正在加载
维多利亚2 全修改
时间:2022-08-12 来源:本站 作者:佚名
电脑大家应该不怎么陌生吧!现在电脑已经普及到大多数人的家庭之中了,电脑的用途非常地广,不同年龄段、不同行业的人对电脑的用处不同。但是对于很多的年轻人来说电脑最大的用途就是玩游戏了。电脑游戏大家肯定玩过吧!它可以使人上瘾。

鉴于所有的作弊码都对全世界有效。象goods+数字,全世界所有国家物资和钱都会增加,所以没啥意义。最好的修改是事件修改。将===================后面和下一个===========================之间的部分复制到Program Files\Paradox Interactive\Victoria 2\events中 NationalValues.txt最后面然后保存修改(最好备份下)。用法:游戏中按~然后输入相应事件即可。其中有物资修改(所有种类物资全满,event 666666),金钱修改(1000万 event 555555),斗争性修改(都减10 event333333),研究点数增加(一次相当于20年的研究量 event 444444,注意:不要按太多次,研究点数有最大值,超过最大值就变负。按一次,就够用几十年的,时间解除暂停之后,一天加1000点,难弄的一个月也研究完了。)
country_event = {
id = 666666
title = "EVTNAME18570"
desc = "EVTDESC18570"
picture = "Finepeople"

trigger = {
  nationalvalue = nv_equality
}

mean_time_to_happen = {
  months = 19200
}

option = {
  name = "EVTOPTA18570"
  prestige = 10
  any_pop = {
   militancy = -1
  }
}

option = {
  name = "EVTOPTB18570"
  ammunition =10000000
         small_arms =10000000
         artillery =10000000
         canned_food =10000000
         barrels =10000000
         aeroplanes =10000000
                cotton =10000000
         dye =10000000
         wool =10000000
         silk =10000000
         coal =10000000
         sulphur =10000000
         iron =10000000
         timber =10000000
         tropical_wood =10000000
         rubber =10000000
         oil =10000000
         precious_metal =10000000
         steel =10000000
         cement =10000000
         machine_parts =10000000
         glass =10000000
         fuel =10000000
         fertilizer =10000000
         explosives =10000000
         clipper_convoy =10000000
         steamer_convoy =10000000
         electric_gear =10000000
         fabric =10000000
         lumber =10000000
         paper =10000000
         cattle =10000000
         fish =10000000
         fruit =10000000
         grain =10000000
         tobacco =10000000
         tea =10000000
         coffee =10000000
         opium =10000000
         automobiles =10000000
         telephones =10000000
         wine =10000000
         liquor =10000000
         regular_clothes =10000000
         luxury_clothes =10000000
         furniture =10000000
         luxury_furniture =10000000
         radio =10000000
               
}
}
country_event = {
id = 555555
title = "EVTNAME18570"
desc = "EVTDESC18570"
picture = "Finepeople"

trigger = {
  nationalvalue = nv_equality
}

mean_time_to_happen = {
  months = 19200
}

option = {
  name = "EVTOPTA18570"
  prestige = 10
  any_pop = {
   militancy = -1
  }
}

option = {
  name = "EVTOPTB18570"
  money =10000000
               
}
}
country_event = {
id = 444444
title = "EVTNAME18570"
desc = "EVTDESC18570"
picture = "Finepeople"

trigger = {
  nationalvalue = nv_equality
}

mean_time_to_happen = {
  months = 19200
}

option = {
  name = "EVTOPTA18570"
  prestige = 10
  any_pop = {
   militancy = -1
  }
}

option = {
  name = "EVTOPTB18570"
  years_of_research = 20
               
}
}
country_event = {
id = 333333
title = "EVTNAME18500"
desc = "EVTDESC18500"
picture = "Parade"

trigger = {
  nationalvalue = nv_order
  average_militancy = 7
}

mean_time_to_happen = {
  months = 20000
}

option = {
  name = "EVTOPTA18500"
  any_pop = {
   militancy = -10
  }
}

option = {
  name = "EVTOPTB18500"
  any_pop = {
   consciousness = -10
  }
  prestige = -1
}
}

