罗马全战如何添加新兵种

罗马全战如何添加新兵种,第1张

首先 要有模型,也就是.TGA.DDS文件和.CAS文件

在1.3以上版本加新兵种,推荐先使用罗马保护硬盘加游戏速宽侍度的XPAK把游戏的PACK文件夹解包.

然后把上面提到的前一种文件放进游戏目录/DATA/MODELS_UNIT/TEXTURES中,后者放进/DATA/MODELS_UNIT中

这样模型就放好了

下面开始改文件:

首先要改的是DATA文件夹下的descr_model_battle文件,这个文件控制单位模型的指向

用记事本就可以打开:

可以看见这个文件是这样写的(我们以第一个希腊精锐黑骑兵为例)

type gangduoh

skeleton fs_hc_spearman, fs_hc_swordsman

indiv_range 40

texture greek_cities, data/models_unit/textures/gangduoh.tga

texture seleucid, data/models_unit/textures/gangduoh.tga

texture macedon, data/models_unit/textures/gangduoh.tga

texture thrace, data/models_unit/textures/gangduoh.tga

model_flexi_m data/models_unit/gangduoh.cas, 15

model_flexi_m data/models_unit/gangduoh.cas, 30

model_flexi_m data/models_unit/gangduoh.cas, 40

model_flexi data/models_unit/gangduoh.cas, max

model_sprite greek_cities, 60.0, data/sprites/romans_senate_roman_praetorian_cavalry_sprite.spr

model_sprite seleucid, 60.0, data/sprites/romans_scipii_roman_praetorian_cavalry_sprite.spr

model_sprite macedon, 60.0, data/sprites/romans_brutii_roman_praetorian_cavalry_sprite.spr

model_sprite thrace, 60.0, data/sprites/romans_julii_roman_praetorian_cavalry_sprite.spr

model_tri 400, 0.5f, 0.5f, 0.5f

这里,第一行的TYPE是兵种模型的名字,接着的TEXTURE指向上面的/DATA/MODELS_UNIT/TEXTURES中的文件,

再下面的model_flexi指向/DATA/MODELS_UNIT中的文件,注意,如果进游戏后,进入战斗画面读时跳出,

就请检查模型的世答位置是否一致,如果一致,就在该文件中TEXTURE的模型名字前慎返吵面加上使用国家的名字,

如上面的骑兵就加了使用国家的名字,尤其是多个国家公用的兵种建议一定要加国家名.

skeleton表示的是兵种模型的骨架类型--步,q,骑,弓,弓骑等等。如果是骑兵,

用的是游戏中没有的马,还要加上马的模型

如下:

type gangduohorses

skeleton fs_fast_horse

scale 0.875

indiv_range 40

texture greek_cities, data/models_unit/textures/gangduohorses.tga

texture seleucid, data/models_unit/textures/gangduohorses.tga

texture macedon, data/models_unit/textures/gangduohorses.tga

texture thrace, data/models_unit/textures/gangduohorses.tga

model_flexi data/models_unit/gangduohorses.CAS, 15

model_flexi data/models_unit/gangduohorses.CAS, 30

model_flexi data/models_unit/gangduohorses.CAS, 60

model_flexi data/models_unit/gangduohorses.CAS, 80

model_flexi data/models_unit/gangduohorses.CAS, max

model_sprite greek_cities, 100.0, data/sprites/romans_julii_generals_horse_sprite.spr

model_sprite seleucid, 100.0, data/sprites/romans_julii_generals_horse_sprite.spr

