起始(发现时代)科技 | |||||
国家 | 发现时代科技 | 国家 | 发现时代科技 | 战役国家 | 发现时代科技 |
西班牙 | Age0Spanish | 奥斯曼 | Age0Ottoman | 圣约翰骑士团 | Age0SPCAct1 |
英国 | Age0British | 易落魁 | Age0XPIroquois | 布莱克佣兵 | Age0SPCAct2 |
法国 | Age0French | 苏族 | Age0XPSioux | 猎鹰公司 | Age0SPCAct3 |
葡萄牙 | Age0Portuguese | 阿兹特克 | Age0XPAztec | 酋长战役 | Age0XPSPC |
荷兰 | Age0Dutch | 日本 | YPAge0Japanese | 战役日本 | YPAge0JapaneseSPC |
俄国 | Age0Russian | 中国 | YPAge0Chinese | 战役中国 | YPAge0ChineseSPC |
德国 | Age0German | 印度 | YPAge0Indians | 战役印度 | YPAge0IndiansSPC |
打开techtreey.xml然后搜索上面表格的Age0XXXXXX,例如中国你就搜索YPAge0Chinese,然后你看见的就是中国的初始科技了
<Tech name ='YPAge0Chinese' type ='Normal'> <DBID>3529</DBID> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Effects> <Effect type ='TechStatus' status ='active'>YPAAAsianStartingTechs</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseSpecialTechs</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseTechs</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseConsulate</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseMonks</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseUnits</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseBuildings</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseWonders</Effect> </Effects> </Tech> <Tech name ='YPAge0Indians' type ='Normal'> <DBID>3530</DBID> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Effects> <Effect type ='TechStatus' status ='active'>YPAAAsianStartingTechs</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansBuildings</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansUnits</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansWonders</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansTechs</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansSpecialTechs</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansMonks</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansConsulate</Effect> </Effects> </Tech>
<Tech name ='YPAge0ChineseTechs' type ='Normal'> <DBID>4981</DBID> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Effects> <Effect type ='TechStatus' status ='obtainable'>YPDisciplinedChuKoNu</Effect> <Effect type ='TechStatus' status ='obtainable'>YPDisciplinedQiangPikeman</Effect> <Effect type ='TechStatus' status ='obtainable'>YPDisciplinedKeshik</Effect> <Effect type ='TechStatus' status ='obtainable'>YPDisciplinedFlameThrower</Effect> <Effect type ='TechStatus' status ='obtainable'>YPExaltedHandMortar</Effect> <Effect type ='TechStatus' status ='obtainable'>YPExaltedFlameThrower</Effect> <Effect type ='TechStatus' status ='obtainable'>YPHonoredHandMortar</Effect> <Effect type ='TechStatus' status ='obtainable'>YPHonoredFlameThrower</Effect> <Effect type ='TechStatus' status ='obtainable'>YPExaltedIronFlail</Effect> <Effect type ='TechStatus' status ='obtainable'>YPExaltedKeshik</Effect> <Effect type ='TechStatus' status ='obtainable'>YPExaltedArquebusier</Effect> <Effect type ='TechStatus' status ='obtainable'>YPExaltedChuKoNu</Effect> <Effect type ='TechStatus' status ='obtainable'>YPHonoredIronFlail</Effect> <Effect type ='TechStatus' status ='obtainable'>YPHonoredKeshik</Effect> <Effect type ='TechStatus' status ='obtainable'>YPHonoredArquebusier</Effect> <Effect type ='TechStatus' status ='obtainable'>YPHonoredChuKoNu</Effect> <Effect type ='TechStatus' status ='obtainable'>YPExaltedFlyingCrow</Effect> <Effect type ='TechStatus' status ='obtainable'>YPExaltedFuchuan</Effect> <Effect type ='TechStatus' status ='obtainable'>YPDisciplinedSteppeRider</Effect> <Effect type ='TechStatus' status ='obtainable'>YPHonoredChangdao</Effect> <Effect type ='TechStatus' status ='obtainable'>YPHonoredQiangPikeman</Effect> <Effect type ='TechStatus' status ='obtainable'>YPHonoredSteppeRider</Effect> <Effect type ='TechStatus' status ='obtainable'>YPHonoredMeteorHammer</Effect> <Effect type ='TechStatus' status ='obtainable'>YPExaltedChangdao</Effect> <Effect type ='TechStatus' status ='obtainable'>YPExaltedQiangPikeman</Effect> <Effect type ='TechStatus' status ='obtainable'>YPExaltedSteppeRider</Effect> <Effect type ='TechStatus' status ='obtainable'>YPExaltedMeteorHammer</Effect> <Effect type ='TechStatus' status ='obtainable'>ypDisciplinedArquebusierShadow</Effect> <Effect type ='TechStatus' status ='obtainable'>ypDisciplinedIronFlailShadow</Effect> <Effect type ='TechStatus' status ='obtainable'>ypDisciplinedMeteorHammerShadow</Effect> <Effect type ='TechStatus' status ='obtainable'>ypDisciplinedChangdaoShadow</Effect> </Effects> </Tech> <Tech name ='YPAge0ChineseUnits' type ='Normal'> <DBID>4982</DBID> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Effects> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypSettlerAsian</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypMeteorHammer</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypIronFlail</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypKeshik</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypSteppeRider</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypQiangPikeman</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypChuKoNu</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypArquebusier</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypChangdao</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypHandMortar</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypFlameThrower</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypGoat</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypFishingBoatAsian</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypWarJunk</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypFireship</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypOldHanArmy</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypForbiddenArmy</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypTerritorialArmy</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypImperialArmy</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypFuchuan</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypMingArmy</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypStandardArmy</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypBlackFlagArmy</Target></Effect> <Effect type ='Data' action ='SpawnCannon' amount ='1.00' subtype ='ActionEnable' relativity ='Absolute'> <Target type ='ProtoUnit'>Factory</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ypMongolianArmy</Target></Effect> </Effects> </Tech>
<Tech name ='Age0French' type ='Normal'> <DBID>105</DBID> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Effects> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Explorer</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>TownCenter</Target></Effect> <Effect type ='TechStatus' status ='active'>AAStandardStartingTechs</Effect> <Effect type ='TechStatus' status ='obtainable'>RGVoltigeur</Effect> <Effect type ='TechStatus' status ='obtainable'>RGGendarmes</Effect> <Effect type ='TechStatus' status ='obtainable'>ChurchCodeNapoleon</Effect> <Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial1</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Hussar</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Sheep</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>House</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Mill</Target></Effect> <Effect type ='TechStatus' status ='obtainable'>VeteranMusketeers</Effect> <Effect type ='TechStatus' status ='obtainable'>GuardMusketeers</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Musketeer</Target></Effect> <Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial3</Effect> <Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial2</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Coureur</Target></Effect> <Effect type ='TechStatus' status ='obtainable'>GuardHalberdiers</Effect> <Effect type ='TechStatus' status ='obtainable'>GuardDragoons</Effect> <Effect type ='TechStatus' status ='obtainable'>VeteranPikemen</Effect> <Effect type ='TechStatus' status ='obtainable'>ImperialHalberdiers</Effect> <Effect type ='TechStatus' status ='obtainable'>ImperialGendarme</Effect> <Effect type ='TechStatus' status ='obtainable'>ImperialVoltigeur</Effect> <Effect type ='TechStatus' status ='obtainable'>ImperialMusketeers</Effect> <Effect type ='TechStatus' status ='obtainable'>ImperialDragoons</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Capitol</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Falconet</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>ArtilleryDepot</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Stable</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Barracks</Target></Effect> <Effect type ='TechStatus' status ='obtainable'>VeteranCrossbowmen</Effect> <Effect