==============================================================================
以下为科技文明修改,全部科技1830年可用。配合前面的科技点数事件,可以很快达到科技全满。
按照下面的操作作出5个TXT文件,覆盖Program Files\Paradox Interactive\Victoria 2\technologies 下的文件即可,最好提前备份下。注意:有五段,不要一次都复制到一个文件理了。
将======下面的内容复制到空的TXT文件中,并命名为army_tech.txt
======================================
#army_doctrine
post_napoleonic_thought = {
area = army_doctrine
year = 1830
cost = 3600
activate_building = fort
army_base = {
  default_organisation = 5
}
dig_in_cap = 1
}
strategic_mobility = {
area = army_doctrine
year = 1830
cost = 7200
army_base = {
  reconnaissance = 0.5
  supply_consumption = 0.05
}
max_fort = 1
dig_in_cap = 1
}
point_defense_system = {
area = army_doctrine
year = 1830
cost = 10800
army_base = {
  defence = 1
  supply_consumption = 0.05
}
max_fort = 1
dig_in_cap = 1
}
deep_defense_system = {
area = army_doctrine
year = 1830
cost = 14400
army_base = {
  defence = 1
  supply_consumption = 0.05
}
max_fort = 1
dig_in_cap = 1
}
infiltration = {
area = army_doctrine
year = 1830
cost = 18000
activate_building = barrel_factory

army_base = {
  attack = 1
  supply_consumption = 0.05
}
max_fort = 1
dig_in_cap = 1
}
modern_army_doctrine = {
area = army_doctrine
year = 1830
cost = 21600
army_base = {
  attack = 1
  supply_consumption = 0.05
}
max_fort = 1
}

#light_armament
flintlock_rifles = {
area = light_armament
year = 1830
cost = 3600
activate_unit = infantry
army_base = {
  attack = 1
  supply_consumption = 0.05
}
combat_width = -1

}
muzzle_loaded_rifles = {
area = light_armament
year = 1830
cost = 7200
activate_unit = engineer
army_base = {
  attack = 1
  supply_consumption = 0.05
}
combat_width = -2
ai_chance = {
  factor = 1
  modifier = {
   factor = 5
   is_greater_power = yes
  }
}
}
breech_loaded_rifles = {
area = light_armament
year = 1830
cost = 10800
activate_unit = guard
army_base = {
  attack = 1
  supply_consumption = 0.05
}
combat_width = -2

ai_chance = {
  factor = 1
  modifier = {
   factor = 5
   is_greater_power = yes
  }
}
}
machine_guns = {
area = light_armament
year = 1830
cost = 14400
army_base = {
  defence = 5
  supply_consumption = 0.05
}
combat_width = -5
colonial_life_rating = -10
ai_chance = {
  factor = 1
  modifier = {
   factor = 5
   is_greater_power = yes
  }
}

}
bolt_action_rifles = {
area = light_armament
year = 1830
cost = 18000
unit = 1

army_base = {
  attack = 5
  supply_consumption = 0.05
}
combat_width = -5
}
modern_divisional_structure = {
area = light_armament
year = 1830
cost = 21600
army_base = {
  attack = 5
  supply_consumption = 0.05
}
combat_width = -5
}

#heavy_armament
bronze_muzzle_loaded_artillery = {
area = heavy_armament
year = 1830
cost = 3600
activate_unit = artillery
}
iron_muzzle_loaded_artillery = {
area = heavy_armament
year = 1830
cost = 7200
artillery = {
  attack = 2
  supply_consumption = 0.05
}
}
iron_breech_loaded_artillery = {
area = heavy_armament
year = 1830
cost = 10800
artillery = {
  attack = 2
  supply_consumption = 0.05
}
}
steel_breech_loaded_artillery = {
area = heavy_armament
year = 1830
cost = 14400
artillery = {
  attack = 2
  supply_consumption = 0.05
}
}
indirect_artillery_fire = {
area = heavy_armament
year = 1830
cost = 18000
artillery = {
  attack = 4
  supply_consumption = 0.05
}
}
heavy_armament_dunno = {
area = heavy_armament
year = 1830
cost = 21600
artillery = {
  attack = 4
  supply_consumption = 0.05
}
}