model_sprite macedon, 100.0, data/sprites/romans_julii_generals_horse_sprite.spr

model_sprite thrace, 100.0, data/sprites/romans_julii_generals_horse_sprite.spr

model_tri 700, 0.3f, 0.3f, 0.3f

马的方法和兵种一样。然后还要在DATA文件夹下的descr_mount文件中加上马的数据

type gangduohorses

class horse

model gangduohorses

radius 1.5

x_radius 0.5

height 2.5

mass 7

banner_height 0

bouyancy_offset 1.8

water_trail_effect horse_water_trail

root_node_height 1.6

rider_offset 0.0, 0.15, 0.0

如果新加马,就写在HORSE类下,加象,写在ELEPHENT类下,等等

接着,就要改下一个export_descr_unit文件

这个文件控制兵种的基本属性

type gangduoh

dictionary gangduoh gangduoh

category cavalry

class heavy

voice_type Heavy_1

soldier gangduoh, 27, 0, 1

mount gangduohorses

mount_effect elephant -8, camel -4

attributes sea_faring, hide_forest, hardy

formation 1.5, 4, 3, 6, 4, square, wedge

stat_health 1, 0

stat_pri 11, 6, no, 0, 0, melee, simple, piercing, spear, 25 ,1

stat_pri_attr no

stat_sec 18, 8, no, 0, 0, melee, simple, piercing, sword, 25 ,1

stat_sec_attr no

stat_pri_armour 15, 10, 0, metal

stat_sec_armour 0, 1, flesh

stat_heat 2

stat_ground 0, 0, 0, 0

stat_mental 10, disciplined, highly_trained

stat_charge_dist 40

stat_fire_delay 0

stat_food 60, 300

stat_cost 1, 1500, 200, 250, 500, 1500

ownership greek

详细说明如下:

1、type carthaginian elephant african cataphract

类型 兵种的内部名称,不会在游戏界面显示

2、dictionary carthaginian_elephant_african_cataphract Armoured Elephants

名称 游戏界面上显示的名字

3、category cavalry

种类:可分为infantry步兵,cavalry骑兵,siege机械,handler训兽者,ship船只和non_combatant其他人员。

4、class heavy

等级:轻装light,重装heavy,投射missile和长矛兵spearmen。

5、voice_type Heavy_1

兵种使用的声音文件

6、soldier carthaginian_big_elephant_crew, 18, 6, 1

士兵模式 依次为:

士兵模型使用的名字;

士兵的标准数量;

士兵携带其他物体的数量(猪,狗,大象,两轮战车,机械等);

士兵的碰撞质量,正常为1.0,只限于步兵。

7、mount elephant african cataphract

兵种所携带的物体 战象

此项根据不同的兵种还可以分为:

officer 军官 某些步兵由军官带领,一支部队最多可以有3名军官

ship 海军

engine 机械

animal 不能骑的动物(狗和猪)

mount 坐骑(包括马,骆驼,大象)和战车

8、mount_effect horse +4, chariot +8, camel +4

战斗中对抗敌人的特殊坐骑时对战斗力的影响。大象对马时攻击+4,战车+8,骆驼+4

9、attributes sea_faring, can_run_amok, frighten_foot, frighten_mounted

属性 兵种单位所具有的能力,可以有多个,用逗号隔开,具体分为:

sea_faring = can board ships 能上船

hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere = defines where the unit can hide 单位能隐藏的地方:树林,森林,长的草地,任何地方

can_sap = Can dig tunnels under walls 能在墙脚下挖地道

frighten_foot, frighten_mounted = Cause fear to certain nearby unit types 让附近的特定单位产生恐惧

can_run_amok = Unit may go out of control when riders lose control of animals 失去对动物的控制后,动物会乱跑

general_unit = The unit can be used for a named character's bodyguard 亲卫队

cantabrian_circle = The unit has this special ability 单位拥有的技能

no_custom = The unit may not be selected in custom battles 在自定义战役里不能选择

command = The unit carries a legionary eagle, and gives bonuses to nearby units 单位携带一只古代罗马军团的鹰, 能激励附近的单位

mercenary_unit = The unit is s mercenary unit available to all factions 可雇佣

10、formation 7, 11, 13,16, 1, square

阵型 依次为:

紧密阵型士兵左右和前后的间距;

松散阵型士兵左右的间距;

默认的行数;

单位拥有的特殊阵型(可以有一或两个):square 正方形方阵,horde游牧阵型,phalanx步兵方阵,testudo龟甲阵,wedge三角阵;

11、stat_health 1, 15

1, 15 这个是生命值,前一个是人的,后一个是动物的(骑兵的坐骑不计算生命值)大多数兵种是1,斯巴达q兵和公牛战士是2,狂战士是3,大象是15。

12、stat_pri 10, 3, arrow, 120, 60, missile, archery, piercing, none, 25 ,1

士兵的主要武器,如果是远程兵种,远程武器就是主要的 依次为:

攻击力;

冲锋时的攻击加成(突击力);

远程武器类型;

