Sid Meier's Civilization 4 - Beyond the Sword - anyfunmod

IDW

全称是Influence Driven War,允许在战争期间,通过消灭敌方单位来改变攻防两方所在地块(含周边)的文化值占有率,

必需先 启用 IDW 才能选择和执行其子项功能。

Influence Driven War允许玩家修改其参数,达到自己喜欢的效果。

打开 \anyfunmod\Assets\XML\anyfun\AFMGlobalDefines.xml

fDefineFloatVal 为带小数的浮点数

iDefineIntVal 为整数

该值越高胜利后得到的影响力越大

  <Define>
    <DefineName>IDW_BASE_COMBAT_INFLUENCE</DefineName>
    <!-- Higher value: more influence from combat victory -->
    <fDefineFloatVal>4.0</fDefineFloatVal>
  </Define>

战胜最后一只守城单位时得到影响力倍数

  <Define>
    <DefineName>IDW_NO_CITY_DEFENDER_MULTIPLIER</DefineName>
    <!-- Multiply influence if last city defender dies -->
    <fDefineFloatVal>2.5</fDefineFloatVal>
  </Define>

占领城堡时得到影响力倍数

  <Define>
    <DefineName>IDW_FORT_CAPTURE_MULTIPLIER</DefineName>
    <!-- Multiply influence if fort is captured in combat -->
    <fDefineFloatVal>2.0</fDefineFloatVal>
  </Define>

因该值没有计算,请无视

  <Define>
    <DefineName>IDW_EXPERIENCE_FACTOR</DefineName>
    <!-- Increase influence due to experience of victorious unit (per experience point) -->
    <fDefineFloatVal>0.03</fDefineFloatVal>
  </Define>

大军事家指挥的单位战胜时得到影响力倍数

  <Define>
    <DefineName>IDW_WARLORD_MULTIPLIER</DefineName>
    <!-- Multiply influence if warlord wins (works only in Warlords -->
    <fDefineFloatVal>1.3</fDefineFloatVal>
  </Define>

影响的半径范围

  <Define>
    <DefineName>IDW_INFLUENCE_RADIUS</DefineName>
    <!-- Max plot distance to be influenced -->
    <iDefineIntVal>2</iDefineIntVal>
  </Define>

攻防地块的距离对影响力下降速度,值越大下降越快

  <Define>
    <DefineName>IDW_PLOT_DISTANCE_FACTOR</DefineName>
    <!-- Higher value: influence decreases faster with distance from attacker/defended plot -->
    <fDefineFloatVal>0.2</fDefineFloatVal>
  </Define>

胜方地块得到影响力倍数

  <Define>
    <DefineName>IDW_WINNER_PLOT_MULTIPLIER</DefineName>
    <!-- By default: the same influence mulitiplier in attacker and defended plot -->
    <fDefineFloatVal>1.0</fDefineFloatVal>
  </Define>

输方地块失去影响力倍数

  <Define>
    <DefineName>IDW_LOSER_PLOT_MULTIPLIER</DefineName>
    <!-- By default: the same influence mulitiplier in attacker and defended plot -->
    <fDefineFloatVal>1.0</fDefineFloatVal>
  </Define>

出现民兵最少的城市人口数

  <Define>
    <DefineName>IDW_EMERGENCY_DRAFT_MIN_POPULATION</DefineName>
    <!-- Minimal city size to draft militia -->
    <iDefineIntVal>2</iDefineIntVal>
  </Define>

新出来的民兵受到百份之多少伤害,简单理解为 25% 就得了
(配合真实?因为是民兵,所以战斗力不强,部队不完整?)

  <Define>
    <DefineName>IDW_EMERGENCY_DRAFT_STRENGTH</DefineName>
    <!-- Militia health ratio -->
    <fDefineFloatVal>0.25</fDefineFloatVal>
  </Define>

出民兵增加多少城市的红脸,这里简单理解为 增加标准征兵红脸值的 50%

  <Define>
    <DefineName>IDW_EMERGENCY_DRAFT_ANGER_MULTIPLIER</DefineName>
    <!-- Draft anger from militia -->
    <fDefineFloatVal>0.5</fDefineFloatVal>
  </Define>

值越大,掠夺区域设施时加影响力越大

  <Define>
    <DefineName>IDW_BASE_PILLAGE_INFLUENCE</DefineName>
    <!-- Higher value: more influence from pillage -->
    <fDefineFloatVal>2.0</fDefineFloatVal>
  </Define>

启用 IDW

这个是总开关,启用后才能选择和执行Influence Driven War各项功能。