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金融帝国2 脚本自定义开局修改方法

2014-08-30 09:50:34 来源:3DM论坛 作者:2bqn 编辑:天浩君 我要投稿

  脚本在C:\Users\你的用户名\Documents\my games\Capitalism Lab\Script

  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

  这是一个非常普通的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=<Very Low, Low, Moderate, High, Very High>
  //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=<Never, Seldom, Occasional, Frequent>
  //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=<One, Many>
  //零售店类型,可以是One 只有一种, Many 多种

  Technology Disruption=On
  // Technology Disruption=<Yes, No>
  //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=<Yes, No>
  //股票市场开关

  Alternative Stock Sim=No
  // Alternative Stock Sim=<Yes, No>
  //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=<Low, High>
  //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=<Off, On, Inverse>
  //通货膨胀,可以是Off 关闭, On 开启, Inverse 反转

  Inflation Strength=Normal
  // Inflation Strength=<Normal, Reduced>
  //通货膨胀强度,可以是Normal 一般, Reduced 减弱

  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=<Very Low, Low, Moderate, High, Very High>
  //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=<Very Low, Low, Moderate, High, Very High>
  //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=<None, Low, Moderate, High>
  //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=<Yes, No>
  //显示竞争对手商业机密

  AI Friendly Merger=On
  // AI Friendly Merger=<On, Off>
  //AI对手之间的友善兼并

  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=<Expertise Product Class>, <Number of AI competitors>
  //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.
  // <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=<Yes,No>
  //持续进口。开了的话会一直进口一样东西

  Import Quality=Moderate
  // Import Quality=<Low,Moderate,High>
  //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。

更多相关内容请关注:金融帝国2专区

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