type ='TechStatus' status ='obtainable'>PoliticianGeneral</Effect> <Effect type ='TechStatus' status ='obtainable'>PoliticianPresidente</Effect> <Effect type ='TechStatus' status ='obtainable'>PoliticianMohawk</Effect> <Effect type ='TechStatus' status ='obtainable'>PoliticianEngineer</Effect> <Effect type ='TechStatus' status ='obtainable'>PoliticianMusketeerFrench</Effect> <Effect type ='TechStatus' status ='obtainable'>PoliticianNaturalist</Effect> <Effect type ='TechStatus' status ='obtainable'>PoliticianMarksman</Effect> <Effect type ='TechStatus' status ='obtainable'>PoliticianQuartermaster</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Plantation</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>TradingPost</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Outpost</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Caravel</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Dock</Target></Effect> <Effect type ='TechStatus' status ='active'>XPTrickle</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Market</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Arsenal</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Skirmisher</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>CWallGate</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>LivestockPen</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Church</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>WallStraight2</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>WallStraight5</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>WallConnector</Target></Effect> <Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianTycoonFrench</Effect> <Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianScoutFrench</Effect> <Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianPhilosopherPrinceFrench</Effect> <Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianGovernorFrench</Effect> <Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianExiledPrinceFrench</Effect> <Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianCavalierFrench</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Pikeman</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Crossbowman</Target></Effect> <Effect type ='TechStatus' status ='obtainable'>ImperialHussars</Effect> <Effect type ='TechStatus' status ='obtainable'>GuardHussars</Effect> <Effect type ='TechStatus' status ='obtainable'>VeteranHussars</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Halberdier</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>FieldHospital</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Priest</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Cuirassier</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Culverin</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Mortar</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Dragoon</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Monitor</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Frigate</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Galleon</Target></Effect> <Effect type ='TechStatus' status ='obtainable'>Bayonet</Effect> <Effect type ='TechStatus' status ='active'>Levy</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>FishingBoat</Target></Effect> <Effect type ='Data' action ='SpawnCannon' amount ='1.00' subtype ='ActionEnable' relativity ='Absolute'> <Target type ='ProtoUnit'>Factory</Target></Effect> <Effect type ='TechStatus' status ='obtainable'>ImperialCannon</Effect> <Effect type ='TechStatus' status ='obtainable'>ImperialFieldGun</Effect> <Effect type ='TechStatus' status ='obtainable'>FieldGun</Effect> <Effect type ='TechStatus' status ='obtainable'>VeteranDragoonsShadow</Effect> <Effect type ='TechStatus' status ='obtainable'>VeteranSkirmishersShadow</Effect> <Effect type ='TechStatus' status ='obtainable'>ImperialMonitors</Effect> <Effect type ='TechStatus' status ='obtainable'>ImperialManOWar</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Saloon</Target></Effect> <Effect type ='TechStatus' status ='obtainable'>XPRevolutionLouverture</Effect> <Effect type ='TechStatus' status ='obtainable'>XPRevolutionSantander</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>xpPetard</Target></Effect> <Effect type ='TechStatus' status ='obtainable'>ImperialHorseArtillery</Effect> <Effect type ='TechStatus' status ='obtainable'>HeavyHorseArtillery</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>xpHorseArtillery</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>xpSpy</Target></Effect> <Effect type ='TechStatus' status ='obtainable'>ShipHowitzers</Effect> </Effects> </Tech>
