(→修正是什么?) |
小 (→修正是什么?) |
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修正可以通过静态或动态的方式得到并长期存在: | 修正可以通过静态或动态的方式得到并长期存在: | ||
*[[国策]] - If the Focus gives an idea with modifiers in it, or unlocks hidden research (such as with Jungle Training from TfV India).比如那些给予带有修正的民族精神,或者解锁 | *[[国策]] - If the Focus gives an idea with modifiers in it, or unlocks hidden research (such as with Jungle Training from TfV India).比如那些给予带有修正的民族精神,或者解锁隐藏研究的国策(例如印度的丛林训练) | ||
*[[State_types|State types]] | *[[State_types|State types]] | ||
*[[Research|Research]]研究 - Ex. Doctrines.比如陆海空军学说,以及那些带有修正的科技(如离散型工业) | *[[Research|Research]]研究 - Ex. Doctrines.比如陆海空军学说,以及那些带有修正的科技(如离散型工业) | ||
*[[Terrain|Terrain]]地形 - All terrains give different bonuses that can be changed.所有的地形都会给予不同的效果。 | *[[Terrain|Terrain]]地形 - All terrains give different bonuses that can be changed.所有的地形都会给予不同的效果。 | ||
*[[Events|Events]]事件 - If the Event gives an idea with modifiers in it, or unlocks hidden research.比如那些给予带有修正的民族精神,或者解锁 | *[[Events|Events]]事件 - If the Event gives an idea with modifiers in it, or unlocks hidden research.比如那些给予带有修正的民族精神,或者解锁隐藏研究的事件。 | ||
*[[Ideas|Ideas]]民族精神 - National Spirits.那些带有修正的民族精神。 | *[[Ideas|Ideas]]民族精神 - National Spirits.那些带有修正的民族精神。 | ||
*[[Advisors|Advisors]]顾问 - Works the same as Ideas, and can have the same modifiers.顾问与民族精神的生效方式是相同的,存在期间就可以给予相同形式的修正 | *[[Advisors|Advisors]]顾问 - Works the same as Ideas, and can have the same modifiers.顾问与民族精神的生效方式是相同的,存在期间就可以给予相同形式的修正 。 | ||
*[[Laws|Laws]] - Works the same as Ideas, and can have the same | *[[Laws|Laws]] 法案 - Works the same as Ideas, and can have the same modifiers. 法案与民族精神的生效方式也是相同的,存在期间就可以给予相同形式的修正 。 | ||
*Stability稳定度 Defines - Can both be added as the negative effect (sub-50% Stability) or positive effect (pro-50% | *Stability稳定度 Defines - Can both be added as the negative effect (sub-50% Stability) or positive effect (pro-50% Stability) 一般来说,在高于50%时,会给予正面效果,反之亦然 。 | ||
*War Support战争支持度 Defines - Can both be added as the negative effect (sub-50% War Support) or positive effect (pro-50% War | *War Support战争支持度 Defines - Can both be added as the negative effect (sub-50% War Support) or positive effect (pro-50% War Support ) 一般来说,在高于50%时,会给予正面效果,反之亦然 。 | ||
== Country scope对国家层面生效 == | == Country scope对国家层面生效 == | ||
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{| class="wikitable sortable" width="100%" | {| class="wikitable sortable" width="100%" | ||
! width="10%" | Name | ! width="10%" | Name | ||
| width="25%" | Effects | |||
! width="25%" | Examples | ! width="25%" | Examples | ||
! width="20%" | Modifier type | ! width="20%" | Modifier type |
2024年6月5日 (三) 10:58的版本
修正是什么?
修正是一种可以通过许多种不同方式来影响你的国家的东西,从研究速度到军队组织度的一切都可以被修正。
修正不是一次性的指令,并且需要对象来应用它。
修正可以通过静态或动态的方式得到并长期存在:
- 国策 - If the Focus gives an idea with modifiers in it, or unlocks hidden research (such as with Jungle Training from TfV India).比如那些给予带有修正的民族精神,或者解锁隐藏研究的国策(例如印度的丛林训练)
- State types
- Research研究 - Ex. Doctrines.比如陆海空军学说,以及那些带有修正的科技(如离散型工业)
- Terrain地形 - All terrains give different bonuses that can be changed.所有的地形都会给予不同的效果。
- Events事件 - If the Event gives an idea with modifiers in it, or unlocks hidden research.比如那些给予带有修正的民族精神,或者解锁隐藏研究的事件。
- Ideas民族精神 - National Spirits.那些带有修正的民族精神。
- Advisors顾问 - Works the same as Ideas, and can have the same modifiers.顾问与民族精神的生效方式是相同的,存在期间就可以给予相同形式的修正。
- Laws法案 - Works the same as Ideas, and can have the same modifiers.法案与民族精神的生效方式也是相同的,存在期间就可以给予相同形式的修正。
- Stability稳定度 Defines - Can both be added as the negative effect (sub-50% Stability) or positive effect (pro-50% Stability)一般来说,在高于50%时,会给予正面效果,反之亦然。
- War Support战争支持度 Defines - Can both be added as the negative effect (sub-50% War Support) or positive effect (pro-50% War Support )一般来说,在高于50%时,会给予正面效果,反之亦然。
Country scope对国家层面生效
General总体
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
monthly_population | 增加国家所有的省份每月的人口增长。(似乎木大) | monthly_population = 0.5 |
Percentual (0.01 being 1%).百分比 | 1.0 | |
nuclear_production | 允许核弹生产 | nuclear_production = 1 |
Boolean.布尔 | 1.0 | |
nuclear_production_factor | 增加制造核武器的速度。参考idea:BUL_buhovo_uranium_mines | nuclear_production_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
research_sharing_per_country_bonus | 在技术共享时,增加每个国家在研究速度上的加成。 | research_sharing_per_country_bonus = 0.5 |
Flat.数值 | 1.3 | |
research_sharing_per_country_bonus_factor | 按百分比增加每个国家在技术分享时的研究速度加成。 | research_sharing_per_country_bonus_factor = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
research_speed_factor | 增加研究速度。参考idea:ENG_colonial_elite | research_speed_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Politics政治
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
defensive_war_stability_factor | 对参加防御性战争所带来的稳定的修正。参考idea:USA_war_powers_act | defensive_war_stability_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
disabled_ideas | 禁止手动改变ideas(包括顾问和法律)。参考idea:SPR_political_violence | disabled_ideas = 1 |
Boolean. | 1.9 | |
<idea category>_cost_factor | 增加添加一个特定的类别idea的政治点数(PP)花费。参考idea:PRC_power_struggles | political_advisor_cost_factor = 0.5 |
Percentual (0.01 being 1%). | idea类别可以在common/idea_tags中找到。还包括improve_relations_maintain。 | 1.0 |
female_random_country_leader_chance | 增加随机产生的国家领导人为女性的几率。 | female_random_country_leader_chance = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
max_surrender_limit_offset | Minimum Surrender Limit.最小投降极限。
参考idea:SPA_death_before_surrender |
max_surrender_limit_offset = 0.3 |
Flat. | 1.0 | |
offensive_war_stability_factor | 对参加进攻性战争所带来的稳定的修正。参考idea:USA_war_powers_act | offensive_war_stability_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
party_popularity_stability_factor | Modifier the stability gained by the popularity of the ruling party.修正由于执政党的声望而获得稳定。 | party_popularity_stability_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
political_power_cost | 每日PP花费。参考idea:GER_mefo_bills_1 | political_power_cost = 0.3 |
Flat. | 1.0 | |
political_power_gain | 每日PP获得。参考idea:CHI_executive_yuan | political_power_gain = 0.3 |
Flat. | 1.0 | |
political_power_factor | 以百分比修正每日PP的获得。参考idea:PRC_government_corruption | political_power_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
stability_factor | Modifies stability of the country.(用于变更国家的 稳定度)参考idea:CHI_grain_tax | stability_factor = 0.3 |
Flat. | 1.0 | |
stability_weekly | Modifies weekly stability gain of the country.(用于变更国家的 每周稳定度增长)参考idea:FRA_constitutional_revision | stability_weekly = 0.01 |
Flat. | 1.0 | |
stability_weekly_factor | Modifies weekly stability gain of the country by a percentage.以百分比修正每周国家稳定度增长 | stability_weekly_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
war_stability_factor | Modifies the stability loss caused by being at war.修正战争造成的稳定性损失。 | war_stability_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
war_support_factor | Modifies war support of the country.修正国家的战争支持度。参考idea:PRC_low_popular_support | war_support_factor = 0.3 |
Flat. | 1.0 | |
war_support_weekly | Modifies weekly war support gain of the country.修正每周获得的战争支持度。参考idea:HOL_volk_en_vaderland | war_support_weekly = 0.01 |
Flat. | 1.0 | |
war_support_weekly_factor | Modifies weekly war support gain of the country by a percentage.以百分比的形成修正每周获得的战争支持度。 | war_support_weekly_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
drift_defence_factor | Ideology drift defense.意识形态变化抵制力度。参考idea:sour_loser | drift_defence_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
<ideology>_drift | Daily gain of the specified ideology.特定意识形态的每日支持度增长。参考idea:GER_align_hungary(fascism_drift = 0.2) | communism_drift = 0.03 |
Flat. | 1.0 | |
<ideology>_acceptance | Likelihood of AI to accept offers from countries of the specified ideology.AI对特定意识形态外交接纳度。参考idea:GER_align_hungary(fascism_acceptance = 85) | fascism_acceptance = 50 |
Flat. | 1.0 |
Trade贸易
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
min_export | Increases the amount of resources to market.
