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{{Version|1. | {{Version|1.11}} | ||
{{需要翻译|译者=霜泽图书馆}} | |||
{{Version|1.11}} | |||
[[Ideas]] are a static way to apply modifiers to a country, notably including [[National spirit|national spirits]], laws, designers, [[Officer corps#Spirits|officer corps spirits]], and hidden ideas. Ideas themselves are defined in {{path|common/ideas/*.txt}}, while idea categories are defined in {{path|common/idea_tags/*.txt}} | |||
__TOC__ | |||
== | == National spirit creation == | ||
Spirits are created in {{path|common/ideas/*.txt}}. An example of a file with empty spirits, without modifiers yet still applicable if added via <code>add_ideas = idea_name</code>, is | |||
<pre>ideas = { | |||
country = { | |||
my_idea_1 = { | |||
} | |||
* | my_idea_2 = { | ||
} | |||
<pre> | |||
} | } | ||
} | }</pre>In this case, <code>ideas = { ... }</code> encompasses each idea in the file, necessary to include due to the engine consraints. Meanwhile, <code>country = {}</code> is an idea category, which is why the game would recognise <code>my_idea_1</code> and <code>my_idea_2</code> as spirits rather than laws or designers, which are also ideas. | ||
</pre> | |||
ideas = { | |||
</ | |||
=== Localisation === | |||
Localisation for ideas is defined in any {{path|localisation/english/*_l_english.yml}} file '''encoded in UTF-8-BOM''', assuming the English language. If an idea does not have a name, the game uses the country's name-list in {{path|common/names}} to create a random name. This, however, does not apply to national spirits, where it uses the idea's ID. An idea can have both a name and a description that appears when hovering over it. Their localisation entries are defined as such, taking ZZZ_example_idea as an example: | |||
<syntaxhighlight lang="yaml">l_english: | |||
ZZZ_example_idea: "Idea's name" | |||
ZZZ_example_idea_desc: "Idea's description"</syntaxhighlight> | |||
<code>name = new_idea_name</code> assigns the idea's name to use a different localisation key. This can be useful if you plan to modify an idea by swapping it multiple times, ensuring that you needn't create a duplicate localisation entry for every instance of the idea. This will get defined in a localisation file similarly: | |||
<syntaxhighlight lang="yaml">l_english: | |||
new_idea_name: "New idea's name" | |||
new_idea_name_desc: "New idea's description"</syntaxhighlight> | |||
=== Picture === | |||
{{Sprite overview}} | |||
By default, an idea uses a sprite that is the same as the idea's name, but with <code>GFX_idea_</code> prepended in the beginning. For example, an idea with the name of <code>my_idea_1</code> will use the sprite with the name of <code>GFX_idea_my_idea_1</code>. | |||
This is possible to change using the <code>picture = my_sprite</code> attribute within the idea. '''The game still inserts a prefix of <code>GFX_idea_</code> to the argument''' to decide the sprite that should be used, e.g. <code>picture = XYZ</code> leads to <code>GFX_idea_XYZ</code> being used as the sprite. If the game cannot find a sprite with the name it expects, the [[File:unknown.png|29px]] default icon will be used instead.<br/> | |||
The prefix being inserted means that, most of the time, <code>picture = GFX_XYZ</code> (which makes <code>GFX_idea_GFX_XYZ</code> get used as the sprite) or <code>picture = idea_XYZ</code> (which makes <code>GFX_idea_idea_XYZ</code> get used as the sprite) will lead to the game expecting a sprite that doesn't exist and that sprites that do not follow the <code>GFX_idea_XYZ</code> naming pattern cannot be used as idea pictures. | |||
If the <code>texturefile</code> within the sprite is incorrect, the idea will be invisible in the country politics view, yet still apply the modifiers. Ensure that the idea is stored with the same folder path location, the same filename (including the extension), and that the right folder separator is used. | |||
It is also possible to make the picture depend on the <code>graphical_culture_2d</code> of the country, defined in the {{path|common/countries/*.txt}} file. This is done by appending the name after the picture's name, separated by an underscore. For example, a sprite with the name of <code>GFX_idea_my_picture_middle_eastern_2d</code> in its definition will show up instead of <code>GFX_idea_my_picture</code> for countries that have the <code>middle_eastern_2d</code> 2D graphical culture. | |||
== | === Implementation === | ||
A spirit can only be added manually, using an [[effect]]. <code>add_ideas = idea_name</code> within an effect block (Such a focus completion reward), while <code>remove_ideas = idea_name</code> will remove it. | |||
In order to swap two ideas and have the game show the modifiers, <code>swap_ideas</code> is used. '''There is no way to directly modify an idea''', however in case the 2 swapped spirits have the same name in localisation, this will show up in-game as modifying the idea. <code>swap_ideas</code> is used as the following: | |||
<pre>swap_ideas = { | |||
remove_idea = old_idea | |||
add_idea = new_idea | |||
}</pre> | |||
In most cases, it's enough to create multiple ideas and swap between them, such as if there's a direct progression of several stages ([[Scripted effects]] can be used to create one series of conditional statements and re-use them each time it's needed). If creating multiple ideas is too infeasible, such as if there are several progressions that would need to be modified, [[dynamic modifiers]] allow variable modifier values, but they only accept modifiers (not unrelated attributes such as research or equipment bonuses) and are harder to work with due to no hot-reloading. | |||
