金融帝國2腳本自定義開局方法教程
這個是金融帝國2的腳本自定義開局的方法教程,作者2bqn,教大家如何自定義開局游戲,為游戲發(fā)展墊底好的基礎(chǔ),有興趣的玩家可以來看看。
只有英文版有效
腳本在C:\Users\你的用戶名\Documents\my games\Capitalism Lab\Script
Script目錄如果沒有就新建一個
然后新建一個txt,把下面內(nèi)容復(fù)制進去就可以了
這是一個非常普通的4城開局的設(shè)定的示例
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[HEADER]
Title=player
Description=This is a sample script
//這是一個栗子。title是抬頭,description是描述。
[PLAYER EXPERTISE]
Retailing=0
//CEO能力,零售,值為0到100
Farming=0
//農(nóng)業(yè),值為0到100
Manufacturing=0
//生產(chǎn),值為0到100
Research and Development=0
//科研,值為0到100
Raw Material Production=0
//原料加工,值為0到100
Marketing=0
//營銷,值為0到100
Training=0
//訓(xùn)練,值為0到100
Product Expertise=Automobile, 100
//專業(yè)領(lǐng)域,可以是Apparel 服裝, Automobile 汽車, Beverage 飲料等等,后面的值可以是0-100。產(chǎn)品的具體類別可以在游戲里按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.
//城市數(shù)量,最多10個
Your Start-up Capital=Very High
// Your Start-up Capital=<Very Low, Low, Moderate, High, Very High>
//初始資金,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=<Never, Seldom, Occasional, Frequent>
//隨機事件,可以是Never 從不, Seldom 很少, Occasional 偶爾, Frequent 頻繁
Game Starting Year=1990
// Game Starting Year=<1900 to 2100>
// You may set the game starting year to any year between 1900 and 2100.
//游戲開始時間,可以使1900年到2100年
Retail Store Type=Many
// Retail Store Type=<One, Many>
//零售店類型,可以是One 只有一種, Many 多種
Technology Disruption=On
// Technology Disruption=<Yes, No>
//科技破壞,開了之后現(xiàn)有科技每年衰退10%,開了可以讓科技領(lǐng)導(dǎo)者不再難以追趕
Stock Market=Yes
// Stock Market=<Yes, No>
//股票市場開關(guān)
Alternative Stock Sim=No
// Alternative Stock Sim=<Yes, No>
//替換股票模擬,打開的話股價不受經(jīng)濟影響,不允許子公司往母公司增發(fā)股票?沒試過。
Macro Economy Realism=High
// Macro Economy Realism=<Low, High>
//宏觀經(jīng)濟現(xiàn)實主義,開高的話游戲的宏觀經(jīng)濟會與現(xiàn)實接近,應(yīng)該是指的央行貸款供應(yīng)量和利率隨著經(jīng)濟環(huán)境的變化
Inflation=On
// Inflation=<Off, On, Inverse>
//通貨膨脹,可以是Off 關(guān)閉, On 開啟, Inverse 反轉(zhuǎn)
Inflation Strength=Normal
// Inflation Strength=<Normal, Reduced>
//通貨膨脹強度,可以是Normal 一般, Reduced 減弱
Number of AI Persons=63
// Number of AI Persons=<number of competitors+8 to 63>
// 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個以上,上限63個
[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.
//競爭對手公司數(shù)量,1到30個
Competitor Start-up Capital=Moderate
// Competitor Start-up Capital=<Very Low, Low, Moderate, High, Very High>
//競爭對手初始資金,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=<Very Low, Low, Moderate, High, Very High>
//競爭對手侵略性,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=<None, Low, Moderate, High>
//競爭對手專業(yè)等級,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=<Yes, No>
//顯示競爭對手商業(yè)機密
AI Friendly Merger=On
// AI Friendly Merger=<On, Off>
//AI對手之間的友善兼并
Competence of Local Competitors=Moderate
// Competence of Local Competitors=<Very Low, Low, Moderate, High, Very High>
//本地商品質(zhì)量,可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高。這個值決定了游戲的難度
// 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.)
//下面的條目中你可以設(shè)置專精公司數(shù)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
//從上到下依次是零售專精、股票(前期只持有他人股票在經(jīng)濟危機時期收購他人的投資公司)專精、地產(chǎn)公司、科技公司、醫(yī)藥公司、多樣(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=<Expertise Product Class>, <Number of AI competitors>
//可以用例如AI Product Expertise=apparel, 3來定義,游戲開始會有3個專精服裝路線的AI公司
// Use this statement to assign a specified type of expertise to AI competitors.
// <Expertise Product Class> is the expertise product class. For example, “apparel”
// <Number of AI competitors> 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>
//每個城市多少個消費品海港,范圍0到4個。
Industrial Goods Seaports=4
// Industrial Goods Seaports per City=<0-4>
//每個城市多少個工業(yè)品海港,范圍0到4個。
// 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.
//你可以利用腳本建立沒有海港的城市,但是AI的公司的表現(xiàn)會遭受影響。
Constant Import Supply=No
// Constant Import Supply=<Yes,No>
//持續(xù)進口。開了的話會一直進口一樣?xùn)|西
Import Quality=Moderate
// Import Quality=<Low,Moderate,High>
//進口質(zhì)量,可以是Low 低,Moderate 中,High 高。這是影響游戲難度的次要因素,僅次于本地商品質(zhì)量。
//如果進口商品質(zhì)量次于本地商品質(zhì)量,那你開局的選擇就會非常艱難。
[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,哈爾濱
Population=5000000
//人口,500萬是上限,中國人多到它表現(xiàn)不了啊
Population Growth Rate=50
//人口增長率
Real Wage Rate=35
//真實工資水平,窮城人民買東西更關(guān)注價格,富城人民更關(guān)注品質(zhì)和逼格。富城的市場規(guī)模也是成倍與窮城的。
City=London
City=Los Angeles
City=Tokyo
//你可以在[cities]下面添加特定的城市,樓主哈爾濱人所以就添加了哈爾濱這窮地方做為開局總部。城市的列表在官網(wǎng)有個單獨的頁面,你也可以創(chuàng)建自己的城市。
[SPECIAL RULES]
COO Salary Modifier=100
CTO Salary Modifier=100
CMO Salary Modifier=100
//特殊規(guī)則,coo、cto、cmo的工資,取值范圍1-200,這個值是百分比。
//比如COO Salary Modifier=10,就是coo只拿10%的工資
Tech Cost Modifier=100
//科技獲取難度,這是個百分比,取值范圍1-1000,默認(rèn)100。低于100意味著科技獲取更容易,高于100等于研究更慢。
Training Effect Modifier=100
//訓(xùn)練效果調(diào)整,這是個百分比,取值范圍1-1000,默認(rèn)100。低于100意味著你訓(xùn)練員工的速度會相應(yīng)變慢,高于100會變快。
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