欧陆风云3神风秘籍 神风 与别国无法宣战

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贴数:2&分页:Xeneizes发信人: Insua (Xeneizes), 信区: Paradox
标&&题: [资料]欧陆风云3神风5.1版本国家变身决议介绍
发信站: 水木社区 (Tue Nov 22 04:05:11 2011), 站内 &&&&&&&&&&&&&& 1综述
1.1 变身的特点
国家变身,是通过change tag实现的国家变化,游戏里面的国家变身全是有益的,是在能所能及的范围内追求的目标,在大多数情况下对国家的国力有显著的提升。
1.2 变身的要求
变身一般对领土,核心领土,声望和君主能力有要求,特别国家下,比如说条顿还有宗教要求。除了游牧以外,变身基本都要求和平。
1.3 变身的好处
1国策的优待,多数变身都会拉集中。2核心增加,有多有少,基本都会帮你统一同文化圈。3政体变化,对于游牧很重要。4专员的变化,给商人给殖民者给专员之类的。5金钱声望奖励,基本不缺,一地加基税。6国家buff,神罗有一个,不过明显比不上神罗皇帝的无敌加成。7文化优待,统一文化圈可以取消同文化圈里不同文化对税收的不良影响。见附录18最后说最重要的就是变身后的国家专有任务和决议,这对许多本身没有变身的国家有明确的导向。 &&&&&&&&&&&& 2分类讨论各个变身,排名按首字母2.1大不列颠
country_decisions = { && british_nation = {
potential = {
NOT = { exists = GBR }
NOT = { tag = PAP }
NOT = { tag = HRE }
culture_group = british
primary_culture = welsh
owns = 236 # London
owns = 237 # Oxfordshire
owns = 234 # Wessex
owns = 248 # Lothian
owns = 251 # Aberdeen && is_core = 236 # London
is_core = 237 # Oxfordshire
is_core = 234 # Wessex
is_core = 248 # Lothian
is_core = 251 # Aberdeen && war = no
effect = {
add_core = 236 # London
add_core = 233 # Cornwall
add_core = 234 # Wessex
add_core = 235 # Kent
add_core = 237 # Oxfordshire
add_core = 238 # East Anglia
add_core = 239 # Gloucestershire
add_core = 240 # Marches
add_core = 241 # Glamorgan
add_core = 242 # Gwynedd
add_core = 243 # Lincoln
add_core = 244 # Lancashire
add_core = 245 # Yorkshire
add_core = 246 # Northumberland
add_core = 247 # Cumbria
add_core = 248 # Lothian
add_core = 249 # Ayrshire
add_core = 250 # Fife
add_core = 251 # Aberdeen
add_core = 252 # Highlands
add_core = 253 # Western Isles
add_core = 369 # Orkney
add_core = 372 # Ulster
add_core = 373 # Meath
add_core = 374 # Leinster
add_core = 375 # Munster
add_core = 376 # Connaught
add_core = 1860 # Norfolk
add_core = 1861 # Derby
colonists = 1
random_owned = {
limit = { culture_group = british }
base_tax = 1 &&&&&&&&&& }
centralization_decentralization = -2
prestige = 0.05
change_tag = GBR
capital = 236
ai_will_do = {
factor = 1
统一的英国是向外的第一步,在任务的帮助下爱尔兰不是问题,怎么取得苏格兰则要费些思量。尤其是无敌的苏格兰决议。吞并苏格兰的任务要很久以后了。这是个中规中矩的任务,给的核心很厚道,但也可以说没什么意义,爱尔兰任务给核心,苏格兰联统或者附庸吞并,基本你能点决议了这些核心你也就全有了。典型的孤岛中立,给的殖民者暗示着前进的方向。
2.2清朝country_decisions = { && chinese_nation = {
potential = {
year = 1644
NOT = { exists = MCH }
owns = 1816 # Beijing
is_core = 1816 # Beijing
effect = {
ming_china = { add_core = MCH }
random_owned = { base_tax = 1 }
centralization_decentralization = -1
capital = 1816 # Beijing
prestige = 0.02
government = despotic_monarchy
change_tag = MCH
ai_will_do = {
factor = 1
被一代代骂的决议,按理来说这是整个游戏里最简单的两个变身决议之一,另外一个是条顿变身普鲁士,都是等日子。而且就奖励来说这个变身还是很优惠的。尽管时间较晚,核心可以通过联统取得,这是改变政体的机会,也是告别派系的机会。但其实他不会让你告别派系,而且还会因为没有派系导致坏档。当然对 ai来说是没有问题的。对人来说就是摆设。
2.3英格兰country_decisions = { && english_nation = {
potential = {
NOT = { exists = ENG }
NOT = { exists = GBR }
NOT = { tag = HRE }
NOT = { tag = PAP }
primary_culture = english
owns = 236 # London
owns = 237 # Oxfordshire
owns = 234 # Wessex
owns = 235 # Kent
owns = 238 # East Anglia && is_core = 236 # London
is_core = 237 # Oxfordshire
is_core = 234 # Wessex
is_core = 235 # Kent
is_core = 238 # East Anglia && war = no
effect = {
add_core = 233 # Cornwall
add_core = 234 # Wessex
add_core = 236 # London &&&&&&&&&& add_core = 237 # Oxfordshire
add_core = 238 # East Anglia
add_core = 239 # Gloucestershire
add_core = 240 # Marches
add_core = 241 # Glamorgan