远程武器射击距离;

士兵携带的远程武器数量;

武器类型:melee肉搏, thrown投掷, missile远程(弓箭),siege_missile机械;

技术类型:simple简单,other其他,blade刀刃,archery弓箭或siege机械;

伤害类型:piercing穿刺,blunt钝武器,slashing猛击,fire火烧;

武器撞击的声音:none无,knife小刀,mace铁锤,axe斧头,sword刀剑,spear长矛;

攻击的最小时间间隔;

13、stat_pri_attr no

主要武器属性 依次为:

ap 破甲,只有目标有甲时才计算

bp 穿透身体,指远程武器在上穿第一个人后,是否还对后面的人造成伤害

spear 长矛,对骑兵有加成,对步兵有扣除

long_pike 长q,只有能组成方阵的步兵使用

short_pike 短q,只有能组成方阵的步兵使用

prec 只在冲锋前投掷武器

thrown 投掷,指距离比较短的武器

launching 射击,能在空中飞行一段距离

area = 成片攻击,不只是一个人

14、stat_sec 7, 11, no, 0, 0, melee, other, blunt, none, 25 ,1

次要武器:如果是骑兵、动物、战车,这就是他们的攻击力;如果是远程兵种,这就是他们的肉搏能力;如果是一些特殊的肉搏兵种(长武器的),这就是他们短武器的攻击力,具体同stat_pri

15、stat_sec_attr area, launching, ap

具体同stat_pri_attr

16、stat_pri_armour 0, 4, 0, flesh

主要防御 依次为

防御力;防御技巧加成(被射击时无用);盾牌加成(只对来自左边的攻击有效);被撞击发出的声音:身体,皮革,金属

17、stat_sec_armour 16, 3, flesh

次要防御:指动物或战车的防御(骑马的另外计算),具体同stat_pri_armour

18、stat_heat -1

在炎热天气作战时,体力的额外损失(正的越多表示损失越大)

19、stat_ground 0, 1, -6, -1

在不同地形作战的加成(对于攻击力而言): 灌木,沙漠,森林,雪地

20、stat_mental 8, normal, untrained

依次为:基本的士气,纪律和训练。纪律分为正常,低纪律,有纪律和狂暴,狂暴的部队有可能不下令就突击。训练决定阵型的整齐程度

21、stat_charge_dist 30

士兵开始突击敌人的距离

22、stat_fire_delay 0

这个不知道

23、stat_food 60, 300

已经无用了

24、stat_cost 2, 2670, 590, 270, 400, 2670

依次为:招募所需回合数;帝国战役的招募费用;平时的维护费用;升级武器的费用;升级盔甲的费用;自定义战役的招募费用

25、ownership carthage

哪个国家可以使用此单位

注意:这里,如果office,mount在游戏中原来没有的话,一定要把模型写在descr_model_battle文件里

第三,我们还要改一个:export_descr_unit_enums文件

这里是兵种的例举、

把新兵种名字加上去就可以了,标准格式如下:

gangduoh

gangduoh_descr

gangduoh_descr_short

为了在游戏里显示你新兵种的名字,打开DATA/TEXT文件夹,里面有一个export_units文件

打开,在最后一行写上兵种名字和基本介绍

{gangduoh} 希腊精锐黑骑兵

{gangduoh_descr}

精英\n有纪律\n可以组成楔形队型\n\n希腊黑骑兵是希腊战争和社会中的精英。他们以重骑兵的方式\n作战,其纪律是其他国家罕见匹敌者。他们使用长矛,穿戴好的盔\n甲,因此可以在冲锋时造成极大的破坏。他们是罗马帝国的忠心仆\n人,由他们的父母交给神殿,以负担军事责任,而非做为仪式的祭\n礼。

{gangduoh_descr_short}

希腊黑骑兵以重骑兵的方式作战,配备长矛和\n剑,全身上上都穿著盔甲。他们是希腊战事和\n社会的精英。

第一行是兵种名字

第二段是在帝国战役中拉出的兵种介绍

第三段是在自定义战役前,选兵的时候鼠标放在兵牌上显示的短介绍

繁体罗马最好用繁体写,英语罗马用英语写

为了在帝国征战中兵种能招募,请打开DATA下的export_descr_buildings文件,在你需要的兵营下写出兵种名字,如果你找不到也没关系,找一个你熟悉的兵种名字,找到后在这个兵种下画葫芦画一行,改成你的兵种名字就可以了

