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00 Static Modifiers
00 Static Modifiers
weather_rain_light = { # on Region
air_detection = -0.1
naval_detection = -0.1
naval_hit_chance = -0.05
naval_speed_factor = -0.05
naval_strike = -0.2
air_accidents = 0.1
air_mission_efficiency = -0.1
naval_retreat_speed = 0.05
local_org_regain = -0.05
}
weather_rain_heavy = { # on Region
air_detection = -0.2
naval_detection = -0.2
naval_hit_chance = -0.2
naval_speed_factor = -0.1
carrier_traffic = -0.8
naval_strike = -0.4
air_accidents = 0.3
air_bombing_targetting = -0.5
local_org_regain = -0.2
air_mission_efficiency = -0.3
naval_retreat_speed = 0.1
positioning = -0.1
}
weather_snow = { # on Region
air_detection = -0.15
naval_detection = -0.15
naval_hit_chance = -0.05
naval_speed_factor = -0.05
naval_strike = -0.3
air_accidents = 0.1
local_org_regain = -0.05
air_mission_efficiency = -0.1
naval_retreat_speed = 0.05
positioning = -0.1
}
weather_blizzard = { # on Region
air_detection = -0.3
naval_detection = -0.3
naval_hit_chance = -0.1
naval_speed_factor = -0.1
carrier_traffic = -1.0
naval_strike = -0.4
air_accidents = 0.3
air_bombing_targetting = -0.7
local_org_regain = -0.3
air_mission_efficiency = -0.3
naval_retreat_speed = 0.15
positioning = -0.2
}
weather_sandstorm = { # on Region
air_detection = -0.9
air_accidents = 0.6
naval_strike = -0.9
air_bombing_targetting = -1
local_org_regain = -0.5
air_mission_efficiency = -0.5
}
weather_arctic_water = { # on Region
navy_casualty_on_sink = 0.2
naval_attrition = 0.1
naval_retreat_speed = -0.05
positioning = -0.2
}
weather_mud = { # on Province
attrition = 0.7
army_speed_factor = -0.5
army_attack_factor = -0.4
}
weather_extreme_cold = { # on Province
winter_attrition = 0.2
dig_in_speed_factor = -0.6
local_org_regain = -0.05
army_attack_factor = -0.2
}
weather_very_cold = { # on Province
winter_attrition = 0.1
dig_in_speed_factor = -0.3
army_attack_factor = -0.1
}
weather_very_hot = { # on Province
heat_attrition = 0.1
local_org_regain = -0.05
}
weather_extreme_hot = { # on Province
heat_attrition = 0.2
local_org_regain = -0.1
supply_consumption_factor = 0.5
army_attack_factor = -0.1
}
weather_ground_snow_medium = { # on Province
army_speed_factor = -0.1
army_attack_factor = -0.1
}
weather_ground_snow_high = { # on Province
army_speed_factor = -0.25
local_org_regain = -0.05
army_attack_factor = -0.3
naval_retreat_speed = 0.1
}
flooded = { # on Province
army_speed_factor = -0.5
army_defence_factor = 0.5
dig_in_speed_factor = 0.2
}
unplanned_offensive = { # on Province
army_speed_factor = -0.75
army_attack_factor = -0.9
local_org_regain = -0.5
air_cas_present_factor = -0.75
ground_attack_factor = -0.75
}
resistance_effect = {
#local_supplies = -0.5
#local_intel_to_enemies = 10
#local_factory_sabotage = 0.75
#attrition = 0.25
}
compliance_effect = {
local_factories = 0.65
local_non_core_manpower = 0.18
local_resources = 0.60
}
local_factories = -0.75
#local_manpower = -0.75
local_resources = -0.65
}
lacking_consumer_goods = {
}
gain_focus = {
political_power_cost = 1
}
#license production
ROM_license_german_equipment = {
valid_relation_trigger = {
FROM = {
NOT = { has_war_with = ROOT }
}
}
ROM_foreign_motor_company = {
valid_relation_trigger = {
FROM = {
NOT = { has_war_with = ROOT }
}
}
HUN_dynastic_ties_license = {
valid_relation_trigger = {
FROM = {
NOT = { has_war_with = ROOT }
}
}
YUG_western_license = {
valid_relation_trigger = {
FROM = {
NOT = { has_war_with = ROOT }
}
}
ai_license_acceptance = 20 #more to AI acceptance value.
