加拿大不列颠哥伦比亚(British Columbia)省会 维多利亚市位于加拿大西南的 温哥华岛的南端,地处北纬48°25′,西经123°22′,是温哥华岛上最大的城市和 不冻港。它气候温和,属 海洋性气候。一月份气温4℃~5℃,一年霜冻期只有20天。
【 tulaoshi.com - 游戏攻略 】
战争部分:
1.炮兵部队和飞机部队不要出现纯兵种列阵,即一队人里面只有这两种兵,否则遇到任何敌人都会被瞬间全歼(两方都是纯的这两种兵没试过)。
2.老油条们说的对众多敌人进行一次性围歼的意思是,再跟他作战的时候让少量部队(3个旅一组)将其团团围住,不留退路,这样一站将其组织度打光,即可全灭,不围着电脑就会开溜,一直追也不是个事,注明一点,组织度牛逼的少规模部队跟大规模组织度低的部队打,有赢的概率,对付大量敌人,一个字,耗。
3.国家实力决定对手敢不敢宣你,而不是你的罪恶度(我曾经一度高达2000+)。
4.星际争霸里面有一种操作叫做地毯式空投,原理用在VIC2就变成:当你对抗一个大国(数不清的省市)是,在占领不要合并你的军队,而是向一处进军,然后取消对大军中几对部队的选择(点部队窗口的小叉,别点到骷髅了),然后剩余人马去下一个地点,简洁高效。驻:当一队人马高达300万之众时,括选的操作容易造成当机。
5.攻城略地的速度貌似和两个因素有关,一是你的部队质量,二是对手城池的人口,人口不用说,部队是坦克>骑兵>步兵。
6.有种事很常见,部队卡在对战国回不来,结果不能对其宣战,解决办法也很简单,解散他。如果人数众多,只能自认倒霉
注:VIC2很明显一个特点就是电脑不会同时对不是盟友关系的两个国家宣战,所以利用这个bug你可以让大妈走到21世纪也不会主动对你动武,举个例子说明一下。玩天朝的哥们门都很熟悉南亚的缅甸吧,划他几块地别兼并他,将其一部分国土包围在你的国土之内,一旦大妈对其火炮相向,你拉着脸皮不给他通行权,不就减点关系度么,哥当年割据智利收其做小弟,关系值都是从-200直接转到+200。方可换来百年安稳。为宝齐万无一失,更绝的方法是大妈打谁你打谁,占其一亩三分地,大妈和你不是盟友,不能相互抢地盘,则大妈战争分值永远到不了100,兼并工作永远无法达成。
经济部分:
言简意赅:对于新手来说,不用打开贸易窗口,乱改里面的选项后果又时很严重(例如有次我大规模囤积坦克,导致日收入瞬间变为-14K,注意是K),另外在贸易窗口有一个很细微的小选项可以决定国民可不可以直接从国库买东西,推荐打上勾。而对于税收和开支部分,只能奉劝大家在政治不够明文的时候多多攒钱,否则一旦都后期政策一到位,养老金、失业保障什么乱七八糟一拥而至,国库真的承担不起,没有存够20M(注意是M)的资金不要跟英国大妈开战,因为你也不知道要打到何年何月。
科技部分:
影响科技研究的是研究点,决定每个国家的研究分数,而科技树就是研究点垒出来的,高等级的科技研究点呈系数增加,具体一项科技的效果不要单看科技效果,鼠标停留一会可以看到后续科研成果的效果。
再送给改派新手一些话,想让坦克早日出家门,全科技是不够的,首先是石油,其次是橡胶,这两种东西游戏初期的全球产量加起来是0,一定要等到橡胶出现在开始造坦克部队,否则50年也出不了厂门。另外一点就是工业上面一定要从基层做起,零件厂、精炼厂、钢铁厂、电子设备厂,一个也不能少,别改了科技后坦克出不来还纳闷,原来基础设施没齐全,世界其他地方还没用过电呢。
战争部分:
1.炮兵部队和飞机部队不要出现纯兵种列阵,即一队人里面只有这两种兵,否则遇到任何敌人都会被瞬间全歼(两方都是纯的这两种兵没试过)。
2.老油条们说的对众多敌人进行一次性围歼的意思是,再跟他作战的时候让少量部队(3个旅一组)将其团团围住,不留退路,这样一站将其组织度打光,即可全灭,不围着电脑就会开溜,一直追也不是个事,注明一点,组织度牛逼的少规模部队跟大规模组织度低的部队打,有赢的概率,对付大量敌人,一个字,耗。
3.国家实力决定对手敢不敢宣你,而不是你的罪恶度(我曾经一度高达2000+)。
