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语言(Language):

Legacy旧版本(亚洲王朝)

Definitive Edition决定版

Legacy旧版本 Flag

旧版本Flag(亚洲王朝) chatGPT翻译后的内容 未翻译前的英文内容
<Flag>Volatile</Flag> AoM 遗留项。表示一项技术,一旦满足其先决条件,就会自动激活。用于 AoM 中的持久性技术。 AoM leftover. Denotes a technology that’s meant to be automatically activated once its prerequisites are met. Used for Persistent technologies in AoM.
<Flag>AlwaysShowButton</Flag> 强制在 UI 中始终显示技术,即使它目前不可研究。 Forces a technology to be always shown in the UI, even when it’s not available to be researched.
<Flag>ExcludeFromPlaytest</Flag> 如果在游戏配置文件中设置了 Playtest 配置,则使该技术被禁用。 Causes the technology to be disabled if the Playtest configuration is set in the game configuration file.
<Flag>DynamicCost</Flag> 使技术成本根据地图上存在的敌方单位数量进行调整。 Causes the technology cost to scale according to the number of enemy units present on the map.
<Flag>AgeUpgrade</Flag> 无需解释。 Self-explanatory.
<Flag>HideFromDetailHelp</Flag> AoM 遗留项。未使用,已弃用。 AoM Leftover. Unused and deprecated.
<Flag>Shadow</Flag> 表示不应在 UI 中显示或在研究后生成通知的技术。 Denotes technologies that aren’t supposed to be shown in the UI or to generate notifications upon research.
<Flag>UniqueProtoUnitInstance</Flag> 表示对每个特定 protoUnit 实例单独应用的技术。 Denotes technologies that are applied individually for every instance of a particular protoUnit.
<Flag>UpgradeTech</Flag> 表示一个单位升级技术。用于内部 KB 技术树处理。 Denotes a unit upgrade technology. Used for internal KB Tech Tree processing.
<Flag>ForceLastInLine</Flag> 强制将特定的单位升级技术视为其升级链中的最后一个。 Forces a particular unit upgrade technology to be considered as the last in its upgrade chain.
<Flag>HomeCity</Flag> 表示该技术将用作主城卡牌。 Indicates that the technology will be used as a Home City card.
<Flag>TeamTech</Flag> 使该技术的效果应用于研究它的玩家的整个团队。 Causes the effect of the technology to be applied to the entire team of the player who researched it.
<Flag>OrPrereqs</Flag> 使技术的先决条件使用 OR 逻辑进行处理,只要满足至少一个技术先决条件,就可以使技术可用。 Causes the prerequisites of a technology to be processed using OR logic, allowing the technology to be made available as soon as at least one of the tech prerequisites are met.
<Flag>UniqueTech</Flag> 旨在表示特定文明的技术,但不影响技术行为。 Meant to indicate a civilization-specific technology, but doesn’t impact technology behaviour.
<Flag>CountsTowardEconomicScore</Flag> 研究后使该技术计入经济得分。 Causes the technology to count toward economic score once researched.
<Flag>CountsTowardMilitaryScore</Flag> 研究后使该技术计入军事得分。 Causes the technology to count toward military score once researched.
<Flag>DoNotQueue</Flag> 允许该技术覆盖并忽略建筑队列直接研究。 Allows the technology to override and ignore the building queue to be researched.
<Flag>NativeDance</Flag> 使该技术占据 UI 中的 Native Big Button 槽位。 Causes the technology to take the Native Big Button slot in the UI.
<Flag>RevoltTech</Flag> 无需解释。 Self-explanatory.
<Flag>YPInfiniteTech</Flag> 无需解释。 Self-explanatory.
<Flag>CheckLandHCGatherPoint</Flag> 如果没有可用的陆地主城集结点,阻止该技术被研究。 Prevents the technology from being researched in case there’s no land Home City Gather Point available.
<Flag>CheckWaterHCGatherPoint</Flag> 如果没有可用的水上主城集结点,阻止该技术被研究。 Prevents the technology from being researched in case there’s no water Home City Gather Point available.
<Flag>YPNeverLastInLine</Flag> 防止该技术被设置为其升级链中的最后一个。 Prevents the technology from being set as the last in its upgrade chain.
<Flag>YPNauticalTPOnly</Flag> 使该技术仅在与海上贸易路线关联的贸易站中显示。在《亚洲王朝》中,亚洲地图中的贸易路线在内部被分类为“海上”贸易路线。 Causes the technology to be only displayed in Trading Posts linked to Trade Routes of the Nautical type. In The Asian Dynasties, Trading Routes in Asian maps are, internally, classified as ‘Nautical’ Trade Routes.
<Flag>YPLandTPOnly</Flag> 使该技术仅在与陆地贸易路线关联的贸易站中显示。 Causes the technology to be only displayed in Trading Posts linked to Trade Routes of the Land type.
<Flag>YPCheckPopCap</Flag> 在研究该技术前强制检查玩家是否有空闲人口容量。 Forces checking if the player has free population capacity before researching the technology.
<Flag>YPUseBigButton2</Flag> 未使用。使该技术占据命令面板 UI 中的第一个 Big Button 槽位。在经典版 AoE3 中有效,在 AoE3DE 及以后版本中已弃用且无效。 Unused. Causes the technology to take the first Big Button slot in the command panel UI. Functional in Legacy AoE3, deprecated and non-functional in AoE3DE onwards.
<Flag>YPUseBigButton3</Flag> 未使用。使该技术占据命令面板 UI 中的第二个 Big Button 槽位。在经典版 AoE3 中有效,在 AoE3DE 及以后版本中已弃用且无效。 Unused. Causes the technology to take the second Big Button slot in the command panel UI. Functional in Legacy AoE3, deprecated and non-functional in AoE3DE onwards.
<Flag>YPAlwaysDisableButtonInGrid</Flag> 强制在命令面板 UI 中始终将该技术显示为禁用状态。 Forces the technology to be always shown as disabled in the command panel UI.
<Flag>YPUseBigHugeButton</Flag> 使该技术占据命令面板 UI 的全部空间。用于领事馆关系按钮。 Causes the technology to take the entirety of the command panel UI. Used for the Consulate Relations button.
<Flag>YPConsulateTech</Flag> 表示领事馆关系选项技术。 Denotes a Consulate relation option technology.
<Flag>YPForceUnapply</Flag> 一旦将该技术设置为不可获得状态,强制取消其效果。 Forces the technology to be reverted once it’s set to Unobtainable status.
<Flag>YPNeverObtainableAfterUse</Flag> 如果该技术已激活,禁止将其设置为可获得状态。 Forbids the technology from being set to Obtainable in case it is already active.
<Flag>YPMonasteryTech</Flag> 表示亚洲寺庙技术。不影响技术行为。 Denotes an Asian monastery technology. Doesn’t impact technology behaviour.
<Flag>YPCapturableTradeRouteUpgradeTech</Flag> 表示可在可占领贸易站中获得的技术。 Denotes a technology to be made available in Capturable Trading Posts.
<Flag>YPGridShiftRowRightOne</Flag> 使该技术所在行的所有后续项目向右移动一个位置。 Causes all subsequent items of the row that this tech is in to be shifted one position to the right.
<Flag>YPSequesterTech</Flag> 表示一个结束领事馆关系的技术。 Denotes an End Consulate Relations technology.
<Flag>YPConsulateImprovement</Flag> 表示一个领事馆改进。不影响技术行为。 Denotes a Consulate improvement. Doesn’t impact technology behaviour.
<Flag>ypConsulateImprovementImperial</Flag> 表示一个帝国时代可用的领事馆改进。不影响技术行为。 Denotes a Consulate improvement made available at the Imperial Age. Doesn’t impact technology behaviour.
<Flag>YPNativeImprovement</Flag> 表示一个原住民定居点改进。不影响技术行为。 Denotes a Native Settlement improvement. Doesn’t impact technology behaviour.
<Flag>YPWondersColonial</Flag> 表示一个与殖民/商业时代奇观相关的 AgeUpgrade 技术。不影响技术行为。 Denotes an AgeUpgrade technology linked to a Colonial/Commerce Age Wonder. Doesn’t impact technology behaviour.
<Flag>YPWondersFortress</Flag> 表示一个与城堡时代奇观相关的 AgeUpgrade 技术。不影响技术行为。 Denotes an AgeUpgrade technology linked to a Fortress Age Wonder. Doesn’t impact technology behaviour.
<Flag>YPWondersIndustrial</Flag> 表示一个与工业时代奇观相关的 AgeUpgrade 技术。不影响技术行为。 Denotes an AgeUpgrade technology linked to an Industrial Age Wonder. Doesn’t impact technology behaviour.
<Flag>YPWondersImperial</Flag> 表示一个与帝国时代奇观相关的 AgeUpgrade 技术。不影响技术行为。 Denotes an AgeUpgrade technology linked to an Imperial Age Wonder. Doesn’t impact technology behaviour.
<Flag>YPBlockade</Flag> 表示一个用于实施封锁的技术。如果封锁被禁用,则阻止研究该技术。 Denotes a technology meant to apply a Blockade. Prevents the technology from being researched if Blockades are disabled.
<Flag>YPNoTextMessage</Flag> 使该技术在研究后不生成通知。 Causes the technology to not generate notifications upon research.
<Flag>YPIgnorePopCostBuildLimitFreeHCUnitIfTechObtainable</Flag> 使任何 FreeHomeCityUnitIfTechObtainable 或 FreeHomeCityUnitByTechActiveCount(DE)技术效果在超过单位的建造上限时,不会阻止主城卡牌被发送。在经典版中,这些效果不会导致额外单位被交付。在终极版中,它们会发送单位,除非设置了 DEForceLegacyIgnoreBehavior 技术标志。 Causes any FreeHomeCityUnitIfTechObtainable or FreeHomeCityUnitByTechActiveCount (DE) tech effects to not block a Home City card from being sent in case they go over a unit’s Build Limit. In Legacy, those effects don’t cause extra units to be delivered. In Definitive Edition, they’ll send units, unless the DEForceLegacyIgnoreBehavior technology flag is set.
<Flag>YPRecalcHCTrainQueuePointsWhenShipped</Flag> 在研究该技术时,强制重新计算当前已排队的主城卡牌的发送时间。 Forces the shipping time for currently queued Home City cards to be recalculated when the technology is researched.

