]] | ||
[[分类:Modding]] | |||
{{DEFAULTSORT:意识形态}} |
2024年8月29日 (四) 16:22的最新版本
Ideologies represent all of the different political beliefs or alignments in the selected nation. An ideology will help to determine the choices and paths that the nation will take.
Ideologies are found in /Hearts of Iron IV/common/ideologies/*.txt.
Ideologies
An ideology definition follows this format:
ideologies = { anarchist = { types = { anarcho_syndicalism = { # Used when assigning ideologies to leaders. Eg. democratic has conservatism, liberalism, and socialism. One value can be defined (yes/no) can_be_randomly_selected = no # If no, the subideology will not be randomly selected when creating a new random leader. color = { 169 42 42 } # Optional - if not specified, the subideology has the color of its ideology. } } dynamic_faction_names = { "FACTION_NAME_ANARCHIST_1" # Faction names used by the ai when an ai with this ideology creates a faction. Can be defined in any localisation file. } color = { 169 42 42 } # RGB ideology colour, used in the political pie chart or next to the chart if subideology of country leader dont have its own color. rules = { # Rules for the ideology. (yes/no) can_create_collaboration_government = # Can create a collaboration government can_declare_war_on_same_ideology = # Declare war on same ideology. Not required can_force_government = # Can change ideology in peace deal. Required can_send_volunteers = # Can send volunteers. Required can_puppet = # Can puppet a nation at peace deal. Required can_lower_tension = # Lowers tension at peace deal. Not required can_only_justify_war_on_threat_country = # Can only justify on a nation that has generated world tension/threat. Not required can_guarantee_other_ideologies = # Can guarantee nations with different ideologies. Not required } can_host_government_in_exile = no #Can host a government in exile war_impact_on_world_tension = 0.2 # Goes from -1 to 1. Increases or decreases the world tension created by this nation faction_impact_on_world_tension = 0.3 # Goes from -1 to 1. Increases or decreases a faction of this ideologies impact on tension modifiers = { # More rules for the ideology. Every country [[Modifiers|modifier]] can apply. generate_wargoal_tension = # Required world tension to start justifying a war (0 to 1) join_faction_tension = # Required world tension to join a faction (0 to 1) lend_lease_tension = # Required tension to start a lend-lease (0 to 1) send_volunteers_tension = # Required tension to send volunteers (0 to 1) guarantee_tension = # Required tension to guarantee a nation (0 to 1) take_states_cost_factor = # Changes the cost of states in a peace deal. 0.25 would increase state cost by 25% (-1 to 1) annex_cost_factor = # Changes the cost of entirely annexing a nation in a peace deal. 0.5 would increase annexing cost by 50% (-1 to 1) justify_war_goal_when_in_major_war_time = # Changes the cost of justifying a war while in a major war. 0.5 would decrease time by 50% (0 to 1) drift_defence_factor = # Natural drift defence for the ideology # 0.3 would grant 30% drift defence (-1 to 1) puppet_cost_factor = # Changes the cost of puppeting a nation in a peace deal (-1 to 1) } can_be_boosted = no # Can you boost this ideologies popularity in another country (yes/no) can_collaborate = yes # Can create collaboration governments faction_modifiers = { # Applies to the entire faction if the faction leader has this ideology. Every country [[Modifiers|modifier]] can apply. faction_trade_opinion_factor = 0.50 #plus 50% trade opinion } ai_<ideology> = yes # Determines what ai this ideology will use (democratic, communism, fascism, neutral) } }
Ai peace
AI peace determines the AI's behaviour in a peace deal. The triggers can be seen inside of enable = {} in the files, and they are generally reliant on ideologies.
The files are located in /Hearts of Iron IV/common/ai_peace/*.txt and every ideology has its own file. Unless the triggers are adjusted, AI will be likely to use /Hearts of Iron IV/common/ai_peace/1_fascist.txt. It is recommended to change the triggers in these files to assign a proper peace AI to the ideology or to create a new file.
Getting the ideology in your game
Localisation
The names, descriptions and nouns for ideologies are defined in any /Hearts of Iron IV/localisation/english/*.yml file, assuming the English language. By default, the base game uses parties_l_english.yml
An ideology has 3 localisation keys: for its name as an adjective matching the ideology's name, for its name as a noun where _noun is appended, and for its description, used primarily in the country selection menu, where _desc is appended. Taking an ideology with the name of my_ideology
as an example, these will look like the following:
my_ideology:0 "My ideologic" my_ideology_noun:0 "My ideology" my_ideology_desc:0 "Ideological regime" # Must be short: only shows up in the scenario/bookmark selection screen where it should take up one line.
Ideology types are localised similarly, but with just the noun and description:
my_subideology:0 "My ideology type" # Noun my_subideology_desc:0 "My ideology type's description" # Shows up when hovering over an ideology icon in-game
Prefacing a description entry with the country's tag will make it country-specific, as POL_my_subideology_desc:0 "Description for my_subideology that shows up only for Poland."