== | In order for a spirit to last for a period of time, the <code>add_timed_idea</code> effect is used as such: | ||
<pre>add_timed_idea = { | |||
idea = my_timed_idea | |||
days = 365 | |||
}</pre>[[Effect#modify_timed_idea|modify_timed_idea]] can be used to extend or speed up the timer as needed. | |||
In order for a country to start with the idea, the file in {{path|history/countries/}} for that country serves as an effect block that decides the starting historical information. Using [[Effect#add_ideas|add_ideas]], usually in the expanded form to assign multiple ideas at once, in there will enforce it starting with the idea. In order for the idea to show up in country selection, the [[Bookmark modding|bookmark is edited]] to include the idea within its <code>ideas = { ... }</code> block for the country's entry. | |||
== | === Modifiers === | ||
[[Modifiers]] are applied continuously as long as the spirit is applied to a country. Alongside modifiers, the spirit can also add a bonus to a technology category or modify an equipment archetype. The spirit can only apply modifiers towards the country that has the spirit, there is no way to scope into a different country. '''Each of these attributes is entirely separate within the idea''' and so each one should be located directly inside of the idea. For example, defining <code>research_bonus</code> inside of <code>modifier = { ... }</code> is erroneous, since <code>research_bonus</code> is an attribute of the idea rather than a modifier. | |||
<code>modifier = { ... }</code> stores the regular modifiers, applied to the country with the spirit. A modifier block can list multiple modifiers, and negatives are also allowed. '''Variables do not work in this section''': instead, use [[dynamic modifiers]]. A typical example of a modifier block is the following: | |||
<pre>modifier = { | |||
political_power_cost = 0.1 | |||
stability_factor = -0.2 | |||
}</pre> | |||
== | <code>targeted_modifier = { ... }</code> is for using [[Modifiers#Targeted_modifiers|modifiers targeted towards a different country]]. The target is specified as <code>tag = ABC</code>, where ABC represents the target's tag. These are still applied towards the country with the spirit, but their effect is targeted towards a different country. For example, the following block will give the country with the idea a 10% attack bonus against {{flag|Afghanistan}}: | ||
<pre>targeted_modifier = { | |||
tag = AFG | |||
attack_bonus_against = 0.1 | |||
}</pre> | |||
== | <code>research_bonus = { ... }</code> grants the country a boost to researching a specific technology category. An unsorted list of technology categories can be found in {{path|common/technology_tags/}} or, if desiring to know which technologies exactly are assigned to each category, individual technologies can be checked in {{path|common/technologies/}}. The following example would provide a +10% bonus to researching destroyers and a -20% bonus to artillery: | ||
<pre>research_bonus = { | |||
dd_tech = 0.1 | |||
artillery = -0.2 | |||
}</pre> | |||
<code>equipment_bonus = { ... }</code> applies the bonuses towards an equipment archetype or a type of equipment archetypes. By default, the bonus is not granted immediately, but rather requiring to research a new tech first, which is how it's done within designer ideas. This can be prevented by adding <code>instant = yes</code> inside of the equipment archetype within the equipment bonus. Equipment archetypes are defined in {{path|common/units/equipment/*.txt}}, which is where you can also find what can be applied to them. The name of the block within the {{path|common/units/equipment/*.txt}} file would be the archetype, while <code>type = { ... }</code> or <code>type = archetype_type</code> provides the types that the equipment archetype has. The following example will modify the cost to produce equipment within the <code>artillery</code> type (including artillery, rocket artillery, and tank artillery) by -20%, applying immediately, as well as increasing soft attack of any infantry equipment researched after the spirit was added by 10%: | |||
<pre>equipment_bonus = { | |||
artillery = { | |||
instant = yes | |||
build_cost_ic = -0.2 | |||
} | |||
infantry_equipment = { | |||
soft_attack = 0.1 | |||
} | |||
}</pre> | |||
== | <code>rule</code> modifies the set of rules that decide what the country is allowed to do. This usually includes diplomatic options (such as peace conference options or being called to war). They show up in the tooltip only if the rule differs from the value without the idea, e.g. <code>can_create_factions = no</code> will usually not appear in the tooltip as countries are already unable to create a faction by default. | ||
=== | {| style="float: left; width:50%" | ||
|<pre>rule = { | |||
can_join_factions = no | |||
can_send_volunteers = yes | |||
}</pre> | |||
|} | |||
{| style="float: right; width:50%" | |||
| {{Game rule list|width=100%}} | |||
|} | |||
{{clear}} | |||
=== Effects === | |||
A spirit can be set to apply [[effects]] when added or removed. This is done, respectively, with <code>on_add</code> and <code>on_remove</code> effect blocks, looking like the following example: | |||
<pre>on_add = { | |||
add_stability = 0.1 | |||
} | |||
on_remove = { | |||
add_political_power = -50 | |||
}</pre> | |||
The effects will only get executed if the idea is added after the game has already started: if done via a history file or a bookmark's <code>effect = { ... }</code> block, the effects will not be executed. In that case, it's needed to replicate the effects given when adding the idea within the same effect block that adds the idea. | |||
=== Cancellation === | |||