Definitive Edition决定版 Flag

决定版Flag chatGPT翻译后的内容 未翻译前的英文内容
<Flag>DEForceUniqueInstancePrereqUpdate</Flag> 在研究此科技后,强制应用于特定单位实例(如贸易路线升级)的科技的先决条件得到正确更新。 Forces prerequisites for technologies applied over individual instances of particular units (such as Trade Route Upgrades) to be properly updated, once this technology is researched.
<Flag>DEDisplayAsAge0Prereq</Flag> 使科技在作为其他科技的先决条件时被视为探索时代的需求,允许显示时代先决条件指示器。 Causes a technology to be recognized as a Discovery/Exploration Age requirement when used as a prerequisite for another technology, allowing the age prerequisite indicator to be shown.
<Flag>DEDisplayAsAge1Prereq</Flag> 使科技在作为其他科技的先决条件时被视为殖民/商业时代的需求,允许显示时代先决条件指示器,即使在科技先决条件中没有殖民化。 Causes a technology to be recognized as a Colonial/Commerce Age requirement when used as a prerequisite for another technology, allowing the age prerequisite indicator to be shown, even in the absence of Colonialize among the technology prerequisites.
<Flag>DEDisplayAsAge2Prereq</Flag> 使科技在作为其他科技的先决条件时被视为城堡时代的需求,允许显示时代先决条件指示器,即使在科技先决条件中没有筑城。 Causes a technology to be recognized as a Fortress Age requirement when used as a prerequisite for another technology, allowing the age prerequisite indicator to be shown, even in the absence of Fortressize among the technology prerequisites.
<Flag>DEDisplayAsAge3Prereq</Flag> 使科技在作为其他科技的先决条件时被视为工业时代的需求,允许显示时代先决条件指示器,即使在科技先决条件中没有工业化。 Causes a technology to be recognized as an Industrial Age requirement when used as a prerequisite for another technology, allowing the age prerequisite indicator to be shown, even in the absence of Industrialize among the technology prerequisites.
<Flag>DEDisplayAsAge4Prereq</Flag> 使科技在作为其他科技的先决条件时被视为帝国时代的需求,允许显示时代先决条件指示器,即使在科技先决条件中没有帝国化。 Causes a technology to be recognized as an Imperial Age requirement when used as a prerequisite for another technology, allowing the age prerequisite indicator to be shown, even in the absence of Imperialize among the technology prerequisites.
<Flag>FakeAgeUpgrade</Flag> 表示一种假科技,用于替代具有非标准升级机制的文化(如亚洲文化)的时代按钮。 Denotes a fake technology that takes the place of the Age Button for cultures with non-standard aging up mechanisms (such as the Asian culture).
<Flag>DEIgnorePopCostBuildLimitFreeHCUnitByCount</Flag> 使任何 FreeHomeCityUnitByShipmentCount、FreeHomeCityUnitByShipmentCountResource 或 FreeHomeCityUnitByUnitCount 科技效果在超过单位建造上限时,不会阻止主城卡牌被发送。它们将发送单位,除非设置了 DEForceLegacyIgnoreBehavior 科技标志。 Causes any FreeHomeCityUnitByShipmentCount, FreeHomeCityUnitByShipmentCountResource, or FreeHomeCityUnitByUnitCount tech effects to not block a Home City card from being sent in case they go over a unit’s Build Limit. They’ll send units, unless the DEForceLegacyIgnoreBehavior technology flag is set.
<Flag>DETradeRouteUpgrade</Flag> 表示一项贸易路线升级科技。不影响科技行为。 Denotes a Trade Route upgrade technology. Doesn’t impact technology behaviour.
<Flag>DEHCCardDynamicCount</Flag> 如果主城文件中未设置任何 DisplayUnitCount 值,则根据其当前提供的单位数量动态更新主城卡牌的单位数量。 Causes a Home City card unit count to be dynamically updated according to the number of units it currently delivers, if it doesn’t have any DisplayUnitCount value set in the Home City file.
<Flag>DEHCCardForcePopCheck</Flag> 强制卡牌检查当前玩家的空闲人口容量,即使在无法根据预期单位数量确定将发送哪些类型单位的情况下(例如使用 FreeHomeCityUnitRandom 科技效果时)。 Forces the card to check for the current player's free population capacity, even in cases where it’s impossible to determine which types of units will be sent, based on the expected amount of units (for example, when the FreeHomeCityUnitRandom tech effect is used).
<Flag>DECostConvertToInfluence</Flag> 表示当科技在《非洲王室》AoE3DE DLC 中提供给非洲文化的文明时,其成本应转换为影响力。不本质上影响科技行为。 Denotes a technology whose cost should be converted to Influence when made available to a civilization belonging to the African Culture, in the The African Royals AoE3DE DLC. Doesn’t inherently impact technology behaviour.
<Flag>DENativeUnitUpgrade</Flag> 表示对特定原住民单位的升级。不影响科技行为。 Denotes an upgrade to a particular native unit. Doesn’t impact technology behaviour.
<Flag>DEUsesValueText</Flag> 允许科技显示数值文本。 Allows a technology to display value text.
<Flag>DEAllegianceUnlock</Flag> 表示要在政治家 UI 中显示的非洲联盟解锁条目。 Denotes an African Alliance Unlock entry to be displayed in the Politician UI.
<Flag>DEUseMediumButton</Flag> 使科技占据 UI 中的第一个中型按钮/大技能(2x2)槽位。 Causes the technology to take the first Medium Button/Big Ability (2x2) slot in the UI.
<Flag>DECheckBuildLimit</Flag> 如果科技会提供导致玩家超过特定单位建造上限的单位,则禁止研究该科技。 Forbids the technology from being researched in case it delivers units that would cause the player to go over the build limit for a particular unit.
<Flag>DEUseMediumButton2</Flag> 使科技占据 UI 中的第二个中型按钮/大技能(2x2)槽位。 Causes the technology to take the second Medium Button/Big Ability (2x2) slot in the UI.
<Flag>DEUseMediumButton3</Flag> 使科技占据 UI 中的第三个中型按钮/大技能(2x2)槽位。 Causes the technology to take the third Medium Button/Big Ability (2x2) slot in the UI.
<Flag>DENoTextMessageIfFree</Flag> 如果科技不消耗资源,则在研究时不生成通知。 Causes the technology to not generate notifications upon research, in case it costs no resources.
<Flag>DEAccumulateUnitCount</Flag> 使该科技的单位限制检查考虑所有提供单位的效果,而不是仅考虑最后检查的或第一个失败的。 Causes unit limit checks for this technology to account for all effects that deliver units, instead of the last checked one or the first one that failed.
<Flag>DEDoNotCheckUnitCapWhenShipping</Flag> 强制在科技激活后检查单位建造上限的动态单位运输科技效果不执行此检查。 Forces dynamic unit shipping tech effects that check for unit build limit after the technology has been set to active to not perform this check.
<Flag>DEDoNotAllowDuringNoRush</Flag> 在条约期间,禁止研究某项科技。 Forbids a technology from being researched while a Treaty is active.
<Flag>DERevertRevolution</Flag> 表示革命逆转/回归祖国的科技。 Denotes a revolution reversion/return to home country technology.
<Flag>DESubRevolution</Flag> 表示仅在玩家起义后才可用的革命。 Denotes a revolution that is only supposed to be made available after the player revolts.
<Flag>DEAge1Revolution</Flag> 表示在殖民/商业时代启用的革命。 Denotes a revolution that is enabled at the Colonial/Commerce Age.
<Flag>DEAge2Revolution</Flag> 表示在城堡时代启用的革命。 Denotes a revolution that is enabled at the Fortress Age.
<Flag>DENonStandardRevolution</Flag> 表示遵循《酋长》引入的标准设计的革命选项。 Denotes a revolution option that does follow the standard design introduced in The War Chiefs.
<Flag>DEHideAdvancedRollover</Flag> 使科技不显示高级效果信息。 Causes advanced effect information to not be shown for the technology.
<Flag>DETradeMonopolyCondition</Flag> 表示可触发贸易垄断胜利条件的非标准科技。为了实现完整功能,需要将 AdditionalFOAKTech 文明属性设置为应拥有此科技的文明的科技名称。 Denotes a non-standard technology that can trigger Trade Monopoly victory condition. For proper full functionality, the AdditionalFOAKTech civ attribute needs to be set to the name of the technology for the civilization(s) that are supposed to have this technology available.
<Flag>DEUpdatePopulationCount</Flag> 强制与主城卡牌关联的科技在卡牌发送后更新玩家当前和未来的人口数量。 Forces a technology linked to a Home City Card to update the player’s current and future population count once the Card is sent.
<Flag>DEUnobtainableAfterActive</Flag> 当科技被设置为激活后,使其重新变为不可获得状态。如果科技再次被设置为可获得状态,它将自动撤销其效果。通过在科技中添加 Volatile 标志,可以自动完成将其设置为可获得的过程。因此,当 DEUnobtainableAfterActive 与 Volatile 标志一起使用时,可用于创建自我可逆的持久科技。提示:生成单位。 Causes the technology to be set back to Unobtainable status once it’s set to Active. It will automatically revert its effects if the technology is then set to Obtainable again. The process of setting it to Obtainable can be done automatically by adding the Volatile flag to the technology. So when DEUnobtainableAfterActive is used alongside the Volatile flag, it can be used to create a self-reversible persistent technology. Tip: spawn units.
<Flag>DEBuildLimitUnitCap</Flag> 使动态单位运输效果中的 unitCap 受到所交付单位的建造上限的限制。 Causes unitCap in dynamic unit shipment effects to be limited by the build limit of the delivered units.
<Flag>DEForceCostUpdate</Flag> 允许在所有情况下更改科技成本,即使资源的基础值为零。 Allows technology cost to be changed in all cases, even for resources with its base value set to zero.
<Flag>DEMarketTechnology</Flag> 表示市场科技。不影响科技行为。 Denotes a market technology. Doesn’t impact technology behaviour.
<Flag>DEFarmingTechnology</Flag> 表示农业科技。不影响科技行为。 Denotes a farming technology. Doesn’t impact technology behaviour.
<Flag>DEFakeCard</Flag> 表示此科技将用于基于建筑的运输/假卡牌。 Indicates that this technology will be used for a building-based shipment/fake card.
<Flag>DEShipmentPlaySound</Flag> 如果设置,通过标准运输效果(FreeHomeCityUnit 和 FreeHomeCityUnitIfTechObtainable)交付的单位将播放单位创建声音。 If set, unit creation sounds will be played for units delivered through the standard shipment effects (FreeHomeCityUnit and FreeHomeCityUnitIfTechObtainable).
<Flag>DEPlayerTechCostAbsolute</Flag> 表示此科技将受到基于建筑建造赏金的渐进式科技成本折扣的影响。 Denotes that this technology will be affected by building build bounty-based progressive tech cost discount.
<Flag>DEHospitalTechnology</Flag> 表示马耳他医院科技。不影响科技行为。 Denotes a Maltese hospital technology. Doesn’t impact technology behaviour.
<Flag>DESetObtainableIfFailed</Flag> 如果设置,当科技效果未能应用时,科技将变得可获得并可重新研究。 If set, technology will become obtainable and re-researchable, in case its effects have failed to be applied.
<Flag>DECheckForValidCards</Flag> 如果设置,如果由于某种原因玩家当前没有任何可发送的主城卡牌,则无法研究该科技。 If set, technology won’t be researchable if, for some reason, the player doesn’t currently have any valid sendable cards from Home City.
<Flag>DERiverTPOnly</Flag> 使科技仅在与河流类型贸易路线关联的贸易站中显示。 Causes the technology to be only displayed in Trading Posts linked to Trade Routes of the River type.
<Flag>DEColonialMercShipment</Flag> 表示殖民/商业时代的雇佣兵或原住民支援运输。不影响科技行为。 Denotes a Colonial/Commerce Age Mercenary or Native Support shipment. Doesn’t impact technology behaviour.
<Flag>DEFortressMercShipment</Flag> 表示城堡时代的雇佣兵或原住民支援运输。不影响科技行为。 Denotes a Fortress Age Mercenary or Native Support shipment. Doesn’t impact technology behaviour.
<Flag>DEIndustrialMercShipment</Flag> 表示工业时代的雇佣兵或原住民支援运输。不影响科技行为。 Denotes an Industrial Age Mercenary or Native Support shipment. Doesn’t impact technology behaviour.
<Flag>DEIndustrialRepeatMercShipment</Flag> 表示工业时代的无限雇佣兵或原住民支援运输。不影响科技行为。 Denotes an Industrial Age Infinite Mercenary or Native Support shipment. Doesn’t impact technology behaviour.
<Flag>DECompanyMercShipment</Flag> 表示意大利雇佣兵公司运输。不影响科技行为。 Denotes an Italian Mercenary Company shipment. Doesn’t impact technology behaviour.
<Flag>DEDoNotAllowIfRevolted</Flag> 如果玩家已经起义或已排队起义,则禁止研究该科技。 Prevents the given technology from being researched if the player has revolted or has a revolution queued.
<Flag>DERequiresImperialAge</Flag> 如果当前比赛设置不支持帝国时代,则禁止研究该科技。 Prevents the given technology from being researched if current match settings do not support Imperial Age.


注:因为用word文档读取pdf输出html后出现了一大堆空格缺失,导致语法错误,经过修正后表格右边的xml代码语法理论上是没错的,但我只是使用了自制的简单脚本对引号后面的字符串进行语法检查,并没有实际测试,请自行检查。
语法检测例子↓,若有红色背景以及虚线边框就代表语法错误:

		<Prereqs>
			<TypeCount unit='TownCenter' count='1' operator='gte' state='aliveState'/>
			<TypeCount unit='TownCenter'count='1' operator='gte' state='aliveState'/>
		</Prereqs>
		<Effects>
			<Effect type ='Data' amount ='3.00' subtype ='FreeHomeCityUnit'unittype ='CrateofWood' relativity ='Absolute'>
				<Target type ='Player'1></Target></Effect>
			<Effect type ='Data' amount ='3.00' subtype ='FreeHomeCityUnit' unittype ='CrateofWood' relativity ='Absolute'>
				<Target type ='Player'></Target></Effect>
		</Effects>

Prerequisites前置条件

Legacy
Type Description Attributes Syntax
TechStatus
  • Checks whether or not the status of a particular technology matches the given value.
  • 检查特定科技的状态是否与给定的值匹配。
status
  • The expected status of the given technology ( active, obtainable, unobtainable)
  • 给定科技的预期状态(activeobtainableunobtainable
<TechStatus status ='Active'>DEChurchMissionFervor</TechStatus>
HomeCityLevel
  • Checks whether or not the Home City level of the current player matches the expected condition.
  • 检查当前玩家的主城等级是否符合预期条件。
operator
  • Operator to be used for condition checking ( gt, lt, e). Different operators can be combined. If not set, it will default to gte (greater than or equal)
  • 用于条件检查的运算符(gtlte)。不同的运算符可以组合。如果未设置,默认使用gte(大于等于)
<HomeCityLevel>20</HomeCityLevel>
SpecificAge
  • AoM leftover. Checks whether or not the age of the current player matches the expected condition. Still functional in AoE3.
  • AoM遗留项。检查当前玩家的时代是否符合预期条件。在AoE3中仍然有效。
operator
  • Operator to be used for condition checking.
  • 用于条件检查的运算符。
<SpecificAge operator='e'>Age0</SpecificAge>
TypeCount
  • AoM leftover. Checks whether or not the total count of units of the given type in the given state(s) for the player matches the expected condition. In Legacy AoE3, as prerequisite status updates are only triggered either when a technology is researched or the player total popcap is changed, TypeCount prerequisites can only work properly over buildings or units that change the player's total popcap. In AoE3DE, from the Mexican Civilization release onwards, units and buildings can be assigned the ForceFullTechUpdate protoUnitFlag, so they can trigger prereq updates once built/created and once destroyed/killed, and thus be properly accounted for this particular prerequisite type.
  • AoM遗留项。检查玩家的指定类型单位在指定状态下的总数量是否符合预期条件。在经典版AoE3中,由于前置条件状态更新仅在科技被研究或玩家的总人口上限发生变化时触发,TypeCount前置条件只能在改变玩家总人口上限的建筑物或单位上正常工作。在AoE3DE中,从墨西哥文明发布开始,单位和建筑可以被赋予ForceFullTechUpdate protoUnitFlag,因此它们在建造/创建以及被摧毁/击杀后都能触发前置条件更新,从而正确地计入此特定的前置条件类型。
unit
  • Unit Type to be checked.
  • 要检查的单位类型。
<TypeCount unit='TownCenter' count='1' operator='gte' state='aliveState'/>
count
  • Expected unit count
  • 期望的单位数量
operator
  • Operator to be used for condition checking.
  • 用于条件检查的运算符。
state
  • Expected unit KB state ( aliveState, deadState, buildingState, anyState, noneState). States can be combined, when separated by space or comma. If not set, defaults to anyState, in AoM and Legacy AoE3, or to noneState, in AoE3DE.
  • 预期的单位KB状态(aliveStatedeadStatebuildingStateanyStatenoneState)。状态可以通过空格或逗号分隔进行组合。如果未设置,AoM和经典版AoE3中默认使用anyState,在AoE3DE中默认使用noneState
Culture
  • AoM leftover. Checks whether or not the civilization of the current player belongs to either of the listed cultures.
  • AoM遗留项。检查当前玩家的文明是否属于列出的任何一个文化。
cultureName
  • Self-explanatory.
  • 无需解释。
<Culture>
<cultureName>Mediterranean</cultureName>
</Culture>
Civilization
  • AoM leftover. Checks whether or not the current player belongs to either of the listed civilizations.
  • AoM遗留项。检查当前玩家是否属于列出的任何一个文明。
civName
  • Self-explanatory.
  • 无需解释。
<Civilization>
<civName>Portuguese</civName>
<civName>Spanish</civName>
</Civilization>
Definitive Edition决定版
KBStat
  • Checks whether or not the value of a given KB Stat matches the expected condition.
  • 检查给定的KB Stat的值是否符合预期条件。
kbStat
  • KB Stat to be used for the prerequisite, selected from a subset of the available KB Stats used by the game. A list of the supported KB Stats for technologies can be found at the end of the document.
  • 用于前置条件的KB Stat,从游戏使用的可用KB Stat子集中选择。支持的科技KB Stat列表可以在文档末尾找到。
<KBStat kbStat='teamSubCivAllianceLevel' kbParam='SPCCityState' value='2' operator='gte' />
kbParam
  • Optional: KB Stat parameter for supported KB Stats that can take a parameter. Read as SubCiv ID for teamSubCivAllianceLevel.
  • 可选:对于支持参数的 KB Stat,需要提供的 KB Stat 参数。对于 teamSubCivAllianceLevel,该参数被读取为 SubCiv ID。
value
  • Expected value.
  • 期望的值。
operator
  • Operator to be used for condition checking.
  • 用于条件检查的运算符。