增加可出口资源 |
min_export = 0.5 |
Flat. | 1.0 | |
trade_opinion_factor | Makes AI more likely to purchase resources from this country.
使AI更乐于从此国购买资源 |
trade_opinion_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Diplomacy外交
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
civil_war_involvement_tension | 改变干预盟友内战所需的世界紧张度。 | civil_war_involvement_tension = 0.5 |
Flat. | 1.0 | |
enemy_declare_war_tension | 增加敌人对我们发动战争的理由所需的世界紧张局势。 | enemy_declare_war_tension = 0.5 |
Flat. | 1.0 | |
enemy_justify_war_goal_time | 增加了敌人正当化对我们的战争目标所需的时间。 | enemy_declare_war_tension = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
faction_trade_opinion_factor | 增加派系成员之间交易所获得的好感。 | faction_trade_opinion_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
generate_wargoal_tension | 增加我们产生战争目标所需的紧张度。 | generate_wargoal_tension = 0.3 |
Flat. | 1.0 | |
guarantee_cost | 该国为保证另一个国家而付出的政治点。 | guarantee_cost = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
guarantee_tension | 一个国家必须保证另一个国家的世界紧度。 | guarantee_tension = 0.3 |
Flat. | 1.0 | |
join_faction_tension | 该国加入派系所需的世界紧张度。 | join_faction_tension = 0.3 |
Flat. | 1.0 | |
justify_war_goal_time | 正当化战争目标所需的时间。 | justify_war_goal_time = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
justify_war_goal_when_in_major_war_time | 在与大国发生战争时正当化战争目标所需的时间。 | justify_war_goal_when_in_major_war_time = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
lend_lease_tension | 租借法案所需的世界紧张局势。 | lend_lease_tension = 0.3 |
Flat. | 1.0 | |
opinion_gain_monthly | 增加从“改善关系”外交行动中获得的好感。 | opinion_gain_monthly = 5 |
Flat. | 1.0 | |
opinion_gain_monthly_factor | 百分比修正“改善关系”外交行动的好感增加。 | opinion_gain_monthly_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
opinion_gain_monthly_same_ideology | Increases opinion gain from the 'Improve relations' diplomatic action for countries of the same ideology.为相同意识形态的国家增加“改善关系”外交行动的好感度。 | opinion_gain_monthly_same_ideology = 5 |
Flat. | 1.0 | |
opinion_gain_monthly_same_ideology_factor | Increases opinion gain from the 'Improve relations' diplomatic action for countries of the same ideology by a percentage.以百分比修正“改善关系”外交行动对具有相同意识形态的国家的好感增加 | opinion_gain_monthly_same_ideology_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
request_lease_tension | Necessary world tension for the country to request lend-lease.该国申请贷款租赁所需的世界紧张局势。 | request_lease_tension = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
surrender_limit | Increases the percentage of victory points the country needs to lose control of to capitulate.以百分比增加国家需要失去控制才能投降的胜利点。 | surrender_limit = 0.1 |
Percentual (0.01 being 1%). | 1.0 |
Autonomy自治
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
autonomy_gain | 每日获得的自主权. | autonomy_gain = 0.5 |
加法 | 1.3 | |
subjects_autonomy_gain | Daily gain of autonomy in our subjects.
我们subjects每天获得自主权 |
subjects_autonomy_gain = 0.5 |
Flat. | 1.3 | |
autonomy_gain_ll_to_overlord | Modifies gain of autonomy from lend-leasing to the overworld.
修改从租借到主世界的自主权 |
autonomy_gain_ll_to_overlord = 0.5 |
Flat. | 1.3 | |
autonomy_gain_ll_to_overlord_factor | Modifies gain of autonomy from lend-leasing to the overworld by a percentage.
将租借到主世界的自主权收益修改一个百分比 |
autonomy_gain_ll_to_overlord_factor = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
autonomy_gain_ll_to_subject | Modifies loss of autonomy from lend-leasing to the subject.
修改从借贷租赁到主体的自主权丧失 |
autonomy_gain_ll_to_subject = 0.5 |
Flat. | 1.3 | |
autonomy_gain_ll_to_subject_factor | Modifies loss of autonomy from lend-leasing to the subject by a percentage.
将借贷给主体的自主权丧失按百分比修改 |
autonomy_gain_ll_to_subject_factor = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
autonomy_gain_trade | Modifies gain of autonomy from the overworld trading with the subject.
修改从与主体进行主世界交易中获得的自主权 |
autonomy_gain_trade = 0.5 |
Flat. | 1.3 | |
autonomy_gain_trade_factor | Modifies gain of autonomy from the overworld trading with the subject by a percentage.
将主体在主世界交易中获得的自主权提高一定百分比 |
autonomy_gain_trade_factor = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
autonomy_gain_warscore | Modifies gain of autonomy from the subject gaining warscore.
修改获得战争分数的对象获得的自主性 |
autonomy_gain_trade = 0.5 |
Flat. | 1.3 | |
autonomy_gain_warscore_factor | Modifies gain of autonomy from the subject gaining warscore by a percentage.
将获得战争分数的对象获得的自主性提高一个百分点 |
autonomy_gain_warscore_factor = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
autonomy_manpower_share | 修改宗主国可以从傀儡国中使用的人力数量 | autonomy_manpower_share = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
can_master_build_for_us | 使宗主国能够在傀儡国中建造建筑 | can_master_build_for_us = 1 |
Boolean. | 1.3 | |
cic_to_overlord_factor | 修改归属于宗主国的傀儡国民用工厂的数量 | cic_to_overlord_factor = 0.3 |
Percentual (0.01 being 1%). | 1.3 | |
mic_to_overlord_factor | 修改归属于宗主国的傀儡国军工数量 | mic_to_overlord_factor = 0.3 |
Percentual (0.01 being 1%). | 1.3 | |
extra_trade_to_overlord_factor | 修改宗主国可以通过贸易获得的傀儡国资源数量 | extra_trade_to_overlord_factor = 0.3 |
Percentual (0.01 being 1%). | 1.3 | |
license_subject_master_purchase_cost | 修改从宗主国那里获得许可生产的成本 | license_subject_master_purchase_cost = 0.3 |
Percentual (0.01 being 1%). | 1.4 | |
master_build_autonomy_factor | Modifies loss of autonomy from the overworld building in subject's states by a percentage.