add_core = 243 # Lincoln
add_core = 244 # Lancashire
add_core = 245 # Yorkshire
add_core = 246 # Northumberland
add_core = 247 # Cumbria
add_core = 1860 # Norfolk
add_core = 1861 # Derby
colonists = 1
random_owned = {
base_tax = 1
centralization_decentralization = -2
prestige = 0.05
change_tag = ENG
capital = 236
ai_will_do = {
factor = 1
ai_importance = 400
} && }挺囧的一个决议,就不多说什么了。让英格兰浴火重生吧。
2.4country_decisions = { && french_nation = {
potential = {
NOT = { tag = SPA } # Basque is a valid culture for both FRA and SPA
NOT = { tag = HRE }
NOT = { tag = PAP }
NOT = { exists = FRA }
NOT = { exists = RFR }
culture_group = french
culture_group = basque_group
primary_culture = breton
owns = 177 # Maine
owns = 179 # Blois
owns = 182 # Vermandois
owns = 183 # 蝜e-de-France
owns = 184 # Orl閍nnais
owns = 185 # Othe
owns = 186 # Champagne && is_core = 177 # Maine
is_core = 179 # Blois
is_core = 182 # Vermandois
is_core = 183 # 蝜e-de-France
is_core = 184 # Orl閍nnais
is_core = 185 # Othe
is_core = 186 # Champagne && war = no
effect = {
add_core = 167 # Caux
add_core = 168 # Normandie
add_core = 173 # Saintonge
add_core = 177 # Gascogne
add_core = 178 # Anjou
add_core = 179 # Blois &&&&&&&&&& add_core = 180 # Poitou
add_core = 182 # Vermandois
add_core = 183 # Ile-de-France
add_core = 184 # Orl閍nnais
add_core = 185 # Othe
add_core = 186 # Champagna
add_core = 190 # Bourbon
add_core = 194 # P閞igord
add_core = 195 # Limousin
add_core = 196 # Toulouse
add_core = 198 # Rouergue
add_core = 199 # Auvergne
add_core = 200 # Avignon
add_core = 1743 # Cambray
add_core = 1879 # Alencon
merchants = 1
random_owned = {
base_tax = 1
centralization_decentralization = -2
prestige = 0.05
change_tag = FRA
capital = 183
ai_will_do = {
factor = 1
} && }鉴于法妖的实力,这个决议是为玩家准备的。在具体一点是为玩家的勃艮第准备的。要七个核心,给21个。总之要先肢解法国再重建法国。这个决议对ai的意义就是即使法国被打爆,法国的土地上总会有个不容小视的国家存在,有一天法国人会再回来。额外一个花絮,纳瓦拉,就是第一行的备注,以前划分在伊比利亚的文化组里,导致了在极端情况下纳瓦拉可以联统得到卡斯提尔阿拉贡葡萄牙,然后成立法国,然后转文化去英国或者意大利或者北欧,最后神罗统一。写的我都觉得很刺激,嘿嘿。所以纳瓦拉的文化被独立,被独立了。。。。
country_decisions = { && german_nation = {
potential = {
NOT = { exists = GER }
NOT = { tag = HRE }
primary_culture = hannoverian
primary_culture = pommeranian
primary_culture = hessian
primary_culture = saxon
primary_culture = bavarian
primary_culture = prussian
primary_culture = rheinlaender
owns = 46 # Mecklenburg
owns = 50 # Brandenburg
owns = 52 # Altmark
owns = 53 # L黱eburg
owns = 57 # Hannover
owns = 58 # Anhalt
owns = 61 # Dresden
owns = 62 # Leipzig
owns = 63 # Erfurt
owns = 67 # Franken && is_core = 46 # Mecklenburg
is_core = 50 # Brandenburg
is_core = 52 # Altmark
is_core = 53 # L黱eburg
is_core = 57 # Hannover
is_core = 58 # Anhalt
is_core = 61 # Dresden
is_core = 62 # Leipzig
is_core = 63 # Erfurt
is_core = 67 # Franken && war = no
effect = {
german_region = {
add_core = GER
base_tax = 1
centralization_decentralization = -2
merchants = 1
prestige = 0.20
change_tag = GER
ai_will_do = {
factor = 1
} && 不多说,ai最难成立的国家,迄今没见过有ai成立的战报。奥地利和波西米亚都是成立德国的绊脚石,而且本身神罗国家吞地就有很大的恶名压力。而且哪怕真有一个超级大国可能达到条件(往往是不能成立德国的奥地利),也很有可能先成立神罗。要十个核心,而且这是个核心基本上都是没有任务给核心,而且联统对一个主教国还没用。至于说收获,你收复了核心就是世界第一,甚至比神罗还强,因为没有文化惩罚。如果可以德国领神罗皇帝,横行欧陆。当然最传统的勃兰登堡普鲁士德国神罗的魅力实在难以抵挡。&&&&&&&&&&&&&& 2.6印度斯坦 && hindustan_nation_dravidian = {
potential = {
NOT = { exists = HIN }
NOT = { tag = MUG }
culture_group = dravidian
NOT = { technology_group = nomad_group }
culture_group = dravidian
stability = 3 && owns = 532