如:recruit "gangduoh" 0 requires factions { greek, }

这里注意两点:1:如果你在低级的兵营可以招募,记得要把这行字复制粘贴到更高一级别的兵营中,否则会出现升级兵营而不能造以前的兵种的现象。

2;一个国家同一建筑建造的单位不能超过32个

如果你想把某个兵种变成雇佣兵,请仍然按上面的除了改export_descr_buildings文件外的方式做,在export_descr_unit文件一定要加上雇佣属性(具体见上面该文件解释)

然后打开\Data\world\maps\campaign\imperial_campaign里的descr_mercenaries文件

把你兵种加到想出现的雇佣地区下

如下:

pool Britain

regions Britannia_Inferior Tribus_Silurii Britannia_Superior Hibernia

unit merc barbarian infantry, exp 0 cost 800 replenish 0.06 - 0.19 max 2 initial 1

第一行为地区

第二行:该地区省份

第三行开始为可雇佣军队,UNIT后加上兵种名字,EXP后面加上经验,COST后面加上价格,REPLENISH后加出现几率。

加新兵种注意事项:

1;严格按游戏文件格式:该空格空格,该加的标点等等一个不能少,请多参考已有的兵种。

2;加完一个兵种可以用自定义战役测试下是否正确,如果不能进游戏或者进自定义战役前跳出,就说明修改有问题,请

--------------------------------------------------------------

简单加新兵的方法:

先下那个黑暗军团的兵种,

按里面的文件名,一个一个加,这样应该不难吧

文件夹可以直接覆盖, 其中一个文件夹就不能覆盖,那个TEXT文件就不能直接覆盖,里面是文本,

文本要找到原来的游戏文件,把里面的数据直接添加进去。直接复制里面的数据,加到文件的最下面

加好后就用自定战役测试,加入新兵种模型的测试好方法之一,不能在自定战役正常使用的兵种,在会战中也会出错的。

测试成功后,想在帝国会战里玩就要:

由于我做的兵种模型没有在export_descr_buildings.txt加入该兵种,是因为各版本的这个文件都不相同,所以只能自己修改。

1、用“Ctrl+F”查找barracks,找到:

building barracks

{

levels muster_field militia_barracks city_barracks army_barracks royal_barracks

{

muster_field requires factions { barbarian, ct_carthage, eastern, parthia, egyptian, greek, roman, }

{

capability

{

recruit "carthaginian city militia" 0 requires factions { spain, }

recruit "barb infantry briton" 0 requires factions { britons, }

recruit "barb infantry dacian" 0 requires factions { dacia, }

recruit "barb infantry gaul" 0 requires factions { gauls, }

recruit "warband spear german" 0 requires factions { germans, }

recruit "barb horse archers scythian" 0 requires factions { scythia, }

recruit "carthaginian city militia" 0 requires factions { carthage, }

recruit "numidian javelinmen" 0 requires factions { numidia, }

recruit "east infantry" 0 requires factions { eastern, }

recruit "egyptian nubian spearmen" 0 requires factions { egyptian, }

recruit "greek hoplite militia" 0 requires factions { greek, }

recruit "roman city militia" 0 requires factions { roman, }

}

construction 2

cost 600

settlement_min town

upgrades

在recruit "roman city militia" 0 requires factions { roman, }下面

增加recruit "你的兵种" 0 requires factions { 国家, } ,例:

recruit "greek hoplite militia" 0 requires factions { greek, }

recruit "roman city militia" 0 requires factions { roman, }

recruit "你的兵种" 0 requires factions { 国家, }

}

construction 2

不知道你装了汉化补丁正睁拿没有,我假设你装了

打开data/text/export_units.txt文件,搜索

"斯巴达重步兵(繁写)"找到

复制前举搭面{}括号内的英文名称,

再打开data/export_descr_unit.txt文件,

搜索

刚才你复制的内容,

你会看到类似下面的数据:

