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# All global modifiers are here. They are applied from certain game-features.

# Effects are fully scriptable here.


# These names can NOT be removed or changes, as the code uses them....

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
}

night = { # On province. Multiplied by amount of darkness.


naval_hit_chance = -0.25
carrier_traffic = -1.0
air_bombing_targetting = -0.5
naval_retreat_speed = 0.1
}

# The following is multiplied by local resistance strength.


resistance_effect_base = {
# todo - spy defense
}

resistance_effect = {
#local_supplies = -0.5
#local_intel_to_enemies = 10
#local_factory_sabotage = 0.75
#attrition = 0.25
}

# For compliance base + effect * compliance_level will be applied as a modifier.


compliance_effect_base = {
#local_factories = -0.75
#local_manpower = -0.75
#local_resources = -0.75
}

compliance_effect = {
local_factories = 0.65
local_non_core_manpower = 0.18
local_resources = 0.60
}

# On States that are owned by a non-core country


non_core = {
}

# On States that are controlled by a non-core country


non_core_controller = {
local_building_slots_factor = -0.5

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 }
}
}

license_purchase_cost = 0 #base cost reduction


ai_license_acceptance = 20 #more to AI acceptance value.
license_production_speed = 0.25 #speed increase for being a license
license_tech_difference_speed = 0.25 #less cost increase for each tech level
between the license and own tech level
}

ROM_foreign_motor_company = {
valid_relation_trigger = {
FROM = {
NOT = { has_war_with = ROOT }
}
}

license_purchase_cost = 0 #base cost reduction


ai_license_acceptance = 20 #more to AI acceptance value.
license_production_speed = 0.1 #speed increase for being a license
license_tech_difference_speed = 0.1 #less cost increase for each tech level
between the license and own tech level
}

HUN_dynastic_ties_license = {
valid_relation_trigger = {
FROM = {
NOT = { has_war_with = ROOT }
}
}

license_purchase_cost = 0 #base cost reduction


ai_license_acceptance = 50 #more to AI acceptance value.

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 }
}
}

license_purchase_cost = 0 #base cost reduction


ai_license_acceptance = 60 #more to AI acceptance value.
license_production_speed = 0.25 #speed increase for being a license
license_tech_difference_speed = 0.25 #less cost increase for each tech level
between the license and own tech level
}

free_license = {
valid_relation_trigger = {
FROM = {
NOT = { has_war_with = ROOT }
}
}
license_purchase_cost = 0 #no base cost
}

# applies when stability > 50%


stability_good_modifier = {
industrial_capacity_factory = 0.20
industrial_capacity_dockyard = 0.20
consumer_goods_factor = -0.05
political_power_factor = 0.1
}

# applies when stability < 50%


stability_bad_modifier = {
industrial_capacity_factory = -0.50
industrial_capacity_dockyard = -0.50
political_power_factor = -0.2
}

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 applied to allied divisions entering the intel network


intel_network_state_level_bonus = {
amphibious_invasion_defence = 1
planning_speed = 0.5
}

# modifiers applied to enemy divisions in an intel network


intel_network_state_level_penalty = {
max_planning_factor = -1
max_dig_in = -1
}

# modifiers enabled by the creation of the intelligence agency


created_intelligence_agency = {
operative_slot = 1
new_operative_slot_bonus = 3
}

# 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 nationality of the nation it is


performing a mission in.
operative_nationality_mission = {
intel_network_gain_factor = 0.3
own_operative_detection_chance_factor = -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
}

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