将主体状态中主世界建筑的自主性丧失提高一定百分比 |
master_build_autonomy_factor = 0.3 |
Percentual (0.01 being 1%). | 1.3 | |
master_ideology_drift | 增加宗主国的意识形态在该国的每日收益 | master_ideology_drift = 0.03 |
Flat. | 1.0 | |
overlord_trade_cost_factor | Modifies the cost of trade between the overlord and the subject in civilian factories.
修改民用工厂中霸主与主体之间的贸易成本 |
overlord_trade_cost_factor = -0.3 |
Percentual (0.01 being 1%). | 1.3 |
Governments in Exile流亡政府
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
dockyard_donations | Amount of dockyards donated.捐赠的造船厂数量。 | dockyard_donations = 2 |
Flat. | 1.6 | |
industrial_factory_donations | Amount of civilian factories donated.捐赠的民用工厂数量。 | industrial_factory_donations = 2 |
Flat. | 1.6 | |
military_factory_donations | Amount of military factories donated.捐赠的军工厂数量。 | military_factory_donations = 2 |
Flat. | 1.6 | |
exile_manpower_factor | Amount of manpower given to the host country.提供给东道国的人力数量。 | exile_manpower_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
legitimacy_daily | Increases the amount of legitimacy gained daily.增加每天获得的合法性数量。 | legitimacy_daily = 1 |
Flat. | 1.6 | |
legitimacy_gain_factor | Increases the amount of legitimacy gained daily by a percentage.以百分比修正每日获得的合法性。 | legitimacy_gain_factor = 1 |
Percentual (0.01 being 1%). | 1.6 |
Equipment装备
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
equipment_capture | Increases the amount of equipment captured in combat.以数值形式修正战斗中缴获的装备。 | equipment_capture = 100 |
Flat. | 1.0 | |
equipment_capture_factor | Increases the amount of equipment captured in combat by a percentage.以百分比形式修正战斗中缴获的装备。 | equipment_capture_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
equipment_conversion_speed | Increases the speed at which equipment is converted.修正装备改装速度。 | equipment_conversion_speed = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
equipment_upgrade_xp_cost | Increases the experience cost to upgrade military equipment.修正改造装备所需的经验。 | equipment_upgrade_xp_cost = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
license_purchase_cost | Increases the cost of licensed equipment.以数值形式修正生产许可花费。 | license_purchase_cost = 10 |
Flat. | 还允许将类别指定为 <category>license__purchase_cost。允许的类别包括空军、anti_tank_eq、装甲、artillery_eq、infantry_eq、步兵、light_tank_eq和海军 | 1.4 |
license_purchase_cost_factor | Increases the cost of licensed equipment by a percentage.以百分比形式修正生产许可花费 | license_purchase_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 还允许将类别指定为 <category>license__purchase_cost_factor。允许的类别包括空军、anti_tank_eq、装甲、artillery_eq、infantry_eq、步兵、light_tank_eq和海军 | 1.4 |
license_tech_difference_speed_factor | Increases the production penalty of licensed equipment by tech difference by a percentage.修正生产许可证的科技差距惩罚 | license_tech_difference_speed_factor = 0.5 |
Percentual (0.01 being 1%). | 还允许将类别指定为 <category>license__purchase_cost_factor。允许的类别包括空军、anti_tank_eq、装甲、artillery_eq、infantry_eq、步兵、light_tank_eq和海军 | 1.4 |
production_factory_efficiency_gain_factor | Production efficiency growth.修正生产效率增长。 | production_factory_efficiency_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_factory_max_efficiency_factor | Production efficiency cap.修正生产效率上限。 | production_factory_max_efficiency_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_factory_start_efficiency_factor | Production efficiency base.修正初始生产效率。 | production_factory_start_efficiency_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_lack_of_resource_penalty_factor | Lack of resources penalty.修正资源不足惩罚。 | production_lack_of_resource_penalty_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
refit_ic_cost | Modifies the IC cost for refitting equipment.修正装备改装的生产花费。 | refit_ic_cost = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
refit_speed | Modifies the speed of refitting equipment.修正装备改装速度。 | refit_speed = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Military军事
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
command_power_gain | Increases the daily gain of command power.
增加每日获得的指挥点数 |
command_power_gain = 0.5 |
加法 | 1.5 | |
command_power_gain_mult | Increases the daily gain of command power by a percentage.按百分比增加每日获得的指挥权。 | command_power_gain = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
conscription | Increases the recruitable percentage of the total population.增加适役人口的百分比。 | conscription = 0.02 |
Flat. | 1.0 | |
conscription_factor | Increases the recruitable percentage of the total population by a percent.按百分比增加适役人口。 | conscription = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_<unit type>_combat_factor | Increases the experience gain in combat by the specified unit type.增加指定单位类型的战斗经验 | experience_gain_infantry_combat_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_<unit type>_training_factor | Increases the experience gain in training by the specified unit type.增加指定单位类型的训练经验增益。 | experience_gain_infantry_training_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
experience_loss_factor | Changes the loss in division's experience in combat.改变师在战斗中的经验损失。 | experience_loss_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
female_random_army_leader_chance | Increases the chance for a randomly-generated army leader to be female.增加随机生成的军队领袖为女性的几率。 | female_random_army_leader_chance = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
land_equipment_upgrade_xp_cost | Increases the experience cost to upgrade land army equipment.增加升级陆军装备的经验成本。 | land_equipment_upgrade_xp_cost = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
land_reinforce_rate | Increases the rate at which reinforcements to divisions arrive.提高师的增援率。 | land_reinforce_rate = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
max_command_power | Increases maximum command power.增加最大指挥点。 | max_command_power = 20 |
Flat. | 1.5 | |
max_command_power_mult | Increases maximum command power by a percentage.按百分比增加最大指挥点。 | max_command_power_mult = 0.3 |
Percentual (0.01 being 1%). | 1.5 | |
minimum_training_level | Increases training level necessary for the unit to deploy.提高部队部署所需的训练水平。 | minimum_training_level = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
weekly_manpower | Amount of manpower gained each week.每周获得的人力数量。 | weekly_manpower = 1000 |
Flat. | 1.6 | |
army_leader_cost_factor | The cost in political power to recruit an unit leader for the land army.为陆军招募一名单位领导者的政治权力成本。 | army_leader_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
army_leader_start_level | Bonus to the starting level of generic unit leaders.普通单位领导者的起始等级奖励。 | army_leader_start_level = 1 |
Flat. | 1.5 | |
army_leader_start_attack_level | Bonus to the starting level of attack in generic unit leaders.对普通单位领导者的起始攻击级别的奖励。 | army_leader_start_attack_level = 1 |
Flat. | 1.5 | |
army_leader_start_defense_level | Bonus to the starting level of defense in generic unit leaders.通用单位领导者的初始防御等级加成。 | army_leader_start_defense_level = 1 |
Flat. | 1.5 | |
army_leader_start_logistics_level | Bonus to the starting level of logistics in generic unit leaders.对通用单位领导者的后勤起始水平的奖励。 | army_leader_start_logistics_level = 1 |
Flat. | 1.5 | |
military_leader_cost_factor | The cost in political power to recruit an unit leader.招募单位领导的政治权力成本。 | military_leader_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 |
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
female_random_admiral_chance | Increases the chance for a randomly-generated admiral to be female.增加随机生成的海军上将为女性的几率。 | female_random_admiral_chance = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
naval_equipment_upgrade_xp_cost | Increases the naval experience cost to upgrade equipment.增加了装备升级的海军经验成本。 | naval_equipment_upgrade_xp_cost = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
navy_refit_ic_cost | The IC cost to refit naval equipment.改装海军设备的IC成本。 | navy_refit_ic_cost = 20 |
Flat. | 1.6 | |
navy_refit_speed | The speed at whcih naval equipment is refitted.改装海军装备的速度 | navy_refit_speed = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
navy_leader_cost_factor | The cost in political power to recruit an unit leader for the land navy.为陆军招募单位领导人的政治权力成本 | navy_leader_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
navy_leader_start_level | Bonus to the starting level of generic unit leaders.海军上将的初始等级 | navy_leader_start_level = 1 |
Flat. | 1.5 | |
navy_leader_start_attack_level | Bonus to the starting level of attack in generic unit leaders.同陆军上将初始效果 | navy_leader_start_attack_level = 1 |
Flat. | 1.5 | |
navy_leader_start_coordination_level | Bonus to the starting level of coordination in generic unit leaders.对通用单位领导的起始协调水平的奖励 | navy_leader_start_coordination_level = 1 |
Flat. | 1.5 | |
navy_leader_start_defense_level | Bonus to the starting level of defense in generic unit leaders.通用单位首领的初始防御等级加成 | navy_leader_start_defense_level = 1 |
Flat. | 1.5 | |
navy_leader_start_maneuvering_level | Bonus to the starting level of maneuvering in generic unit leaders.对通用单位领导的起始机动水平的奖励 | navy_leader_start_maneuvering_level = 1 |
Flat. | 1.5 |
Airforce空军
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
air_equipment_upgrade_xp_cost | Increases the air experience cost to upgrade equipment. | air_equipment_upgrade_xp_cost = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_volunteer_cap | Increases the amount of airforce you can send as volunteers.增加你派遣的航空志愿队的数量 | air_volunteer_cap = 100 |
Flat. | 1.5 | |
experience_gain_<plane type>_combat_factor | Increases the experience gain in combat by the specified plane type.增加指定飞机类型的战斗经验。 | experience_gain_fighter_combat_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_<plane type>_training_factor | Increases the experience gain in training by the specified plane type.增加指定飞机类型的训练经验。 | experience_gain_fighter_training_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 |
Fuel燃料
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