owns = 535
owns = 536
owns = 537
owns = 538
owns = 539
owns = 540
owns = 541
owns = 542
owns = 543
owns = 547
owns = 549
owns = 533
owns = 534
owns = 572
owns = 573 && is_core = 532
is_core = 535
is_core = 536
is_core = 537
is_core = 538
is_core = 539
is_core = 540
is_core = 541
is_core = 542
is_core = 543
is_core = 547
is_core = 549
is_core = 533
is_core = 534
is_core = 572
is_core = 573
effect = {
add_core = 536
add_core = 537
add_core = 538
add_core = 539
add_core = 540
add_core = 541
add_core = 533
add_core = 534
add_core = 535
add_core = 572
add_core = 573
add_core = 503
add_core = 504
add_core = 505
add_core = 518
add_core = 525
add_core = 519
add_core = 520
add_core = 512
add_core = 513
add_core = 514
add_core = 528
add_core = 517
add_core = 516
add_core = 515
add_core = 527
add_core = 532
add_core = 543
add_core = 544
add_core = 530
add_core = 529
add_core = 545
add_core = 546
add_core = 527
add_core = 528
add_core = 517
add_core = 516 &&&&&&&&&& add_core = 515
add_core = 550
add_core = 526
add_core = 524
add_core = 523
add_core = 522
add_core = 521
add_core = 511
add_core = 506
add_core = 578
add_core = 507
add_core = 510
add_core = 740
add_core = 556
add_core = 555
add_core = 551
add_core = 560
add_core = 561
add_core = 564
add_core = 563
add_core = 562
add_core = 568
add_core = 558
add_core = 559
add_core = 552
add_core = 553
add_core = 548
add_core = 531
add_core = 542
add_core = 547
add_core = 549
add_core = 557
add_core = 554
add_core = 434
add_core = 435
add_core = 446
add_core = 1248
random_owned = {
base_tax = 1
change_manpower = 1
prestige = 0.05
change_tag = HIN
ai_will_do = {
factor = 1
ai_importance = 50
各文化成立印度的方法不同,取第一段做个例子。印度就是富,统一西化后就是世界强国了。这个决议是所有印度国家的目标。印度因为宗教差异,属于乱战之地。相比较来说,中南半岛上也是金戈铁马,但是因为没有一个统一的决议,而乏人问津。 &&&&&&&&&& 2.7爱尔兰country_decisions = { && irish_nation = {
potential = {
NOT = { exists = IRE }
NOT = { tag = HRE }
primary_culture = irish
owns = 372 # Ulster
owns = 373 # Meath
owns = 374 # M黱chen
owns = 375 # Leinster
owns = 376 # Connaught
effect = {
add_core = 372 # Ulster
add_core = 373 # Meath
add_core = 374 # Leinster
add_core = 375 # Munster
add_core = 376 # Connaught
centralization_decentralization = -2
merchants = 1
random_owned = {
limit = { culture = irish }
base_tax = 1
prestige = 0.05
change_tag = IRE
ai_will_do = {
factor = 1
} && }爱尔兰人绝不屈服,第一个不要核心的决议。是小国崛起中坚实的一步。 &&&&&&&&&&&& 2.8意大利country_decisions = { && italian_nation = {
potential = {
NOT = { exists = ITA }
NOT = { tag = PAP }
NOT = { tag = HRE }
culture_group = latin
owns = 104 # Lombardia
owns = 116 # Firenze
owns = 117 # Siena
owns = 118 # Roma
owns = 119 # Ancona
is_core = 104 # Lombardia
is_core = 116 # Firenze
is_core = 117 # Siena
is_core = 118 # Roma
is_core = 119 # Ancona
effect = {
add_core = 101 # Liguria
add_core = 103 # Piedmont
add_core = 104 # Lombardia
add_core = 105 # Parma
add_core = 106 # Modena
add_core = 107 # Brescia
add_core = 108 # Verona
add_core = 109 # Mantua
add_core = 111 # Friuli
add_core = 112 # Venezia
add_core = 113 # Ferrara
add_core = 114 # Romagna
add_core = 115 # Pisa
add_core = 116 # Firenze
add_core = 117 # Siena
add_core = 118 # Roma
add_core = 119 # Ancona
add_core = 130 # Istria
add_core = 1774 # Treviso
add_core = 1862 # Cremona
add_core = 1875 # Cuneo
centralization_decentralization = -2
missionaries = 1
random_owned = {
limit = { culture_group = latin }