#military_science
military_staff_system = {
area = military_science
year = 1830
cost = 3600

activate_unit = cavalry
army_base = {
  default_organisation = 5
  supply_consumption = 0.05
}
}
military_plans = {
area = military_science
year = 1830
cost = 7200

activate_unit = dragoon
army_base = {
  default_organisation = 5
  supply_consumption = 0.05
}
}
military_statistics = {
area = military_science
year = 1830
cost = 10800
activate_unit = cuirassier
army_base = {
  default_organisation = 5
  supply_consumption = 0.05
}
}
military_logistics = {
area = military_science
year = 1830
cost = 14400
activate_unit = hussar
army_base = {
  default_organisation = 5
  supply_consumption = 0.05
}
mobilisation_size = 0.05
}
military_directionism = {
area = military_science
year = 1830
cost = 18000
army_base = {
  default_organisation = 5
  supply_consumption = 0.05
}
}
aeronautics = {
area = military_science
year = 1830
cost = 21600
activate_unit = plane
}

#army_leadership
army_command_principle = {
area = army_leadership
year = 1830
cost = 3600
morale = 0.05
military_tactics = 1
}
army_professionalism = {
area = army_leadership
year = 1830
cost = 7200
morale = 0.05
military_tactics = 1
}
army_decision_making = {
area = army_leadership
year = 1830
cost = 10800
morale = 0.05
military_tactics = 1
}
army_risk_management = {
area = army_leadership
year = 1830
cost = 14400
morale = 0.05
military_tactics = 1
}
army_nco_training = {
area = army_leadership
year = 1830
cost = 18000
morale = 0.05

military_tactics = 1
}
great_war_experience = {
area = army_leadership
year = 1830
cost = 21600
morale = 0.05
military_tactics = 1
}

将======下面的内容复制到空的TXT文件中,并命名为commerce_tech.txt
=======================================
#financial_institutions
private_banks = {
area = financial_institutions
year = 1830
cost = 3600
activate_building = cement_factory
tax_eff = 3
}
stock_exchange = {
area = financial_institutions
year = 1830
cost = 7200
tax_eff = 5
}
business_banks = {
area = financial_institutions
year = 1830
cost = 10800
tax_eff = 5
}
investment_banks = {
area = financial_institutions
year = 1830
cost = 14400
tax_eff = 5
}
bank_inspection_board = {
area = financial_institutions
year = 1830
cost = 18000
tax_eff = 5
}
mutual_funds = {
area = financial_institutions
year = 1830
cost = 21600
tax_eff = 5
}

#monetary_system
no_standard = {
area = monetary_system
year = 1830
cost = 3600
administrative_efficiency = 0.05
}
ad_hoc_money_bill_printing = {
area = monetary_system
year = 1830
cost = 7200
administrative_efficiency = 0.05

private_bank_money_bill_printing = {
area = monetary_system
year = 1830
cost = 10800
administrative_efficiency = 0.05
}
central_bank_money_bill_printing = {
area = monetary_system
year = 1830
cost = 14400
administrative_efficiency = 0.05
}
modern_central_bank_system = {
area = monetary_system
year = 1830
cost = 18000
administrative_efficiency = 0.05
}
market_determined_exchange_rates = {
area = monetary_system
year = 1830
cost = 21600

administrative_efficiency = 0.05
}

#economic_thought_and_critique
early_classical_theory_and_critique = {
area = economic_thought_and_critique
year = 1830
cost = 3600

activate_building = lumber_mill
factory_input = -0.02
}
late_classical_theory = {
area = economic_thought_and_critique
year = 1830
cost = 7200
factory_input = -0.02
}
collectivist_theory = {
area = economic_thought_and_critique
year = 1830
cost = 10800
factory_input = -0.02
}
the_historical_theory = {
area = economic_thought_and_critique
year = 1830
cost = 14400
factory_input = -0.02
}
neoclassical_theory = {
area = economic_thought_and_critique
year = 1830
cost = 18000
factory_input = -0.02
}
keynesian_economics = {
area = economic_thought_and_critique
year = 1830
cost = 21600
factory_input = -0.02
}

#market_functionality
freedom_of_trade = {
area = market_functionality
year = 1830
cost = 3600

activate_building = luxury_clothes_factory 
farm_rgo_size = -0.02
mine_rgo_size = -0.02
farm_rgo_eff = 0.5
mine_rgo_eff = 0.5

}
market_structure = {
area = market_functionality
year = 1830
cost = 7200

education_efficiency = 0.10
}
business_regulations = {
area = market_functionality
year = 1830
cost = 10800
education_efficiency = 0.05
}
market_regulations = {
area = market_functionality
year = 1830
cost = 14400
education_efficiency = 0.015
}
economic_responsibility = {
area = market_functionality
year = 1830
cost = 18000
education_efficiency = 0.05
}
government_interventionism = {
area = market_functionality
year = 1830
cost = 21600
education_efficiency = 0.05
}