Effects科技效果

Legacy旧版本
Type Description Attributes Syntax
SetName
  • Changes the displayed name of a protoUnit.
    As of AoE3DE onwards, it can also affect technologies and change both short and long rollover strings.
  • 更改 protoUnit 的显示名称。
    从 AoE3DE 开始,它还可以影响科技,并更改短提示和长提示字符串。
proto
  • ProtoUnit name.
  • ProtoUnit 名称。
<Effect type ='SetName' proto ='ypMonastery' newName ='63263'></Effect>
<Effect type ='SetName' tech ='DEHCREVMilitaryFrontier' newName ='80921' newRollover ='80925' reqTech='Age0Russian'></Effect>
tech
  • Technology name. (AoE3DE)
  • 科技名称。(AoE3DE)
newName
  • String ID for new protoUnit or technology displayed name
  • 新 protoUnit 或科技显示名称的字符串 ID
newRollover
  • Optional: String ID for new protoUnit or technology rollover. (AoE3DE)
  • 可选:新 protoUnit 或科技提示的字符串 ID。(AoE3DE)
newShortRollover
  • Optional: String ID for new protoUnit short rollover. (AoE3DE)
  • 可选:新 protoUnit 短提示的字符串 ID。(AoE3DE)
reqTech
  • Optional: Required technology for change to be applied.
  • 可选:应用更改所需的科技。
newEditorName
  • Optional: String ID for new protoUnit editor name. (AoE3DE)
  • 可选:新 protoUnit 编辑器名称的字符串 ID。(AoE3DE)
newClassName
  • Optional: String ID for new protoUnit ClassNameID (AoE3DE)
  • 可选:新 protoUnit 的 ClassNameID 的字符串 ID。(AoE3DE)
newGoodAgainst
  • Optional: String ID for new protoUnit GoodAgainstStringID (AoE3DE)
  • 可选:新 protoUnit 的 GoodAgainstStringID 的字符串 ID。(AoE3DE)
newBadAgainst
  • Optional: String ID for new protoUnit BadAgainstStringID (AoE3DE)
  • 可选:新 protoUnit 的 BadAgainstStringID 的字符串 ID。(AoE3DE)
newWorldTooltipText
  • Optional: String ID for new protoUnit WorldTooltipStringID (AoE3DE)
  • 可选:新 protoUnit 的 WorldTooltipStringID 的字符串 ID。(AoE3DE)
Sound
  • AoM leftover. Plays the given soundset for the current player.
  • AoM 遗留项。为当前玩家播放指定的声音集。
<Effect type='Sound'>AgeAdvance</Effect>
TextOutput
  • Outputs the given string ID as a game notification.
  • 将指定的字符串 ID 作为游戏通知输出。
all
  • Optional: When set to ‘ true’, notification will be shown to all players.
  • 可选:当设置为 ‘true’ 时,通知将显示给所有玩家。
<Effect type ='TextOutputAll'>91746</Effect>
TextOutputAll
  • Outputs the given string ID as a game notification for all players.
  • 将指定的字符串 ID 作为所有玩家的游戏通知输出。
<Effect type ='TextOutput'>70320</Effect>
SetAge
  • Sets the age for the current player.
  • 设置当前玩家的时代。
<Effect type ='SetAge'>Age2</Effect>
TechStatus
  • Changes the status of a given technology.
  • 更改指定科技的状态。
status
  • Desired tech status ( active, obtainable or unobtainable)
  • 期望的科技状态(activeobtainableunobtainable
<Effect type ='TechStatus' status ='active'>VeteranFinnishRiders</Effect>
Data
  • Applies a particular data change, taking up to 2 parameters, besides amount and relativity. For more information, refer to the Data Effects table.
  • 应用特定的数据更改,除了 amount 和 relativity 之外,最多可接受 2 个参数。有关更多信息,请参阅数据效果表。
amount
  • Floating point amount to be processed by data effect.
  • 数据效果要处理的浮点数值。
 
subType
  • Data effect subtype. Defines the actual effect to be applied through this Data Effect. Refer to subsequent tables for more information.
  • 数据效果子类型。定义要通过此数据效果应用的实际效果。有关更多信息,请参阅后续表格。
relativity
  • Defines how the attribute should be changed by the given amount. Not applicable to all data effect subtypes.
    • Assign: Replaces value by amount.
    • Absolute: Adds amount to attribute.
    • Percent: Multiplies attribute value by amount.
    • BasePercent: Adjusts attribute value by amount, using the original unaltered attribute value as base.
    • Override: Replaces both the current and the original (base) attribute value by amount, changing the behaviour of subsequent BasePercent relativity Data effects. Only valid for Cost, WorkRate and CalculateInfluenceCost subtypes (AoE3DE).
    • DefaultValue: Exclusive to BuildBountySpecific subtype. Sets the BuildBounty of a non-standard resource to the same value as the default XP BuildBounty.
  • 定义属性应如何通过给定的数值进行更改。不适用于所有数据效果子类型
    • Assign:将值替换为 amount
    • Absolute:将 amount 添加到属性。
    • Percent:将属性值乘以 amount
    • BasePercent:通过 amount 调整属性值,使用原始未更改的属性值作为基数。
    • Override:将当前和原始(基数)属性值都替换为 amount,改变后续 BasePercent 相关的 Data 效果的行为。仅对 CostWorkRateCalculateInfluenceCost 子类型有效(AoE3DE)。
    • DefaultValue:仅适用于 BuildBountySpecific 子类型。将非标准资源的 BuildBounty 设置为与默认的 XP BuildBounty 相同的值。
SharedLOS
  • Grants the current player the LOS of other players.
  • 为当前玩家提供其他玩家的视野。
all
  • Optional: If set to ' true', all players are revealed, regardless of team alignment.
  • 可选:如果设置为 'true',则所有玩家都会被揭示,而不考虑队伍阵营。
<Effect all ='true' type ='SharedLOS'></Effect>
Blockade
  • Initiates a blockade over enemy home cities, preventing them from receiving shipments
  • 对敌方主城发起封锁,阻止他们接收运送
<Effect type ='Blockade'/>
ShowHCView
  • Switches the current player to the Home City view, if available, in case the player is not in Home City view or is viewing another player's HC. Unused, but functional.
  • 将当前玩家切换到主城视图(如果可用),以防玩家不在主城视图或正在查看其他玩家的主城。未使用,但功能正常。
<Effect type ='ShowHCView'/>
ShowWorldView
  • Switches the current player to the game world view, if available, in case the player is currently at the Home City view. Unused, but functional.
  • 将当前玩家切换到游戏世界视图(如果可用),以防玩家当前在主城视图。未使用,但功能正常。
<Effect type ='ShowWorldView'/>
ModifyProtoUnit
  • Modifies the displayed name and/or the hitpoints of a given protoUnit. Unused, but functional. Superseded by SetName and Data effects. Likely originally intended for internal playtesting and experimenting by Ensemble.
  • 修改指定 protoUnit 的显示名称和/或生命值。未使用,但功能正常。被 SetNameData 效果取代。可能最初是为了 Ensemble 内部的游戏测试和试验。
proto
  • ProtoUnit to be modified.
  • 要修改的 ProtoUnit。
newName
  • Optional: String ID for displayed name.
  • 可选:显示名称的字符串 ID。
newHP
  • Optional: New HP value. Only affects maximum HP.
  • 可选:新的生命值。只影响最大生命值。
InitiateRevolution
  • Initiates a revolution process, changing the player's deck and flag to the one of the revolution civilization the technology is linked to and transforming all player civilian units into xpColonialMilitia. The Revolution Civilization is obtained from the technology name, by removing the 12-character prefix from the revolution technology. From AoE3DE onwards, it can also be set through the RevolutionCiv technology attribute. Once executed, in Legacy, disables revolutions for all players in the opposite team. From AoE3DE onwards, this behaviour has been removed. Cannot take any arguments in Legacy.
  • 发起一场革命过程,将玩家的卡组和旗帜更改为该科技所关联的革命文明的卡组和旗帜,并将所有玩家的平民单位转化为 xpColonialMilitia。革命文明是从科技名称中获得的,通过从革命科技中删除 12 个字符的前缀。从 AoE3DE 开始,也可以通过 RevolutionCiv 科技属性来设置。一旦执行,在经典版中,将禁用对方团队所有玩家的革命。从 AoE3DE 开始,此行为已被移除。在经典版中无法接受任何参数。
proto
  • Optional: Name of the protoUnit to which all land civilian units will be transformed. Defaults to xpColonialMilitia, if not set. If set to ' none', civilian units are kept as-is (AoE3DE)
  • 可选:所有陆地平民单位将被转化为的 protoUnit 名称。如果未设置,默认为 xpColonialMilitia。如果设置为 'none',平民单位保持不变(仅在AoE3DE生效)
<Effect type ='InitiateRevolution' />
<Effect type ='InitiateRevolution' proto ='Musketeer' />
<Effect type ='InitiateRevolution' proto ='none' saveDeck ='True' extDeck='True'></Effect>
selfMsg
  • Optional: String ID for UI alert and notification to be displayed for the revolting player. Default TWC value is used, if not set. (AoE3DE)
  • 可选:为起义玩家显示的 UI 警报和通知的字符串 ID。如果未设置,使用默认的 TWC 值。(仅在AoE3DE生效)
playerMsg
  • Optional: String ID for UI alert and notification to be displayed to other players. Default TWC value is used, if not set. (AoE3DE)
  • 可选:为其他玩家显示的 UI 警报和通知的字符串 ID。如果未设置,使用默认的 TWC 值。(仅在AoE3DE生效)
saveDeck
  • Optional: If set to ' true', saves the current deck of the player internally, allowing it to be restored upon Return to Home Country/RevertRevolution. (AoE3DE: Mexican Civilization)
  • 可选:如果设置为 'true',则在内部保存玩家的当前卡组,允许在回归祖国/逆转革命时恢复。(AoE3DE:墨西哥文明)
extDeck
  • Optional: If set to ' true', Extended Deck cards are kept upon revolting. (AoE3DE: Mexican Civilization)
  • 可选:如果设置为 'true',则在起义时保留扩展卡组卡牌。(AoE3DE:墨西哥文明)
TransformUnit
  • Transforms all instances of a particular protoUnit into a given target protoUnit.
  • 将特定 protoUnit 的所有实例转化为给定的目标 protoUnit。
fromProtoID
  • Source protoUnit.
  • 源 protoUnit。
<Effect type ='TransformUnit' toprotoid ='xpColonialMilitia' fromprotoid='Settler' />
toProtoID
  • Destination protoUnit.
  • 目标 protoUnit。
ResourceExchange
  • Exchanges the entirety of the stockpile of a given resource into another resource, while multiplying by the given factor.
  • 将指定资源的全部库存转换为另一种资源,同时乘以给定的系数。
fromResource
  • Source resource.
  • 源资源。
<Effect type ='ResourceExchange' multiplier ='1.25' toresource ='Wood' fromresource ='Gold' />
toResource
  • Destination resource.
  • 目标资源。
multiplier
  • Multiplier.
  • 系数。
SetOnBuildingDeathTech
  • Sets technologies to be triggered upon building destruction, according to the cost paid for a building's construction, up to 1000 resources.
  • 设置在建筑物被摧毁时触发的科技,根据为建造建筑物所支付的成本,最高可达 1000 资源。
amount
  • Index of the technology to be assigned.
  • 要分配的科技索引。
<Effect type ='SetOnBuildingDeathTech' amount ='0.00' amount2 ='100.00'>ypSpawnIrregulars</Effect>
<Effect type ='SetOnBuildingDeathTech' amount ='1.00' amount2 ='0.00'>ypSpawnPeasants</Effect>
amount2
  • Divider amount used to determine the combined amount of times the technologies should be activated upon a building's destruction, according to its cost. Only read for the first tech to be assigned (i.e. index == 0).
    E.g., for a building costing 600 resources, and a divider set to 100, one tech would be activated 6 times, while 2 techs, both would be activated 3 times each, etc.
  • 用于确定在建筑物被摧毁时,根据其成本,科技应被激活的总次数的除数金额。仅对要分配的第一个科技读取(即索引 == 0)。
    例如,对于一个成本为 600 资源的建筑物,除数设置为 100,一个科技将被激活 6 次,而 2 个科技将各自激活 3 次,等等。
Data2
  • Applies a particular data change, taking up to 4 parameters, besides amount and relativity. For more information, refer to the Data2 Effects table.
  • 应用特定的数据更改,除了 amount 和 relativity 之外,最多可接受 4 个参数。有关更多信息,请参阅 Data2 效果表
  • Refer to basic attributes listed in ' Data' effect type.
  • 请参阅 ' Data' 效果类型中列出的基本属性。
 