type

greek

hoplite

spartan

dictionary

greek_hoplite_spartan2

Spartan

Hoplites

category

infantry

class

spearmen

voice_type

Medium_1

soldier

greek_hoplite_spartan_pylos,

40,

0,

0.8

attributes

sea_faring,

hide_forest,

can_sap,

very_hardy

formation

1,

1,

2,

2,

5,

square,

phalanx

stat_health

2,

0

stat_pri

12,

5,

no,

0,

0,

melee,

simple,

piercing,

spear,

25

,1

stat_pri_attr

spear,

spear_bonus_8

stat_sec

11,

6,

no,

0,

0,

melee,

blade,

piercing,

sword,

25

,1

stat_sec_attr

no

stat_pri_armour

3,

10,

6,

leather

stat_sec_armour

0,

0,

flesh

stat_heat

0

stat_ground

2,

0,

0,

0

stat_mental

22,

disciplined,

highly_trained

stat_charge_dist

30

stat_fire_delay

0

stat_food

60,

300

stat_cost

2,

2040,

400,

120,

180,

1200

ownership

greek_cities

注意最后一行

ownership

greek_cities

greek_cities后加一行roman

,注意要逗号隔开,也就变成了:

ownership

greek_cities,

roman

这个时候早轮在自定战役里罗马已经可以选择

斯巴达了

不用在神庙添加兵种 你可以在其他建筑物内添加兵种 如greek_hoplite 是 希腊步兵的代号

你可以根据这个代号在export_descr_buildings.txt中修改

你打开这个文件是

This file is generated from a spreadsheet

Please do not modify by hand

hidden_resources sparta rome italy

building core_building

{

levels governors_house governors_villa governors_palace proconsuls_palace imperial_palace

{

governors_house requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }

{

capability

{

recruit "carthaginian peasant" 0 requires factions { spain, }

recruit "barb peasant briton" 0 requires factions { britons, }

recruit "迟瞎barb peasant dacian" 0 requires factions { dacia, }

recruit "barb peasant gaul" 0 requires factions { gauls, }

recruit "barb peasant german" 0 requires factions { germans, }

recruit "barb peasant scythian" 0 requires factions { scythia, }

recruit "carthaginian peasant" 0 requires factions { carthaginian, }

recruit "east peasant" 0 requires factions { eastern, }

recruit "egyptian peasant" 0 requires factions { egyptian, }

recruit "greek peasant"码斗空 0 requires factions { greek, }

recruit "roman peasant" 0 requires factions { roman, }

}

construction 1

cost 400

settlement_min village

upgrades

{

governors_villa

}

}

你以recruit "兵种代号" 0 requires factions {国家代号, } 来修改 【要在recruit "roman peasant" 0 requires factions { roman, } 后面修改才可以

这个建筑销喊就是政府从1级到5级 这个代号是1级的

为了建筑升级也可以招这兵种所以要冲1到5级都修改

levels governors_house governors_villa governors_palace proconsuls_palace imperial_palace