base_fuel_gain | Increases base daily gain of fuel. | base_fuel_gain = 100 |
Flat. | 1.6 | |
base_fuel_gain_factor | Increases base daily gain of fuel by a percentage. | base_fuel_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
fuel_cost | Increases daily cost of fuel. | fuel_cost = 100 |
Flat. | 1.6 | |
fuel_gain | Increases daily gain of fuel. | fuel_gain = 100 |
Flat. | 1.6 | |
fuel_gain_factor | Increases daily gain of fuel by a percentage. | fuel_gain_factor = 100 |
Percentual (0.01 being 1%). | 1.6 | |
fuel_gain_from_states | Increases daily gain of fuel from our controlled oil. | fuel_gain_from_states = 100 |
Flat. | 1.6 | |
fuel_gain_from_states_factor | Increases daily gain of fuel from our controlled oil by a percentage. | fuel_gain_from_states_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
max_fuel | Increases maximum amount of fuel you can have. | max_fuel = 100 |
Flat. | 1.6 | |
max_fuel_factor | Increases maximum amount of fuel you can have by a percentage. | max_fuel_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 |
Buildings建筑
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
civilian_factory_use | 使用指定数量的民用工厂在特殊项目中使用. | civilian_factory_use = 3 |
Flat. | Only has an effect with the Waking the Tiger DLC. | 1.5 |
consumer_goods_factor | 改变用于生活消费品的工厂的百分比. | consumer_goods_factor = 0.1 |
Flat. | 1.0 | |
conversion_cost_civ_to_mil_factor | 更改将民用工厂转换为军用工厂的成本. | conversion_cost_civ_to_mil_factor = 0.4 |
Percentual (0.01 being 1%). | 1.5 | |
conversion_cost_mil_to_civ_factor | 更改将军用工厂转换为民用工厂的成本. | conversion_cost_mil_to_civ_factor = 0.4 |
Percentual (0.01 being 1%). | 1.5 | |
global_building_slots | 增加我们每个省份的建筑插槽数量 | global_building_slots = 1 |
Flat. | 1.0 | |
global_building_slots_factor | Increases amount of building slots in our every state by a percentage. | global_building_slots_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industrial_capacity_dockyard | Dockyard output.海军船坞产出 | industrial_capacity_dockyard = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industrial_capacity_factory | Military factory output.军工厂产出 | industrial_capacity_factory = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industry_air_damage_factor | 我们的工厂从空袭中受到的损失修正 | industry_air_damage_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industry_free_repair_factor | 在没有分配工厂的情况下提高建筑物自我修复的速度. | industry_free_repair_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industry_repair_factor | 建筑物的修复速度修正 | industry_repair_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
line_change_production_efficiency_factor | 生产效率保持修正 | line_change_production_efficiency_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
production_oil_factor | Synthetic oil gain.合成燃料场产出 | production_oil_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_speed_<building>_factor | Increases construction speed of a specific building.增加建造某类建筑的速度 | production_speed_industrial_complex_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
repair_speed_<building>_factor | 特定建筑物的修复速度修正 | repair_speed_arms_factory_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Resistance and Compliance抵抗与顺从
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
compliance_growth_on_our_occupied_states | Increases the compliance growth speed on the country's controlled states. | compliance_growth_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
no_compliance_gain | Disables compliance gain on our controlled states. | no_compliance_gain = 1 |
Boolean. | Can also be used in state scope. | 1.9 |
occupation_cost | Increases the cost of keeping another nation under occupation. | occupation_cost = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
required_garrison_factor | Increases the required garrison in our occupied states. | required_garrison_factor = 0.5 |
Percentual (0.01 being 1%). | Can also be used in state scope. | 1.9 |
resistance_damage_to_garrison_on_our_occupied_states | Increases the resistance damage to the garrison in our occupied states. | resistance_damage_to_garrison_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_decay_on_our_occupied_states | Increases the resistance decay in our occupied states. | resistance_decay_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_growth_on_our_occupied_states | Increases the resistance growth speed in our occupied states. | resistance_growth_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_target_on_our_occupied_states | Increases the resistance target in our occupied states. | resistance_target_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 |
Intelligence情报机关
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
agency_upgrade_time | 升级间谍机构所需的时间修正 | agency_upgrade_time = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
airforce_intel_to_others | 其他国家将收到的有关您的空军的情报数量 | airforce_intel_to_others = 10 |
Flat. | 1.9 | |
civilian_intel_to_others | 其他国家将收到的有关您的民用工业的情报数量. | civilian_intel_to_others = 10 |
Flat. | 1.9 | |
navy_intel_to_others | Increases the amount of intel other countries will receive about your navy. | navy_intel_to_others = 10 |
Flat. | 1.9 | |
decryption | Increases the decription capability of the country. | decryption = 1 |
Flat. | 1.0 | |
decryption_factor | 按百分比提高国家的解密能力 | decryption_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
encryption | 提高国家的加密能力 | decryption = 1 |
Flat. | 1.0 | |
encryption_factor | Increases the encryption capability of the country by a percentage. | encryption_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
enemy_operative_capture_chance_factor | Increases the chance for an enemy operative to be captured. | enemy_operative_capture_chance_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
enemy_operative_detection_chance | Increases the chance for an enemy operative to be detected. | enemy_operative_detection_chance = 10 |
Flat. | Can be used in unit leader scope. | 1.9 |
enemy_operative_detection_chance_factor | Increases the chance for an enemy operative to be detected by a percentage. | enemy_operative_detection_chance_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
enemy_operative_detection_chance_factor | Increases the chance for an enemy operative to be forced into hiding by a percentage. | enemy_operative_detection_chance_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
enemy_operative_harmed_time_factor | Increases the chance for an enemy operative to be harmed by a percentage. | enemy_operative_harmed_time_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
enemy_operative_intel_extraction_rate | Increases the rate at which the enemy operatives extract our intel. | enemy_operative_intel_extraction_rate = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
enemy_spy_negative_status_factor | Increases the chance an enemy spy can receive a negative status. | enemy_spy_negative_status_factor = 0.5 |
Percentual (0.01 being 1%). | Can also be used in state scope. | 1.9 |
female_random_operative_chance | Increases the chance for a randomly-generated operative to be female. | female_random_operative_chance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
foreign_subversive_activites | Increases efficiency of foreign subversive activities. | foreign_subversive_activites = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
intel_network_gain | Increases gain of intel network strength. | intel_network_gain = 1 |
Flat. | Can also be used in state scope. | 1.9 |
intel_network_gain_factor | Increases gain of intel network strength by a percentage. | intel_network_gain_factor = 0.5 |
Percentual (0.01 being 1%). | Can also be used in state scope. | 1.9 |
own_operative_capture_chance_factor | Increases the chance for our operatives to be captured. | own_operative_capture_chance_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
own_operative_detection_chance | Increases the chance for our operatives to be detected. | own_operative_detection_chance = 10 |
Flat. | Can be used in unit leader scope. | 1.9 |
own_operative_detection_chance_factor | Increases the chance for our operatives to be detected by a percentage. | own_operative_detection_chance_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
own_operative_detection_chance_factor | Increases the chance for our operatives to be forced into hiding by a percentage. | own_operative_detection_chance_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
own_operative_harmed_time_factor | Increases the chance for our operatives to be harmed by a percentage. | own_operative_harmed_time_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
own_operative_intel_extraction_rate | Increases the rate at which our operatives extract enemy intel. | own_operative_intel_extraction_rate = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
subversive_activites_upkeep | Increases the cost of subversive activities. | subversive_activites_upkeep = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
operation_cost | Increases the cost of operations. | operation_cost = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
operation_outcome | Increases the efficiency of operations. | operation_outcome = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
operation_risk | Increases the risk of operations. | operation_risk = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
<operation>_cost | Increases the cost of the specified operation. | operation_infiltrate_cost = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
<operation>_outcome | Increases the efficiency of the specified operation. | operation_coup_government_outcome = 0.5 |
Percentual (0.01 being 1%). | Note that target_sabotage uses target_sabotage_factor rather than target_sabotage_outcome. | 1.9 |
<operation>_risk | Increases the risk of the specified operation. | operation_make_resistance_contacts_risk = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