<Effect type ='TechStatus' status ='obtainable'>FortifiedBlockhouse</Effect> <Effect type ='TechStatus' status ='obtainable'>FrontierBlockhouse</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Bank</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Coureur</Target></Effect> <Effect type ='Data' amount ='2.00' subtype ='Hitpoints' relativity ='BasePercent'> <Target type ='ProtoUnit'>AbstractVillager</Target></Effect>
<Tech name ='YPAge0Chinese' type ='Normal'> <DBID>3529</DBID> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Effects> <Effect type ='TechStatus' status ='active'>YPAAAsianStartingTechs</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseSpecialTechs</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseTechs</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseConsulate</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseMonks</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseUnits</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseBuildings</Effect> <Effect type ='TechStatus' status ='active'>YPAge0ChineseWonders</Effect> <Effect type ='TechStatus' status ='obtainable'>FortifiedBlockhouse</Effect> <Effect type ='TechStatus' status ='obtainable'>FrontierBlockhouse</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Bank</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>Coureur</Target></Effect> <Effect type ='Data' amount ='2.00' subtype ='Hitpoints' relativity ='BasePercent'> <Target type ='ProtoUnit'>AbstractVillager</Target></Effect> </Effects> </Tech> <Tech name ='YPAge0Indians' type ='Normal'> <DBID>3530</DBID> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Effects> <Effect type ='TechStatus' status ='active'>YPAAAsianStartingTechs</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansBuildings</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansUnits</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansWonders</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansTechs</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansSpecialTechs</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansMonks</Effect> <Effect type ='TechStatus' status ='active'>ypAge0IndiansConsulate</Effect> </Effects> </Tech>
<Tech row ='0' page ='1' column ='4'>FortifiedBlockhouse</Tech> <Tech row ='0' page ='1' column ='4'>FrontierBlockhouse</Tech>
<Unit id ='926' name ='ypWarAcademy'> <DBID>1354</DBID> <DisplayNameID>60231</DisplayNameID> <ObstructionRadiusX>4.0000</ObstructionRadiusX> <ObstructionRadiusZ>4.0000</ObstructionRadiusZ> <MaxVelocity>0.0000</MaxVelocity> <MaxRunVelocity>0.0000</MaxRunVelocity> <MovementType>land</MovementType> <AnimFile>buildings\asian_civs\war_academy\war_academy.xml</AnimFile> <DeadReplacement>BuildingRubble4x4</DeadReplacement> <DeadReplacementLifespan>15</DeadReplacementLifespan> <ImpactType>Wood</ImpactType> <PhysicsInfo>blockhouse</PhysicsInfo> <PlacementFile>buildingsmall.xml</PlacementFile> <Icon>buildings\asian_civs\war_academy\china_waracademy_icon_64</Icon> <PortraitIcon>buildings\asian_civs\war_academy\china_waracademy_icon_portrait</PortraitIcon> <RolloverTextID>60230</RolloverTextID> <ShortRolloverTextID>60229</ShortRolloverTextID> <InitialHitpoints>2500.0000</InitialHitpoints> <MaxHitpoints>2500.0000</MaxHitpoints> <LOS>34.0000</LOS> <UnitAIType>RangedCombative</UnitAIType> <BuildPoints>30.0000</BuildPoints> <Bounty>40.0000</Bounty> <BuildBounty>20.0000</BuildBounty> <Cost resourcetype ='Wood'>200.0000</Cost> <BuildingWorkRate>1.0000</BuildingWorkRate> <AllowedAge>1</AllowedAge> <Armor type ='Siege' value ='0.0000'></Armor> <BuilderLimit>8</BuilderLimit> <UnitType>LogicalTypeValidSabotage</UnitType> <UnitType>LogicalTypeHandUnitsAutoAttack</UnitType> <UnitType>LogicalTypeBuildingsNotWalls</UnitType> <UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType> <UnitType>LogicalTypeVillagersAttack</UnitType> <UnitType>LogicalTypeHandUnitsAttack</UnitType> <UnitType>LogicalTypeShipsAndBuildings</UnitType> <UnitType>LogicalTypeRangedUnitsAttack</UnitType> <UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType> <UnitType>LogicalTypeMinimapFilterMilitary</UnitType> <UnitType>BuildingClass</UnitType> <UnitType>MilitaryBuilding</UnitType> <UnitType>Building</UnitType> <UnitType>CountsTowardMilitaryScore</UnitType> <UnitType>HasBountyValue</UnitType> <UnitType>AbstractBarracks2</UnitType> <UnitType>ConvertsHerds</UnitType> <Train