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金融帝国2 脚本自定义开局修改方法 怎么自定义开局

金融帝国2 脚本自定义开局修改方法 怎么自定义开局

脚本在C:Users你的用户名Documentsmy gamesCapitalism LabScript

Script目录如果没有就新建一个,然后新建一个txt,把下面内容复制进去就可以了。

下面举一个非常普通的4城开局的设定的示例:


[HEADER]

Title=player

Description=This is a sample script

//这是一个栗子。title是抬头,description是描述。

[PLAYER EXPERTISE]

Retailing=0

//CEO能力,零售,值为0到100

Farming=0

//农业,值为0到100

Manufacturing=0

//生产,值为0到100

Research and Development=0

//科研,值为0到100

Raw Material Production=0

//原料加工,值为0到100

Marketing=0

//营销,值为0到100

Training=0

//训练,值为0到100

Product Expertise=Automobile, 100

//专业领域,可以是Apparel 服装, Automobile 汽车, Beverage 饮料等等,后面的值可以是0-100。产品的具体类别可以在游戏里按P查看。

[ENVIRONMENT]

Number of Cities=4

// Number of Cities=<1 to 10>

// You will be able to create a game with a maximum of 10 cities using a game script.

//城市数量,最多10个

Your Start-up Capital=Very High

// Your Start-up Capital=

//初始资金,可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高

Random Events=Occasional

// Random Events=

//随机事件,可以是Never 从不, Seldom 很少, Occasional 偶尔, Frequent 频繁

Game Starting Year=1990

// Game Starting Year=<1900 to 2100>

// You may set the game starting year to any year between 1900 and 2100.

//游戏开始时间,可以使1900年到2100年

Retail Store Type=Many

// Retail Store Type=

//零售店类型,可以是One 只有一种, Many 多种

Technology Disruption=On

// Technology Disruption=

//科技破坏,开了之后现有科技每年衰退10%,开了可以让科技领导者不再难以追赶

Stock Market=Yes

// Stock Market=

//股票市场开关

Alternative Stock Sim=No

// Alternative Stock Sim=

//替换股票模拟,打开的话股价不受经济影响,不允许子公司往母公司增发股票?没试过。

Macro Economy Realism=High

// Macro Economy Realism=

//宏观经济现实主义,开高的话游戏的宏观经济会与现实接近,应该是指的央行贷款供应量和利率随着经济环境的变化

Inflation=On

// Inflation=

//通货膨胀,可以是Off 关闭, On 开启, Inverse 反转

Inflation Strength=Normal

// Inflation Strength=

//通货膨胀强度,可以是Normal 一般, Reduced 减弱

Number of AI Persons=63

// Number of AI Persons=

// This is the total number of AI persons in a game. You may customize it using the above line, allowing you to create a game with more persons

// than a standard game. Please note that the game requires the number of AI persons to be at least equal to the number of competitors + 8.

// If you set it lower than this value, the game will automatically reset it to the minimum allowed value.

//AI人物,下限8个以上,上限63个

[COMPETITORS]

Number of Competitors=30

// Number of Competitors=<1 to 30>

// You may set the number of competitors to any number between 1 and 30.

//竞争对手公司数量,1到30个

Competitor Start-up Capital=Moderate

// Competitor Start-up Capital=

//竞争对手初始资金,可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高

Competitor Aggressiveness=Moderate

// Competitor Aggressiveness=

//竞争对手侵略性,可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高

Competitor Expertise Level=Moderate

// Competitor Expertise Level=

//竞争对手专业等级,可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高

Show Competitor Trade Secrets=Yes

// Show Competitor Trade Secrets=

//显示竞争对手商业机密

AI Friendly Merger=On

// AI Friendly Merger=

//AI对手之间的友善兼并

Competence of Local Competitors=Moderate

// Competence of Local Competitors=

//本地商品质量,可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高。这个值决定了游戏的难度

// You may set the business focuses of the AI companies using the following script lines:

// (The total number of competitors defined here should not exceed the number in the Number of Competitors line.)

//下面的条目中你可以设置专精公司数量

Retail Focused Companies=5

Stock Focused Companies=2

Real Estate Focused Companies=5

Tech Focused Companies=2

Media Focused Companies=2

Diversified Companies=4

//从上到下依次是零售专精、股票(前期只持有他人股票在经济危机时期收购他人的投资公司)专精、地产公司、科技公司、医药公司、多样(逗比)公司

// With the above statement, there will be 3 AI competitors possessing expertise in Apparel in the beginning of the game.

// AI Product Expertise=,

//可以用例如AI Product Expertise=apparel, 3来定义,游戏开始会有3个专精服装路线的AI公司

// Use this statement to assign a specified type of expertise to AI competitors.

// is the expertise product class. For example, “apparel”

// is the number of AI competitors possessing this type of expertise.

// Please note that this only applies to AI competitors with a diversified business strategy. (e.g. retail focused companies and companies with other focuses are not affected.)

[IMPORTS]

Consumer Goods Seaports=4

// Consumer Goods Seaports per City=<0-4>

//每个城市多少个消费品海港,范围0到4个。

Industrial Goods Seaports=4

// Industrial Goods Seaports per City=<0-4>

//每个城市多少个工业品海港,范围0到4个。

// Please note that you may create a game up with no seaport using a game script. But the AI companies’ performances will suffer and

// this should only be used if you intend to create a game scenario with such characteristics.

//你可以利用脚本建立没有海港的城市,但是AI的公司的表现会遭受影响。

Constant Import Supply=No

// Constant Import Supply=

//持续进口。开了的话会一直进口一样东西

Import Quality=Moderate

// Import Quality=

//进口质量,可以是Low 低,Moderate 中,High 高。这是影响游戏难度的次要因素,仅次于本地商品质量。

//如果进口商品质量次于本地商品质量,那你开局的选择就会非常艰难。

[CITIES]

// You may just specify the city name and Capitalism Lab will search it in its city database and use the pre-defined parameters for it if it can be found.

City=Harbin

//城市,哈尔滨

Population=5000000

//人口,500万是上限,中国人多到它表现不了啊

Population Growth Rate=50

//人口增长率

Real Wage Rate=35

//真实工资水平,穷城人民买东西更关注价格,富城人民更关注品质和逼格。富城的市场规模也是成倍与穷城的。

City=London

City=Los Angeles

City=Tokyo

//你可以在[cities]下面添加特定的城市,楼主哈尔滨人所以就添加了哈尔滨这穷地方做为开局总部。城市的列表在官网有个单独的页面,你也可以创建自己的城市。

[SPECIAL RULES]

COO Salary Modifier=100

CTO Salary Modifier=100

CMO Salary Modifier=100

//特殊规则,coo、cto、cmo的工资,取值范围1-200,这个值是百分比。

//比如COO Salary Modifier=10,就是coo只拿10%的工资

Tech Cost Modifier=100

//科技获取难度,这是个百分比,取值范围1-1000,默认100。低于100意味着科技获取更容易,高于100等于研究更慢。

Training Effect Modifier=100

//训练效果调整,这是个百分比,取值范围1-1000,默认100。低于100意味着你训练员工的速度会相应变慢,高于100会变快。


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