<type>_intel_decryption_bonus | Adds a cipher bonus to the specified intel. | civilian_intel_decryption_bonus = 0.5 |
Percentual (0.01 being 1%). | Types are: airforce, army, civilian, navy. | 1.9 |
<type>_intel_factor | Modifies the intelligence you receive of the specified type. | navy_intel_factor = 0.5 |
Percentual (0.01 being 1%). | Types are: airforce, army, civilian, navy. | 1.9 |
<mission>_factor | Modifies the effect of the specified mission. | boost_ideology_mission_factor = 0.5 |
Percentual (0.01 being 1%). | Types are: boost_ideology_mission, boost_resistance, control_trade_mission, diplomatic_pressure_mission, propaganda_mission, root_out_resistance_effectiveness. | 1.9 |
commando_trait_chance_factor | Modifies the chance for an operative to get the commando trait when hired. | commando_trait_chance_factor = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
crypto_department_enabled | Enables the crypto department. | crypto_department_enabled = 1 |
Boolean. | 1.9 | |
crypto_strength | Modifies the cryptology level. | crypto_strength = 1 |
Flat. | 1.9 | |
decryption_power | Modifies the decryption power. | decryption_power = 1 |
Flat. | 1.9 | |
decryption_power_factor | Modifies the decryption power by a percentage. | decryption_power_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
defense_impact_on_blueprint_stealing | Modifies the impact of enemy defense on the blueprint stealing operation. | defense_impact_on_blueprint_stealing = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
enemy_operative_recruitment_chance | Modifies the chance to recruit an enemy operative. | enemy_operative_recruitment_chance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
intel_from_operatives_factor | Modifies the intelligence gained from operatives and infiltrated assets. | intel_from_operatives_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
intel_network_gain | Modifies the intelligence network gain. | intel_network_gain = 0.3 |
Flat. | 1.9 | |
intel_network_gain_factor | Modifies the intelligence network gain by a percentage. | intel_network_gain_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
intelligence_agency_defense | Modifies the counter intelligence. | intelligence_agency_defense = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
new_operative_slot_bonus | Modifies the operative recruitment choices. | new_operative_slot_bonus = 1 |
Flat. | 1.9 | |
occupied_operative_recruitment_chance | Modifies the chance to get an operative from occupied territory. | occupied_operative_recruitment_chance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
operative_death_on_capture_chance | Modifies the chance for our operative to die on being captured. | operative_death_on_capture_chance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
operative_slot | Modifies the amount of operative slots. | operative_slot = 1 |
Flat. | 1.9 | |
root_out_resistance_effectiveness_factor | Modifies the effectiveness of rooting out resistance. | root_out_resistance_effectiveness_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 |
AI
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
ai_badass_factor | AI's threat perception. | ai_badass_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_call_ally_desire_factor | Chance for AI to call allies. | ai_call_ally_desire_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_desired_divisions_factor | The amount of divisions AI seeks to produce. | ai_desired_divisions_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_aggressive_factor | AI's focus on offense. | ai_focus_aggressive_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_defense_factor | AI's focus on defense. | ai_focus_defense_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_aviation_factor | AI's focus on aviation. | ai_focus_aviation_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_military_advancements_factor | AI's focus on advanced military technologies. | ai_focus_military_advancements_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_naval_air_factor | AI's focus on building naval airforce. | ai_focus_naval_air_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_naval_factor | AI's focus on building a navy. | ai_focus_naval_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_peaceful_factor | AI's focus on peaceful research and policies. | ai_focus_peaceful_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_war_production_factor | AI's focus on wartime production. | ai_focus_war_production_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_get_ally_desire_factor | AI's desire to be in or expand a faction. | ai_get_ally_desire_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_join_ally_desire_factor | AI's desire to join the wars led by allies. | ai_join_ally_desire_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_license_acceptance | AI's chance to agree licensing equipment. | ai_license_acceptance = 0.5 |
Percentual (0.01 being 1%). | 1.4 |
General Combat通用战斗
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Note that most of these modifiers are not only in country scope but also in unit leader and navy leader scopes.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
offence | Modifies the attack value of our military, navy, and airforce. | offence = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
defence | Modifies the defence value of our military, navy, and airforce. | defence = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Land Combat陆战
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Note that most of these modifiers are not only in country scope but also in unit leader scope.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
acclimatization_cold_climate_gain_factor | Cold acclimatization gain factor. | acclimatization_cold_climate_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
acclimatization_hot_climate_gain_factor | Hot acclimatization gain factor. | acclimatization_hot_climate_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_superiority_bonus_in_combat | The bonus air combat gives in combat. | air_superiority_bonus_in_combat = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
army_attack_factor | The bonus to land army's attack. | army_attack_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
army_defence_factor | The bonus to land army's defence. | army_defence_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
army_speed_factor | The bonus to land army's speed. | army_speed_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
<unit type>_attack_factor | The bonus to specified unit type's attack. | cavalry_attack_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed unit types are army_armor, army_artillery, army_infantry, cavalry, mechanized, motorized, special_forces | 1.0 |
<unit type>_defence_factor | The bonus to the specified unit type's defence. | army_artillery_defence_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed unit types are army_armor, army_artillery, army_infantry, cavalry, mechanized, motorized, special_forces | 1.0 |
<unit type>_speed_factor | The bonus to specified unit type's speed. | army_armor_speed_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed unit types are army_armor and cavalry. | 1.0 |
army_fuel_capacity_factor | The capacity of fuel by the army. | army_fuel_capacity_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
army_fuel_consumption_factor | The consumption of fuel by the army. | army_fuel_consumption_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
army_morale | Modifies the army's morale. | army_morale = 10 |
Flat. | 1.0 | |
army_morale_factor | Modifies the army's morale by a percentage. | army_morale_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
army_org | Modifies the army's organisation. | army_org = 10 |
Flat. | 1.0 | |
army_org_factor | Modifies the army's organisation by a percentage. | army_org_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
army_org_regain | Modifies the army's organisation regain speed by a percentage. | army_org_regain = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
attrition | Modifies the army's attrition. | attrition = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
breakthrough_factor | Modifies the army's breakthrough. | breakthrough_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
cas_damage_reduction | Reguces the damage dealt by close air support. | cas_damage_reduction = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
dig_in_speed | Increases entrenchment speed. | dig_in_speed = 2 |
Flat. | 1.0 | |
dig_in_speed_factor | Increases entrenchment speed by a percentage. | dig_in_speed = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_army | Increases experience gain by the army. | experience_gain_army = 0.5 |
Flat. | 1.0 | |
experience_gain_army_factor | Increases experience gain by the army by a percentage. | experience_gain_army_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_army_unit | Increases experience gain by the army divisions. | experience_gain_army_unit = 0.5 |
Flat. | 1.0 | |
experience_gain_army_unit_factor | Increases experience gain by the army divisions by a percentage. | experience_gain_army_unit_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
extra_marine_supply_grace | Increases the supply grace given to marines. | extra_marine_supply_grace = 96 |
Flat. | 1.0 | |
extra_paratrooper_supply_grace | Increases the supply grace given to paratroopers. | extra_paratrooper_supply_grace = 96 |
Flat. | 1.0 | |
heat_attrition | Increases the attrition due to heat. | heat_attrition = 0.5 |
Flat. | 1.0 | |
heat_attrition_factor | Increases the attrition due to heat by a percentage. | heat_attrition_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
