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 netpetitors + 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 netpetitors 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 netpanies using the following script lines:
// (The total number of netpetitors 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 netpetitors 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 netpetitors.
// is the expertise product class. For example, “apparel”
// is the number of AI netpetitors possessing this type of expertise.
// Please note that this only applies to AI netpetitors with a diversified business strategy. (e.g. retail focused netpanies and netpanies 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 netpanies’ 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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