小无编辑摘要 |
(19:08, 20 December 2020 RandomGuy45678更新) |
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{{Version|1. | {{Version|1.10}} | ||
==修正是什么?== | == 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,从科研速度到军队组织度的一切都可以被修正。 | 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,从科研速度到军队组织度的一切都可以被修正。 | ||
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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: | ||
*[[National_focus|National focus]] - If the Focus gives | *[[National_focus|National focus]] - If the Focus gives an idea with modifiers in it, or unlocks hidden research (such as with Jungle Training from TfV India). | ||
*[[State_types|State types]] | *[[State_types|State types]] | ||
*[[Research|Research]] - Ex. Doctrines. | *[[Research|Research]] - Ex. Doctrines. | ||
*[[Terrain|Terrain]] - All | *[[Terrain|Terrain]] - All terrains give different bonuses that can be changed. | ||
*[[Events|Events]] - If the Event gives | *[[Events|Events]] - If the Event gives an idea with modifiers in it, or unlocks hidden research. | ||
*[[Ideas|Ideas]] - National Spirits | *[[Ideas|Ideas]] - National Spirits | ||
*[[Advisors|Advisors]] - Works the same as Ideas, and can have the same modifiers. | *[[Advisors|Advisors]] - Works the same as Ideas, and can have the same modifiers. | ||
*[[Laws|Laws]] - Works the same as Ideas, and can have the same modifiers. | *[[Laws|Laws]] - Works the same as Ideas, and can have the same modifiers. | ||
*Stability Defines - Can both be added as the negative effect (sub-50% Stability) or positive effect (pro-50% Stability) | *Stability Defines - Can both be added as the negative effect (sub-50% Stability) or positive effect (pro-50% Stability) | ||
*War Support Defines - Can both be added as the negative effect (sub-50% War Support) or positive effect (pro-50% War Support ) | *War Support Defines - Can both be added as the negative effect (sub-50% War Support) or positive effect (pro-50% War Support ) | ||
== | == Country scope == | ||
{{SVersion|1. | |||
=== General === | |||
{| class="wikitable sortable" | {{SVersion|1.10}} | ||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |||
|monthly_population | |||
|Increases the monthly population gain in states owned by the country. | |||
|<pre>monthly_population = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|nuclear_production | |||
|Enables production of nukes. | |||
|<pre>nuclear_production = 1</pre> | |||
|Boolean. | |||
| | |||
|1.0 | |||
|- | |||
|nuclear_production_factor | |||
|Increases speed at which nukes are produced. | |||
|<pre>nuclear_production_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|research_sharing_per_country_bonus | |||
|Increases the bonus in research speed per country when technology sharing. | |||
|<pre>research_sharing_per_country_bonus = 0.5</pre> | |||
|Flat. | |||
| | |||
|1.3 | |||
|- | |||
|research_sharing_per_country_bonus_factor | |||
|Increases the bonus in research speed per country when technology sharing by a percentage. | |||
|<pre>research_sharing_per_country_bonus_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.3 | |||
|- | |||
|research_speed_factor | |||
|Increases the research speed. | |||
|<pre>research_speed_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|} | |||
=== Politics === | |||
{{SVersion|1.10}} | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |||
|defensive_war_stability_factor | |||
|Changes the penalty to the stability invoked by participating in a defensive war. | |||
|<pre>defensive_war_stability_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|disabled_ideas | |||
|Disables manually changing ideas (including ministers and laws). | |||
|<pre>disabled_ideas = 1</pre> | |||
|Boolean. | |||
| | |||
|1.9 | |||
|- | |||
|<idea category>_cost_factor | |||
|Increases the cost in political power to add an idea with the specified category. | |||
|<pre>political_advisor_cost_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
|Idea categories can be found in common/idea_tags. Also includes improve_relations_maintain. | |||
|1.0 | |||
|- | |||
|female_random_country_leader_chance | |||
|Increases the chance for a randomly-generated country leader to be female. | |||
|<pre>female_random_country_leader_chance = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|max_surrender_limit_offset | |||
|Minimum Surrender Limit. | |||
|<pre>max_surrender_limit_offset = 0.3</pre> | |||
|Flat. | |||
| | |||
|1.0 | |||
|- | |||
|offensive_war_stability_factor | |||
|Modifies the stability penalty received from participating in an offensive war. | |||
|<pre>offensive_war_stability_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|party_popularity_stability_factor | |||
|Modifier the stability gained by the popularity of the ruling party. | |||
|<pre>party_popularity_stability_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|political_power_cost | |||