base_tax = 1
prestige = 0.05
change_tag = ITA
capital = 118
ai_will_do = {
factor = 1
} && gods_kingdom = {
potential = {
NOT = { exists = ITA }
NOT = { has_country_modifier = kingdom_of_god }
owns = 101 # Liguria
owns = 103 # Piedmont
owns = 104 # Lombardia &&&&&&&&&& owns = 105 # Parma
owns = 106 # Modena
owns = 107 # Brescia
owns = 108 # Verona
owns = 109 # Mantua
owns = 111 # Friuli
owns = 112 # Venezia
owns = 113 # Ferrara
owns = 114 # Romagna
owns = 115 # Pisa
owns = 116 # Firenze
owns = 117 # Siena
owns = 118 # Roma
owns = 119 # Ancona
owns = 130 # Istria
owns = 1774 # Treviso
owns = 1862 # Cremona
owns = 1875 # Cuneo
effect = {
add_core = 101 # Liguria
add_core = 103 # Piedmont
add_core = 104 # Lombardia
add_core = 105 # Parma
add_core = 106 # Modena
add_core = 107 # Brescia
add_core = 108 # Verona
add_core = 109 # Mantua
add_core = 111 # Friuli
add_core = 112 # Venezia
add_core = 113 # Ferrara
add_core = 114 # Romagna
add_core = 115 # Pisa
add_core = 116 # Firenze
add_core = 117 # Siena
add_core = 118 # Roma
add_core = 119 # Ancona
add_core = 130 # Istria
add_core = 1774 # Treviso
add_core = 1862 # Cremona
add_core = 1875 # Cuneo
culture_group_union = latin
118 = { base_tax = 1 }
add_country_modifier = {
name = "kingdom_of_god"
duration = -1
country_event = 2021
ai_will_do =
factor = 1
略显尴尬的决议,意大利最大问题就是被神罗教皇横断。南部那不勒斯强盛,但迈不进神罗的土地,北部诸多小国之外的米兰也很难跨过罗马城,而且困于恶名。威尼斯与其成立意大利不如去成立拜占庭,教皇反而可以检漏降临天主之国,但也要关闭教廷,孰重孰轻,看官自酌。奥地利应该是成立意大利最简单的国家了吧。国家强大就是好啊。值得注意的一点,成立意大利要迁都
2.9日本代码就不放了,没什么意思,幕府系统还要改。不过老实说,日本很强,越早统一就越早称霸。ai明朝只要没了天命就没了战斗力。,日本横行随走。 &&&&&&&&&& 2.10(差点写成3.0)马来亚
country_decisions = { && malayan_nation = {
potential = {
NOT = { exists = MSA }
culture_group = malay
NOT = { technology_group = nomad_group }
owns = 624
owns = 625
owns = 629
owns = 630
owns = 595
owns = 598
owns = 596
owns = 597
owns = 617
owns = 618
owns = 619
owns = 620
owns = 621
owns = 622
owns = 623
owns = 659
owns = 595
owns = 598
owns = 596
owns = 597
owns = 637
owns = 636
owns = 638
owns = 640
owns = 639
owns = 637
owns = 636
owns = 638
owns = 640
owns = 639
owns = 617
owns = 618
owns = 619
owns = 620
owns = 621
owns = 622
owns = 623
owns = 659
effect = {
add_core = 624
add_core = 625
add_core = 629
add_core = 630
add_core = 595
add_core = 598
add_core = 596
add_core = 597
add_core = 617
add_core = 618
add_core = 619
add_core = 620
add_core = 621
add_core = 622
add_core = 623
add_core = 659
add_core = 637
add_core = 636
add_core = 638
add_core = 640
add_core = 639
random_owned = {
base_tax = 1
change_manpower = 1
centralization_decentralization = -1
prestige = 0.05
change_tag = MSA
ai_will_do = {
factor = 1
} && }好处是不要核心,坏处是要殖民地,所以马六甲优势很大。这三个**难免要和中南半岛死磕。满者伯夷绝境之斗。占婆倒是因为多了个要塞,可能异军突起。 &&&&&&&&&& 2.11莫卧儿mughal_nation = {
potential = {
NOT = { exists = MUG }
NOT = { tag = PER }
NOT = { tag = TUR }
culture_group = altaic
culture_group = iranian
is_subject = no
NOT = { technology_group = nomad_group }
owns = 519 # Jaipur
owns = 521 # Panipat
owns = 522 # Delhi
owns = 523 # Lucknow
owns = 524 # Agra
is_core = 519 # Jaipur
is_core = 521 # Panipat
is_core = 522 # Delhi
is_core = 523 # Lucknow
is_core = 524 # Agra
effect = {
add_core = 448 # Gazni
add_core = 450 # Balkh
add_core = 451 # Kabulistan
add_core = 452 # Badakhshan
add_core = 504 # Sind
add_core = 505 # Bakkar
add_core = 506 # Multan
add_core = 507 # Lahore
add_core = 510 # Chandigarh