FRA_coordinate_rearmament = {
valid_relation_trigger = {
FROM = {
is_in_faction_with = ROOT
}
}
license_purchase_cost = 0
ai_license_acceptance = 100 #more to AI acceptance value.
license_production_speed = 0.25
license_tech_difference_speed = 0.25
}
HUN_stubborn_fools = {
valid_relation_trigger = {
FROM = {
NOT = { is_in_faction_with = ROOT }
}
}
ai_license_acceptance = -50 #penalty to AI acceptance
ROM_military_modernization = {
valid_relation_trigger = {
FROM = {
NOT = { has_war_with = ROOT }
}
}
free_license = {
valid_relation_trigger = {
FROM = {
NOT = { has_war_with = ROOT }
}
}
license_purchase_cost = 0 #no base cost
}
war_support_good_modifier = {
mobilization_speed = 0.30 #in 1/1000 of 1 %
army_core_attack_factor = 0.1
army_core_defence_factor = 0.1
command_power_gain_mult = 0.5
}
war_support_bad_modifier = {
mobilization_speed = -0.500 # Reduce mobilization speed by half.
#army_noncore_attack_factor = -0.50 # Attacking or defending on non-core
takes a huge penalty.
#army_noncore_defence_factor = -0.50
command_power_gain_mult = -0.95
surrender_limit = -0.3
}
attache_sent = {
war_support_factor = 0.1
}
# Difficulty modifiers
diff_very_easy_player = {
production_factory_max_efficiency_factor = 0.3
research_speed_factor = 0.15
political_power_factor = 0.5
production_lack_of_resource_penalty_factor = -0.8
army_fuel_consumption_factor = -0.5
air_fuel_consumption_factor = -0.5
navy_fuel_consumption_factor = -0.5
}
diff_easy_player = {
production_factory_max_efficiency_factor = 0.2
research_speed_factor = 0.07
political_power_factor = 0.25
production_lack_of_resource_penalty_factor = -0.3
army_fuel_consumption_factor = -0.25
air_fuel_consumption_factor = -0.25
navy_fuel_consumption_factor = -0.25
}
diff_normal_player = {
}
diff_hard_player = {
production_factory_max_efficiency_factor = -0.2
research_speed_factor = -0.15
political_power_factor = -0.1
}
diff_very_hard_player = {
production_factory_max_efficiency_factor = -0.3
research_speed_factor = -0.30
political_power_factor = -0.15
}
diff_very_easy_ai = {
}
diff_easy_ai = {
diff_normal_ai = {
}
diff_hard_ai = {
army_fuel_consumption_factor = -0.25
air_fuel_consumption_factor = -0.25
navy_fuel_consumption_factor = -0.25
}
diff_very_hard_ai = {
army_fuel_consumption_factor = -0.5
air_fuel_consumption_factor = -0.5
navy_fuel_consumption_factor = -0.5
}
diff_strong_ai_generic = {
# fightyness
dig_in_speed_factor = 0.25
planning_speed = 0.25
supply_consumption_factor = -0.25
army_morale_factor = 0.15
land_reinforce_rate = 0.02
# defensivness
army_core_attack_factor = 0.15
army_core_defence_factor = 0.15
attrition = -0.075
# production/research
production_factory_max_efficiency_factor = 0.15
production_factory_efficiency_gain_factor = 0.25
industrial_capacity_dockyard = 0.2
political_power_factor = 0.25
research_speed_factor = 0.1
production_lack_of_resource_penalty_factor = -0.3
# fuel
army_fuel_consumption_factor = -0.40
air_fuel_consumption_factor = -0.40
navy_fuel_consumption_factor = -0.40
# xp gain
experience_gain_air_factor = 0.25
experience_gain_army_factor = 0.25
experience_gain_navy_factor = 0.25