row ='0' page ='0' column ='0'>ypOldHanArmy</Train> <Train row ='0' page ='0' column ='1'>ypStandardArmy</Train> <Train row ='0' page ='0' column ='2'>ypMingArmy</Train> <Train row ='0' page ='0' column ='5'>ypImperialArmy</Train> <Train row ='0' page ='0' column ='4'>ypForbiddenArmy</Train> <Train row ='0' page ='0' column ='3'>ypTerritorialArmy</Train> <Train row ='0' page ='0' column ='1'>Pikeman</Train> <Train row ='0' page ='0' column ='0'>Strelet</Train> <Train row ='0' page ='0' column ='3'>Halberdier</Train> <Train row ='0' page ='0' column ='2'>Musketeer</Train> <Tech row ='0' page ='2' column ='1'>YPDisciplinedQiangPikeman</Tech> <Tech row ='0' page ='22' column ='2'>YPExaltedChangdao</Tech> <Tech row ='0' page ='2' column ='1'>YPHonoredQiangPikeman</Tech> <Tech row ='0' page ='22' column ='0'>YPDisciplinedSteppeRider</Tech> <Tech row ='0' page ='2' column ='1'>YPExaltedQiangPikeman</Tech> <Tech row ='0' page ='22' column ='3'>YPExaltedMeteorHammer</Tech> <Tech row ='0' page ='22' column ='2'>YPHonoredChangdao</Tech> <Tech row ='0' page ='22' column ='3'>YPHonoredMeteorHammer</Tech> <Tech row ='0' page ='1' column ='0'>VeteranStrelets</Tech> <Tech row ='0' page ='1' column ='0'>ImperialStrelets</Tech> <!-- <Tech row ='0' page ='1' column ='4'>FortifiedBlockhouse</Tech> --> <!-- <Tech row ='0' page ='1' column ='4'>FrontierBlockhouse</Tech> --> <Tech row ='0' page ='1' column ='0'>GuardStrelets</Tech> <Tech row ='0' page ='2' column ='0'>YPDisciplinedChuKoNu</Tech> <Tech row ='0' page ='2' column ='2'>YPExaltedArquebusier</Tech> <Tech row ='0' page ='2' column ='0'>YPHonoredChuKoNu</Tech> <Tech row ='0' page ='2' column ='3'>YPExaltedIronFlail</Tech> <Tech row ='0' page ='2' column ='0'>YPExaltedChuKoNu</Tech> <Tech row ='0' page ='2' column ='3'>YPHonoredIronFlail</Tech> <Tech row ='0' page ='1' column ='2'>VeteranMusketeers</Tech> <Tech row ='0' page ='1' column ='1'>VeteranPikemen</Tech> <Tech row ='0' page ='1' column ='3'>GuardHalberdiers</Tech> <Tech row ='0' page ='1' column ='2'>GuardMusketeers</Tech> <Tech row ='0' page ='1' column ='3'>ImperialHalberdiers</Tech> <Tech row ='0' page ='1' column ='2'>ImperialMusketeers</Tech> <Tech row ='0' page ='22' column ='1'>YPDisciplinedKeshik</Tech> <Tech row ='0' page ='22' column ='1'>YPExaltedKeshik</Tech> <Tech row ='0' page ='2' column ='2'>YPHonoredArquebusier</Tech> <Tech row ='0' page ='22' column ='1'>YPHonoredKeshik</Tech> <Tech row ='0' page ='22' column ='0'>YPExaltedSteppeRider</Tech> <Tech row ='0' page ='22' column ='0'>YPHonoredSteppeRider</Tech> <Flag>CollidesWithProjectiles</Flag> <Flag>StartsAtFullEfficiency</Flag> <Flag>Immoveable</Flag> <Flag>NoBloodOnDeath</Flag> <Flag>ObscuresUnits</Flag> <Flag>NonAutoFormedUnit</Flag> <Flag>Doppled</Flag> <Flag>SelectWithObstruction</Flag> <Flag>PaintTextureWhenPlacing</Flag> <Flag>FlattenGround</Flag> <Flag>HasGatherPoint</Flag> <Flag>Tracked</Flag> <Command page ='10' column ='0'>SetGatherPointMilitary</Command> <Command page ='10' column ='3'>Delete</Command> </Unit>
<Train row ='0' page ='X' column ='Y'>单位调用名</Train>这个语句是添加单位训练按钮,建造单位或改良科技的位置(X值是第几行,X还有特殊的用途,在本教程的1-1有详细介绍,Y是X行的第几个)
<Train row ='0' page ='6' column ='0'>FortFrontier</Train>注:因为中国本身就能建造堡垒,所以不需要在techtreey启用堡垒。
<Unit id ='918' name ='ypMonkChinese'>
<DBID>1345</DBID>
<DisplayNameID>60200</DisplayNameID>
<EditorNameID>60201</EditorNameID>
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<FormationCategory>Mobile</FormationCategory>
<MaxVelocity>4.5000</MaxVelocity>
<MaxRunVelocity>6.5000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\asians\chinese\monk\monk.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<Icon>units\asians\chinese\shaolin_disciple\shaolin_master_icon_64</Icon>
<MinimapIcon>ui\minimap\hero</MinimapIcon>
<PortraitIcon>units\asians\chinese\shaolin_disciple\shaolin_master_icon_portrait</PortraitIcon>
<SelectionPriority>5</SelectionPriority>
<RolloverTextID>60199</RolloverTextID>
<ShortRolloverTextID>69907</ShortRolloverTextID>
<InitialHitpoints>450.0000</InitialHitpoints>