A spirit can be set to automatically cancel itself once a set of [[triggers]] is met. This is done with the <code>cancel</code> block. A cancellation will also trigger the <code>on_remove</code> effect block in the idea if one is present. This will look like the following: | |||
<pre>cancel = { | |||
has_political_power > 50 | |||
}</pre> | |||
=== Additional arguments === | |||
Another trigger block that can go into an idea is <code>allowed_civil_war = { ... }</code>. When starting a civil war, this is evaluated for each side, and the spirit will only appear for sides where this is true. For instance, a <code>has_government = democratic</code> will ensure that only the {{Icon|Democratic|1}} side in a civil war will obtain the spirit. '''By default, always false, leading to the spirits disappearing when a civil war starts.''' [[Conditions#always|Setting it to be always true]] can be preferred over the default, making it appear for both sides. | |||
= | <code>do_effect = { ... }</code> is a trigger block that assigns the necessary conditions for the idea to apply its modifiers. If false, the modifiers (including research and equipment bonuses) not apply, but the idea will not be removed. | ||
=== Full idea file example === | |||
<pre> | <pre> | ||
ideas = { | |||
country = { # Necessary for the game to consider them spirits rather than a different idea type. | |||
my_spirit = { | |||
picture = my_picture # Using GFX_idea_my_picture | |||
modifier = { | |||
training_time_factor = -0.1 | |||
} | |||
targeted_modifier = { | |||
tag = QAT | |||
defense_bonus_against = 0.2 | |||
} | |||
research_bonus = { | |||
infantry = 0.1 | |||
} | |||
equipment_bonus = { | |||
infantry_equipment = { | |||
instant = yes | |||
defense = 0.2 | |||
} | |||
} | |||
rule = { | |||
can_join_factions = no | |||
} | |||
} | |||
my_spirit_2 = { # Using GFX_idea_my_spirit_2 | |||
allowed_civil_war = { | |||
has_government = democratic # Only appear in a civil war for the democratic side. | |||
} | |||
cancel = { | |||
democratic > 0.6 | |||
} | |||
on_add = { | |||
add_popularity = { | |||
ideology = democratic | |||
popularity = 0.2 | |||
} | |||
} | |||
on_remove = { | |||
if = { | |||
limit = { | |||
democratic > 0.6 | |||
} | |||
start_civil_war = { | |||
ideology = democratic | |||
size = 0.6 | |||
} | |||
} | |||
} | |||
do_effect = { | |||
NOT = { | |||
has_government = democratic | |||
} | |||
} | |||
modifier = { | |||
democratic_drift = 0.005 | |||
} | |||
} | |||
} | } | ||
} | }</pre> | ||
</pre> | |||
== Other idea categories == | |||
Non-spirit ideas can use everything that can be within spirits, however there are more arguments that make sense to be added in them that do not do anything in spirits or don't have any reason to be added. | |||
=== | === Hidden ideas === | ||
Hidden idea are exactly the same as regular spirits in every aspect in regards to creation, except for the fact that they have to be defined within the <code>hidden_ideas</code> idea category instead of using <code>country</code>. This will ensure that the idea will be hidden and not show up in the spirit container. However, it can still make sense to create localisation for them: If a hidden idea cancels automatically, the pop-up will show up, and hovering over certain elements (Such as the stability counter or research speed) will show each idea that modifies it. | |||
=== Idea category arguments === | |||
These arguments are used within the idea category within the {{path|common/ideas/*.txt}} file. | |||
<code>designer = yes</code> marks the entire category as designer ideas. This is primarily used for AI.<br/> | |||
<code>law = yes</code> marks the entire category as laws. This is primarily used for AI.<br/> | |||
<code>use_list_view = yes</code> marks the entire category to use a list view for selecting the idea, akin to how the base game treats laws. | |||
<pre> | These will look in the idea file like the following: | ||
<pre>ideas = { | |||
my_law_category = { | |||
law = yes | |||
use_list_view = yes | |||
my_law_1 = { | |||
} | |||
my_law_2 = { | |||
} | |||
} | } | ||
} | }</pre> | ||
</pre> | |||
== | === Additional arguments === | ||
This is | This assumes that the idea is of the type that can be selected in-game, such as a law or a designer. | ||
== | <code>allowed</code> is a [[trigger]] block that checks only at the game's start or when loading a save, primarily used to restrict an idea to a country (As <code>tag = BHR</code> or <code>original_tag = POL</code>) and/or a DLC (As <code>has_dlc = "One Step Back"</code>). If an idea's allowed is unfulfilled, it will never appear within the selection unless it becomes true on the save being reloaded; however, manual assignment via <code>add_ideas</code> bypasses the check. If left out, assumes to be always allowed. '''This only checks once!''' | ||
<code>allowed_to_remove</code> is a trigger block that details when exactly you can remove the idea, changing it to a different one in the category. This is checked continuously, unlike <code>allowed</code>. | |||
<code>visible</code> is a trigger block that continuously checks every frame if allowed was met, required to make the idea be visible in the decision selection screen. It is preferable to put country or DLC checks into allowed instead. | |||
<code>available</code> is a trigger block that continuously checks every frame if visible was met, required to be possible to actually take the idea. If false, the idea will remain visible, but will be greyed out and be impossible to take. This is applied on top of the political power cost. | |||
= | <code>cost = 123</code> is the price in political power it takes to add the idea. This becomes 150 political power if not set{{cref|a}}. | ||