{

governors_house requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }

{

capability

{

recruit "carthaginian peasant" 0 requires factions { spain, }

recruit "barb peasant briton" 0 requires factions { britons, }

recruit "barb peasant dacian" 0 requires factions { dacia, }

recruit "barb peasant gaul" 0 requires factions { gauls, }

recruit "barb peasant german" 0 requires factions { germans, }

recruit "barb peasant scythian" 0 requires factions { scythia, }

recruit "carthaginian peasant" 0 requires factions { carthaginian, }

recruit "east peasant" 0 requires factions { eastern, }

recruit "egyptian peasant" 0 requires factions { egyptian, }

recruit "greek peasant" 0 requires factions { greek, }

recruit "roman peasant" 0 requires factions { roman, }

}

construction 1

cost 400

settlement_min village

upgrades

{

governors_villa

}

}

governors_villa requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }

{

capability

{

recruit "carthaginian peasant" 0 requires factions { spain, }

recruit "barb peasant briton" 0 requires factions { britons, }

recruit "barb peasant dacian" 0 requires factions { dacia, }

recruit "barb peasant gaul" 0 requires factions { gauls, }

recruit "barb peasant german" 0 requires factions { germans, }

recruit "barb peasant scythian" 0 requires factions { scythia, }

agent diplomat 0 requires factions { barbarian, }

recruit "carthaginian peasant" 0 requires factions { carthaginian, }

agent diplomat 0 requires factions { carthaginian, }

recruit "east peasant" 0 requires factions { eastern, }

agent diplomat 0 requires factions { eastern, }

recruit "egyptian peasant" 0 requires factions { egyptian, }

agent diplomat 0 requires factions { egyptian, }

recruit "greek peasant" 0 requires factions { greek, }

agent diplomat 0 requires factions { greek, }

recruit "roman peasant" 0 requires factions { roman, }

agent diplomat 0 requires factions { roman, }

}

construction 2

cost 800

settlement_min town

upgrades

{

governors_palace

}

}

governors_palace requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }

{

capability

{

recruit "carthaginian peasant" 0 requires factions { spain, }

recruit "barb peasant briton" 0 requires factions { britons, }

recruit "barb peasant dacian" 0 requires factions { dacia, }

recruit "barb peasant gaul" 0 requires factions { gauls, }

recruit "barb peasant german" 0 requires factions { germans, }

recruit "barb peasant scythian" 0 requires factions { scythia, }

agent diplomat 0 requires factions { barbarian, }

recruit "carthaginian peasant" 0 requires factions { carthaginian, }

agent diplomat 0 requires factions { carthaginian, }

recruit "east peasant" 0 requires factions { eastern, }

agent diplomat 0 requires factions { eastern, }

recruit "egyptian peasant" 0 requires factions { egyptian, }

agent diplomat 0 requires factions { egyptian, }

recruit "greek peasant" 0 requires factions { greek, }

agent diplomat 0 requires factions { greek, }

recruit "roman peasant" 0 requires factions { roman, }

agent diplomat 0 requires factions { roman, }

upgrade_bodyguard 1 requires factions { barbarian, }

}

construction 3

cost 1600

settlement_min large_town

upgrades

{

proconsuls_palace

}

}

proconsuls_palace requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }

{

capability

{

recruit "carthaginian peasant" 0 requires factions { spain, }

recruit "barb peasant briton" 0 requires factions { britons, }

recruit "barb peasant dacian" 0 requires factions { dacia, }

recruit "barb peasant gaul" 0 requires factions { gauls, }

recruit "barb peasant german" 0 requires factions { germans, }

recruit "barb peasant scythian" 0 requires factions { scythia, }

agent diplomat 0 requires factions { barbarian, }

recruit "carthaginian peasant" 0 requires factions { carthaginian, }

agent diplomat 0 requires factions { carthaginian, }

recruit "east peasant" 0 requires factions { eastern, }

agent diplomat 0 requires factions { eastern, }

recruit "egyptian peasant" 0 requires factions { egyptian, }

agent diplomat 0 requires factions { egyptian, }

recruit "greek peasant" 0 requires factions { greek, }

agent diplomat 0 requires factions { greek, }

recruit "roman peasant" 0 requires factions { roman, }

agent diplomat 0 requires factions { roman, }

upgrade_bodyguard 1 requires factions { barbarian, }

}

construction 4

cost 3200

settlement_min city

upgrades

{

imperial_palace

}

}

imperial_palace requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }

{

capability

{

recruit "carthaginian peasant" 0 requires factions { spain, }

recruit "barb peasant briton" 0 requires factions { britons, }

recruit "barb peasant dacian" 0 requires factions { dacia, }

recruit "barb peasant gaul" 0 requires factions { gauls, }

recruit "barb peasant german" 0 requires factions { germans, }

recruit "barb peasant scythian" 0 requires factions { scythia, }

agent diplomat 0 requires factions { barbarian, }

recruit "carthaginian peasant" 0 requires factions { carthaginian, }

agent diplomat 0 requires factions { carthaginian, }

recruit "east peasant" 0 requires factions { eastern, }

agent diplomat 0 requires factions { eastern, }

recruit "egyptian peasant" 0 requires factions { egyptian, }

agent diplomat 0 requires factions { egyptian, }

recruit "greek peasant" 0 requires factions { greek, }

agent diplomat 0 requires factions { greek, }

recruit "roman peasant" 0 requires factions { roman, }

agent diplomat 0 requires factions { roman, }

recruit "roman praetorian cohort i" 0 requires factions { roman, } and marian_reforms

upgrade_bodyguard 1

}

construction 6

cost 6400

settlement_min large_city

upgrades

这就是从1级到5级阶段的政府 不懂的再来问我吧


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