add_core = 511 # Sutlej
add_core = 512 # Thar
add_core = 513 # Jaisalmer
add_core = 514 # Jodphur
add_core = 519 # Jaipur
add_core = 520 # Bikaner
add_core = 521 # Panipat
add_core = 522 # Delhi
add_core = 524 # Agra
add_core = 550 # Mandla
add_core = 555 # Oudh
add_core = 556 # Allahabad
add_core = 575 # Balushistan
add_core = 576 # Indus
add_core = 577 # Quetta
add_core = 578 # Kohistan
add_core = 740 # Ladakh
add_core = 523 # Lucknow
random_owned = {
base_tax = 1
change_manpower = 1
centralization_decentralization = -2
prestige = 0.05
government = despotic_monarchy
change_tag = MUG &&&&&&&&&& MUG = {
technology_group = muslim
ai_will_do = {
factor = 1
}游牧的成立要求稍有区别,要求行政4级。这是游牧的希望,虽然往往是帖木儿拔得头筹。只要能和收回核心,莫卧儿就可以称霸一方,虽然本身地不富,但有印度怕什么。
2.12尼德兰
country_decisions = { && netherlands_nation = {
potential = {
NOT = { exists = NED }
NOT = { tag = PAP }
NOT = { tag = HRE }
primary_culture = dutch
primary_culture = flemish
owns = 96 # Zeeland
owns = 97 # Holland
owns = 98 # Utrecht
owns = 100 # Friesland
is_core = 96 # Zeeland
is_core = 97 # Holland
is_core = 98 # Utrecht
is_core = 100 # Friesland
effect = {
add_core = 90 # Vlaanderen
add_core = 95 # Breda
add_core = 96 # Zeeland
add_core = 97 # Holland
add_core = 98 # Utrecht
add_core = 99 # Gelre
add_core = 100 # Friesland
add_core = 1742 # Limburg
add_core = 1744 # Antwerp
centralization_decentralization = -2
merchants = 1
random_owned = {
culture = dutch
culture = flemish
base_tax = 1
prestige = 0.05
change_tag = NED
ai_will_do = {
factor = 1
ai_importance = 400
} && }袖珍列强,尼德兰崛起的必由之路。好处是可以变文化,法国还是萨克森,要提前计划好才行。神罗内小国的骄傲姿态,和霸主勃兰登堡同样是被联统国的起步,奋斗吧少年。
country_decisions = { && persian_nation = {
potential = {
NOT = { exists = PER }
NOT = { tag = MUG }
culture_group = iranian
primary_culture = azerbadjani
owns = 413 # Luristan
owns = 414 # Hamadan &&&&&&&&&& owns = 416 # Azerbaijan
owns = 426 # Mazandaran
owns = 429 # Fars
owns = 434 # Makran
owns = 436 # Khurasan
is_core = 413 # Luristan
is_core = 414 # Hamadan
is_core = 416 # Azerbaijan
is_core = 426 # Mazandaran
is_core = 429 # Fars
is_core = 434 # Makran
is_core = 436 # Khurasan
effect = {
add_core = 413 # Luristan
add_core = 414 # Hamadan
add_core = 416 # Azerbaijan
add_core = 426 # Mazandaran
add_core = 428 # Ajam
add_core = 429 # Fars
add_core = 412 # Khuzestan
add_core = 417 # Gilan
add_core = 427 # Gurgan
add_core = 432 # Khurasan
add_core = 433 # Dash-i-Lut
add_core = 434 # Makran
add_core = 436 # Kerman
random_owned = {
base_tax = 1
change_manpower = 1
centralization_decentralization = -2
prestige = 0.05
change_tag = PER
government = theocratic_government
ai_will_do = {
factor = 1
} && }叛军爆出来的国家。缺乏亮点,人气不足。不是特别有爱的人很少会用它吧。
country_decisions = { && prussian_nation = {
potential = {
NOT = { exists = PRU }
NOT = { tag = HRE }
NOT = { tag = GER }
is_religion_enabled = protestant
owns = 41 # Ostpreussen
effect = {
random_owned = {
base_tax = 1
centralization_decentralization = -1
prestige = 0.03
change_tag = PRU
government = feudal_monarchy
add_core = 41 # Ostpreussen
add_core = 42 # Warmia
add_core = 43 # Danzig
add_core = 40 # Memel
add_core = 39 # Kurland
add_core = 271 # Samogitia
capital = 41 # Ostpreussen
ai_will_do = {
factor = 1
用条顿成立的话就是整个游戏最简单的变身,等时间就成。不知道多少次霍亨索伦看到一地被附庸的条顿悄悄的变身普鲁士,泪流满面。勃兰登堡成立会稍难一点,但不要求有核心,萨克森文化要核心。但无数国家执迷不悔,为了就是那逆天的普鲁士军事改革。只要不像历史上的普鲁士那么彪猛,那就军改在手,天下我有。 &&&&&&&&&&&&&&&&&&&&&& 2.15重建拜占庭