<code>removal_cost = 123</code> is the price in political power it takes to remove the idea. If set to -1, the idea cannot be removed manually. Defaults to 0 if not set. | |||
= | <code>level = 2</code> is used in ideas to create the escalating price, akin to the recruitment laws. If you have the law with the level of 1, changing to level 3 will require the cost of the idea with the level 2 in addition to the level 3, and vise-versa. | ||
<code>traits</code> is a block of traits that are assigned to this idea, defined in {{path|common/country_leader/*.txt}}, also granting a static modifier and showing up near the idea. | |||
<code>ledger</code> decides which intelligence ledger the idea will be assigned to. This is primarily a leftover now applying to the [[Character modding|character]] system, but this can still be used in officer corps spirits. Possible values are <code>army</code>, <code>air</code>, <code>navy</code>, <code>military</code> (Appearing on each of the prior ledgers), <code>civilian</code>, <code>all</code>, and <code>hidden</code>. | |||
== | === Example === | ||
<pre>ideas = { | |||
law_category = { | |||
law = yes | |||
use_list_view = yes | |||
my_law = { | |||
= | allowed_to_remove = { | ||
num_of_civilian_factories > 10 | |||
} | |||
removal_cost = 100 | |||
cost = 100 | |||
level = 3 | |||
modifier = { | |||
production_speed_industrial_complex_factor = 0.2 | |||
} | |||
} | |||
} | |||
designer_category = { | |||
designer = yes | |||
my_designer = { # No cost is defined, defaults to 150 | |||
allowed = { | |||
tag = QAT | |||
} | } | ||
visible = { | |||
has_tech = infantry_weapons1 | |||
} | } | ||
available = { | |||
has_equipment = { | |||
infantry_equipment > 1000 | |||
} | |||
} | } | ||
traits = { infantry_equipment_manufacturer } | |||
} | |||
} | |||
}</pre> | |||
==Categories== | |||
Idea categories are defined in any {{path|common/idea_tags/*.txt}} file. All categories will be contained in the <code>idea_categories</code> top element and can contain the following arguments: | |||
* <code>slot</code> is a proper idea category slot. This is what shows up in the GUI in the politics view menu, and this is what ideas have to have as their category in their definition. | |||
* <code>character_slot</code> is a [[Character modding|character]] slot. Ideas can also be defined to use this slot and it will show up in the GUI like a regular idea slot, however. | |||
* <code>cost</code> is the default price in political power to add an idea within one of the slots of this category. This is applied if the idea doesn't have one. | |||
* <code>removal_cost</code> is the default price in political power to remove an idea within one of the slots of this category. | |||
* <code>ledger</code> is the intelligence ledger defined to ideas in this category, unless overridden within the slot, idea, or character. Possible values are <code>army</code>, <code>air</code>, <code>navy</code>, <code>military</code> (Appearing on each of the prior ledgers), <code>civilian</code>, <code>all</code>, and <code>hidden</code>. Additionally, <code>invalid</code> can be used, forcing the ledger to be defined one level lower. | |||
* <code>hidden</code> is a boolean value making this category not show up in the GUI. Optional, defaults to no. | |||
* <code>politics_tab</code> is a boolean value making this category show up in the politics tab. Optional, defaults to yes. | |||
This will look like the following: | |||
<pre>idea_categories = { | |||
my_category = { | |||
slot = my_slot | |||
character_slot = my_character_slot | |||
cost = 30 | |||
removal_cost = 10 | |||
ledger = hidden | |||
} | |||
}</pre> | |||
The category will then be used by the idea via the slot (which allows mapping an idea to a category)<br/> | |||
The file also includes slot_ledgers, which distributes idea slots to intelligence ledgers individually, which will take priority over the idea category's ledger. An example of it being used is | |||
<pre>slot_ledgers = { | |||
XXX_idea_slot = civilian | |||
ZZZ_idea_slot = invalid | |||
}</pre> Invalid will require specification in each idea individually.<br/> | |||
===GFX and GUI=== | |||
{{See also|Interface modding}} | |||
Each idea category represents a row in the country politics view, while each slot represents a slot under that row.<br/> | |||
The <code>country_politics_idea_category_entry</code> container window within the {{path|interface/countrypoliticsview.gui}} file decides the user inteface information about each row. The most important thing here is the gridbox, as it decides the following: | |||
* The size of each idea slot within the category, by default 80 by width and 64 by height. This is used for distances between slots. | |||
* The max amount of slots, '''by default 7 horizontally and 1 vertically.''' If not adjusted, it'd be impossible to have more than 7 idea slots in a category. | |||
* The format of the gridbox, deciding in which direction the idea slots are added. | |||
The idea category's icon, shown on the left of the category's row, is decided by the GFX_idea_categories sprite. The sprite is split into multiple frames horizontally, and each category is assigned a part of it depending on its order defined in {{path|common/idea_tags/*.txt}}. The sprite is defined in {{path|interface/countrypoliticsview.gfx}} and its definition in the base game consists of the following: | |||
<pre> spriteType = { | |||
name = "GFX_idea_categories" | |||
texturefile = "gfx/interface/idea_categories.dds" | |||
noOfFrames = 6 | |||
}</pre>When adding a new category, make sure to update the sprite and the amount of frames accordingly.<br/> | |||
An icon can be defined for idea slots, which will be used for them if there is no idea assigned to that slot. This definition in any {{path|interface/*.gfx}} file, taking XXX_idea_slot as an example, is done the following way: | |||