Definitive Edition决定版
CommandAdd
  • Adds a protoUnit, technology or protoUnitCommand to a protoUnit’s UI at a specific position.
  • 在特定位置将一个 protoUnit、科技或 protoUnitCommand 添加到 protoUnit 的 UI 中。
proto
  • ProtoUnit to be added.
  • 要添加的 ProtoUnit。
<Effect type ='CommandAdd' command ='deNatSomaliLighthouse' page ='0' column ='3'>
<Target type ='ProtoUnit'>TradingPost</Target>
</Effect>
tech
  • Technology to be added.
  • 要添加的科技。
command
  • ProtoUnitCommand to be added
  • 要添加的 ProtoUnitCommand。
page
  • Page/Row in UI
  • UI 中的页/行
column
  • Column in UI. If set to -1, it will add the entry to the first free slot in the given page/row.
  • UI 中的列。如果设置为 -1,它将在指定的页/行的第一个空闲槽位添加条目。
natShow
  • Optional: If set to 1, and effect is meant to assign a technology to the Trading Post, it will be forcibly displayed on Native Settlement TPs.
  • 可选:如果设置为 1,且效果旨在将一项科技分配给贸易站,它将在原住民定居点贸易站上强制显示。
trShow
  • Optional: If set to 1, and effect is meant to assign an unit to the Trading Post, it will be forcibly displayed on Trade Route TPs.
  • 可选:如果设置为 1,且效果旨在将一个单位分配给贸易站,它将在贸易路线贸易站上强制显示。
ConsoleCommand
  • Executes a console command.
  • 执行一个控制台命令。
<Effect type ='ConsoleCommand'>blackmap</Effect>
CommandRemove
  • Removes a protoUnit, technology or protoUnitCommand from a protoUnit’s UI.
  • 从 protoUnit 的 UI 中移除一个 protoUnit、科技或 protoUnitCommand。
proto
  • ProtoUnit to be removed.
  • 要移除的 ProtoUnit。
<Effect type ='CommandRemove' proto ='Falconet'>
<Target type='ProtoUnit'>dePalace</Target>
</Effect>
tech
  • Technology to be removed.
  • 要移除的科技。
command
  • ProtoUnitCommand to be removed.
  • 要移除的 ProtoUnitCommand。
CreatePower
  • Applies the effect of a given protoPower.
  • 应用指定的 protoPower 的效果。
protoPower
  • ProtoPower to be applied.
  • 要应用的 ProtoPower。
<Effect type ='CreatePower' protoPower='dePowerUSExpedition' />
AddHomeCityCard
  • Adds a Home City card to the extended deck. Requires the <UseExtendedDeckUI> flag to be set in the civilization data for proper functionality.
  • 将一个主城卡牌添加到扩展卡组。需要在文明数据中设置 <UseExtendedDeckUI> 标志才能正常运行。
tech
  • Technology to be added as a card. Expected to have <Flag>HomeCity</Flag> flag set.
  • 要作为卡牌添加的科技。需要设置 <Flag>HomeCity</Flag>
<Effect type ='AddHomeCityCard' tech ='DEHCFedMXTzotzilUprising' maxCount='1' agePrereq='1' unitCount='0' infiniteInLastAge='0' />
maxCount
  • Akin to the homonymous Home City Card attribute.
  • 类似于同名的主城卡牌属性。
agePrereq
unitCount
infiniteInLastAge
TextOutputTechName
  • Outputs the given string ID as a game notification, while inserting the technology name within the displayed text.
    This effect expects the string to be displayed to contain one printf-style parameter for string (‘ %s’).
  • 将指定的字符串 ID 作为游戏通知输出,同时在显示的文本中插入科技名称。
    此效果期望要显示的字符串包含一个 printf 风格的字符串参数(‘ %s’)。
all
  • Optional: When set to ‘ true’, notification will be shown to all players.
  • 可选:当设置为‘true’时,通知将显示给所有玩家。
<Effect type ='TextOutputTechName'>110130</Effect>
ResetHomeCityCardCount
  • Resets the amount of times a particular time has been sent, allowing it to be re-sent.
  • 重置某个卡牌已发送的次数,允许它被重新发送。
tech
  • Technology name of the Home City card to be reset.
  • 要重置的主城卡牌的科技名称。
<Effect type ='ResetHomeCityCardCount' tech ='HCShipFoodCrates2' />
RandomTech
  • Randomly selects a given amount of technologies from a list and changes their status.
  • 从列表中随机选择指定数量的科技并更改其状态。
select
  • Number of techs to be selected.
  • 要选择的科技数量。
<Effect type='RandomTech' select='3' status='active'>
<Tech>SaloonBlackRider</Tech>
<Tech>SaloonCorsair</Tech>
<Tech>SaloonElmeti</Tech>
<Tech>SaloonMameluke</Tech>
<Tech>SaloonManchu</Tech>
</Effect>
status
  • New status to be assigned to selected techs.
  • 要分配给所选科技的新状态。
TextEffectOutput
  • Displays an UI alert to all players.
  • 向所有玩家显示一个 UI 警报。
reason
  • UI alert type to be displayed ( revolution, tradeMonopoly, koth, revertRevolution, papal, treaty)
  • 要显示的 UI 警报类型(revolutiontradeMonopolykothrevertRevolutionpapaltreaty
<Effect type ='TextEffectOutput' reason ='Revolution' selfMsg ='104580' playerMsg ='104581' />
selfMsg
  • String ID for UI alert and notification to be displayed for the current player.
  • 为当前玩家显示的 UI 警报和通知的字符串 ID。
playerMsg
  • String ID for UI alert and notification to be displayed to other players. Expected to receive player name.
  • 为其他玩家显示的 UI 警报和通知的字符串 ID。预计会包含玩家名称。
SetOnShipmentSentTech
  • Adds or removes technologies to be activated once a shipment is received.
  • 添加或移除在收到运送后要激活的科技。
amount
  • Should be set to 1, if technology is meant to be added; 0, if excluded.
  • 如果要添加科技,应设置为 1;如果要排除科技,应设置为 0
<Effect type ='SetOnShipmentSentTech' amount ='1.00'>DEREVShipPetard</Effect>
minAge
  • Optional: Minimum age prerequisite a card needs to have in order to trigger this technology when received.
  • 可选:卡牌需要具备的最小时代前置条件,才能在接收时触发此科技。
maxAge
  • Optional: Maximum age prerequisite a card should have in order to trigger this technology when received.
  • 可选:卡牌应该具备的最大时代前置条件,才能在接收时触发此科技。
allowInfinite
  • Optional: When set to ‘ True’, Infinite cards will be affected. Set to ‘ True’ by default.
  • 可选:当设置为‘True’时,无限卡牌将受到影响。默认设置为‘True’。
ResourceInventoryExchange
  • Exchanges the entirety of the total resource inventory of all instances of a particular protoUnit into another resource, depositing into the player's stockpile, while multiplying by the given factor.
  • 将特定 protoUnit 的所有实例的全部资源库存转换为另一种资源,存入玩家的储备,同时乘以给定的系数。
unitType
  • Target unit type or protoUnit.
  • 目标单位类型或 protoUnit。
<Effect type ='ResourceInventoryExchange' multiplier ='0.70' unittype='AbstractBovine' toresource ='Influence' fromresource ='Food' keepUnit='True' />
fromResource
  • Source resource.
  • 源资源。
toResource
  • Destination resource.
  • 目标资源。
multiplier
  • Multiplier.
  • 系数。
keepUnit
  • Optional: If set to ‘true’, units will be kept, once the effect is applied, but with no resource storage. Set to ‘false’ by default.
  • 可选:如果设置为‘true’,应用效果后,单位将被保留,但没有资源储存。默认设置为‘false’。
AddTrickleByResource
  • Grants to the player a variable trickle of a particular resource, that grows linearly according to the total stockpile of the given resource(s).
  • 给予玩家一项可变的特定资源的缓慢增益,该增益根据指定资源的总储备量线性增长。
resource
  • Trickle resource.
  • 缓慢增益的资源。
<Effect type ='AddTrickleByResource' resource ='Gold' minValue ='0.001' maxValue ='4.0' minSrcValue ='1.00' maxSrcValue ='4000.00' srcResource1='Food' srcResource2 ='Wood' />
minValue
  • Minimum trickle value when total stockpiled amount of the reference resource(s) is at the minimum.
  • 当参考资源的总储备量在最小值时的最小缓慢增益值。
maxValue
  • Maximum trickle value when total stockpiled amount of the reference resource(s) is at the maximum.
  • 当参考资源的总储备量在最大值时的最大缓慢增益值。
srcResource1
  • Reference resource for trickle value.
  • 用于缓慢增益值的参考资源。
srcResource2
  • Optional: Secondary reference resource for trickle value.
  • 可选:缓慢增益值的第二个参考资源。
minSrcValue
  • Minimum combined stockpiled value of the reference resource(s) for trickle generation. If total value is lesser than or equal than this, trickle will default to the value set in minValue.
  • 用于生成缓慢增益的参考资源的最小组合储备值。如果总值小于或等于此值,缓慢增益将默认为 minValue 中设置的值。
maxSrcValue
  • Maximum combined stockpiled of the reference resource(s) for trickle calculation. If total value is greater or equal than this, trickle will default to the value set in maxValue.
  • 用于缓慢增益计算的参考资源的最大组合储备值。如果总值大于或等于此值,缓慢增益将默认为 maxValue 中设置的值。
ResourceExchange2
  • Exchanges the entirety of the stockpile of a given resource into two resources, while multiplying by the given factors.
  • 将指定资源的全部储备转换为两种资源,同时乘以给定的系数。
fromResource
  • Source resource.
  • 源资源。
<Effect type ='ResourceExchange2' multiplier ='0.50' toresource ='Wood' multiplier2 ='0.50' toresource2 ='Gold' fromresource ='Food' />
toresource
  • First destination resource.
  • 第一个目标资源。
multiplier
  • Multiplier for first destination resource.
  • 第一个目标资源的系数。
toresource2
  • Second destination resource.
  • 第二个目标资源。
multiplier2
  • Multiplier for second destination resource.
  • 第二个目标资源的系数。
RevertRevolution
  • Undoes the current revolution, returning the player to the source civilization.
  • 撤销当前的革命,使玩家回到原始文明。
selfMsg
  • String ID for UI alert and notification to be displayed for current player.
  • 为当前玩家显示的 UI 警报和通知的字符串 ID。
<Effect type ='RevertRevolution' selfMsg ='112858' playerMsg ='112859'/>
playerMsg
  • String ID for UI alert and notification to be displayed to other players.
  • 为其他玩家显示的 UI 警报和通知的字符串 ID。
ReplaceUnit
  • Similar to TransformUnit, except that it forces the instantiation of a new unit and the removal of the previous one, instead of transforming directly.
  • 类似于 TransformUnit,但它强制实例化一个新单位并移除前一个单位,而不是直接转换。
fromProtoID
  • Source protoUnit.
  • 源 protoUnit。
<Effect type ='ReplaceUnit' toprotoid ='WarHut' fromprotoid ='Stable'/>
toProtoID
  • Destination protoUnit.
  • 目标 protoUnit。
ForbidTech
  • Adds or removes a given tech from the list of forbidden techs of the current player. Can be used to re-enable technologies previously set explicitly as Unobtainable.
  • 在当前玩家的禁止科技列表中添加或移除指定的科技。可用于重新启用先前明确设置为 Unobtainable 的科技。
amount
  • If set to 1, technology will be added into forbidden techs list, if set to 0, it will be removed.
  • 如果设置为 1,科技将被添加到禁止科技列表中;如果设置为 0,它将被移除。
<Effect type ='ForbidTech' amount ='0.00'>Howitzer</Effect>
ResetResendableCards
  • Resets the card status of all Home City cards with InfiniteInLastAge set.
  • 重置所有设置了 InfiniteInLastAge 的主城卡牌的卡牌状态。
<Effect type ='ResetResendableCards' />
SetOnTechResearchedTech
  • Adds or removes technologies to be activated once a technology is researched.
  • 添加或移除在一项科技被研究后要激活的科技。
amount
  • Should be set to 1, if technology is meant to be added; 0, if excluded.
  • 如果要添加科技,应设置为 1;如果要排除科技,应设置为 0
<Effect type ='SetOnTechResearchedTech' amount ='1.00'>DEShipItalianVillager</Effect>
minAge
  • Unused for this effect.
  • 此效果未使用。
maxAge
  • Unused for this effect.
  • 此效果未使用。
UIAlert
  • Displays a UI Alert.
  • 显示一个 UI 警报。
reason
  • UI alert type to be displayed (revolution, tradeMonopoly, koth, revertRevolution, papal, treaty)
  • 要显示的 UI 警报类型(revolutiontradeMonopolykothrevertRevolutionpapaltreaty
<Effect type='UIAlert' reason='Papal' selfMsg='-1' playerMsg='123306' target='Enemy' playerName='False' duration='1250' />
selfMsg
  • String ID for UI alert and notification to be displayed for the current player.
  • 为当前玩家显示的 UI 警报和通知的字符串 ID。
playerMsg
  • String ID for UI alert and notification to be displayed to other players. Expected to receive player name by default.
  • 为其他玩家显示的 UI 警报和通知的字符串 ID。默认情况下,预计会包含玩家名称。
target
  • Defines to which players the alert will be displayed through a combination of the following flags: Self, Ally, Enemy, All.
  • 通过以下标志的组合定义警报将显示给哪些玩家:SelfAllyEnemyAll
playerName
  • When set to 'True', player name will be displayed within UI alert string.
  • 当设置为 'True' 时,玩家名称将显示在 UI 警报字符串中。
duration
  • UI alert duration in milliseconds. Set to 2500 (2.5s) by default.
  • UI 警报的持续时间(毫秒)。默认设置为 2500(2.5 秒)。