#tech_organization
guild_based_production = {
area = tech_organization
year = 1830
cost = 3600
activate_building = canned_food_factory
}
organized_factories = {
area = tech_organization
year = 1830
cost = 7200
factory_input = -0.03
}
scientific_management = {
area = tech_organization
year = 1830
cost = 10800
factory_input = -0.03
}
time_saving_measures = {
area = tech_organization
year = 1830
cost = 14400
factory_input = -0.03
}
management_strategy = {
area = tech_organization
year = 1830
cost = 18000
factory_input = -0.03
}
organizational_development = {
area = tech_organization
year = 1830
cost = 21600
factory_input = -0.03
}

 

将======下面的内容复制到空的TXT文件中,并命名为culture_tech.txt
=======================================
#aesthetics
classicism_n_early_romanticism = {
area = aesthetics
year = 1830
cost = 3600
prestige = 0.02
}
romanticism = {
area = aesthetics
year = 1830
cost = 7200

prestige = 0.02

ai_chance = {
  factor = 1
  modifier = {
   factor = 5
   is_greater_power = yes
   continent = north_america
  }
}

}
realism = {
area = aesthetics
year = 1830
cost = 10800
prestige = 0.02
}
impressionism = {
area = aesthetics
year = 1830
cost = 14400
prestige = 0.02
}
expressionism = {
area = aesthetics
year = 1830
cost = 18000
prestige = 0.02
}
mass_culture_n_the_avant_garde = {
area = aesthetics
year = 1830
cost = 21600
prestige = 0.02
}

#philosophy
late_enlightenment_philosophy = {
area = philosophy
year = 1830
cost = 3600
prestige = 0.02
}
idealism = {
area = philosophy
year = 1830
cost = 7200
prestige = 0.02
}
empiricism = {
area = philosophy
year = 1830
cost = 10800
prestige = 0.02
}
analytic_philosophy = {
area = philosophy
year = 1830
cost = 14400
prestige = 0.02
}
phenomenology_n_hermeneutic = {
area = philosophy
year = 1830
cost = 18000
prestige = 0.02
}
anti__rationalism = {
area = philosophy
year = 1830
cost = 21600
prestige = 0.02
}

#social_thought
malthusian_thought = {
area = social_thought
year = 1830
cost = 3600
colonial_migration = 0.05
}
positivism = {
area = social_thought
year = 1830
cost = 7200
education_efficiency = 0.025
}
functionalism = {
area = social_thought
year = 1830
cost = 10800
education_efficiency = 0.025
}
biologism = {
area = social_thought
year = 1830
cost = 14400
colonial_migration = 0.05
}
social_science = {
area = social_thought
year = 1830
cost = 18000
education_efficiency = 0.025
}
social_alienation = {
area = social_thought
year = 1830
cost = 21600

war_exhaustion = -0.25
}

#political_thought
enlightenment_thought = {
area = political_thought
year = 1830
cost = 3600
max_national_focus = 1
}
ideological_thought = {
area = political_thought
year = 1830
cost = 7200
max_national_focus = 1
}
state_n_government = {
area = political_thought
year = 1830
cost = 10800
max_national_focus = 1
}
nationalism_n_imperialism = {
area = political_thought
year = 1830
cost = 14400
max_national_focus = 1
colonial_life_rating = -10
}
revolution_n_counterrevolution = {
area = political_thought
year = 1830
cost = 18000
max_national_focus = 1
diplomatic_points = 0.25
}
mass_politics = {
area = political_thought
year = 1830
cost = 21600
max_national_focus = 1
}

#psychology
introspectionism = {
area = psychology
year = 1830
cost = 3600
prestige = 0.02
}
associationism = {
area = psychology
year = 1830
cost = 7200
prestige = 0.02
}
phenomenalism = {
area = psychology
year = 1830
cost = 10800
prestige = 0.02
}
experimental_psychology = {
area = psychology
year = 1830
cost = 14400
prestige = 0.02
}
psychoanalysis = {
area = psychology
year = 1830
cost = 18000
prestige = 0.02
}
behaviorism = {
area = psychology
year = 1830
cost = 21600
prestige = 0.02
}

 