<pre> spriteType = { | |||
name = GFX_idea_slot_XXX_idea_slot | |||
textureFile = gfx/interface/filename.dds | |||
}</pre>In other words, the sprite must have the same name as the idea slot but with <code>GFX_idea_slot_</code> prepended in the beginning. | |||
== | == Modifying cost of a slot == | ||
{{anchor|Modifying cost of a category}} | |||
The <code><idea slot>_cost_factor</code> modifier can be used to modify the price in political power for adding ideas or characters in this slot. However, there is a restriction on that modifier. In order for it to work, the idea slot needs to have any ideas or characters defined beforehand. | |||
The files in the {{path|common/ideas/*.txt}} folder are loaded in the order of the Unicode character IDs, which put capital letters before underscores, which are put before lowercase letters. For example, this means that a file with the filename of <code>TAG.txt</code> is loaded before <code>_economy.txt</code> or <code>_manpower.txt</code> (the base game's locations of laws), which would get loaded before <code>country.txt</code>. Due to the above quirk, this means that an idea with the modifier affecting a price of a law, for instance, <code>economy_cost_factor = -0.10</code>, '''will throw an error if the filename starts with an uppercase character''' unless the laws are stored from files different from base game. | |||
There are two primary ways to fix this. The first one is to simply change the filename of the country's idea file, changing it from, for instance, <code>GER.txt</code> to<code>germany.txt</code>. In case you have to keep the filename the same to overwrite a file, a new file can be created instead. Alternatively, [[Modding#Mod_definition|assuming that you have a replace_path to the ideas folder]], you could rename the files storing the laws to begin with a character with a smaller ID, for instance, to <code>00_economy.txt</code>, which would get loaded prior to <code>TAG.txt</code>. | |||
Additionally, this also means that there have to be ideas defined within character slots for the modifier to work, such as <code>political_advisor_cost_factor = 0.1</code>. This is because characters are loaded later than ideas or country leader traits, so they're not loaded yet when evaluating the modifier, causing the error. This can be bypassed by creating ideas for the character slots in {{path|common/ideas/*.txt}} files. These will never appear for the countries as these are character slots rather than idea slots, but an idea that was loaded beforehand will correct the error. | |||
== Notes == | |||
{{Cnote|a|Depends on the value in the {{path|common/idea_tags/*.txt}} file, which is always 150 in base game}} | |||
{{Modding navbox}} | {{Modding navbox}} | ||
[[ | [[ 分类:Modding]] |
2024年9月21日 (六) 18:44的最新版本
Ideas are a static way to apply modifiers to a country, notably including national spirits, laws, designers, officer corps spirits, and hidden ideas. Ideas themselves are defined in /Hearts of Iron IV/common/ideas/*.txt, while idea categories are defined in /Hearts of Iron IV/common/idea_tags/*.txt
National spirit creation
Spirits are created in /Hearts of Iron IV/common/ideas/*.txt. An example of a file with empty spirits, without modifiers yet still applicable if added via add_ideas = idea_name
, is
ideas = { country = { my_idea_1 = { } my_idea_2 = { } } }
In this case, ideas = { ... }
encompasses each idea in the file, necessary to include due to the engine consraints. Meanwhile, country = {}
is an idea category, which is why the game would recognise my_idea_1
and my_idea_2
as spirits rather than laws or designers, which are also ideas.
Localisation
Localisation for ideas is defined in any /Hearts of Iron IV/localisation/english/*_l_english.yml file encoded in UTF-8-BOM, assuming the English language. If an idea does not have a name, the game uses the country's name-list in /Hearts of Iron IV/common/names to create a random name. This, however, does not apply to national spirits, where it uses the idea's ID. An idea can have both a name and a description that appears when hovering over it. Their localisation entries are defined as such, taking ZZZ_example_idea as an example:
l_english: ZZZ_example_idea: "Idea's name" ZZZ_example_idea_desc: "Idea's description"
name = new_idea_name
assigns the idea's name to use a different localisation key. This can be useful if you plan to modify an idea by swapping it multiple times, ensuring that you needn't create a duplicate localisation entry for every instance of the idea. This will get defined in a localisation file similarly:
l_english: new_idea_name: "New idea's name" new_idea_name_desc: "New idea's description"
Picture
By default, an idea uses a sprite that is the same as the idea's name, but with GFX_idea_
prepended in the beginning. For example, an idea with the name of my_idea_1
will use the sprite with the name of GFX_idea_my_idea_1
.
This is possible to change using the picture = my_sprite
attribute within the idea. The game still inserts a prefix of GFX_idea_
to the argument to decide the sprite that should be used, e.g. picture = XYZ
leads to GFX_idea_XYZ
being used as the sprite. If the game cannot find a sprite with the name it expects, the default icon will be used instead.
The prefix being inserted means that, most of the time, picture = GFX_XYZ
(which makes GFX_idea_GFX_XYZ
get used as the sprite) or picture = idea_XYZ
(which makes GFX_idea_idea_XYZ
get used as the sprite) will lead to the game expecting a sprite that doesn't exist and that sprites that do not follow the GFX_idea_XYZ
naming pattern cannot be used as idea pictures.