Data Effect Subtypes

Legacy旧版本
Type Description Target   Attributes
Hitpoints
  • ProtoUnit Hitpoints.
  • 单位生命值。
ProtoUnit
Scale   ProtoUnit
LOS
  • ProtoUnit LOS.
  • 单位视野。
ProtoUnit
WorkRate
  • ProtoAction Work Rate.
  • 动作工作速率。
ProtoUnit action
  • ProtoAction name.
  • 动作名称。
unitType
  • Rate entry unitType.
Cost
  • ProtoUnit or Technology Cost.
  • 单位或科技的成本。
ProtoUnit, Tech, techWithFlag resource
  • Resource name.
  • 资源名称。
reqTech
  • Optional: Required technology for effect to be applied (AoE3DE: The African Royals)
  • 可选:应用效果所需的科技(AoE3DE:《非洲王朝》)
CarryCapacity
  • ProtoUnit Resource Carry Capacity.
  • 单位资源携带容量。
ProtoUnit resource
  • Resource name.
  • 资源名称。
RETIREDObstructionSize   ProtoUnit
MaximumVelocity
  • ProtoUnit movement speed.
  • 单位移动速度。
ProtoUnit
MaximumRange
  • ProtoAction Maximum Range.
  • 动作的最大范围。
ProtoUnit action
  • ProtoAction name.
  • 动作名称。
TrainPoints
  • ProtoUnit Train Points.
  • 单位训练点数。
ProtoUnit
Resource
  • Player Resource Stockpile. Only supports Absolute and Assign relativities properly.
  • 玩家资源储备。仅正确支持 AbsoluteAssign 相对性。
Player resource
  • Resource name.
  • 资源名称。
InventoryAmount
  • ProtoUnit resource inventory amount.
  • 单位资源库存量。
ProtoUnit resource
  • Resource name.
  • 资源名称。
Damage
  • ProtoAction Damage.
  • 动作伤害。
ProtoUnit action
  • ProtoAction name.
  • 动作名称。
allActions
  • If set to 1, modification will be applied to all actions within the protoUnit.
  • 如果设置为 1,修改将应用于该单位的所有动作。
UnusedUsedToBeUnitLine   ProtoUnit
MaxResource
  • Player resource cap for a given resource. Only supports Absolute relativity. Sets resource cap to the current resource stockpile plus a delta defined in the amount.
  • 玩家特定资源的上限。仅支持 Absolute 相对性。将资源上限设置为当前资源储备加上 amount 中定义的增量。
  resource
  • Resource name.
  • 资源名称。
PermanentCost   ProtoUnit resource
  • Resource name.
  • 资源名称。
Enable
  • Enable/Disable ProtoUnit.
  • 启用/禁用 单位。
ProtoUnit
InventoryCarried   ProtoUnit resource
  • Resource name.
  • 资源名称。
AnimationRate
  • ProtoAction Animation Rate.
  • 动作动画速率。
ProtoUnit action
  • ProtoAction name.
  • 动作名称。
HeroCost   Unknown slot
  • Unknown.
  • 未知。
PopulationCap
  • Player population Capacity.
  • 玩家人口上限。
Player
SetCivilization
  • Player Civilization.
  • 玩家文明。
Player civ
  • Civilization name.
  • 文明名称。
Market
  • Market attributes.
  • 市场属性。
Player component
  • Market system attribute to be modified (BuyFactor, SellFactor, BuyDelta, SellDelta, BuyFactorSpecific, SellFactorSpecific). BuyFactorSpecific and SellFactorSpecific are only available from AoE3DE: The African Royals onwards
  • 要修改的市场系统属性(BuyFactorSellFactorBuyDeltaSellDeltaBuyFactorSpecificSellFactorSpecific)。BuyFactorSpecificSellFactorSpecific 仅在 AoE3DE:《非洲王朝》及以后可用
resource
  • Resource for BuyFactorSpecific and SellFactorSpecific modification (AoE3DE: The African Royals)
  • BuyFactorSpecificSellFactorSpecific 修改的资源(AoE3DE:《非洲王朝》)
MaximumContained
  • ProtoUnit garrison capacity.
  • 单位驻扎容量。
ProtoUnit
MinimumRange
  • ProtoAction Minimum Range.
  • 动作最小范围。
ProtoUnit action
  • ProtoAction name.
  • 动作名称。
UpgradeLevel
  • AoM Leftover. Deprecated
  • AoM 遗留项。已弃用
ProtoUnit stat
  • AoM unit stat. Deprecated.
  • AoM 单位统计。已弃用。
ResourceTrickleRate
  • Player automatic resource trickle rate.
  • 玩家自动资源缓慢增长率。
Player resource
  • Resource name.
  • 资源名称。
MinimumResourceTrickleRate
  • Minimum automatic Trickle Rate for a given resource. Only supports Absolute and Assign relativities properly.
  • 指定资源的最小自动缓慢增长率。仅正确支持 AbsoluteAssign 相对性。
Player resource
  • Resource name.
  • 资源名称。
MaximumResourceTrickleRate
  • Maximum automatic Trickle Rate for a given resource. Only supports Absolute and Assign relativities properly.
  • 指定资源的最大自动缓慢增长率。仅正确支持 AbsoluteAssign 相对性。
Player resource
  • Resource name.
  • 资源名称。
DamageBonus
  • ProtoAction Damage Bonus.
  • 动作伤害加成。
ProtoUnit action
  • ProtoAction name.
  • 动作名称。
unitType
  • Damage Bonus unit type.
  • 伤害加成单位类型。
TributePenalty
  • Player Tribute Penalty.
  • 玩家贡品惩罚。
Player
PopulationCount
  • ProtoUnit population count.
  • 单位人口消耗。
ProtoUnit
InventorySlot   ProtoUnit
PopulationCapAddition
  • ProtoUnit population cap support.
  • 单位提供的人口上限增加。
ProtoUnit
ActionEnable
  • Enable/Disable protoAction.
  • 启用/禁用动作。
ProtoUnit action
  • ProtoAction name.
  • 动作名称。
Lifespan
  • ProtoUnit Lifespan.
  • 单位寿命。
ProtoUnit
RechargeTime
  • ProtoUnit recharge time for Charged Actions.
  • 单位的充能动作的冷却时间。
ProtoUnit
BuildLimit
  • ProtoUnit Build Limit.
  • 单位建造限制。
ProtoUnit
TrackRating
  • ProtoAction Track Rating.
  • 动作追踪评分。
ProtoUnit action
  • ProtoAction name.
  • 动作名称。
BuildPoints
  • ProtoUnit Build Points.
  • 单位建造点数。
ProtoUnit
HomeCityStartingUnit   Player unitType
  • Unit Type. Unknown intended usage.
  • 单位类型。用途未知。
HomeCityTransportTime   Player
HomeCityTransportUnitLimit   Player
EnableMercs   Player
EnableCoffers   Player
EnablePlantations   Player
EnableTradeRouteCoin   Player
EnableTradeRouteLOS   Player
EnableTradeRouteTransport   Player
UpdateVisual
  • Forces visual updating of a given protoUnit for all its instances.
  • 强制更新指定 protoUnit 的所有实例的视觉效果。
Player unitType
  • Affected unit type.
  • 受影响的单位类型。
UpgradeSubCivAlliance
  • Deprecated in Legacy. In AoE3DE, allies with the given SubCiv and defines/increases Build Limit multiplier. Only supports Absolute relativity properly.
  • 在经典版中已弃用。在 AoE3DE 中,与指定的 SubCiv 结盟,并定义/增加建造上限乘数。仅正确支持 Absolute 相对性。
Player civ
  • SubCiv name.
  • SubCiv 名称。
GrantsPowerDuration
  • Deprecated in Legacy. In AoE3DE, as of Knights of the Mediterranean DLC onwards, initiates cooldown for powers which start in cooldown.
  • 在经典版中已弃用。从 AoE3DE 的《地中海骑士》DLC 开始,对一开始就处于冷却的能力启动冷却时间。
Player protoPower
  • ProtoPower name.
  • ProtoPower 名称。
HomeCityBucketMinCount   Player unitType
  • Unit Type. Unknown intended usage.
  • 单位类型。用途未知。
HomeCityBucketMaxCount   Player unitType
  • Unit Type. Unknown intended usage.
  • 单位类型。用途未知。
HomeCityBucketCountIncrement   Player unitType
  • Unit Type. Unknown intended usage.
  • 单位类型。用途未知。
FreeHomeCityUnit
  • Delivers the amount of the given protoUnit to the player at the HC gather point.
  • 在主城集合点向玩家交付指定数量的 protoUnit。
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
convertSettlers
  • If set to ‘true’, civilian units will be converted to the civilization’s main civilian unit (set through the SettlerProtoName civ attribute) before being delivered (AoE3DE).
  • 如果设置为‘true’,平民单位将在交付前转换为文明的主要平民单位(通过文明属性 SettlerProtoName 设置)(AoE3DE)。
CostBuildingTechs
  • Changes the cost of all tech entries within a given protoUnit.
  • 更改指定 protoUnit 中所有科技条目的成本。
ProtoUnit resource
  • Resource name.
  • 资源名称。
CostBuildingUnits
  • Changes the cost of all train entries within a given protoUnit.
  • 更改指定 protoUnit 中所有训练条目的成本。
ProtoUnit resource
  • Resource name.
  • 资源名称。
CostBuildingAll
  • Changes the cost of all train and tech entries within a given protoUnit.
  • 更改指定 protoUnit 中所有训练和科技条目的成本。
ProtoUnit resource
  • Resource name.
  • 资源名称。
TacticEnable
  • Enables/Disables a Tactic.
  • 启用/禁用战术。
ProtoUnit tactic
  • Tactic name.
  • 战术名称。
UnitRegenRate
  • Alters unit regeneration rate for an existing entry.
  • 更改现有条目的单位再生速率。
Player unitType
  • Regen entry unit type.
  • 再生条目的单位类型。
NativeBucketMinCount Player unitType
  • Unit Type. Unknown intended usage.
  • 单位类型。用途未知。
civ
  • SubCiv name. Unknown intended usage.
  • civs国家名。用途未知。
NativeBucketMaxCount Player unitType
  • Unit Type. Unknown intended usage.
  • 单位类型。用途未知。
civ
  • SubCiv name. Unknown intended usage.
  • civs国家名。用途未知。
NativeBucketCountIncrement Player unitType
  • Unit Type. Unknown intended usage.
  • 单位类型。用途未知。
civ
  • SubCiv name. Unknown intended usage.
  • civs国家名。用途未知。
EnableMercs2   Player    
EnableMercs3   Player    
EnableMercs4   Player    
EnableMercs5   Player    
HomeCityBucketCountPoints   Player unitType
  • Unit Type. Unknown intended usage.
  • 单位类型。用途未知。
BlockTrainCount
  • Alters or adds single-block training data (i.e. the one used by Russians) for a given ProtoUnit.
  • 更改或添加指定 ProtoUnit 的单批训练数据(例如俄罗斯使用的那种)。
Player unitType
  • Block train unit.
  • 批量训练单位。
unitType2
  • Block train source building.
  • 批量训练来源建筑。
AllowedAge
  • ProtoUnit allowed age.
  • ProtoUnit 可用的时代。
ProtoUnit
DamageArea
  • ProtoAction damage area.
  • ProtoAction 伤害范围。
ProtoUnit action
  • ProtoAction name.
  • 动作名称。
XPTrickleRate
  • Deprecated. Superseded by non-resource specific effect.
  • 已弃用。被非特定资源效果取代。
Player
MinimumXPTrickleRate
  • Deprecated. Superseded by non-resource specific effect.
  • 已弃用。被非特定资源效果取代。
Player
MaximumXPTrickleRate
  • Deprecated. Superseded by non-resource specific effect.
  • 已弃用。被非特定资源效果取代。
Player
SetAge
  • Sets Player current age to amount value.
  • 将玩家的当前时代设置为 amount 值。
Player
UpgradeTradeRoute
  • Upgrades Trade Route to the given level.
  • 将贸易路线升级到指定等级。
Player
GathererLimit
  • ProtoUnit Gatherer Limit.
  • 单位采集者上限。
ProtoUnit
SlotCount
  • Attribute intended to be used by the AirCraft system. Unused and not functional in AoE3.
  • 用于航空器系统的属性。在 AoE3 中未使用且不起作用。
ProtoUnit
FreeHomeCityMerc
  • Delivers a random amount in the range of [amount/2, amount] of units of a single randomly picked protoUnit belonging to the given unitType. Cannot be properly used with a generic unitType unless the DEHCCardForcePopCheck technology flag is set.
  • 向玩家交付一个随机数量(范围为 [amount/2, amount])的单位,这些单位属于指定的 unitType 中随机选择的一个 protoUnit。除非设置了 DEHCCardForcePopCheck 技术标志,否则不能正确使用通用的 unitType。
Player unitType
  • Unit Type to be used for determining the protoUnit to be delivered.
  • 用于确定要交付的 protoUnit 的单位类型。
AddTrain
  • Adds Train Entry to ProtoUnit at first free slot in row/page 0.
  • 在第 0 行/页的第一个空闲槽位向 ProtoUnit 添加训练条目。
ProtoUnit unitType
  • ProtoUnit to be assigned.
  • 要分配的 ProtoUnit。
HitPercent
  • ProtoAction Hit Percent.
  • ProtoAction 命中率百分比。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
DamageMultiplier
  • ProtoAction Damage Multiplier.
  • ProtoAction 伤害倍数。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
HitPercentType
  • ProtoAction Critical hit type. Always adds flags, regardless of arguments.
  • ProtoAction 暴击类型。无论参数如何,始终添加标志。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
hitPercentType
  • Critical hit type flag (CriticalAttack, KillingBlow, Sweep, Disciple, CriticalDisciple)
  • 暴击类型标志(CriticalAttackKillingBlowSweepDiscipleCriticalDisciple
ResearchPoints
  • Technology Research Points.
  • 科技研究点数。
Tech techWithFlag
BuildBounty
  • ProtoUnit Build Bounty.
  • ProtoUnit 建造赏金。
ProtoUnit
PopulationCapBonus
  • Additional population capacity for player. Limited to 250.
  • 为玩家增加的人口容量。限制为 250。
Player
PopulationCapExtra
  • Additional population limit for player. Limited to 50.
  • 为玩家增加的人口上限。限制为 50。
Player
RevealLOS
  • Reveals all GAIA units of target unitType.
  • 显示所有目标 unitType 的 GAIA 单位。
ProtoUnit
DamageCap
  • ProtoAction Damage Cap. Automatically adjusted by Damage data effect subtype for ProtoActions that inflict Area Damage.
  • ProtoAction 伤害上限。对于造成范围伤害的 ProtoAction,会自动根据 Damage 数据效果子类型进行调整。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
XPRate
  • Multiplier to be applied over Trade Route granted resources. Applied as a multiplier over current value, regardless of relativity.
  • 应用于贸易路线授予资源的倍数。无论相对性如何,都作为当前值的乘数应用。
Player
Armor
  • ProtoUnit default armor.
  • ProtoUnit 默认护甲。
ProtoUnit
BuildingWorkRate
  • ProtoUnit work rate for train and research actions.
  • ProtoUnit 的训练和研究动作的工作速率。
ProtoUnit
ActionAdd
  • Adds instance of given action to all currently existing instances of the given ProtoUnit.
  • 将指定动作的实例添加到指定 ProtoUnit 的所有当前存在的实例中。
Player unitType
  • Affected unitType.
  • 受影响的 unitType。
action
  • ProtoAction name.
  • ProtoAction 名称。
SetCivRelation
  • Consulate Civ Relation.
  • 领事馆文明关系。
Player civ
  • Civilization to be used for initiating relations. If set to 'none', relations will be ended with current civilization.
  • 用于建立关系的文明名称。如果设置为 'none',将结束与当前文明的关系。
FreeHomeCityUnitIfTechObtainable
  • Delivers the amount of the given protoUnit to the player at the HC gather point, if the given technology is obtainable or active. Delivery isn't performed if the amount of new units would cause the build limit to exceed, unless the technology flag DEDoNotCheckUnitCapWhenShipping is set.
  • 如果指定的科技是可获得的激活的,则在主城集合点向玩家交付指定数量的 protoUnit。如果新单位的数量会导致超过建造上限,则不会进行交付,除非设置了技术标志 DEDoNotCheckUnitCapWhenShipping
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
tech
  • Technology to be used for condition checking.
  • 用于条件检查的科技。
CopyUnitPortraitAndIcon
  • Copies Unit and Portrait paths from protoUnit in Target to given protoUnit.
  • 将目标 protoUnit 的单位和肖像路径复制到指定的 protoUnit。
ProtoUnit unitType
  • Target protoUnit for icon and portrait modification.
  • 用于图标和肖像修改的目标 protoUnit。
copy
  • Optional: Defines copying mode for unit icon and portrait. Can be set to PortraitOnly, for only copying portrait, IconOnly, for only copying icon, or be left unset, to copy both into destination protoUnit.
  • 可选:定义单位图标和肖像的复制模式。可以设置为 PortraitOnly(仅复制肖像)、IconOnly(仅复制图标),或不设置以将两者都复制到目标 protoUnit。
DamageForAllHandLogicActions
  • ProtoAction damage for all HandLogic actions in the ProtoUnit.
  • ProtoUnit 中所有 HandLogic 动作的 ProtoAction 伤害。
ProtoUnit
PlayerSpecificTrainLimitPerAction
  • Default unit batch size.
  • 默认单位批量大小。
Player
Definitive Edition决定版
ActionAddAttachingUnit
  • ProtoAction attaching unit.
  • ProtoAction 附加单位。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
unitType
  • Attaching protoUnit to be assigned to protoAction.
  • 要分配给 ProtoAction 的附加 ProtoUnit。
SpeedModifier
  • Tactic Speed Modifier.
  • 战术速度修正。
ProtoUnit tactic
  • Tactic name.
  • 战术名称。
Yield
  • ProtoAction resource Yield.
  • ProtoAction 资源产出。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
RateOfFire
  • ProtoAction rate of fire.
  • ProtoAction 射速。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
CommunityPlazaWeight
  • ProtoUnit Community Plaza Worker Weight.
  • ProtoUnit 社区广场工人权重。
ProtoUnit
ConversionResistance
  • ProtoUnit Conversion Resistance
  • ProtoUnit 转化抗性。
ProtoUnit
SetCivFlag
  • Set current player civilization flag to the one of the given civ.
  • 将当前玩家的文明旗帜设置为指定文明的旗帜。
Player civ
  • Civilization name.
  • 文明名称。
SetCivName
  • Set current player civilization name to the one of the given civ.
  • 将当前玩家的文明名称设置为指定文明的名称。
Player civ
  • Civilization name.
  • 文明名称。
RansomCostAddition
  • Adds the value set in amount to the cost for ransoming a hero.
  • amount 中设置的值添加到赎回英雄的费用中。
Player
ResourceReturn
  • ProtoUnit Resource Return.
  • ProtoUnit 资源返还。
ProtoUnit
ArmorType
  • ProtoUnit default armor type.
  • ProtoUnit 默认护甲类型。
ProtoUnit newType
  • New armor type to be set to default protoUnit armor (Hand, Ranged or Siege).
  • 要设置为默认 protoUnit 护甲的新护甲类型(HandRangedSiege)。
UpgradeAllTradeRoutes
  • Upgrades all Trade Routes in the map to the given level.
  • 将地图上的所有贸易路线升级到指定等级。
Player
FreeHomeCityUnitByUnitCount
  • Delivers the amount of the given protoUnit to the player at the HC gather point, for every owned unit belonging to the given unitType.
  • 对于每个属于指定 unitType 的已拥有单位,在主城集合点向玩家交付指定数量的 ProtoUnit。
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
countType
  • UnitType to be used for counting.
  • 用于计数的 UnitType。
KillBounty
  • ProtoUnit Kill Bounty.
  • ProtoUnit 击杀赏金。
ProtoUnit
EnableAutoCrateGather
  • Sets/unsets DrawnToCrates PU flag.
  • 设置/取消设置 DrawnToCrates 单位标志。
ProtoUnit
FreeHomeCityUnitByTechActiveCount
  • Delivers the amount of the given protoUnit to the player at the HC gather point, for every time the given technology had been activated.
  • 每当指定科技被激活时,在主城集合点向玩家交付指定数量的 ProtoUnit。
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
tech
  • Technology to be used for counting.
  • 用于计数的科技。
BountyResourceOverride
  • Overrides the resource of the granted kill bounty for a particular target unit type.
  • 覆盖特定目标单位类型的击杀赏金资源。
Player unitType
  • Affected UnitType.
  • 受影响的单位类型。
resource
  • Resource override for granted kill bounty.
  • 击杀赏金的资源覆盖。
UnitHelpOverride
  • ProtoUnit Unit Help Override unit.
  • ProtoUnit 单位帮助覆盖。
ProtoUnit
CopyTacticAnims
  • Copies animations from a source tactic to a target tactic.
  • 将动画从源战术复制到目标战术。
ProtoUnit fromTactic
  • Source tactic.
  • 源战术。
toTactic
  • Destination tactic.
  • 目标战术。
Snare
  • Sets/unsets ProtoAction TargetSpeedBoost flag.
  • 设置/取消设置 ProtoAction 的 TargetSpeedBoost 标志。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
ConversionDelay
  • ProtoAction Conversion Delay.
  • ProtoAction 转化延迟。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
CopyTechIcon
  • Copies icon from given technology to target technology.
  • 将指定科技的图标复制到目标科技。
Tech tech
  • Source Technology containing icon to be copied.
  • 包含要复制的图标的源科技。
AutoAttackType
  • Tactic Auto Attack Type.