<MaxHitpoints>450.0000</MaxHitpoints>
<LOS>18.0000</LOS>
<ProjectileProtoUnit>ypShuriken</ProjectileProtoUnit>
<AutoAttackRange>16.0000</AutoAttackRange>
<UnitAIType>RangedCombative</UnitAIType>
<TrainPoints>30.0000</TrainPoints>
<BuildLimit>1</BuildLimit>
<Bounty>90.0000</Bounty>
<Cost resourcetype ='Gold'>300.0000</Cost>
<AllowedAge>0</AllowedAge>
<Armor type ='Ranged' value ='0.1000'></Armor>
<UnitType>LogicalTypeHealed</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeLandMilitary</UnitType>
<UnitType>LogicalTypeScout</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
<UnitType>LogicalTypeGarrisonInShips</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>AbstractInfantry</UnitType>
<UnitType>Hero</UnitType>
<UnitType>Unit</UnitType>
<UnitType>Military</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>AbstractCavalryInfantry</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractCanSeeStealth</UnitType>
<UnitType>AbstractHandInfantry</UnitType>
<UnitType>AbstractChineseMonk</UnitType>
<UnitType>AbstractMonk</UnitType>
<Train row ='0' page ='6' column ='0'>FortFrontier</Train>
<Train row ='0' page ='6' column ='1'>TradingPost</Train>
<Train row ='0' page ='6' column ='0'>TownCenter</Train>
<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
<Train row ='0' page ='6' column ='2'>WarDog</Train>
<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
<Train row ='0' page ='6' column ='2'>PetJaguar</Train>
<Train row ='0' page ='6' column ='0'>YPPetPanda</Train>
<Train row ='0' page ='6' column ='2'>ypMonkDisciple</Train>
<Tech row ='0' page ='11' column ='5'>ypMonkMakeDisciple</Tech>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>HeroName2</Flag>
<Flag>RotateInPlace</Flag>
<Flag>ForceBuildingData</Flag>
<Flag>KnockoutDeath</Flag>
<Flag>NotDeleteable</Flag>
<Flag>CanAutoHeal</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='0'>Garrison</Command>
<Command page ='10' column ='2'>Stop</Command>
<Command page ='11' column ='0'>Abilities</Command>
<Tactics>ypchinesemonk.tactics</Tactics>
<ProtoAction>
<Name>Build</Name>
<Rate type ='TradingPost'>3.000000</Rate>
<Rate type ='TownCenter'>1.000000</Rate>
</ProtoAction>
<ProtoAction>
<Name>BuildingAttack</Name>
<Damage>15.000000</Damage>
<DamageType>Siege</DamageType>
<ROF>3.000000</ROF>
<DamageBonus type ='Building'>1.000000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>CoverBuildingAttack</Name>
<Damage>8.000000</Damage>
<DamageType>Siege</DamageType>
<ROF>3.000000</ROF>
<DamageBonus type ='Building'>1.000000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>CoverHandAttack</Name>
<Damage>4.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type ='Guardian'>3.000000</DamageBonus>
<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
<DamageBonus type ='Hero'>0.750000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>HandAttack</Name>
<Damage>7.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type ='Guardian'>3.000000</DamageBonus>
<HitPercent>20.000000</HitPercent>
<DamageMultiplier>2.000000</DamageMultiplier>
<HitPercentType>CriticalAttack</HitPercentType>
<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
<DamageBonus type ='Hero'>0.750000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>Heal</Name>
<Type>Heal</Type>
<Rate type ='LogicalTypeHealed'>6.000000</Rate>
</ProtoAction>
<ProtoAction>
<Name>RoundhouseAttack</Name>
<Damage>170.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>2.000000</ROF>
<DamageCap>200.000000</DamageCap>
<DamageBonus type ='AbstractVillager'>0.250000</DamageBonus>
<DamageArea>3.000000</DamageArea>
<DamageFlags>GAIAEnemy</DamageFlags>
<DamageBonus type ='MercType2'>0.250000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>Stun</Name>
<Damage>30.000000</Damage>
<DamageType>Ranged</DamageType>
<MinRange>0.000000</MinRange>
<MaxRange>16.000000</MaxRange>
<ROF>3.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>Stun2</Name>
<Damage>30.000000</Damage>
<DamageType>Hand</DamageType>
<MinRange>4.000000</MinRange>
<MaxRange>6.000000</MaxRange>
<ROF>3.000000</ROF>
</ProtoAction>
</Unit>
添加建造单位按钮 <Train row ='0' page ='X' column ='Y'>单位调用名</Train> 添加科技按钮 <Tech row ='0' page ='X' column?='Y'>科技调用名</Tech> 注意:若X相同而且Y大于6的话,有空位会自动填充,每行最多6个,多于6格会自动占据下一行,若导致最后一行按钮被屏蔽,那行按钮将会永远消失。 如果原本修改的单位不具备建造建筑能力,则只能生产单位而不能生产建筑。例如火绳枪手是不能建造建筑的,如果想要建造建筑,看第八章的内容。