If the texturefile
within the sprite is incorrect, the idea will be invisible in the country politics view, yet still apply the modifiers. Ensure that the idea is stored with the same folder path location, the same filename (including the extension), and that the right folder separator is used.
It is also possible to make the picture depend on the graphical_culture_2d
of the country, defined in the /Hearts of Iron IV/common/countries/*.txt file. This is done by appending the name after the picture's name, separated by an underscore. For example, a sprite with the name of GFX_idea_my_picture_middle_eastern_2d
in its definition will show up instead of GFX_idea_my_picture
for countries that have the middle_eastern_2d
2D graphical culture.
Implementation
A spirit can only be added manually, using an effect. add_ideas = idea_name
within an effect block (Such a focus completion reward), while remove_ideas = idea_name
will remove it.
In order to swap two ideas and have the game show the modifiers, swap_ideas
is used. There is no way to directly modify an idea, however in case the 2 swapped spirits have the same name in localisation, this will show up in-game as modifying the idea. swap_ideas
is used as the following:
swap_ideas = { remove_idea = old_idea add_idea = new_idea }
In most cases, it's enough to create multiple ideas and swap between them, such as if there's a direct progression of several stages (Scripted effects can be used to create one series of conditional statements and re-use them each time it's needed). If creating multiple ideas is too infeasible, such as if there are several progressions that would need to be modified, dynamic modifiers allow variable modifier values, but they only accept modifiers (not unrelated attributes such as research or equipment bonuses) and are harder to work with due to no hot-reloading.
In order for a spirit to last for a period of time, the add_timed_idea
effect is used as such:
add_timed_idea = { idea = my_timed_idea days = 365 }
modify_timed_idea can be used to extend or speed up the timer as needed.
In order for a country to start with the idea, the file in /Hearts of Iron IV/history/countries/ for that country serves as an effect block that decides the starting historical information. Using add_ideas, usually in the expanded form to assign multiple ideas at once, in there will enforce it starting with the idea. In order for the idea to show up in country selection, the bookmark is edited to include the idea within its ideas = { ... }
block for the country's entry.
Modifiers
Modifiers are applied continuously as long as the spirit is applied to a country. Alongside modifiers, the spirit can also add a bonus to a technology category or modify an equipment archetype. The spirit can only apply modifiers towards the country that has the spirit, there is no way to scope into a different country. Each of these attributes is entirely separate within the idea and so each one should be located directly inside of the idea. For example, defining research_bonus
inside of modifier = { ... }
is erroneous, since research_bonus
is an attribute of the idea rather than a modifier.
modifier = { ... }
stores the regular modifiers, applied to the country with the spirit. A modifier block can list multiple modifiers, and negatives are also allowed. Variables do not work in this section: instead, use dynamic modifiers. A typical example of a modifier block is the following:
modifier = { political_power_cost = 0.1 stability_factor = -0.2 }
targeted_modifier = { ... }
is for using modifiers targeted towards a different country. The target is specified as tag = ABC
, where ABC represents the target's tag. These are still applied towards the country with the spirit, but their effect is targeted towards a different country. For example, the following block will give the country with the idea a 10% attack bonus against 阿富汗:
targeted_modifier = { tag = AFG attack_bonus_against = 0.1 }
research_bonus = { ... }
grants the country a boost to researching a specific technology category. An unsorted list of technology categories can be found in /Hearts of Iron IV/common/technology_tags/ or, if desiring to know which technologies exactly are assigned to each category, individual technologies can be checked in /Hearts of Iron IV/common/technologies/. The following example would provide a +10% bonus to researching destroyers and a -20% bonus to artillery:
research_bonus = { dd_tech = 0.1 artillery = -0.2 }
equipment_bonus = { ... }
applies the bonuses towards an equipment archetype or a type of equipment archetypes. By default, the bonus is not granted immediately, but rather requiring to research a new tech first, which is how it's done within designer ideas. This can be prevented by adding instant = yes
inside of the equipment archetype within the equipment bonus. Equipment archetypes are defined in /Hearts of Iron IV/common/units/equipment/*.txt, which is where you can also find what can be applied to them. The name of the block within the /Hearts of Iron IV/common/units/equipment/*.txt file would be the archetype, while type = { ... }
or type = archetype_type
provides the types that the equipment archetype has. The following example will modify the cost to produce equipment within the artillery
type (including artillery, rocket artillery, and tank artillery) by -20%, applying immediately, as well as increasing soft attack of any infantry equipment researched after the spirit was added by 10%:
equipment_bonus = { artillery = { instant = yes build_cost_ic = -0.2 } infantry_equipment = { soft_attack = 0.1 } }
rule
modifies the set of rules that decide what the country is allowed to do. This usually includes diplomatic options (such as peace conference options or being called to war). They show up in the tooltip only if the rule differs from the value without the idea, e.g. can_create_factions = no
will usually not appear in the tooltip as countries are already unable to create a faction by default.
rule = { can_join_factions = no can_send_volunteers = yes } |
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Effects
A spirit can be set to apply effects when added or removed. This is done, respectively, with on_add
and on_remove
effect blocks, looking like the following example:
on_add = { add_stability = 0.1 } on_remove = { add_political_power = -50 }
The effects will only get executed if the idea is added after the game has already started: if done via a history file or a bookmark's effect = { ... }
block, the effects will not be executed. In that case, it's needed to replicate the effects given when adding the idea within the same effect block that adds the idea.