  • 战术自动攻击类型。
ProtoUnit tactic
  • Tactic name.
  • 战术名称。
unitType
  • Unit Type to be used as auto-attack type.
  • 用于自动攻击类型的单位类型。
UnitRegenRateLimit
  • Alter HitPoint rate limit for negative UnitRegen for a given unitType.
  • 更改指定 unitType 的负单位再生的生命值速率限制。
Player unitType
  • Regen entry unit type.
  • 再生条目的单位类型。
ResourceIfTechObtainable
  • Adjusts player Resource Stockpile, if given technology is active or obtainable.
  • 如果指定科技是激活的或可获得的,则调整玩家的资源储备。
Player resource
  • Resource name.
  • 资源名称。
tech
  • Technology to be used for condition checking.
  • 用于条件检查的科技。
ActionDisplayName
  • ProtoAction Display Name override.
  • ProtoAction 显示名称覆盖。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
stringID
  • New displayed string ID.
  • 新的显示字符串 ID。
FreeHomeCityUnitByShipmentCount
  • Delivers the amount of the given protoUnit to the player at the HC gather point, for every shipment sent so far.
  • 每发送一次运输,就在主城集合点向玩家交付指定数量的 ProtoUnit。
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
includeSelf
  • Optional: If set to 'true', the current shipment will be included for the calculation.
  • 可选:如果设置为 'true',则当前的运输也将包含在计算中。
EnableSharedBuildLimit
  • Sets/Unsets UseSharedBuildLimit PU flag.
  • 设置/取消设置 UseSharedBuildLimit 单位标志。
ProtoUnit
SharedBuildLimitUnit
  • ProtoUnit Shared Build Limit Unit.
  • ProtoUnit 共享建造上限单位。
ProtoUnit unitType
  • ProtoUnit to be set as Shared Build Limit Unit.
  • 要设置为共享建造上限单位的 ProtoUnit。
AddSharedBuildLimitUnitType
  • Adds a Shared Build Limit Unit Type entry to PU.
  • 向 ProtoUnit 添加一个共享建造上限的 UnitType 条目。
ProtoUnit unitType
  • UnitType to be added to protoUnit Shared Build Limit UnitTypes list.
  • 要添加到 ProtoUnit 共享建造上限 UnitType 列表的 UnitType。
PartisanUnit
  • ProtoUnit Partisan UnitType and Partisan count. Requires Partisans to be set in civilization data.
  • ProtoUnit 的游击队 UnitType 和游击队数量。需要在文明数据中设置 Partisans
ProtoUnit unitType
  • ProtoUnit to be used for Partisan spawning.
  • 用于游击队生成的 ProtoUnit。
SetUnitType
  • Sets/unsets UnitType.
  • 设置/取消设置 UnitType。
ProtoUnit unitType
  • UnitType name.
  • UnitType 名称。
FreeHomeCityUnitRandom
  • Ships the given amount of randomly selected units either belonging to the given unitType or, if it's not set, to the list of protoUnits.
  • 运输指定数量的随机选择的单位,这些单位属于指定的 unitType,或者如果未设置,则从 protoUnits 列表中选择。
Player unitType
  • UnitType to which all randomly selected units will belong to.
  • 所有随机选择的单位将属于的 UnitType。
Content:Unit
  • List of units from which randomly selected units will be picked, if unitType isn't set. Should be defined within the content of XML and nested within a Units tag.
  • 如果未设置 unitType,则从中随机选择单位的单位列表。应在 XML 内容中定义,并嵌套在 Units 标签内。
EnableDodge
  • Sets/unsets CanDodgeAttacks PU flag.
  • 设置/取消设置 CanDodgeAttacks 单位标志。
ProtoUnit
DodgeChance
  • ProtoUnit Dodge Chance.
  • ProtoUnit 闪避几率。
ProtoUnit
SetNextResearchFree
  • Sets/unsets NextResearchIsFree PU flag.
  • 设置/取消设置 NextResearchIsFree 单位标志。
ProtoUnit
EnableAutoFormations
  • Unsets/sets NonAutoFormedUnit PU flag.
  • 取消设置/设置 NonAutoFormedUnit 单位标志。
ProtoUnit
SharedSettlerBuildLimit
  • Sets/unsets SettlerBuildLimit PU flag.
  • 设置/取消设置 SettlerBuildLimit 单位标志。
ProtoUnit
CalculateInfluenceCost
  • Calculates Influence cost for protoUnit, based on influence rates defined on civilization data.
  • 根据文明数据中定义的影响力率计算 protoUnit 的影响力成本。
ProtoUnit calcType
  • Calculation type to be used. Supports only one valid value, currently (1).
  • 要使用的计算类型。目前只支持一个有效值(1)。
ArmorSpecific
  • Sets specific armor type for protoUnit, allowing for multiple armor types in the same unit.
  • 为 protoUnit 设置特定的护甲类型,允许同一单位有多种护甲类型。
ProtoUnit newtype
  • Armor type value to be set or changed.
  • 要设置或更改的护甲类型值。
BuildBountySpecific
  • ProtoUnit resource-specific Build Bounty.
  • ProtoUnit 特定资源的建造赏金。
ProtoUnit resource
  • Resource name.
  • 资源名称。
LivestockExchangeRate
  • Changes Livestock Market Exchange Rate for a given resource.
  • 更改指定资源的牲畜市场兑换率。
Player resource
  • Resource name.
  • 资源名称。
LivestockRecoveryRate
  • Changes Livestock Market Recovery Rate for a given resource.
  • 更改指定资源的牲畜市场恢复率。
Player resource
  • Resource name.
  • 资源名称。
RevealEnemyLOS
  • Reveals all current instances of given unitType belonging to all enemy players.
  • 显示所有敌方玩家拥有的指定 unitType 的所有当前实例。
Player unitType
  • UnitType to be revealed.
  • 要显示的 UnitType。
GatheringMultiplier
  • ProtoAction Gathering Multiplier.
  • ProtoAction 采集倍数。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
DisplayedRange
  • ProtoUnit Displayed Range.
  • ProtoUnit 显示的射程。
ProtoUnit
SquareAura
  • Sets/unsets RangeDisplayedAsSquare PU flag.
  • 设置/取消设置 RangeDisplayedAsSquare 单位标志。
ProtoUnit
ProtoActionAdd
  • Instantiates and assigns given protoAction from given protoUnit to target protoUnit(s).
  • 从指定的 protoUnit 实例化并分配给定的 protoAction 到目标 protoUnit。
ProtoUnit protoAction
  • ProtoAction to be instantiated.
  • 要实例化的 ProtoAction。
unitType
  • Source unit for protoAction data.
  • 用于 protoAction 数据的源单位。
ResourceReturnRate
  • ProtoUnit Resource Return Rate.
  • ProtoUnit 资源返还率。
ProtoUnit resource
  • Resource name.
  • 资源名称。
ResourceReturnRateTotalCost
  • Sets/unsets ResourceReturnRateTotalCost.
  • 设置/取消设置 ResourceReturnRateTotalCost
ProtoUnit
FullCapacityMultiplier
  • ProtoAction Full Capacity Multiplier.
  • ProtoAction 满容量倍数。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
LivestockMinCapacityKeepUnit
  • Sets whether or not Herdables should be kept after sold at the Livestock Market, being reverted to units with minimal resource capacity.
  • 设置在牲畜市场出售后是否保留可牧单位,将其变为具有最小资源容量的单位。
Player
ResourceByKBStat
  • Adjusts player Resource Stockpile by the value of a particular KB Stat multiplied by the given amount.
  • 根据特定 KB 统计数据的值乘以给定的 amount 来调整玩家的资源储备。
Player resource
  • Resource name.
  • 资源名称。
kbStat
  • KB Stat to be used for the effect, selected from a subset of the available KB Stats used by the game. A list of the supported KB Stats for tech effects can be found at the end of the document.
  • 用于效果的 KB 统计数据,从游戏可用的 KB 统计数据子集中选择。技术效果支持的 KB 统计数据列表可以在文档末尾找到。
NextAgeUpDoubleEffect
  • When set, causes Data/Data2 effects in next AgeUp technology to have double effect, if applicable.
  • 设置后,如果适用,将使下一个时代升级科技中的 Data/Data2 效果加倍。
Player
NextAgeUpTimeFactor
  • Factor to be applied to the research time of next AgeUp technology.
  • 应用于下一个时代升级科技研究时间的系数。
Player
NextAgeUpTimeAbsolute
  • Linear amount to be applied to the research time of next AgeUp technology.
  • 应用于下一个时代升级科技研究时间的线性数值。
Player
SplitCost
  • Splits given protoUnit cost resource into given resource, using amount as rate. Replaces base cost for destination resource.
  • 将指定的 protoUnit 成本资源按给定的 amount 作为比例拆分为指定的资源。替换目标资源的基础成本。
ProtoUnit resource
  • Source resource name.
  • 源资源名称。
resource2
  • Target resource name.
  • 目标资源名称。
PlacementRulesOverride
  • Replaces protoUnit placementRules by the ones of given protoUnit.
  • 用指定 protoUnit 的放置规则替换当前 protoUnit 的放置规则。
ProtoUnit unitType
  • UnitType containing new placementRules information.
  • 包含新放置规则信息的 UnitType。
ResourceByUnitCount
  • Adjusts player Resource Stockpile by the total amount of owned units of a particular unitType, multiplied by the given amount.
  • 根据拥有的特定 unitType 的单位总数乘以给定的 amount 来调整玩家的资源储备。
Player resource
  • Resource name.
  • 资源名称。
unitType
  • UnitType to be used for calculation.
  • 用于计算的 UnitType。
UnitRegenAbsolute
  • Alters unit linear regeneration rate for an existing entry.
  • 更改现有条目的单位线性再生速率。
Player unitType
  • Regen entry unitType.
  • 再生条目的 UnitType。
NextAgeUpCostAbsolute
  • Linear amount to be applied to the research cost of next AgeUp technology.
  • 应用于下一个时代升级科技研究成本的线性数值。
Player
AgeUpCostAbsoluteKillXPFactor
  • Factor by which each XP point earned through kill bounties will contribute towards the next age up cost discount.
  • 通过击杀赏金获得的每个 XP 点数对下一个时代升级成本折扣的贡献系数。
Player
AgeUpCostAbsoluteRateCap
  • Rate limit to the resulting AgeUp cost after applying age-up discount.
  • 应用时代升级折扣后,结果时代升级成本的速率限制。
Player
AddContainedType
  • Adds a Contained Type entry to ProtoUnit.
  • 向 ProtoUnit 添加一个包含的类型条目。
ProtoUnit unitType
  • Unit Type name.
  • Unit Type 名称。
GarrisonBonusDamage
  • Sets or changes protoAction garrison bonus damage for a given unitType.
  • 为指定的 unitType 设置或更改 protoAction 驻军额外伤害。
ProtoUnit unitType
  • Unit Type name.
  • Unit Type 名称。
MaintainTrainPoints
  • ProtoAction Maintain Train Points.
  • ProtoAction 保持训练点数。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
TacticArmor
  • Tactic armor override value.
  • 战术护甲覆盖值。
ProtoUnit tactic
  • Tactic name.
  • 战术名称。
armorType
  • Armor override type to be changed.
  • 要更改的护甲覆盖类型。
DeadTransform
  • ProtoUnit Dead Transform.
  • ProtoUnit 死亡转换。
ProtoUnit
DeadTransformBuildLimit
  • Sets/unsets DeadTransformBuildLimit PU flag.
  • 设置/取消设置 DeadTransformBuildLimit 单位标志。
ProtoUnit
DamageForAllRangedLogicActions
  • ProtoAction damage for all RangedLogic actions in the ProtoUnit.
  • ProtoUnit 中所有 RangedLogic 动作的 ProtoAction 伤害。
ProtoUnit
PowerROF
  • Alters Cooldown for a given protoPower. Can only be used over protoPowers which use global cooldown, instead of per-unit cooldown.
  • 修改指定 protoPower 的冷却时间。只能用于使用全局冷却而非每单位冷却的 protoPower。
Player protoPower
  • ProtoPower name.
  • ProtoPower 名称。
FreeRepair
  • Sets/unsets FreeRepair PU flag.
  • 设置/取消设置 FreeRepair 单位标志。
ProtoUnit
RemoveUnits
  • Removes all units belonging to a particular unitType.
  • 移除所有属于特定 unitType 的单位。
Player unitType
  • Unit Type to be removed.
  • 要移除的 Unit Type。
PowerDataOverride
  • Copies protoPower icon, name, and rollover from a source protoPower to a target protoPower.
  • 将源 protoPower 的图标、名称和悬停提示复制到目标 protoPower。
Player fromProtoPower
  • Source protoPower.
  • 源 protoPower。
toProtoPower
  • Target protoPower.
  • 目标 protoPower。
UseRandomNames
  • Sets/unsets HeroName1 or HeroName2 PU flags.
  • 设置/取消设置 HeroName1HeroName2 单位标志。
ProtoUnit
TrainBatchSize
  • ProtoUnit Train Batch Size.
  • ProtoUnit 训练批量大小。
ProtoUnit
AuxRechargeTime
  • ProtoUnit recharge time for Aux/Secondary Charged Actions.
  • ProtoUnit 辅助/次要充能动作的充能时间。
ProtoUnit
SelfDamageMultiplier
  • ProtoAction Self Damage Multiplier.
  • ProtoAction 自身伤害倍数。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
InventoryRate
  • Inventory Rate for Gather protoAction at a given unitType.
  • 在指定 unitType 上采集 protoAction 的库存速率。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
unitType
  • Rate entry unitType.
  • 速率条目 unitType。
TradeMonopoly
  • Initiates Trade Monopoly, if allowed.
  • 如果允许,启动贸易垄断。
Player
InitialTactic
  • ProtoUnit Initial/Default tactic.
  • ProtoUnit 初始/默认战术。
ProtoUnit
FreeHomeCityUnitTechActiveCycle
  • Delivers a variable cyclical amount of the given protoUnit to the player at the HC gather point every time the effect is triggered.
  • 每次触发效果时,在主城集合点向玩家交付指定数量的 ProtoUnit,数量按周期变化。
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
tech
  • Technology to be used as reference for calculation.
  • 用于计算参考的科技。
SetForceFullTechUpdate
  • Sets/unsets ForceFullTechUpdate PU flag.
  • 设置/取消设置 ForceFullTechUpdate 单位标志。
ProtoUnit
ResourceAsCrates
  • Delivers a given resource amount as crates, using default game crates.
  • 以箱子的形式交付指定数量的资源,使用游戏默认的箱子。
Player resource
  • Resource name.
  • 资源名称。
reqTech
  • Optional: Required technology for effect to be applied.
  • 可选:应用效果所需的科技。
ModifyRate
  • Modifies protoAction ModifyMultiplier or ModifyAmount.
  • 修改 protoAction 的 ModifyMultiplierModifyAmount
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
BuildLimitIncrement
  • ProtoUnit Build Limit Increment.
  • ProtoUnit 建造上限增量。
ProtoUnit
NextAgeUpCostAbsoluteShipmentRate
  • Factor by which each shipment sent in the current age will contribute towards the next age up cost discount.
  • 当前时代发送的每个运输将对下一个时代升级成本折扣的贡献系数。
Player
NextAgeUpTimeFactorShipmentRate
  • Factor by which each shipment sent in the current age will contribute towards the next age up time reduction.
  • 当前时代发送的每个运输将对下一个时代升级时间减少的贡献系数。
Player
FreeBuildRate
  • Build protoAction work rate towards free buildings (i.e., buildings placed by AbstractFreeBuilder units).
  • 建造 protoAction 对免费建筑的工作速率(即由 AbstractFreeBuilder 单位放置的建筑)。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
unitType
  • Rate entry unitType.
  • 速率条目 UnitType。
SetForceFullTechUpdateTeam
  • Sets/unsets ForceFullTechUpdateTeam PU flag.
  • 设置/取消设置 ForceFullTechUpdateTeam 单位标志。
ProtoUnit
FreeBuildPoints
  • ProtoUnit Free Build Points.
  • ProtoUnit 免费建造点数。
ProtoUnit
VeterancyEnable
  • Sets/unsets ExperienceUnit PU flag.
  • 设置/取消设置 ExperienceUnit 单位标志。
ProtoUnit
VeterancyBonus
  • Assigns or modifies a particular veterancy bonus for a protoUnit.
  • 为 protoUnit 分配或修改特定的老兵奖励。
ProtoUnit rank
  • Rank of veterancy bonus data to be modified.
  • 要修改的老兵奖励数据的等级。
modifyType
  • ModifyType of the VeterancyModify entry to be modified.
  • 要修改的 VeterancyModify 条目的 ModifyType
InvestmentAmount
  • Modifies the default investment value.
  • 修改默认投资值。
Player
InvestmentCap
  • Modifies the maximum investment value.
  • 修改最大投资值。
Player
InvestmentEnable
  • Enables/Disables resource investments.
  • 启用/禁用资源投资。
Player
AutoGatherBonus
  • Sets global multiplier to be applied to all autogather actions.
  • 设置应用于所有自动采集动作的全局倍数。
Player
FakeConversion
  • Sets/unsets FakeConversion protoUnit flag.
  • 设置/取消设置 FakeConversion protoUnit 标志。
ProtoUnit
ProtoUnitFlag
  • Sets/unsets a given protoUnit flag through its internal ID.
  • 通过其内部 ID 设置/取消设置指定的 protoUnit 标志。
ProtoUnit flagID
  • Internal protoUnit flag ID.
  • 内部 protoUnit 标志 ID。
PopulationLimit
  • Modifies base population limit for the current player. Set to 200 by default.
  • 修改当前玩家的基础人口上限。默认设置为 200。
Player
PopulationExtraLimit
  • Modifies maximum population limit increment, which can be added through tech effects or specific DanceBonus types.
  • 修改可通过科技效果或特定的 DanceBonus 类型增加的最大人口上限增量。
Player
PopulationLimitDelta
  • Applies a delta to current total population limit. Can be set to a negative value.
  • 对当前总人口上限应用增量。可设置为负值。
Player
TradeRouteBonus
  • Sets/modifies additional resource amount to be granted to the current player once trader passes through a trade route TP.
  • 设置/修改当商人通过贸易路线交易站时授予当前玩家的额外资源数量。
Player resource
  • Resource name.
  • 资源名称。
TradeRouteBonusTeam
  • Sets/modifies additional resource amount to be granted to the entire current player's team once trader passes through a trade route TP.
  • 设置/修改当商人通过贸易路线交易站时授予当前玩家整个团队的额外资源数量。
Player resource
  • Resource name.
  • 资源名称。
BountySpecificBonus
  • Sets/modifies additional resource amount to be granted once a unit which has resource-specific bounty is killed.
  • 设置/修改当具有特定资源赏金的单位被击杀时授予的额外资源数量。
Player resource
  • Resource name.
  • 资源名称。
EnableTechXPReward
  • Enables/disables XP rewards for researching technologies and sending shipments.
  • 启用/禁用研究科技和发送运输的 XP 奖励。
Player
ResourceIfTechActive
  • Adjusts player Resource Stockpile, if given technology is active, specifically.
  • 如果指定科技已激活,则调整玩家的资源储备。
Player resource
  • Resource name.
  • 资源名称。
tech
  • Technology to be used for condition checking.
  • 用于条件检查的科技。
MarketReset
  • Resets global market rates for all players.
  • 重置所有玩家的全局市场汇率。
Player
TechCostAbsolute
  • Adjust directly cost discount to be applied to technologies with the DEPlayerTechCostAbsolute flag set.
  • 直接调整应用于设置了 DEPlayerTechCostAbsolute 标志的科技的成本折扣。
Player
TechCostAbsoluteBountyRate
  • Adjusts the factor in which build bounty will contribute to the cost discount of techs with the DEPlayerTechCostAbsolute flag set.
  • 调整建造赏金对设置了 DEPlayerTechCostAbsolute 标志的科技成本折扣的贡献系数。
Player
SendRandomCard
  • Immediately sends and applies a randomly selected card among the available valid cards.
  • 立即从可用的有效卡片中随机选择一张发送并应用。
Player
InvestResource
  • Adds given resource amount to resource investment pool.
  • 将指定的资源数量添加到资源投资池。
Player resource
  • Resource name.
  • 资源名称。
RechargeInit
  • Sets whether or not primary charged ability will start at charged state once unit is created.
  • 设置单位创建后主要充能能力是否以充能状态开始。
ProtoUnit
AuxRechargeInit
  • Sets whether or not secondary charged ability will start at charged state once unit is created.
  • 设置单位创建后次要充能能力是否以充能状态开始。
ProtoUnit
DamageTimeoutTrickle
  • Player automatic resource trickle rate to be granted if player hasn't taken any damage from non-GAIA foes for the given time.
  • 如果玩家在指定时间内未受到非 GAIA 敌人的任何伤害,将授予玩家的自动资源持续获取速率。
Player resource
  • Resource name.
  • 资源名称。
timeout
  • Amount of time, in seconds, in which the player should not have received any damage from non-GAIA sources, in order for trickle to be applied.
  • 为了应用持续获取,玩家在这段时间(以秒为单位)内不应受到非 GAIA 来源的任何伤害。
RevealMap
  • Explores the entire map, without giving LOS.
  • 探索整个地图,但不提供视野。
Player
ScoreValue
  • ProtoUnit Score Value.
  • ProtoUnit 分数值。
ProtoUnit