country_decisions = { && restore_byzantine_empire = {
potential = {
NOT = { exists = BYZ }
NOT = { tag = HRE }
primary_culture = greek
religion = orthodox
owns = 151 # Thrace
owns = 149 # Edirne
owns = 147 # Salonica
owns = 148 # Macedonia
owns = 146 # Athens
owns = 145 # Morea
owns = 1773 # Achea
owns = 316 # Bithynia
owns = 317 # Bursa
owns = 318 # Smyrna
owns = 1853 # Kozani
effect = {
add_core = 151 # Thrace
add_core = 149 # Edirne
add_core = 147 # Salonica
add_core = 148 # Macedonia
add_core = 146 # Athens
add_core = 145 # Morea
add_core = 1773 # Achea
add_core = 316 # Bithynia
add_core = 317 # Bursa
add_core = 318 # Smyrna
add_core = 163 # Crete
add_core = 164 # Naxos
add_core = 320 # Rhodes
add_core = 321 # Cyprus
add_core = 322 # Anatolia
add_core = 323 # Konya
add_core = 319 # Antalya
add_core = 324 # Karaman
add_core = 325 # Kastamon
add_core = 326 # Angora
add_core = 327 # Adana
add_core = 332 # Mus
add_core = 328 # Sinope
add_core = 330 # Trebizon
add_core = 285 # Kaffa
add_core = 142 # Corfu
add_core = 143 # Albania
add_core = 144 # Janina
add_core = 1765 # Nis
add_core = 150 # Bulgaria
add_core = 1764 # Burgas
add_core = 159 # Silistria
add_core = 1846 # Yazgod
add_core = 1848 # Hamid
add_core = 1853 # Kozani
random_owned = {
limit = { culture = greek }
base_tax = 1
random_owned = {
limit = { culture = greek } &&&&&&&&&& base_tax = 1
centralization_decentralization = -2
prestige = 0.1
change_tag = BYZ
capital = 151 # Constantinople
ai_will_do = {
factor = 1
成立不要核心,给一堆核心,成立后还有给六个南意大利核心的任务,还有特有决议让你点。复兴罗马,这就是东欧小国的梦想,这是希腊人的使命,威尼斯是否也想染指呢?余辉照大国,能否书写出自己的传奇?
2.16罗马尼亚country_decisions = { && romanian_nation = {
potential = {
NOT = { tag = HRE }
NOT = { tag = PAP }
NOT = { exists = RMN }
primary_culture = romanian
NOT = { exists = BYZ }
owns = 158 # Transylvania
owns = 159 # Silistria
owns = 160 # Oltenia
owns = 161 # Wallachia
owns = 268 # Bessarabia
owns = 1756 # Budjak
is_core = 158
is_core = 159
is_core = 160
is_core = 161
is_core = 268
is_core = 1756
effect = {
add_core = 158
add_core = 159
add_core = 160
add_core = 161
add_core = 268
add_core = 1756
merchants = 1
random_owned = {
base_tax = 1
centralization_decentralization = -2
prestige = 0.05
change_tag = RMN
capital = 161
ai_will_do = {
factor = 1
这就是最无力的变身,两点国策一点基税五声望,这就是告诉我们梦想就在君士坦丁堡吧。
2.17俄罗斯 country_decisions = { && russian_nation = {
potential = {
NOT = { exists = RUS }
NOT = { tag = HRE }
primary_culture = russian
owns = 295 # Moskva
owns = 310 # Novgorod
is_core = 295 # Moskva
is_core = 310 # Novgorod && OR = {
owns = 294 # Tver
is_core = 294
} &&&&&&&&&& AND = {
owns = 308 # Yaroslavl
is_core = 308
owns = 289 # Chernigov
is_core = 289
owns = 293 # Smolensk
is_core = 293
owns = 306 # Nijni-Novgorod
is_core = 306
owns = 307 # Vladimir
is_core = 307
effect = {
add_core = 32 # Kexholm
add_core = 33 # Neva
add_core = 34 # Ingermanland
add_core = 274 # Pskov
add_core = 275 # Polotsk
add_core = 288 # Lugansk
add_core = 289 # Chernigov
add_core = 290 # Poltava
add_core = 291 # Kharkov
add_core = 292 # Mogilyov
add_core = 293 # Smolensk
add_core = 294 # Tver
add_core = 295 # Moskva
add_core = 296 # Kaluga
add_core = 297 # Orel
add_core = 298 # Kurks
add_core = 299 # Voronezh
add_core = 300 # Tula
add_core = 301 # Novgorod
add_core = 302 # Tambow
add_core = 303 # Saratow
add_core = 304 # Pensa
add_core = 305 # Simbirsk
add_core = 306 # Nijni-Novgorod
add_core = 307 # Vladimir