Similarly, each country has ideological names:
TAG_my_ideology:0 "Ideological Country" TAG_my_ideology_ADJ:0 "Ideological" #Adjective TAG_my_ideology_DEF:0 "the Ideological Country" #Used to say if the country's name must be prefixed with "the". Leave "the" lowercase, if adding one. TAG_my_subideology:0 "Sub-ideological Country" #Shows up if the country has the specified ideology type. For instance, "TUR_liberalism" will be used if TUR has a leader with the liberalism ideology type.
If you do not define the ideology and just leave it as TAG:0 "Test"
, it will apply to the country regardless of the ideology unless an ideology-specific name takes priority. This name is also used for the collaboration governments, referenced in localisation as [GetNonIdeologyName]
or, specifically for cosmetic tags, as $NONIDEOLOGY$
.
Note that you will also have to add localisation for your ideology's drift. The base game uses /Hearts of Iron IV/localisation/english/modifiers_l_english.yml for this.
my_ideology_drift:0 "Daily Ideology Support"
GFX
Ideology icons are defined as sprites in any /Hearts of Iron IV/interface/*.gfx file, with the name of the sprite determining when it will be used.
For entire ideology groups, the sprite naming pattern must be of the sort name = GFX_ideology_<name>_group
. If some ideology type within types = { ... }
of the group should have a unique icon, it will be defined as name = GFX_ideology_<name>
.
It is possible to make a sprite get used only for a certain country by prepending the country tag before the ideology's name (separated with underscores), as GFX_ideology_<TAG>_<name>_group
for ideology groups and GFX_ideology_<TAG>_<name>
for ideology types.
Example interface file defining ideology sprites:
spriteTypes = { spriteType = { name = GFX_ideology_monarchism_group # Will be used for the "monarchism" group. texturefile = gfx/interface/ideologies/monarchism_group.dds } spriteType = { name = GFX_ideology_BHR_monarchism_group # Will be used for the "monarchism" group for the country BHR texturefile = gfx/interface/ideologies/BHR_monarchism_group.dds } spriteType = { name = GFX_ideology_absolutism # Will be used for the "absolutism" type, possibly within the "monarchism" group. texturefile = gfx/interface/ideologies/absolutism.dds } spriteType = { name = GFX_ideology_BHR_absolutism # Will be used for the "absolutism" type for the country BHR texturefile = gfx/interface/ideologies/BHR_absolutism.dds } }
Country history
If you want the ideology to appear in a country you will have to add it like this to a countries history file like this: In France, for example /Hearts of Iron IV/history/countries/FRA - France.txt
set_politics = { ruling_party = democratic last_election = "1932.5.1" election_frequency = 48 elections_allowed = yes } set_popularities = { #This MUST add up to 100 otherwise the ideologies break democratic = 69 fascism = 1 communism = 30 }
France will now need a new leader
create_country_leader = { name = "Édouard Daladier" desc = "POLITICS_ÉDOUARD_DALADIER_DESC" picture = "Portrait_France_Edouard_Daladier.dds" expire = "1965.1.1" ideology = socialism traits = { stout_defender } }
Political advisor
In order to add a political advisor increasing the popularity of the ideology, first, a trait that will be added to that advisor must be added in /Hearts of Iron IV/common/country_leader/*.txt
<ideology>_booster = { random = no sprite = 13 <ideology>_drift = 0.1 ai_will_do = { factor = 0 } }
Localisation can be added like so:
<ideology>_booster:0 "Ideology booster" #Whatever you want to call the person that supports the ideology. Eg. Democratic Politician, Communist Politician, Fascist Politician
It is recommended to add the generic advisors in /Hearts of Iron IV/common/ideas/zzz_generic.txt to ensure the file is loaded after the country-specific ones. A generic advisor can be added following this example:
<name> = { allowed = { NOT = { has_available_idea_with_traits = { idea = <ideology>_booster limit = 1 } #In order to prevent it from appearing alongside country-specific ones. } } traits = { <ideology>_booster } available = { if = { limit = { has_dlc = "Man the Guns" } NOT = { has_autonomy_state = autonomy_supervised_state } } } do_effect = { NOT = { has_government = <ideology> # You can only select it if your current ideology isn't your new one } } ai_will_do = { factor = 0 } }
More information about GFX and localisation can be found in the Idea modding page.
文件 | 效果 • 条件 • 定义 • 修正 • 修正列表 • 作用域 • 本地化 • on action • 数据结构 (标记, 临时标记, 国家别名, 变量, 数组) |
脚本 | 成就修改 • AI修改 • AI focuses • 自治领修改 • 权力平衡修改 • 剧本/标签 (游戏规则)• 建筑修改 • 人物修改 • 修饰性TAG修改 • 国家创建 • 军队修改 • 决议制作 • 装备修改 • 事件修改 • Idea修改 • 意识形态修改 • 军工商修改 • 国策制作 • 资源修改 • Scripted GUI • 科技制作 • 单位修改 |
地图 | 地图 • 省份 • 补给区域 • 战略区域 |
图形图像 | 界面 • 图形资产 • 实体模型 • 后期特效 • 离子效果 • 字体 |
装饰性 | 肖像 • 命名列表 • 音乐 • 音效 |
其他 | 控制台指令 • 故障排除 • 模组结构 • 成就代码分析 • Mod相关 • Nudger修改 |