将======下面的内容复制到空的TXT文件中,并命名为industry_tech.txt
=======================================
#tech_power
water_wheel_power = {
area = tech_power
year = 1830
cost = 3600
activate_building =  fabric_factory
rgo_output = 0.1
farm_rgo_size = -0.01
factory_output = 0.1
}
practical_steam_engine = {
area = tech_power
year = 1830
cost = 7200

rgo_output = 0.1
farm_rgo_size = -0.01
factory_output = 0.1
}
high_n_low_pressure_steam_engines = {
area = tech_power
year = 1830
cost = 10800
rgo_output = 0.1
farm_rgo_size = -0.01
factory_output = 0.1
}
steam_turbine = {
area = tech_power
year = 1830
cost = 14400
rgo_output = 0.1
farm_rgo_size = -0.01
factory_output = 0.1
}
combustion_engine = {
area = tech_power
year = 1830
cost = 18000
rgo_output = 0.1
farm_rgo_size = -0.01
factory_output = 0.1
}
electrical_power_generation = {
area = tech_power
year = 1830
cost = 21600
rgo_output = 0.1
farm_rgo_size = -0.01
factory_output = 0.1
}

#mechanization
publishing_industry = {
area = mechanization
year = 1830
cost = 3600
activate_building = regular_clothes_factory
}
mechanical_production = {
area = mechanization
year = 1830
cost = 7200
factory_output = 0.1
}
interchangeable_parts = {
area = mechanization
year = 1830
cost = 10800
factory_output = 0.1
}
semi_automatization = {
area = mechanization
year = 1830
cost = 14400
factory_cost = -0.1
}
assembly_line = {
area = mechanization
year = 1830
cost = 18000
factory_cost = -0.1
}
shift_work = {
area = mechanization
year = 1830
cost = 21600

rgo_output = 0.05
factory_output = 0.05
}

#metallurgy
mechanized_mining = {
area = metallurgy
year = 1830
cost = 3600
activate_building = steel_factory
}
clean_coal = {
area = metallurgy
year = 1830
cost = 7200

rgo_goods_output = {
  coal = 1.3
}
rgo_size = {
  coal = 0.2
}
rgo_goods_output = {
  sulphur = 0.1
}
rgo_size = {
  sulphur = 0.2
}
rgo_goods_output = {
  iron = 1.3
}
rgo_size = {
  iron = 0.2
}
}
cheap_iron = {
area = metallurgy
year = 1830
cost = 10800
rgo_goods_output = {
  precious_metal = 0.1
}
rgo_size = {
  precious_metal = 0.2
}
rgo_goods_output = {
  iron = 0.1
}
rgo_size = {
  iron = 0.2
}
}
cheap_steel = {
area = metallurgy
year = 1830
cost = 14400
rgo_goods_output = {
  precious_metal = 0.1
}
rgo_size = {
  precious_metal = 0.2
}
}
advanced_metallurgy = {
area = metallurgy
year = 1830
cost = 18000
rgo_goods_output = {
  sulphur = 0.1
}
rgo_size = {
  sulphur = 0.2
}
}
electric_furnace = {
area = metallurgy
year = 1830
cost = 21600
factory_goods_output = {
  steel = 0.05
}
}

#tech_infrastructure
experimental_railroad = {
area = tech_infrastructure
year = 1830
cost = 3600
activate_building = railroad
}
early_railroad = {
area = tech_infrastructure
year = 1840
cost = 7200
max_railroad = 1
}
iron_railroad = {
area = tech_infrastructure
year = 1830
cost = 10800
max_railroad = 1
}
steel_railroad = {
area = tech_infrastructure
year = 1830
cost = 14400
max_railroad = 1
}
integral_rail_system = {
area = tech_infrastructure
year = 1830
cost = 18000
max_railroad = 1
}
limited_access_roads = {
area = tech_infrastructure
year = 1830
cost = 21600
max_railroad = 1
}

#chemistry_and_electricity
basic_chemistry = {
area = chemistry_and_electricity
year = 1830
cost = 3600
activate_building = fertilizer_factory
}
medicine = {
area = chemistry_and_electricity
year = 1830
cost = 7200
supply_limit = 0.25

ai_chance = {
  factor = 1
  modifier = {
   factor = 5
   is_greater_power = yes
  }
}
}
inorganic_chemistry = {
area = chemistry_and_electricity
year = 1830
cost = 10800
supply_limit = 0.25
}
organic_chemistry = {
area = chemistry_and_electricity
year = 1830
cost = 14400
supply_limit = 0.25
}
electricity = {
area = chemistry_and_electricity
year = 1830
cost = 18000

supply_limit = 0.50
}
synthetic_polymers = {
area = chemistry_and_electricity
year = 1830
cost = 21600
supply_limit = 0.50
}