winter_attrition | Increases the attrition due to winter. | winter_attrition = 0.5 |
Flat. | 1.0 | |
winter_attrition_factor | Increases the attrition due to winter by a percentage. | winter_attrition_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
land_night_attack | Increases the penalty due to attacking at night. | land_night_attack = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
max_dig_in | Increases the maximum entrenchment. | max_dig_in = 20 |
Flat. | Can also apply in state scope. | 1.0 |
max_dig_in_factor | Increases the maximum entrenchment by a percentage. | max_dig_in_factor = 0.5 |
Percentual (0.01 being 1%). | Can also apply in state scope. | 1.0 |
max_planning | Increases the maximum planning. | max_planning = 20 |
Flat. | 1.0 | |
max_planning_factor | Increases the maximum planning by a percentage. | max_planning_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
pocket_penalty | Reduces the penalty that troops take when they are encircled. | pocket_penalty = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
recon_factor | Increases reconnaisance. | recon_factor = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
recon_factor_while_entrenched | Increases reconnaisance for entrenched divisions. | recon_factor_while_entrenched = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
special_forces_cap | Increases the maximum amount of special forces by a percentage. | special_forces_cap = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
special_forces_min | Increases the maximum amount of special forces. | special_forces_min = 250 |
Flat. | 1.0 | |
special_forces_no_supply_grace | Increases the supply grace period for special forces. | special_forces_no_supply_grace = 120 |
Flat. | 1.0 | |
special_forces_out_of_supply_factor | Increases the penalty for special forces out of supply. | special_forces_out_of_supply_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
special_forces_training_time_factor | Increases the time it takes to train special forces. | special_forces_training_time_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
terrain_penalty_reduction | Decreases the penalties given by terrain. | terrain_penalty_reduction = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
unit_upkeep_attrition_factor | Modifies the unit upkeep. | unit_upkeep_attrition_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
no_supply_grace | Modifies the grace period for units without supply. | no_supply_grace = 120 |
Flat. | 1.0 | |
org_loss_when_moving | Modifies the organisation loss for units when they are moving. | org_loss_when_moving = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
out_of_supply_factor | Reduces the penalty that units take when they run out of supplies. | out_of_supply_factor = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
planning_speed | Modifies the planning speed. | planning_speed = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
supply_consumption_factor | Modifies the rate at which army consumes supply. | supply_consumption_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
training_time_factor | Modifies the training time. | training_time_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 |
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Note that most of these modifiers are not only in country scope but also in navy leader scope.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
amphibious_invasion | Modifies the speed of units during naval invasions. | amphibious_invasion = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
amphibious_invasion_defence | Modifies the penalty given by naval invasions. | amphibious_invasion_defence = 0.5 |
Percentual (0.01 being 1%). | Is the opposite of naval_invasion_penalty. Can also apply in state scope. | 1.6 |
carrier_capacity_penalty_reduction | Modifies the penalty given by overcrowding a carrier with planes. | carrier_capacity_penalty_reduction = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
convoy_escort_efficiency | Modifies the efficiency of the convoy escort mission. | convoy_escort_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
convoy_raiding_efficiency_factor | Modifies the efficiency of the convoy raiding mission. | convoy_raiding_efficiency_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
convoy_retreat_speed | Modifies the speed of convoys retreating. | convoy_retreat_speed = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
critical_receive_chance | Increases the chance for the enemy to get a critical hit on us in naval combat. | critical_receive_chance = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
experience_gain_navy | Modifies the daily gain of naval experience. | experience_gain_navy = 0.02 |
Flat. | 1.6 | |
experience_gain_navy_factor | Modifies the gain of naval experience by a percentage. | experience_gain_navy_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
experience_gain_navy_unit | Modifies the daily gain of experience by the ships. | experience_gain_navy_unit = 0.02 |
Flat. | 1.6 | |
experience_gain_navy_unit_factor | Modifies the gain of experience by the ships by a percentage. | experience_gain_navy_unit_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
fighter_sortie_efficiency | Modifies the speed when refueling and rearming fighter planes on the carrier during the battle. | fighter_sortie_efficiency = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
invasion_preparation | Modifies the preparation speed of naval invasions. | invasion_preparation = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
mines_planting_by_fleets_factor | Modifies the efficiency of the mine planting mission. | mines_planting_by_fleets_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
mines_sweeping_by_fleets_factor | Modifies the efficiency of the mine sweeping mission. | mines_sweeping_by_fleets_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_accidents_chance | Modifies the chance for a ship to be accidentally sunk or damaged. | naval_accidents_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_attrition | Modifies attrition suffered by naval units. | naval_attrition = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_coordination | Modifies how quickly the fleet can gather or disperse when a target is found or when switching missions. | naval_coordination = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_critical_effect_factor | Modifies the effects of sustained critical hits on our ships. | naval_critical_effect_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_critical_score_chance_factor | Modifies the chance for us to get a critical hit on the enemy in naval combat. | naval_critical_score_chance_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_damage_factor | Modifies the damage dealt by our ships. | naval_damage_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_defense_factor | Modifies the damage received by our ships. | naval_damage_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_detection | Modifies the chance for our ships to detect submarines. | naval_detection = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_enemy_fleet_size_ratio_penalty_factor | Modifies the penalty the enemy receives for having a larger amount of ships than us. | naval_enemy_fleet_size_ratio_penalty_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_enemy_retreat_chance | Modifies the chance for the enemy to retreat. | naval_enemy_retreat_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_has_potf_in_combat_attack | Modifies the attack of the navy when fighting together with the pride of the fleet. | naval_has_potf_in_combat_attack = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_has_potf_in_combat_defense | Modifies the defense of the navy when fighting together with the pride of the fleet. | naval_has_potf_in_combat_defense = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_hit_chance | Modifies the chance for the naval attacks to land. | naval_hit_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_invasion_capacity | Modifies the amount of divisions that can have a naval invasion plan going on at the same time. | naval_invasion_capacity = 10 |
Flat. | 1.6 | |
naval_invasion_penalty | Modifies the penalty for naval invasions. | naval_invasion_penalty = 0.3 |
Percentual (0.01 being 1%). | Is the opposite of amphibious_invasion_defence. Can also apply in state scope. | 1.6 |
naval_mine_hit_chance | Modifies the chance for a naval mine to hit. | naval_mine_hit_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_mines_damage_factor | Modifies the damage naval mines deal to enemy ships. | naval_mines_damage_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_mines_effect_reduction | Modifies the damage enemy naval mines deal. | naval_mines_effect_reduction = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_morale | Modifies the morale value for our ships. | naval_morale = 15 |
Flat. | 1.6 | |