air_mission_xp_gain_factor = 0.25
experience_gain_army_unit_factor = 0.10
experience_gain_navy_unit_factor = 0.10
}
naval_mines_effect = {
naval_accidents_chance = 0.15
naval_speed_factor = -0.8
naval_invasion_penalty = 0.5
}
air_wing_experience_bonus_max = {
air_attack_factor = 0.2
#air_defence_factor = 0.2
air_agility_factor = 0.3
air_night_penalty = -0.2
#air_weather_penalty = -0.3
}
air_wing_experience_malus_min = {
air_attack_factor = -0.15
#air_defence_factor = -0.15
air_agility_factor = -0.15
air_night_penalty = 0.15
#air_weather_penalty = 0.15
}
ship_experience_bonus_max = {
naval_damage_factor = 0.3
naval_defense_factor = 0.2
}
ship_experience_malus_min = {
naval_damage_factor = -0.1
naval_defense_factor = -0.1
}
carrier_experience_bonus_max = {
fighter_sortie_efficiency = 0.2
}
carrier_experience_malus_min = {
fighter_sortie_efficiency = -0.1
}
pride_of_the_fleet = {
experience_gain_navy_unit_factor = 0.25
critical_receive_chance = -0.5
}
pride_of_the_fleet_country = {
war_support_factor = 0.05
}
pride_of_the_fleet_sunk_temporary = {
# country
war_support_factor = -0.10
}
water_modifier_shark_infested = {
navy_casualty_on_sink = 0.6
}
screening_bonus = {
naval_retreat_speed = 0.2
convoy_retreat_speed = 0.2
naval_hit_chance = 0.4
}
capital_screening_bonus = {
naval_retreat_speed = 0.2
sortie_efficiency = 0.1
}
country_is_at_peace = {
decryption_power_factor = -0.5
}
country_is_at_war = {
# targeted modifiers that will apply when you have fully decrypted a country's
cipher
passive_decryption_modifier = {
air_detection = 0.05
air_intercept_efficiency = 0.25
civilian_intel_decryption_bonus = 10
army_intel_decryption_bonus = 10
navy_intel_decryption_bonus = 10
airforce_intel_decryption_bonus = 10
}
# targeted modifiers that will apply when you have activated your active decryption
bonuses against a country
active_decryption_modifier = {
# attack_bonus_against = 0.15
defense_bonus_against = 0.15
breakthrough_bonus_against = 0.15
naval_invasion_prep_speed = 0.5
naval_invasion_penalty = -0.15
planning_speed = 0.5
civilian_intel_decryption_bonus = 50
army_intel_decryption_bonus = 50
navy_intel_decryption_bonus = 50
airforce_intel_decryption_bonus = 50
}
# Modifiers enabled at state level when an operative is assigned to the root out
resistance mission
root_out_resistance_mission_modifier = {
resistance_target = -0.1
}
# modifiers active when an operative has the nationalty of the operation's target
operative_nationality_operation = {
# NOTE: all modifiers used here need to be pre-defined in
modifier_definitions if dynamic
operation_outcome = 0.1
operation_cost = -0.1
}
#LaR Compliance
FRA_host_the_german_exiles = {
valid_relation_trigger = {
ROOT = {
has_government = communism
}
}
compliance_gain = 0.25
}
FRA_reorganized_departments = {
valid_relation_trigger = {
ROOT = {
has_government = neutrality
}
}
compliance_gain = 0.25
}
GER_rescued_mussolini = {
valid_relation_trigger = {
ROOT = {
has_government = fascism
}
}
compliance_gain = 0.5
}
FRA_carry_the_revolution_south = {
valid_relation_trigger = {
ROOT = {
has_government = communism
}
}
compliance_gain = 0.4
}