将======下面的内容复制到空的TXT文件中,并命名为navy_tech.txt
=======================================
#naval_doctrine
post_nelsonian_thought = {
area = naval_doctrine
year = 1830
cost = 3600
activate_building = naval_base
}
battleship_column_doctrine = {
area = naval_doctrine
year = 1830
cost = 7200
max_naval_base = 1
}
raider_group_doctrine = {
area = naval_doctrine
year = 1830
cost = 10800
max_naval_base = 1
}
blue_and_brown_water_schools = {
area = naval_doctrine
year = 1830
cost = 14400
max_naval_base = 1
}
high_sea_battle_fleet = {
area = naval_doctrine
year = 1830
cost = 18000
max_naval_base = 1
}
modern_naval_doctrine = {
area = naval_doctrine
year = 1830
cost = 21600
max_naval_base = 1
}

#ship_construction
clipper_design = {
area = ship_construction
year = 1830
cost = 3600
activate_building = clipper_shipyard

}
steamers = {
area = ship_construction
year = 1830
cost = 7200
activate_building = steamer_shipyard
}
iron_steamers = {
area = ship_construction
year = 1830
cost = 10800
navy_base = { maximum_speed = 2 }
}
steel_steamers = {
area = ship_construction
year = 1830
cost = 14400
navy_base = { maximum_speed = 2 }
}
steam_turbine_ships = {
area = ship_construction
year = 1830
cost = 18000
navy_base = { maximum_speed = 2 }
}
oil_driven_ships = {
area = ship_construction
year = 1830
cost = 21600
navy_base = { maximum_speed = 2 }
}

#naval_engineering
naval_design_bureaus = {
area = naval_engineering
year = 1830
cost = 3600
navy_base = { build_time = -10 }
}
fire_control_systems = {
area = naval_engineering
year = 1830
cost = 7200
navy_base = { build_time = -10 }
}
weapon_platforms = {
area = naval_engineering
year = 1830
cost = 10800
navy_base = { build_time = -10 }
}
main_armament = {
area = naval_engineering
year = 1830
cost = 14400
navy_base = { build_time = -10 }
}
advanced_naval_design = {
area = naval_engineering
year = 1830
cost = 18000
navy_base = { build_time = -10 }
}
modern_naval_design = {
area = naval_engineering
year = 1830
cost = 21600
navy_base = { build_time = -10 }
}

#naval_science
alphabetic_flag_signaling = {
area = naval_science
year = 1830
cost = 3600

supply_range = 0.10
}
naval_plans = {
area = naval_science
year = 1830
cost = 7200
supply_range = 0.10
}
naval_statistics = {
area = naval_science
year = 1830
cost = 10800
supply_range = 0.10
}
naval_logistics = {
area = naval_science
year = 1830
cost = 14400
supply_range = 0.10
}
naval_directionism = {
area = naval_science
year = 1830
cost = 18000
supply_range = 0.10
}
naval_integration = {
area = naval_science
year = 1830
cost = 21600
supply_range = 0.10
}

#naval_leadership
the_command_principle = {
area = naval_leadership
year = 1830
cost = 3600
navy_base = {
  default_organisation = 10
}
}
naval_professionalism = {
area = naval_leadership
year = 1830
cost = 7200
navy_base = {
  default_organisation = 5
}
}
naval_decision_making = {
area = naval_leadership
year = 1830
cost = 10800
navy_base = {
  default_organisation = 5
}
}
naval_risk_management = {
area = naval_leadership
year = 1830
cost = 14400
navy_base = {
  default_organisation = 5
}
}
naval_nco_training = {
area = naval_leadership
year = 1830
cost = 18000
navy_base = {
  default_organisation = 5
}
}
modern_naval_training = {
area = naval_leadership
year = 1830
cost = 21600
navy_base = {
  default_organisation = 5
}
}
 

 

 

 

玩游戏可以在很大程度上让大家放松放松,但是我建议大家不要把过多的时间投入到工作当中,因为这样的话大家很有可能上瘾,这样不利于大家的工作或者是学习。