naval_morale_factor | Modifies the morale value for our ships by a percentage. | naval_morale_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_retreat_chance | Modifies the chance for our ships to retreat. | naval_retreat_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_retreat_speed | Modifies the speed at which our ships retreat. | naval_retreat_speed = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_speed_factor | Modifies the speed of our ships. | naval_speed_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_torpedo_cooldown_factor | Modifies the rate at which our ships can fire torpedos. | naval_torpedo_cooldown_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_torpedo_hit_chance_factor | Modifies the rate at which our torpedos can hit enemy ships. | naval_torpedo_hit_chance_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_torpedo_screen_penetration_factor | Modifies the rate at which our torpedos penalise enemy screening. | naval_torpedo_screen_penetration_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_capital_ship_attack_factor | Modifies the attack of our capital ships. | navy_capital_ship_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_carrier_air_agility_factor | Modifies the agility of airplanes executing tasks from carriers. | navy_carrier_air_agility_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_carrier_air_attack_factor | Modifies the attack of airplanes executing tasks from carriers. | navy_carrier_air_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_carrier_air_targetting_factor | Modifies the targeting of airplanes executing tasks from carriers. | navy_carrier_air_targetting_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_screen_attack_factor | Modifies the attack of our screening ships. | navy_screen_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_submarine_attack_factor | Modifies the attack of our submarines. | navy_submarine_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_submarine_attack_factor | Modifies the attack of our submarines. | navy_submarine_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_visibility | Modifies the visibility of our navy. | navy_visibility = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
positioning | Modifies the positioning of our navy. | positioning = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
production_cost_max_<ship type> | Modifies the maximum cost of the ship type. | production_cost_max_ship_hull_light = 0.3 |
Percentual (0.01 being 1%). | Allowed ship types in base game: convoy, ship_hull_carrier, ship_hull_cruiser, ship_hull_heavy, ship_hull_light, ship_hull_submarine | 1.6 |
repair_speed_factor | Modifies the speed at which the dockyards repair the navy. | repair_speed_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
screening_efficiency | Modifies the efficiency screen ships operate. | screening_efficiency = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
ships_at_battle_start | Modifies the number of ships at first contact. | ships_at_battle_start = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
sortie_efficiency | Modifies the speed when refueling and rearming planes on the carrier during the battle. | sortie_efficiency = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
spotting_chance | Modifies the chance to spot enemy ships. | spotting_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
strike_force_movement_org_loss | Modifies the organisation loss from movement during the strike force mission. | strike_force_movement_org_loss = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
sub_retreat_speed | Modifies the retreat speed of submarines. | sub_retreat_speed = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
submarine_attack | Modifies the attack of submarines. | submarine_attack = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
transport_capacity | Modifies how many convoys units require. | transport_capacity = 0.3 |
Percentual (0.01 being 1%). | 1.6 |
Air combat空战
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Note that most of these modifiers are not only in country scope but also in ace scope.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
air_accidents_factor | Modifies the chance for air accidents to happen. | air_accidents_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_ace_generation_chance_factor | Modifies the chance for aces to appear.空军王牌出现概率 | air_ace_generation_chance_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_agility_factor | Modifies the agility of the country's airplanes. | air_agility_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_attack_factor | Modifies the attack of the country's airplanes. | air_attack_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_defence_factor | Modifies the defence of the country's airplanes. | air_defence_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_<mission>_agility_factor | Modifies the agility of the country's airplanes when on the specified mission. | air_air_superiority_agility_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_agility_factor without air_. | 1.0 |
air_<mission>_attack_factor | Modifies the attack of the country's airplanes when on the specified mission. | air_interception_defence_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_attack_factor without air_. | 1.0 |
air_<mission>_defence_factor | Modifies the defence of the country's airplanes when on the specified mission. | air_strategic_bomber_defence_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_defence_factor without air_. | 1.0 |
air_bombing_targetting | Modifies targetting for ground bombing. | air_bombing_targetting = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_cas_efficiency | Modifies efficiency of close-air-support. | air_cas_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_cas_present_factor | Modifies impact of close-air-support in land combat. | air_cas_present_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_escort_efficiency | Modifies ability of planes in dogfights. | air_escort_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_fuel_consumption_factor | Modifies the rate at which the airforce consumes fuel. | air_fuel_consumption_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_intercept_efficiency | Modifies the efficiency of air interception. | air_intercept_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_maximum_speed_factor | Modifies the maximum speed of the airforce. | air_maximum_speed_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_mission_efficiency | Modifies the efficiency of airplanes in missions. | air_mission_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_mission_xp_gain_factor | Modifies the experience gain for airplanes for doing missions. | air_mission_xp_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_mission_xp_gain_factor | Modifies the experience gain for airplanes for doing missions. | air_mission_xp_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_nav_efficiency | Modifies the efficiency of airplanes doing port strike and naval bombing missions. | air_nav_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_night_penalty | Modifies the penalty the airforce receives while at night. | air_night_penalty = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_night_penalty | Modifies the penalty the airforce receives while at night. | air_night_penalty = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_range_factor | Modifies the range of the airplanes. | air_range_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_strategic_bomber_bombing_factor | Modifies the efficiency of the strategic bombing mission. | air_strategic_bomber_bombing_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_strategic_bomber_night_penalty | Modifies the penalty for the strategic bombing mission while at night. | air_strategic_bomber_night_penalty = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_superiority_detect_factor | Modifies the chance to detect enemy planes while on the air superiority mission. | air_superiority_detect_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_superiority_efficiency | Modifies the efficiency of the air superiority mission. | air_superiority_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_training_xp_gain_factor | Modifies the air experience gain from training. | air_training_xp_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
air_weather_penalty | Modifies the penalty the airplanes receive because of weather. | air_weather_penalty = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_wing_xp_loss_when_killed_factor | Modifies the experience loss of airplanes due to airplanes being shot down. | air_wing_xp_loss_when_killed_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
army_bonus_air_superiority_factor | Modifies the bonus to land combat from air superiority. | army_bonus_air_superiority_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
enemy_army_bonus_air_superiority_factor | Modifies the effect to land combat from enemy air superiority. | enemy_army_bonus_air_superiority_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_air | Modifies the daily gain of air experience. | experience_gain_air = 0.05 |
Flat. | 1.0 | |
experience_gain_air_factor | Modifies the daily gain of air experience by a percentage. | experience_gain_air_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_ground_attack | Modifies the bonus to airplane attack on enemy divisions. | air_ground_attack = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ground_attack_factor | Modifies the bonus to airplane attack on enemy divisions by a percentage. | ground_attack_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
mines_planting_by_air_factor | Modifies efficiency of airplanes planting mines. | mines_planting_by_air_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
mines_sweeping_by_air_factor | Modifies efficiency of airplanes sweeping mines. | mines_sweeping_by_air_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
strategic_bomb_visibility | Modifies the chance for the enemy to detect our strategic bombers. | strategic_bomb_visibility = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Targeted modifiers目标修正
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
These modifiers are targeted, meaning that they must be used in targeted_modifier = {} rather than modifier = {}.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
cic_to_target_factor | Gives a portion of the country's civilian industry to the specified target. | cic_to_target_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
