十字军之王2-转换领地类型

 

好多时,好烦AI乱起嘢,海边地起多个庙或者城堡,游戏自身又冇拆的功能。

以下均以基础路径为“我的文档\Paradox Interactive\Crusader Kings II\mod\[你的MOD]\”

一,系“common\buildings”下边新建一个“my_buildings.txt”

city = {
	my_city_to_castle = {
		desc = my_city_to_castle_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		potential = {
			FROM = { ai = no }
		}
		gold_cost = 1
		build_time = 1
		ai_creation_factor = 0
		extra_tech_building_start = 10.0
	}
}

temple = {
	my_temple_to_city = {
		desc = my_temple_to_city_desc
		trigger = { TECH_TEMPLE_CONSTRUCTION = 0 }
		potential = {
			FROM = { ai = no }
		}
		gold_cost = 1
		build_time = 1
		ai_creation_factor = 0
		extra_tech_building_start = 10.0
	}
}

castle = {
	my_castle_to_city = {
		desc = my_castle_to_city_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		potential = {
			FROM = { ai = no }
		}
		gold_cost = 1
		build_time = 1
		ai_creation_factor = 0
		extra_tech_building_start = 10.0
	}
}

二 ,系“decisions”下边新建一个“convert_to_cct.txt”

decisions = {

	my_city_convert_to_castle = {
		is_high_prio = yes
		potential = {
			ai = no
			is_feudal = yes
			any_demesne_title = {
				has_any_building = my_city_to_castle
			}
		}
		allow = {
			any_demesne_title = {
				has_any_building = my_city_to_castle
			}
		}
		effect = {
			hidden_tooltip = {
				any_demesne_title = {
					if = {
						limit = {
							has_building = my_city_to_castle
						}
						convert_to_castle = yes
						refill_holding_levy = yes
					}
				}
			}
			custom_tooltip = {
				text = my_city_convert_to_castle_adopt
			}
		}
		revoke_allowed = {
			always = no
		}
	}

	my_temple_convert_to_city = {
		is_high_prio = yes
		potential = {
			ai = no
			is_feudal = yes
			any_demesne_title = {
				has_any_building = my_temple_to_city
			}
		}
		allow = {
			any_demesne_title = {
				has_any_building = my_temple_to_city
			}
		}
		effect = {
			hidden_tooltip = {
				any_demesne_title = {
					if = {
						limit = {
							has_building = my_temple_to_city
						}
						convert_to_city = yes
						refill_holding_levy = yes
					}
				}
			}
			custom_tooltip = {
				text = my_temple_convert_to_city_desc_adopt
			}
		}
		revoke_allowed = {
			always = no
		}
	}

	my_castle_convert_to_city = {
		is_high_prio = yes
		potential = {
			ai = no
			is_feudal = yes
			any_demesne_title = {
				has_any_building = my_castle_to_city
				#location = { is_capital = no }
				#or = {
				#	holding_type = city
				#	holding_type = temple
				#}
			}
		}
		allow = {
			any_demesne_title = {
				has_any_building = my_castle_to_city
			}
		}
		effect = {
			hidden_tooltip = {
				any_demesne_title = {
					if = {
						limit = {
							has_building = my_castle_to_city
						}
						convert_to_city = yes
						refill_holding_levy = yes
					}
				}
			}
			custom_tooltip = {
				text = my_castle_convert_to_city_adopt
			}
		}
		revoke_allowed = {
			always = no
		}
	}

	my_destory_sp_build = {
		is_high_prio = yes
		potential = {
			ai = no
			is_feudal = yes
			any_demesne_title = {
				or = {
					has_any_building = my_castle_to_city
					has_any_building = my_city_to_castle
					has_any_building = my_temple_to_city
				}
			}
		}
		allow = {
			any_demesne_title = {
				or = {
					has_any_building = my_castle_to_city
					has_any_building = my_city_to_castle
					has_any_building = my_temple_to_city
				}
			}
		}
		effect = {
			hidden_tooltip = {
				any_demesne_title = {
					if = {
						limit = {
							holding_type = castle
						}
						if = {
							limit = {
								has_building = my_castle_to_city
							}
							remove_building = my_castle_to_city
						}
					}
					if = {
						limit = {
							holding_type = city
						}
						if = {
							limit = {
								has_building = my_city_to_castle
							}
							remove_building = my_city_to_castle
						}
					}
					if = {
						limit = {
							holding_type = temple
						}
						if = {
							limit = {
								has_building = my_temple_to_city
							}
							remove_building = my_temple_to_city
						}
					}
				}
			}
			custom_tooltip = {
				text = my_destory_sp_build_adopt
			}
		}
		revoke_allowed = {
			always = no
		}
	}
}

三,系“localisation”下边新建一个“convert_to_cct_lang.csv”

my_city_to_castle;市转城;;;;;;;;;x
my_city_to_castle_desc;将 城市 转为 城堡 的标志建筑。;;;;;;;;;x
my_temple_to_city;寺转市;;;;;;;;;x
my_temple_to_city_desc;将 寺庙 转为 城市 的标志建筑。;;;;;;;;;x
my_castle_to_city;城转市;;;;;;;;;x
my_castle_to_city_desc;将 城堡 转为 城市 的标志建筑。;;;;;;;;;x
my_city_convert_to_castle;城市转为城堡;;;;;;;;;x
my_city_convert_to_castle_desc;将建了标志建筑的城市转为城保。;;;;;;;;;x
my_city_convert_to_castle_adopt;任何拥有 市转城 的领地将升级为城堡。;;;;;;;;;x
my_temple_convert_to_city;寺庙转为城市;;;;;;;;;x
my_temple_convert_to_city_desc;将建了标志建筑的寺庙转为城市。;;;;;;;;;x
my_temple_convert_to_city_desc_adopt;任何拥有 寺转市 的领地将升级为城堡。;;;;;;;;;x
my_castle_convert_to_city;城堡转为城市;;;;;;;;;x
my_castle_convert_to_city_desc;将建了标志建筑的城保转为城市。;;;;;;;;;x
my_castle_convert_to_city_adopt;任何拥有 城转市 的领地将升级为城堡。;;;;;;;;;x
my_destory_sp_build;清除转换用的特殊建筑;;;;;;;;;x
my_destory_sp_build_desc;将删除所有标志建筑。;;;;;;;;;x
my_destory_sp_build_adopt;任何标志建筑将会删除。;;;;;;;;;x

限制领地要由自己控制,圣战返来地刚好。
千奇唔好转首都的郡府,会直接OVER。
用法,例如点你控制的城市,弹出建造界面,会有个“市转城”的,建他,过一日就建完,建完后打开密谋,睇下边决议,“清除转换用的特殊建筑”,是后悔用的,“城市转为城堡”,觉得冇问题了,就点佢,完成。

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