Data2 Effect Subtypes

Legacy旧版本
Type Description Target   Attributes
WorkRateSpecific
  • ProtoAction Work Rate for a particular resource.
  • ProtoAction 对特定资源的工作速率。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
unitType
  • Rate entry unitType.
  • 速率条目 unitType。
resource
  • Rate entry resource.
  • 速率条目资源。
FreeHomeCityUnitShipped
  • Delivers the amount of the given protoUnit to the player at the HC gather point, containing a given amount of another unit.
  • 在主城集合点向玩家交付指定数量的 ProtoUnit,包含一定数量的另一单位。
ProtoUnit unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
unitType2
  • ProtoUnit to be contained within delivered units.
  • 将在交付单位中包含的 ProtoUnit。
amount2
  • Amount of contained units per delivered unit.
  • 每个交付单位所包含的单位数量。
Definitive Edition决定版
YieldSpecific
  • ProtoAction Resource Yield for a particular resource.
  • ProtoAction 对特定资源的资源产出。
Player action
  • ProtoAction name.
  • ProtoAction 名称。
unitType
  • Rate entry unitType.
  • 速率条目 unitType。
resource
  • Rate entry resource.
  • 速率条目资源。
FreeHomeCityUnitResource
  • Delivers the amount of the given protoUnit to the player at the HC gather point, while increasing the resource inventory of the unit for a given resource by a given amount.
  • 在主城集合点向玩家交付指定数量的 ProtoUnit,同时增加单位指定资源的资源库存。
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
resource
  • Resource name.
  • 资源名称。
resValue
  • Additional resource amount.
  • 额外的资源数量。
FreeHomeCityUnitByUnitCount
  • Delivers the amount of the given protoUnit to the player at the HC gather point, for every owned unit belonging to the given unitType, with a limit on the maximum amount of units to be delivered.
  • 根据玩家拥有的指定 unitType 的每个单位,在主城集合点向玩家交付指定数量的 ProtoUnit,设有交付单位数量的上限。
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
countType
  • UnitType to be used for counting.
  • 用于计数的 UnitType。
unitCap
  • Maximum amount of units to be delivered.
  • 要交付的单位的最大数量。
BountyResourceOverride
  • Overrides the resource or assigns an additional one for the granted kill bounty for a particular target unit type.
  • 为特定目标单位类型的击杀赏金覆盖资源或分配额外资源。
Player unitType
  • Affected UnitType.
  • 受影响的 UnitType。
resource
  • Resource override for granted kill bounty.
  • 击杀赏金的资源覆盖。
extraBounty
  • Optional: If set to ‘true’, bounty override entries will grant additional resources.
  • 可选:如果设置为‘true’,赏金覆盖条目将授予额外的资源。
bountyRate
  • Optional: Resource percentage rate over the original XP KillBounty for new resource entry.
  • 可选:新资源条目相对于原始 XP KillBounty 的资源百分比率。
FreeHomeCityUnitByShipmentCountResource
  • Delivers the amount of the given protoUnit to the player at the HC gather point, for every shipment sent so far, while increasing the resource inventory of the unit for a given resource by a given amount.
  • 根据迄今为止发送的每个运输,在主城集合点向玩家交付指定数量的 ProtoUnit,同时增加单位指定资源的资源库存。
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
includeSelf
  • Optional: If set to ‘true’, the current shipment will be included for the calculation.
  • 可选:如果设置为‘true’,当前运输将包括在计算中。
resource
  • Resource name.
  • 资源名称。
resValue
  • Additional resource amount.
  • 额外的资源数量。
GatherResourceOverride
  • Sets Resource Override for a particular Gather ProtoAction.
  • 为特定的采集 ProtoAction 设置资源覆盖。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
unitType
  • Rate entry unitType.
  • 速率条目 unitType。
resource
  • Rate entry resource.
  • 速率条目资源。
EmpowerEnable
  • Enables a particular empower entry within an Empower protoAction.
  • 启用 Empower protoAction 中的特定赋能条目。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
empowerType
  • Target empowering type (self, enemy, gaia).
  • 目标赋能类型(selfenemygaia)。
unitType
  • Target empowering unitType.
  • 目标赋能 unitType。
EmpowerModify
  • Modifies a given EmpowerRate in a particular empower entry within an Empower protoAction.
  • 修改 Empower protoAction 中特定赋能条目的指定 EmpowerRate
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
empowerType
  • Target empowering type (self, enemy, gaia).
  • 目标赋能类型(selfenemygaia)。
unitType
  • Target empowering unitType.
  • 目标赋能 unitType。
modifyType
  • ModifyType of the EmpowerRate to be modified.
  • 要修改的 EmpowerRateModifyType
ResourceByKBStat
  • Adjusts player Resource Stockpile by the value of a particular KB Stat multiplied by the given amount, within the set limit for granted resources.
  • 根据特定 KB 统计数据的值乘以给定的 amount,在授予资源的设定限制内调整玩家的资源储备。
Player resource
  • Resource name.
  • 资源名称。
kbStat
  • KB Stat to be used for the effect, selected from a subset of the available KB Stats used by the game.
  • 用于效果的 KB 统计数据,从游戏可用的 KB 统计数据子集中选择。
kbParamResource
  • Optional: KB Stat resource parameter for supported KB Stats that can take a resource ID as parameter.
  • 可选:对于可接受资源 ID 作为参数的支持的 KB 统计数据的 KB 统计资源参数。
kbParamSubCiv
  • Optional: KB Stat civ parameter for supported KB Stats that can take a civID as parameter.
  • 可选:对于支持的可接受 civID 作为参数的 KB 统计数据的 KB 统计子文明参数。
resourceCap
  • Optional: Maximum amount of resources to be granted.
  • 可选:授予的资源最大数量。
FreeHomeCityUnitByKBStat
  • Delivers the amount of the given protoUnit to the player at the HC gather point multiplied by the given KB Stat value, within the set limit for shipped units.
  • 在主城集合点向玩家交付指定数量的 ProtoUnit,该数量为给定 KB 统计值乘以给定数量,在交付单位的设定上限内。
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
kbStat
  • KB Stat to be used for the effect, selected from a subset of the available KB Stats used by the game.
  • 用于效果的 KB 统计数据,从游戏可用的 KB 统计数据子集中选择。
unitCap
  • Optional: Maximum amount of units to be delivered.
  • 可选:要交付的单位的最大数量。
ResourceByUnitCount
  • Adjusts player Resource Stockpile by the total amount of owned units of a particular unitType, multiplied by the given amount.
  • 根据拥有的特定 unitType 的单位总数乘以给定的 amount,来调整玩家的资源储备。
Player resource
  • Resource name.
  • 资源名称。
unitType
  • UnitType to be used for calculation.
  • 用于计算的 UnitType。
includeDead
  • Optional: If set to ‘true’, unit count will also account for dead units.
  • 可选:如果设置为‘true’,单位计数也将包括已死亡的单位。
EmpowerArea
  • Modifies the effective area of an empower entry within an Empower protoAction.
  • 修改 Empower protoAction 中赋能条目的有效范围。
ProtoUnit action
  • ProtoAction name.
  • ProtoAction 名称。
empowerType
  • Target empowering type (self, enemy, gaia).
  • 目标赋能类型(selfenemygaia)。
unitType
  • Target empowering unitType.
  • 目标赋能 unitType。
FreeHomeCityUnitToGatherPoint
  • Delivers the amount of the given protoUnit to the player at an instance of the given unitType to be used as gatherPoint.
  • 在指定的 unitType 实例处向玩家交付指定数量的 ProtoUnit,该单位将用作集合点。
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
gpUnitType
  • UnitType to be used as alternative gather point.
  • 用作替代集合点的 UnitType。
resource
  • Optional: Resource name.
  • 可选:资源名称。
resValue
  • Optional: Additional resource amount.
  • 可选:额外的资源数量。
FreeHomeCityUnitByKBQuery
  • Delivers the amount of the given protoUnit to the player at the HC gather point multiplied by the result of a KB Query, within the set limit for shipped units.
  • 在主城集合点向玩家交付指定数量的 ProtoUnit,该数量为 KB 查询结果乘以给定数量,在交付单位的设定上限内。
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
queryUnitType
  • UnitType to be queried.
  • 要查询的 UnitType。
queryState
  • KB Query state flags (Building, Alive, Dead, Queued, Any). Flags can be combined.
  • KB 查询状态标志(BuildingAliveDeadQueuedAny)。标志可以组合。
unitCap
  • Maximum amount of units to be delivered.
  • 要交付的单位的最大数量。
FreeHomeCityUnitResourceIfTechObtainable
  • Delivers the amount of the given protoUnit to the player at the HC gather point, if the given technology is obtainable or active, while changing the resource storage of delivered units.
  • 如果指定科技是可获得的激活的,则在主城集合点向玩家交付指定数量的 ProtoUnit,同时更改交付单位的资源储存。
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
tech
  • Technology to be used for condition checking.
  • 用于条件检查的科技。
resource
  • Optional: Resource name.
  • 可选:资源名称。
resValue
  • Optional: Additional resource amount.
  • 可选:额外的资源数量。
ResourceByKBQuery
  • Adjusts player Resource Stockpile by the result of a KB Query multiplied by the given amount, within the set limit for granted resources.
  • 根据 KB 查询的结果乘以给定的 amount,在授予资源的设定限制内调整玩家的资源储备。
Player resource
  • Resource name.
  • 资源名称。
queryUnitType
  • UnitType to be queried.
  • 要查询的 UnitType。
queryState
  • KB Query state flags (Building, Alive, Dead, Queued, Any). Flags can be combined.
  • KB 查询状态标志(BuildingAliveDeadQueuedAny)。标志可以组合。
resourceCap
  • Optional: Maximum amount of resources to be granted.
  • 可选:授予的资源最大数量。
ResourceAsCratesByShipmentCount
  • Delivers a given resource amount as crates, using default game crates, for every shipment sent so far.
  • 根据迄今为止发送的每个运输,使用游戏默认的箱子,以箱子的形式交付指定数量的资源。
Player resource
  • Resource name.
  • 资源名称。
reqTech
  • Optional: Required technology for effect to be applied.
  • 可选:应用效果所需的科技。
includeSelf
  • Optional: If set to ‘true’, the current shipment will be included for the calculation.
  • 可选:如果设置为‘true’,当前运输将包括在计算中。
CopyUnitPortraitAndIcon
  • Copies unit icon and portrait paths from the protoUnit in unitType to the given protoUnit.
  • unitType 中的 protoUnit 的单位图标和肖像路径复制到给定的 protoUnit。
ProtoUnit unitType
  • Target protoUnit for icon and portrait modification.
  • 用于图标和肖像修改的目标 ProtoUnit。
copy
  • Optional: Defines copying mode for unit icon and portrait. Can be set to PortraitOnly for only copying portrait, IconOnly for only copying icon, or left unset to copy both into destination protoUnit.
  • 可选:定义单位图标和肖像的复制模式。可以设置为 PortraitOnly(仅复制肖像)、IconOnly(仅复制图标),或保持未设置以将两者复制到目标 protoUnit。
skinID
  • Skin ID to which the icon and portrait will be assigned.
  • 将分配图标和肖像的皮肤 ID。
BountyResourceExtra
  • Assigns an additional bounty override for the granted kill bounty for a particular target unit type.
  • 为特定目标单位类型的击杀赏金分配额外的赏金覆盖。
Player unitType
  • Affected UnitType.
  • 受影响的 UnitType。
resource
  • Resource override for granted kill bounty.
  • 击杀赏金的资源覆盖。
priority
  • Priority to be used for additional bounty override, in case the given unit type already has bounty overrides assigned to it, directly or indirectly. The lower the priority value, the higher the priority.
  • 用于额外赏金覆盖的优先级,以防给定的单位类型已经直接或间接地分配了赏金覆盖。priority 值越低,优先级越高。
bountyRate
  • Optional: Resource percentage rate over the original XP KillBounty for new resource entry.
  • 可选:新资源条目相对于原始 XP KillBounty 的资源百分比率。
FreeHomeCityUnitResourceIfTechActive
  • Delivers the amount of the given protoUnit to the player at the HC gather point if the given technology is active, while changing the resource storage of delivered units.
  • 如果指定的科技已激活,则在主城集合点向玩家交付指定数量的 ProtoUnit,同时更改交付单位的资源储存。
Player unitType
  • ProtoUnit to be delivered.
  • 要交付的 ProtoUnit。
tech
  • Technology to be used for condition checking.
  • 用于条件检查的科技。
resource
  • Optional: Resource name.
  • 可选:资源名称。
resValue
  • Optional: Additional resource amount.
  • 可选:额外的资源数量。
UpgradeAllTradeRoutes
  • Upgrades all Trade Routes on the map to the given level.
  • 将地图上的所有贸易路线升级到指定级别。
Player landTech
  • Technology to be applied for Land trade routes, in case current technology is in a Naval or River trade route.
  • 用于陆地贸易路线的科技,如果当前科技在海军或河流贸易路线中。
waterTech
  • Technology to be applied for Naval trade routes, in case current technology is in a Land or River trade route.
  • 用于海军贸易路线的科技,如果当前科技在陆地或河流贸易路线中。
riverTech
  • Technology to be applied for River trade routes, in case current technology is in a Land or Naval trade route.
  • 用于河流贸易路线的科技,如果当前科技在陆地或海军贸易路线中。