Cancellation
A spirit can be set to automatically cancel itself once a set of triggers is met. This is done with the cancel
block. A cancellation will also trigger the on_remove
effect block in the idea if one is present. This will look like the following:
cancel = { has_political_power > 50 }
Additional arguments
Another trigger block that can go into an idea is allowed_civil_war = { ... }
. When starting a civil war, this is evaluated for each side, and the spirit will only appear for sides where this is true. For instance, a has_government = democratic
will ensure that only the 民主主义 side in a civil war will obtain the spirit. By default, always false, leading to the spirits disappearing when a civil war starts. Setting it to be always true can be preferred over the default, making it appear for both sides.
do_effect = { ... }
is a trigger block that assigns the necessary conditions for the idea to apply its modifiers. If false, the modifiers (including research and equipment bonuses) not apply, but the idea will not be removed.
Full idea file example
ideas = { country = { # Necessary for the game to consider them spirits rather than a different idea type. my_spirit = { picture = my_picture # Using GFX_idea_my_picture modifier = { training_time_factor = -0.1 } targeted_modifier = { tag = QAT defense_bonus_against = 0.2 } research_bonus = { infantry = 0.1 } equipment_bonus = { infantry_equipment = { instant = yes defense = 0.2 } } rule = { can_join_factions = no } } my_spirit_2 = { # Using GFX_idea_my_spirit_2 allowed_civil_war = { has_government = democratic # Only appear in a civil war for the democratic side. } cancel = { democratic > 0.6 } on_add = { add_popularity = { ideology = democratic popularity = 0.2 } } on_remove = { if = { limit = { democratic > 0.6 } start_civil_war = { ideology = democratic size = 0.6 } } } do_effect = { NOT = { has_government = democratic } } modifier = { democratic_drift = 0.005 } } } }
Other idea categories
Non-spirit ideas can use everything that can be within spirits, however there are more arguments that make sense to be added in them that do not do anything in spirits or don't have any reason to be added.
Hidden ideas
Hidden idea are exactly the same as regular spirits in every aspect in regards to creation, except for the fact that they have to be defined within the hidden_ideas
idea category instead of using country
. This will ensure that the idea will be hidden and not show up in the spirit container. However, it can still make sense to create localisation for them: If a hidden idea cancels automatically, the pop-up will show up, and hovering over certain elements (Such as the stability counter or research speed) will show each idea that modifies it.
Idea category arguments
These arguments are used within the idea category within the /Hearts of Iron IV/common/ideas/*.txt file.
designer = yes
marks the entire category as designer ideas. This is primarily used for AI.
law = yes
marks the entire category as laws. This is primarily used for AI.
use_list_view = yes
marks the entire category to use a list view for selecting the idea, akin to how the base game treats laws.
These will look in the idea file like the following:
ideas = { my_law_category = { law = yes use_list_view = yes my_law_1 = { } my_law_2 = { } } }
Additional arguments
This assumes that the idea is of the type that can be selected in-game, such as a law or a designer.
allowed
is a trigger block that checks only at the game's start or when loading a save, primarily used to restrict an idea to a country (As tag = BHR
or original_tag = POL
) and/or a DLC (As has_dlc = "One Step Back"
). If an idea's allowed is unfulfilled, it will never appear within the selection unless it becomes true on the save being reloaded; however, manual assignment via add_ideas
bypasses the check. If left out, assumes to be always allowed. This only checks once!
allowed_to_remove
is a trigger block that details when exactly you can remove the idea, changing it to a different one in the category. This is checked continuously, unlike allowed
.
visible
is a trigger block that continuously checks every frame if allowed was met, required to make the idea be visible in the decision selection screen. It is preferable to put country or DLC checks into allowed instead.
available
is a trigger block that continuously checks every frame if visible was met, required to be possible to actually take the idea. If false, the idea will remain visible, but will be greyed out and be impossible to take. This is applied on top of the political power cost.
cost = 123
is the price in political power it takes to add the idea. This becomes 150 political power if not set[a].
removal_cost = 123
is the price in political power it takes to remove the idea. If set to -1, the idea cannot be removed manually. Defaults to 0 if not set.
level = 2
is used in ideas to create the escalating price, akin to the recruitment laws. If you have the law with the level of 1, changing to level 3 will require the cost of the idea with the level 2 in addition to the level 3, and vise-versa.
traits
is a block of traits that are assigned to this idea, defined in /Hearts of Iron IV/common/country_leader/*.txt, also granting a static modifier and showing up near the idea.
ledger
decides which intelligence ledger the idea will be assigned to. This is primarily a leftover now applying to the character system, but this can still be used in officer corps spirits. Possible values are army
, air
, navy
, military
(Appearing on each of the prior ledgers), civilian
, all
, and hidden
.