4.星际争霸里面有一种操作叫做地毯式空投,原理用在VIC2就变成:当你对抗一个大国(数不清的省市)是,在占领不要合并你的军队,而是向一处进军,然后取消对大军中几对部队的选择(点部队窗口的小叉,别点到骷髅了),然后剩余人马去下一个地点,简洁高效。驻:当一队人马高达300万之众时,括选的操作容易造成当机。
5.攻城略地的速度貌似和两个因素有关,一是你的部队质量,二是对手城池的人口,人口不用说,部队是坦克>骑兵>步兵。
6.有种事很常见,部队卡在对战国回不来,结果不能对其宣战,解决办法也很简单,解散他。如果人数众多,只能自认倒霉
注:VIC2很明显一个特点就是电脑不会同时对不是盟友关系的两个国家宣战,所以利用这个bug你可以让大妈走到21世纪也不会主动对你动武,举个例子说明一下。玩天朝的哥们门都很熟悉南亚的缅甸吧,划他几块地别兼并他,将其一部分国土包围在你的国土之内,一旦大妈对其火炮相向,你拉着脸皮不给他通行权,不就减点关系度么,哥当年割据智利收其做小弟,关系值都是从-200直接转到+200。方可换来百年安稳。为宝齐万无一失,更绝的方法是大妈打谁你打谁,占其一亩三分地,大妈和你不是盟友,不能相互抢地盘,则大妈战争分值永远到不了100,兼并工作永远无法达成。
经济部分:
言简意赅:对于新手来说,不用打开贸易窗口,乱改里面的选项后果又时很严重(例如有次我大规模囤积坦克,导致日收入瞬间变为-14K,注意是K),另外在贸易窗口有一个很细微的小选项可以决定国民可不可以直接从国库买东西,推荐打上勾。而对于税收和开支部分,只能奉劝大家在政治不够明文的时候多多攒钱,否则一旦都后期政策一到位,养老金、失业保障什么乱七八糟一拥而至,国库真的承担不起,没有存够20M(注意是M)的资金不要跟英国大妈开战,因为你也不知道要打到何年何月。
科技部分:
影响科技研究的是研究点,决定每个国家的研究分数,而科技树就是研究点垒出来的,高等级的科技研究点呈系数增加,具体一项科技的效果不要单看科技效果,鼠标停留一会可以看到后续科研成果的效果。
再送给改派新手一些话,想让坦克早日出家门,全科技是不够的,首先是石油,其次是橡胶,这两种东西游戏初期的全球产量加起来是0,一定要等到橡胶出现在开始造坦克部队,否则50年也出不了厂门。另外一点就是工业上面一定要从基层做起,零件厂、精炼厂、钢铁厂、电子设备厂,一个也不能少,别改了科技后坦克出不来还纳闷,原来基础设施没齐全,世界其他地方还没用过电呢。
按~鍵 或是Alt+num2+num1開啟
cash = +1000元
goods = +10000元
leadership = +100領導值
instantproduction = 開啟建築部隊瞬間完成,再一次關閉(瞬間完成不包括工廠,全世界有效,慎用)
instantresearch = 開啟研發瞬間完成,再一次關閉(全世界有效,慎用,用了全世界科技都頂)
event 18500 = 降低militancy或consciousness
event 18520 = 降低war exhaustion(戰損)
event 18540 = 降低infamy(就是以前的BB值),增加聲望
event 18570 = 增加聲望,增加研發值(不想全世界科技都到頂就用這個)
event 2560 "省份id" 取得該省core
省份id可以去遊戲目錄下 mapdefinition.csv (用excel開) 查
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 FilesParadox InteractiveVictoria 2events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 FilesParadox InteractiveVictoria 2technologies 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
来源:http://www.tulaoshi.com/n/20150409/154567.html