extra_trade_to_target_factor | Adds extra produced recourses available for trade to target country. | extra_trade_to_target_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
generate_wargoal_tension_against | Increases world tension necessary for us to justify against the target country. | generate_wargoal_tension_against = 0.5 |
Flat. | 1.5 | |
mic_to_target_factor | Gives a portion of the country's military industry to the specified target. | cic_to_target_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
trade_cost_for_target_factor | The cost for the targeted country to purchase this country's resources. | trade_cost_for_target_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
targeted_legitimacy_daily | Increases daily gain of legitimacy of the target country. | targeted_legitimacy_daily = 0.5 |
Flat. | 1.6 | |
attack_bonus_against | Gives an attack bonus against the armies of the specified country. | attack_bonus_against = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
attack_bonus_against_cores | Gives an attack bonus against the armies of the specified country on its core territory. | attack_bonus_against_cores = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
breakthrough_bonus_against | Gives a breakthrough bonus against the armies of the specified country. | breakthrough_bonus_against = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
defense_bonus_against | Gives a defense bonus against the armies of the specified country. | defense_bonus_against = 0.5 |
Percentual (0.01 being 1%). | 1.5 |
State Scope州
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
army_speed_factor_for_controller | Changes the division speed for the controller of the state. | army_speed_factor_for_controller = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
compliance_gain | Changes the compliance gain in the current state. | compliance_gain = 0.01 |
Flat. | Can also go into country scope. | 1.9 |
compliance_growth | Changes the compliance growth speed in the current state. | compliance_growth = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
country_resource_<resource> | Directly modifies the country's resource stockpile. | country_resource_oil = 10 |
Flat. | 1.0 | |
country_resource_cost_<resource> | Directly modifies the country's resource stockpile. | country_resource_cost_aluminium = 10 |
Flat. | 1.0 | |
disable_strategic_redeployment | Disables strategic redeployment in the state. | disable_strategic_redeployment = 1 |
Boolean. | 1.9 | |
disable_strategic_redeployment_for_controller | Disables strategic redeployment in the state for the controller. | disable_strategic_redeployment_for_controller = 1 |
Boolean. | 1.9 | |
enemy_intel_network_gain_factor_over_occupied_tag | Modifies enemy intel network strength gain. | enemy_intel_network_gain_factor_over_occupied_tag = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_building_slots | Modifies amount of building slots. | local_building_slots = 2 |
Flat. | 1.9 | |
local_building_slots_factor | Modifies amount of building slots by a percentage. | local_building_slots_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_factories | Modifies amount of available factories in the state. | local_factories = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_factory_sabotage | Modifies chance for factory sabotage. | local_factory_sabotage = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_intel_to_enemies | Modifies amount of intel to enemies. | local_intel_to_enemies = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_manpower | Modifies amount of available manpower. | local_manpower = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_non_core_manpower | Modifies amount of available non-core manpower. | local_non_core_manpower = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_resources | Modifies amount of available resources. | local_resources = 0.3 |
Flat. | 1.9 | |
local_resources_factor | Modifies amount of available resources by a percentage. | local_resources_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_supplies | Modifies amount of available supplies. | local_supplies = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_supplies_for_controller | Modifies amount of available supplies for the controller. | local_supplies_for_controller = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
mobilization_speed | Modifies the mobilisation speed. | mobilization_speed = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
non_core_manpower | Modifies the amount of recruited non-core manpower. | non_core_manpower = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
recruitable_population | Modifies the amount of recruited manpower. | recruitable_population = 0.03 |
Flat. | 1.9 | |
recruitable_population_factor | Modifies the amount of recruited manpower by a percentage. | recruitable_population_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_damage_to_garrison | Modifies the amount of resistance damage to the garrison. | resistance_damage_to_garrison = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_decay | Modifies the speed of resistance decay. | resistance_decay = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_garrison_penetration_chance | Modifies the chance for the garrison to be penetrated. | resistance_garrison_penetration_chance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_growth | Modifies the speed of the resistance growth. | resistance_growth = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_target | Modifies the target of the resistance growth. | resistance_target = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
starting_compliance | Modifies the base compliance value. | starting_compliance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
state_production_speed_<building>_factor | Modifies the building speed of the specified building in the state. | state_production_speed_industrial_complex_factor = 0.3 |
Percentual (0.01 being 1%). | Use state_production_speed_buildings_factor for it to apply to all buildings. | 1.0 |
state_repair_speed_<building>_factor | Modifies the repair speed of the specified building in the state. | state_repair_speed_industrial_complex_factor = 0.3 |
Percentual (0.01 being 1%). | Use state_repair_speed_buildings_factor for it to apply to all buildings. | 1.0 |
state_resource_<resource> | Modifies the amount of the specified resource in the state. | state_resource_oil = 5 |
Flat. | 1.0 | |
state_resource_cost_<resource> | Modifies the amount of the specified resource in the state. | state_resource_cost_rubber = 5 |
Flat. | 1.0 | |
temporary_state_resource_<resource> | Modifies the amount of the specified resource in the state as an added modifier after the base one. | temporary_state_resource_tungsten = 5 |
Flat. | 1.0 |
Unit leader Scope单位领导
Note that most modifiers in land and naval combat sections also apply.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
cannot_use_abilities | Disables using abilities. | cannot_use_abilities = 1 |
Boolean. | 1.5 | |
fortification_collateral_chance | Chance for combat to damage enemy forts. | fortification_collateral_chance = 0.4 |
Percentual (0.01 being 1%). | 1.5 | |
fortification_damage | Damage enemy forts receive from combat. | fortification_damage = 0.4 |
Percentual (0.01 being 1%). | 1.5 | |
max_army_group_size | The amount of units that can be led by the unit leader without penalty. | max_army_group_size = 24 |
Flat. | 1.5 | |
paradrop_organization_factor | The amount of organisation paratroopers will have after paradropping. | paradrop_organization_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
paratrooper_aa_defense | The strength of anti-air against paratroopers. | paratrooper_aa_defense = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
paratrooper_count_per_plane | The amount of paratroopers on each plan. | paratrooper_count_per_plane = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
promote_cost_factor | The cost to promote the unit leader. | promote_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
reassignment_duration_factor | The length of the reassignment penalty. | reassignment_duration_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
river_crossing_factor | The effects of the river crossing penalty. | river_crossing_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
sickness_chance | The chance for the unit leader to get sick. | sickness_chance = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
skill_bonus_factor | The bonus the unit leader receives from their skillset. | skill_bonus_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
wounded_chance_factor | The chance for the unit leader to get wounded. | wounded_chance_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 |
Hidden Modifiers隐藏修正
By putting the modifiers inside the hidden_modifier = {} block inside the modifier = {} block, they will not show up in the tooltip. This can be helpful if you don't want the player to know about the modifier or if it can be a bit confusing.把你的修正放在hidden_modifier={}块里,它们就不会显示在明面上。如果你不想让玩家知道你的修正,或者你的修正可能有点令人困惑,你就该这么干。
Custom Modifier Tooltip自定义修正工具提示
By putting custom_modifier_tooltip = localisation_key in the modifier block, the game will show the string corresponding to the localisation block as a separate tooltip among the modifiers.在你的修正中添加custom_modifier_tooltip=localization_key,游戏里就会显示与本地化块对应的字符串作为修正中的单独工具提示。
文件 | 效果 • 条件 • 定义 • 修正 • 修正列表 • 作用域 • 本地化 • on action • 数据结构 (标记, 临时标记, 国家别名, 变量, 数组) |
脚本 | 成就修改 • AI修改 • AI focuses • 自治领修改 • 权力平衡修改 • 剧本/标签 (游戏规则)• 建筑修改 • 人物修改 • 修饰性TAG修改 • 国家创建 • 军队修改 • 决议制作 • 装备修改 • 事件修改 • Idea修改 • 意识形态修改 • 军工商修改 • 国策制作 • 资源修改 • Scripted GUI • 科技制作 • 单位修改 |
地图 | 地图 • 省份 • 补给区域 • 战略区域 |
图形图像 | 界面 • 图形资产 • 实体模型 • 后期特效 • 离子效果 • 字体 |
装饰性 | 肖像 • 命名列表 • 音乐 • 音效 |
其他 | 控制台指令 • 故障排除 • 模组结构 • 成就代码分析 • Mod相关 • Nudger修改 |