add_core = 308 # Yaroslavl
add_core = 309 # Olonets
add_core = 310 # Novgorod
add_core = 311 # Kholm
add_core = 312 # Beloozero
add_core = 313 # Archangelsk
add_core = 314 # Ustyug
add_core = 467 # Bogutjar
add_core = 469 # Mordvar
add_core = 1077 # Solikamsk
add_core = 1079 # Viatka
add_core = 1080 # Idnakar
add_core = 1081 # Bolgar
add_core = 1082 # Kazan
add_core = 1083 # Zavolochye
add_core = 1752 # Rzhev
add_core = 1753 #Kostroma
add_core = 1754 #Murom
add_core = 1755 #Ustyug
add_core = 1778 #Kasimov
add_core = 1776 #Karelia
add_core = 473 #Samara
centralization_decentralization = -2
merchants = 1
random_owned = {
limit = { culture = russian }
base_tax = 1
prestige = 0.15
change_tag = RUS
ai_will_do = {
factor = 1
ai_importance = 400
一个决议让你从佃户变成土豪。众多配角中莫斯科当仁不让男一号,苦难中磨练的意志与身躯,继承了罗马的荣光,蒙古的张扬。任务护体的小强,在高损耗和烂路的折磨中坚强起来吧。男二号高富帅,也可以挑战一下。 &&&&&&&&&&&& 2.18撒丁皮得蒙特
country_decisions = { && sardinia_piedmont_nation = {
potential = {
NOT = { exists = SPI }
government = monarchy
NOT = { exists = SAV }
NOT = { exists = SAR }
owns = 102 # Nice
owns = 103 # Piedmont
owns = 127 # Sardinia
owns = 205 # Savoie
owns = 1875 # Cuneo && is_core = 102 # Nice
is_core = 103 # Piedmont
is_core = 127 # Sardinia
is_core = 205 # Savoie
is_core = 1875 # Cuneo && war = no
effect = {
prestige = 0.05
add_core = 102 # Nice
add_core = 103 # Piedmont
add_core = 127 # Sardinia
add_core = 205 # Savoie
add_core = 1875 # Cuneo
change_tag = SPI
capital = 103 # Piedmont
ai_will_do = {
factor = 1
}很少见人提到,中规中矩,难度低效果也一般,总归不是坏事。
斯堪的纳维亚
country_decisions = { && scandinavian_nation = {
potential = {
NOT = { exists = SCA }
NOT = { tag = PAP }
NOT = { tag = HRE }
culture_group = scandinavian
owns = 1 # Uppland
owns = 6 # Skane
owns = 7 # Vastergotland
owns = 12 # Sjaelland
owns = 15 # Jylland
owns = 17 # Akershus
is_core = 1 # Uppland
is_core = 6 # Skane
is_core = 7 # Vastergotland
is_core = 12 # Sjaelland
is_core = 15 # Jylland
is_core = 17 # Akershus
effect = {
add_core = 1 # Uppland
add_core = 2 # Ostergotland &&&&&&&&&& add_core = 3 # Smaland
add_core = 4 # Bergslagen
add_core = 5 # Varmland
add_core = 6 # Skane
add_core = 7 # Vastergotland
add_core = 8 # Dalaskogen
add_core = 9 # Halsingland
add_core = 10 # Jamtland
add_core = 11 # Vasterbotten
add_core = 12 # Sjaelland
add_core = 13 # Slesvig
add_core = 14 # Fyn
add_core = 15 # Jylland
add_core = 16 # Bohuslan
add_core = 17 # Akershus
add_core = 18 # Lappland
add_core = 19 # Osterbotten
add_core = 20 # Trondelag
add_core = 21 # Halogaland
add_core = 22 # Eisdiva
add_core = 23 # Bergenshus
add_core = 24 # Agder
add_core = 25 # Gotland
add_core = 26 # Halland
add_core = 27 # Finland
add_core = 28 # Nyland
add_core = 29 # Tavastland
add_core = 30 # Viborg
add_core = 31 # Savolaks
add_core = 315 # Finnmark
add_core = 369 # Orkney
add_core = 370 # Reykjavik
add_core = 371 # Akureyri
add_core = 1104 # Eiriksfjord
add_core = 1105 # Vestbygden
random_owned = {
is_capital = no
culture_group = scandinavian
base_tax = 1
capital_scope = {
base_tax = 1
centralization_decentralization = -2
prestige = 0.05
change_tag = SCA
ai_will_do = {
factor = 1
ai_importance = 100
非史实国家,制作者的怨念。北欧可以联统核心再转文化去俄罗斯。本身来说这个决议统一了文化圈,有决议,属于低投入高回报的决议。
2.20 西班牙country_decisions = { && spanish_nation = {
potential = {
NOT = { tag = FRA } # Basque is a valid culture for both FRA and SPA &&&&&&&&&& NOT = { exists = SPA }
NOT = { tag = PAP }