Example
ideas = { law_category = { law = yes use_list_view = yes my_law = { allowed_to_remove = { num_of_civilian_factories > 10 } removal_cost = 100 cost = 100 level = 3 modifier = { production_speed_industrial_complex_factor = 0.2 } } } designer_category = { designer = yes my_designer = { # No cost is defined, defaults to 150 allowed = { tag = QAT } visible = { has_tech = infantry_weapons1 } available = { has_equipment = { infantry_equipment > 1000 } } traits = { infantry_equipment_manufacturer } } } }
Categories
Idea categories are defined in any /Hearts of Iron IV/common/idea_tags/*.txt file. All categories will be contained in the idea_categories
top element and can contain the following arguments:
slot
is a proper idea category slot. This is what shows up in the GUI in the politics view menu, and this is what ideas have to have as their category in their definition.character_slot
is a character slot. Ideas can also be defined to use this slot and it will show up in the GUI like a regular idea slot, however.cost
is the default price in political power to add an idea within one of the slots of this category. This is applied if the idea doesn't have one.removal_cost
is the default price in political power to remove an idea within one of the slots of this category.ledger
is the intelligence ledger defined to ideas in this category, unless overridden within the slot, idea, or character. Possible values arearmy
,air
,navy
,military
(Appearing on each of the prior ledgers),civilian
,all
, andhidden
. Additionally,invalid
can be used, forcing the ledger to be defined one level lower.hidden
is a boolean value making this category not show up in the GUI. Optional, defaults to no.politics_tab
is a boolean value making this category show up in the politics tab. Optional, defaults to yes.
This will look like the following:
idea_categories = { my_category = { slot = my_slot character_slot = my_character_slot cost = 30 removal_cost = 10 ledger = hidden } }
The category will then be used by the idea via the slot (which allows mapping an idea to a category)
The file also includes slot_ledgers, which distributes idea slots to intelligence ledgers individually, which will take priority over the idea category's ledger. An example of it being used is
slot_ledgers = { XXX_idea_slot = civilian ZZZ_idea_slot = invalid }
Invalid will require specification in each idea individually.
GFX and GUI
Each idea category represents a row in the country politics view, while each slot represents a slot under that row.
The country_politics_idea_category_entry
container window within the /Hearts of Iron IV/interface/countrypoliticsview.gui file decides the user inteface information about each row. The most important thing here is the gridbox, as it decides the following:
- The size of each idea slot within the category, by default 80 by width and 64 by height. This is used for distances between slots.
- The max amount of slots, by default 7 horizontally and 1 vertically. If not adjusted, it'd be impossible to have more than 7 idea slots in a category.
- The format of the gridbox, deciding in which direction the idea slots are added.
The idea category's icon, shown on the left of the category's row, is decided by the GFX_idea_categories sprite. The sprite is split into multiple frames horizontally, and each category is assigned a part of it depending on its order defined in /Hearts of Iron IV/common/idea_tags/*.txt. The sprite is defined in /Hearts of Iron IV/interface/countrypoliticsview.gfx and its definition in the base game consists of the following:
spriteType = { name = "GFX_idea_categories" texturefile = "gfx/interface/idea_categories.dds" noOfFrames = 6 }
When adding a new category, make sure to update the sprite and the amount of frames accordingly.
An icon can be defined for idea slots, which will be used for them if there is no idea assigned to that slot. This definition in any /Hearts of Iron IV/interface/*.gfx file, taking XXX_idea_slot as an example, is done the following way:
spriteType = { name = GFX_idea_slot_XXX_idea_slot textureFile = gfx/interface/filename.dds }
In other words, the sprite must have the same name as the idea slot but with GFX_idea_slot_
prepended in the beginning.
Modifying cost of a slot
The <idea slot>_cost_factor
modifier can be used to modify the price in political power for adding ideas or characters in this slot. However, there is a restriction on that modifier. In order for it to work, the idea slot needs to have any ideas or characters defined beforehand.
The files in the /Hearts of Iron IV/common/ideas/*.txt folder are loaded in the order of the Unicode character IDs, which put capital letters before underscores, which are put before lowercase letters. For example, this means that a file with the filename of TAG.txt
is loaded before _economy.txt
or _manpower.txt
(the base game's locations of laws), which would get loaded before country.txt
. Due to the above quirk, this means that an idea with the modifier affecting a price of a law, for instance, economy_cost_factor = -0.10
, will throw an error if the filename starts with an uppercase character unless the laws are stored from files different from base game.
There are two primary ways to fix this. The first one is to simply change the filename of the country's idea file, changing it from, for instance, GER.txt
togermany.txt
. In case you have to keep the filename the same to overwrite a file, a new file can be created instead. Alternatively, assuming that you have a replace_path to the ideas folder, you could rename the files storing the laws to begin with a character with a smaller ID, for instance, to 00_economy.txt
, which would get loaded prior to TAG.txt
.
Additionally, this also means that there have to be ideas defined within character slots for the modifier to work, such as political_advisor_cost_factor = 0.1
. This is because characters are loaded later than ideas or country leader traits, so they're not loaded yet when evaluating the modifier, causing the error. This can be bypassed by creating ideas for the character slots in /Hearts of Iron IV/common/ideas/*.txt files. These will never appear for the countries as these are character slots rather than idea slots, but an idea that was loaded beforehand will correct the error.
Notes
^ a: Depends on the value in the /Hearts of Iron IV/common/idea_tags/*.txt file, which is always 150 in base game
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 |