[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"author-timg":3},{"slug":4,"name":5,"modCount":6,"mods":7},"timg","TIMG",2,[8,23],{"id":9,"slug":10,"name":11,"shortDescription":12,"author":5,"workshopUrl":13,"imageKey":14,"thumbnailUrl":14,"packageId":15,"category":16,"tags":17,"downloadCount":20,"rating":21,"publishedAt":22,"updatedAt":22},"85347845-7990-48dd-99b6-7c8a44b1fcb1","百相-baixiang-traits","百相 | Baixiang Traits","所有特性不会写任何经历，不会与背景发生叙事冲突，我觉得特性应该指的是体质、性格与潜质，并且不会直接加点。 扩充104个以体质、性格与潜质为核心的特性。包含20个负面、28个普通正面、32个性格\u002F取舍、12个稀有、8个传奇和4个神话特性。纯XML实现；使用分层颜色区分特性稀有度，并同步为Core原版特性应用同体系着色。 4个神话特性是对一些科幻或者有着科幻背景的角色的致敬，但同样不会带入原主的经历之类的，防止出戏。","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3793237483","","workshop.3793237483","management",[18,19],"mod","1.6",8,5,"2026-08-31T03:35:11.0000000Z",{"id":24,"slug":25,"name":26,"shortDescription":27,"author":5,"workshopUrl":28,"imageKey":14,"thumbnailUrl":14,"packageId":29,"category":16,"tags":30,"downloadCount":20,"rating":21,"publishedAt":31,"updatedAt":31},"eba7759f-e457-4c1a-b6b0-6d71e38cd1d0","派系据点重制-faction-base-rework","派系据点重制 | Faction Base Rework","## 派系据点重制 | Faction Base Rework 把原版的派系基地改了一下，遍布全球的大势力只有那么几间小破屋，真有点出戏了。 所以做了这个 Mod，还好有GPT大人提供帮助。 总的来说，它不会给游戏加入一整套新的派系系统，也不会把基地生成彻底推倒重做。它做的事情其实很简单——**让原本的派系据点更大、更有层次，也更像一座真正的村庄、城镇或者军事要塞。** 现在，普通派系据点会根据固定规则分为三个等级（并且会显示在世界地图点击某个据点的UI）： - **村庄**：56 × 56 - **城镇**：80 × 80 - **要塞**：128 ×","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=3793227314","workshop.3793227314",[18,19],"2026-08-31T02:59:12.0000000Z"]