Appendix

Supported KBStats for Tech Effects
Name Parameter Description
enemyUnitsKilled -
  • Enemy units killed by the current player.
  • 当前玩家击杀的敌方单位。
enemyBuildingsKilled -
  • Enemy buildings destroyed by the current player.
  • 当前玩家摧毁的敌方建筑。
unitsLost -
  • Units lost by the current player. Doesn't account for deleted units.
  • 当前玩家损失的单位。不包括被删除的单位。
buildingsLost -
  • Buildings lost by the current player. Doesn't account for deleted buildings.
  • 当前玩家损失的建筑。不包括被删除的建筑。
tradeProfit Resource ID
  • Total trade route income for the current player, for either the given resource, if parameter is set, or all resources.
  • 当前玩家的贸易路线总收入,如果参数已设置则为指定资源,否则为所有资源。
totalMinedResources -
  • Total amount of resources obtained from objects of type MinedResource or LogicalTypeAccumulateMinedResources.
  • MinedResourceLogicalTypeAccumulateMinedResources 类型的对象中获得的资源总量。
unitsKilledCost -
  • Total cost of all units killed by the current player.
  • 当前玩家击杀的所有单位的总成本。
buildingsKilledCost -
  • Total cost of all buildings destroyed by the current player.
  • 当前玩家摧毁的所有建筑的总成本。
totalTradingPostTrickleIncome Resource ID
  • Total trickle income (i.e., AutoGather income) from Trading Posts route for the current player, for either the given resource, if parameter is set, or all resources.
  • 当前玩家从贸易站路线获得的总持续收入(即自动采集收入),如果参数已设置则为指定资源,否则为所有资源。
villagersLost -
  • Total amount of villagers (i.e., units of LogicalTypeLandEconomy unitType) lost by the player.
  • 玩家损失的村民总数(即 LogicalTypeLandEconomy 单位类型的单位)。
herdablesLost -
  • Total amount of herdables lost by the player.
  • 玩家损失的可畜养动物总数。
teamSubCivAllianceLevel Civilization ID
  • Alliance level (number of Trading Posts plus Alliance Level set by technologies) for the current player's team.
  • 当前玩家团队的联盟等级(贸易站数量加上由科技设置的联盟等级)。
totalTechReward -
  • Total reward value for technologies researched so far and shipments sent so far, even if XP rewards for technologies aren't enabled.
  • 迄今为止研究的科技和发送的运输的总奖励价值,即使科技的经验奖励未启用。
costUnitsTrained Resource ID
  • Total cost of all units trained by the current player, for either the given resource, if parameter is set, or all resources.
  • 当前玩家训练的所有单位的总成本,如果参数已设置则为指定资源,否则为所有资源。
treasureResources Resource ID
  • Total income from all treasures collected by the current player, for either the given resource, if parameter is set, or all resources.
  • 当前玩家收集的所有宝藏的总收入,如果参数已设置则为指定资源,否则为所有资源。



列数:



以下表格与上面表格一样,是从pdf文档复制过来的,因为超出界限,若限制宽度后则需要换行,外观比较难看,所以又重新弄了上面那个。
InternalProtoUnitFlagsandIDs
0 cHasGatherData 50 cGarrisonBonus 100 cRotateable 150 cSelectOnTrain 200 cGatherableByAllies 250 cDamageTrees
1 cPlayerPlaceable 51 cCanAttackDisabledUnits 101 cScalable 151 cPlaceAnywhereRules 201 cShowAutoGatherAbsoluteInfo 251 cTacticArmorUseBaseIfNotSet
2 cCollideable 52 cUnused1 102 cGodPowerExclusion 152 cForcePopulationImpactWhenPlaced 202 cDoTacticToSameUnitType 252 cTransformPropagateChargeState
3 cTieToGround 53 cOrientUnitWithGround 103 cInvulnerable 153 cCanAutoHeal 203 cDoNotDeleteDeadHuntOnPlacement 253 cHerdableForceOriginalResource
4 cImmoveable 54 cAlwaysFullColorAsCursor 104 cDeadReplaceOnlyOnTimeout 154 cExcludeFromMoveAllMilitary 204 cCannotSnare
5 cDisplayHitpointsIfSelected 55 cConstrainOrientation 105 cSingleGatherer 155 cShowAutoGatherRate 205 cBaseSpeedRunAnim
6 cTieToWaterSurface 56 cPaintTextureWhenPlacing 106 cInvulnerableIfGaia 156 cCanTargetButTakesNoDamage 206 cHCEconomicGatherPointOnly
7 cGenerateWaterSplashes 57 cInitialGarrisonOnly 107 cCorpseDecays 157 cUsesExtraWorkerSlot 207 cDeadTransformBuildLimit
8 cVisibleUnderFog 58 cWallBuild 108 cCantBeSlowed 158 cForceTrainAtBaseTrainPoints 208 cForceGatherSiteResource
9 cVisibleUnderFogIfGaia 59 cShowGarrisonButton 109 cHideHitpointsIfGaia 159 cAllowOverPopCap 209 cUseStaticFarmingAnims
10 cProjectile 60 cCommandable 110 cFlareOnFullyBuilt 160 cShowTactics 210 cUseDanceActions
11 cHasLOS 61 cKillOnAnimLoop 111 cAnnounceFoundationStarted 161 cEnterHotkeyContext 211 cGatherGarrisonToggle
12 cSelectable 62 cAlwaysCheckCollisions 112 cVictoryBuilding 162 cCivSpecificText 212 cHerdablesIgnoreGatherPoint
13 cDieAtZeroHitpoints 63 cAreaDamageConstant 113 cBurnable 163 cAlwaysAllowOverPopCap 213 cFreeRepair
14 cDieAtZeroResources 64 cNoIdleActions 114 cMutateDopples 164 cNeverCountDeathAsLoss 214 cCountHerdableAsGatherer
15 cValidateResourceInventory 65 cProjectileDamage 115 cUseObstructionOnMinimap 165 cBuildingShowTactics 215 cGatherersContributeToResourceRate
16 cHasGatherPoint 66 cGarrisonSpeedBonus 116 cUseAlignedObstructionOnMinimap 166 cAllowTrainingOnWater 216 cAllowGatheringWhenFull
17 cBloodOnDeath 67 cPlaceAnywhere 117 cInvalidTownBellLocation 167 cGatherFromTrees 217 cShowAreaHealRate
18 cNonSolid 68 cProjectileTerrainOnly 118 cRenderAfterWater 168 cDrawnToCrates 218 cForceFullTechUpdate
19 cObscuresUnits 69 cPlayerOwnsObstruction 119 cDontSortAlphaPolys 169 cDisplayRange 219 cUseAnimalsLabel
20 cObscuredByUnits 70 cPlaceSocketWhenPlacing 120 cDontMarkExtraFog 170 cInvulnerableToAreaDamage 220 cDanceActionNoWorkers
21 cNotObscuredByUnitsAsFoundation 71 cAlwaysShowAsSocket 121 cVisibleUnderFogOnlyAfterSeen 171 cDoNotDragSelectWithUnits 221 cChargeMoveAnim
22 cFlattenGround 72 cStartOnAnimationUpdate 122 cRMCanRotate 172 cTownDefenseUnit 222 cSocketFreeBuilding
23 cUseProtoUnitMinimapColor 73 cStartOnNoUpdate 123 cKnockoutDeath 173 cDontTrainInBatches 223 cCannotAttackIfGaia
24 cFadeInOnCreation 74 cDeadReplacementWhenDestroyed 124 cVariationLocked 174 cKillIfConverted 224 cApplyFlagOverrideIfGaia
25 cShowOnMinimap 75 cAnnounceConversion 125 cExperienceUnit 175 cShowUnitResourceActionRates 225 cForceFullTechUpdateTeam
26 cAutoFormedUnit 76 cSelectWithObstruction 126 cFadeOutDecalOnDeath 176 cSettlerBuildLimit 226 cInvestmentBuilding
27 cRotateObstruction 77 cDestroyUnderBuilding 127 cAnnounceDestruction 177 cUseSharedBuildLimit 227 cFakeConversion
28 cCreateUnitGroupAutomatically 78 cConvertOnStartBuild 128 cBattleMusicTrigger 178 cInflictsNoDamage 228 cAllowRebuildInGrouping
29 cCollidesWithProjectiles 79 cPlaceAsFoundation 129 cRotateInPlace 179 cDisplayDecoyInfo 229 cForceUpdateVisualWhenCnverted
30 cFadeInOnBuild 80 cConvertToGaiaAtZeroHitpoints 130 cAdjustPositionOnTerrainCollision 180 cCanDodgeAttacks 230 cDisplaySocketPanel
31 cAlphaFadeLifespan 81 cMakeUnbuiltAtZeroHitpoints 131 cHeroName1 181 cNextResearchIsFree 231 cTeamKillBounty
32 cWanders 82 cExcludeFromPlaytest 132 cHeroName2 182 cDisableBigButtonUI 232 cMinimapDisplayOnTop
33 cFlyingUnit 83 cSolidFoundation 133 cHideCostFromDetailHelp 183 cUnitTransformFree 233 cRepairable
34 cHeightBob 84 cHideGarrisonFlag 134 cPreventsWallBuilding 184 cUseFarmingAnims 234 cKillSocketWhenDestroyed
35 cSearchable 85 cDoppleOnlyWhenDead 135 cColonyBuilding 185 cBuiltWithSeedingAnim 235 cTeamBuildLimit
36 cUnlimitedSupply 86 cDirectProjectile 136 cStartingColonyBuilding 186 cRangeDisplayedAsSquare 236 cIgnoreDefaultEjectTimeout
37 cFaceOutwards 87 cForceBuildingData 137 cColonyPlacementCenter 187 cAllowSocketPlacement 237 cQueueEjectActions
38 cSnapPlacement 88 cDecalStickToWaterSurface 138 cColonyPlacementL 188 cOptionalSocketPlacement 238 cSharedGarrison
39 cStartEnabled 89 cAllowAutoGarrison 139 cCreateUniqueInstance 189 cForceInfluenceRate 239 cDisplayMinimumRange
40 cSplitAtMaxInventory 90 cOverrideInitialGarrison 140 cUniqueInstance 190 cAllowPlacementOnIce 240 cAllowAlliedGarrison
41 cFadeOutDuringDeathAnimation 91 cTownBellButton 141 cTileAlignPlacement 191 cGatherableWhenSocketed 241 cDetonationDeath
42 cForceToGaia 92 cMeteredGarrison 142 cNugget 192 cDoNotQueue 242 cBuildingExtendedDeathAnim
43 cYawDuringMovement 93 cRevealFoundation 143 cWorldToolTip 193 cMagnetDoesNotLockUnits 243 cEnforceBigButtonUI
44 cMarketAbility 94 cMinimapColorXfrmNonGaia 144 cOrientWithRiver 194 cUseTacticArmorOverride 244 cDeploymentUngarrison
45 cGivesLOSToAll 95 cApplyHandicapTraining 145 cTCBuildLimit 195 cResourceReturnRateTotalCost 245 cForceDisplaySquadModes
46 cDoppled 96 cTracked 146 cPerimeterGenerator 196 cForceBatchTrain 246 cHideIfSocketedFoundationUntouched
47 cDeleteable 97 cVisibleOwnerOnly 147 cAirfield 197 cUISkipActiveTechs 247 cDisplayMaxRangeOnSelection
48 cDestroyProjectile 98 cHideFromHelp 148 cBlocker 198 cApplyResourceReturnIfDeleted 248 cDisplayRangeToEnemies
49 cOnlyInEditor 99 cHideResourceInventory 149 cLockedSquad 199 cAlliesIgnoreInfluenceRate 249 cChargeIdleAnim