NOT = { tag = HRE }
culture_group = iberian
primary_culture = basque
owns = 213 # Barcelona
owns = 214 # Arag髇
owns = 215 # Castilla La Vieja
owns = 216 # Salamanca
owns = 224 # Andalucia
owns = 219 # Toledo
owns = 220 # Valencia && is_core = 213 # Barcelona
is_core = 214 # Arag髇
is_core = 215 # Castilla La Vieja
is_core = 216 # Salamanca
is_core = 224 # Andalucia
is_core = 219 # Toledo
is_core = 220 # Valencia && war = no
effect = {
add_core = 197 # Roussillon
add_core = 206 # Galicia
add_core = 207 # Asturias
add_core = 208 # Le髇
add_core = 209 # Vizcaya
add_core = 210 # Navarra
add_core = 211 # Pirineo
add_core = 212 # Girona
add_core = 213 # Barcelona
add_core = 214 # Aragon
add_core = 215 # Castilla la Vieja
add_core = 216 # Salamanca
add_core = 217 # Madrid
add_core = 218 # Badajoz
add_core = 219 # Toledo
add_core = 220 # Valencia
add_core = 221 # Murcia
add_core = 222 # Almeria
add_core = 223 # Granada
add_core = 224 # Andalucia
add_core = 225 # C髍doba
add_core = 226 # Gibraltar
add_core = 333 # The Baleares
add_core = 366 # The Canarias
add_core = 1745 # Cantabria
add_core = 1746 # Burgos
add_core = 1747 # Caceres
add_core = 1748 # La Mancha
add_core = 1749 # Cadiz
add_core = 1750 # Alicante
} && centralization_decentralization = -2 &&&&&&&&&& colonists = 1
random_owned = {
base_tax = 1
prestige = 0.05
change_tag = SPA
any_owned = {
limit = { province_id = 217 owned_by = THIS }
capital = 217 # Madrid
ai_will_do = {
factor = 1
ai_importance = 600
类似于北欧的情况,三国联统继承拿到核心之后,可以成立国家,锦上添花。而且都是本文化圈的集大成者,能统一文化圈就意味着稳固的基地和收入保证。除了条顿的普鲁士,明变身满洲,其他国家只要能完成变身都可以跻身强国之列。
2.21最后的霸王当然是神罗。神罗的问题就是皇帝的buff让成立神罗本身变得不是很实惠。神罗成立是,接壤国家给核心,所以成立神罗全核心的难度比想象中要简单。关于神罗,等考完试我想再专门写一些。
附录 1 common下culture文件里的文化集成部分 && germanic = {
union = GER
scandinavian = {
union = SCA
british = {
union = GBR
} && latin = {
union = ITA
} && iberian = {
union = SPA
} && french = {
union = FRA
east_slavic = {
union = RUS
} && iranian = {
union = PER
altaic = {
union = KHA
} && 2 文化转换决议中不允许转文化的部分 &&&& cultural_shift = {
potential = {
capital_scope = {
NOT = { culture = THIS }
NOT = { tag = FRA }法国
NOT = { tag = GBR }大不列颠
NOT = { tag = SCA }斯堪的纳维亚
NOT = { tag = GER }德国
NOT = { tag = HRE }神罗
NOT = { tag = PAP }教皇国
NOT = { tag = ITA }意大利
NOT = { tag = SPA }西班牙
NOT = { tag = RUS }俄罗斯
NOT = { tag = BYZ }拜占庭
NOT = { tag = PER }波斯
NOT = { tag = KHA }蒙古
NOT = { tag = JAP }日本
NOT = { tag = MCH }满
NOT = { tag = MNG }明
NOT = { tag = PRU }普鲁士
dominant_culture = CAPITAL
stability = 1
is_subject = false
effect = {
primary_culture = CAPITAL
stability = -5
ai_will_do = {
factor = 0
} &&&& 3 杂言可能的已经实现的路线 勃兰登堡--普鲁士--德国--神罗奥地利--普鲁士(转文化)--德国--神罗荷兰--尼德兰--普鲁士(转文化)--德国--神罗可能的路线勃艮第 --尼德兰---。。---神罗威尼斯--拜占庭(转文化)--俄罗斯(转文化)--神罗疯狂猜测的路线马六甲--马来亚--印度斯坦(转文化)---俄罗斯(转文化)
20个国家,马来亚印度满波斯日本以外就都是欧陆风云了。 &&&&&&&&&& --
1399年,到处都是一片混乱。在西边百年战争正激烈地进行着,在东面征服者跛子帖木儿制
造着恐惧,而古老的拜占庭帝国仅剩下几块领土。荣耀属于能抓住机会的人。 &&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Europa Universalis 3 1399·大战役 &&&& ※ 来源:·水木社区 newsmth.net·[FROM: 211.99.222.*]
漠北只狼发信人: smth000 (漠北只狼), 信区: Paradox
标&&题: Re: [资料]欧陆风云3神风5.1版本国家变身决议介绍
发信站: 水木社区 (Tue Nov 22 11:23:38 2011), 站内 && 赞,好久没帖子了
【 在 Insua (Xeneizes) 的大作中提到: 】
: 1.1 变身的特点
: 国家变身,是通过change tag实现的国家变化,游戏里面的国家变身全是有益的,是在能所能及的范围内追求的目标,在大多数情况下对国家的国力有显著的提升。
: ...................
&& -- && ※ 来源:·水木社区 newsmth.net·[FROM: 203.86.40.*]
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