|Daily cost in political power. | |||
|<pre>political_power_cost = 0.3</pre> | |||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
|political_power_gain | |||
|Modifies daily gain in political power. | |||
|<pre>political_power_gain = 0.3</pre> | |||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |political_power_factor | ||
| | |Modifies daily gain in political power by a percentage. | ||
| | |<pre>political_power_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|stability_factor | |||
|Modifies stability of the country. | |||
|<pre>stability_factor = 0.3</pre> | |||
|Flat. | |||
| | |||
|1.0 | |||
|- | |||
|weekly_stability | |||
|Modifies weekly stability gain of the country. | |||
|<pre>weekly_stability = 0.01</pre> | |||
|Flat. | |||
| | |||
|1.0 | |||
|- | |||
|weekly_stability_factor | |||
|Modifies weekly stability gain of the country by a percentage. | |||
|<pre>weekly_stability_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|war_stability_factor | |||
|Modifies the stability loss caused by being at war. | |||
|<pre>war_stability_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |war_support_factor | ||
| | |Modifies war support of the country. | ||
| | |<pre>war_support_factor = 0.3</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |weekly_war_support | ||
| | |Modifies weekly war support gain of the country. | ||
| | |<pre>weekly_war_support = 0.01</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |weekly_war_support_factor | ||
| | |Modifies weekly war support gain of the country by a percentage. | ||
| | |<pre>weekly_war_support_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |drift_defence_factor | ||
| | |Ideology drift defense. | ||
| | |<pre>drift_defence_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |<ideology>_drift | ||
| | |Daily gain of the specified ideology. | ||
| | |<pre>communism_drift = 0.03</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |<ideology>_acceptance | ||
| | |Likelihood of AI to accept offers from countries of the specified ideology. | ||
| | |<pre>fascism_acceptance = 50</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|} | |||
=== Trade === | |||
{{SVersion|1.10}} | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |- | ||
| | |min_export | ||
| | |Increases the amount of resources to market. | ||
| | |<pre>min_export = 0.5</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |trade_opinion_factor | ||
| | |Makes AI more likely to purchase resources from this country. | ||
| | |<pre>trade_opinion_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|} | |} | ||
== | === Diplomacy === | ||
{{SVersion|1. | {{SVersion|1.10}} | ||
{| class="wikitable sortable" | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |||
|civil_war_involvement_tension | |||
|Changes the world tension amount necessary to intervene in an ally's civil war. | |||
|<pre>civil_war_involvement_tension = 0.5</pre> | |||
|Flat. | |||
| | |||
|1.0 | |||
|- | |||
|enemy_declare_war_tension | |||
|Increases the world tension required for an enemy to justify a wargoal on us. | |||
|<pre>enemy_declare_war_tension = 0.5</pre> | |||
|Flat. | |||
| | |||
|1.0 | |||
|- | |||
|enemy_justify_war_goal_time | |||
|Increases the time required for an enemy to justify a wargoal on us. | |||
|<pre>enemy_declare_war_tension = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|faction_trade_opinion_factor | |||
|Increases the opinion gain gained by trade between faction members. | |||
|<pre>faction_trade_opinion_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|generate_wargoal_tension | |||
|Increases the necessary tension for us to generate a wargoal. | |||
|<pre>generate_wargoal_tension = 0.3</pre> | |||
|Flat. | |||
| | |||
|1.0 | |||
|- | |||
|guarantee_cost | |||
|Cost in political power for the country to guarantee an another country. | |||
|<pre>guarantee_cost = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
|guarantee_tension | |||
|Necessary world tension for the country to guarantee an another country. | |||
|<pre>guarantee_tension = 0.3</pre> | |||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |join_faction_tension | ||
| | |Necessary world tension for the country to join a faction. | ||
| | |<pre>join_faction_tension = 0.3</pre> | ||
|Flat. | |||
| | | | ||
| | |1.0 | ||
|- | |- | ||
| | |justify_war_goal_time | ||
| | |The amount of time necessary to justify a wargoal. | ||
| | |<pre>justify_war_goal_time = 0.3</pre> | ||
| | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |justify_war_goal_when_in_major_war_time | ||
| | |The amount of time necessary to justify a wargoal when in a war with a major country. | ||
| | |<pre>justify_war_goal_when_in_major_war_time = 0.3</pre> | ||
| | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |lend_lease_tension | ||
| | |Necessary world tension for the country to lend-lease. | ||
| | |<pre>lend_lease_tension = 0.3</pre> | ||
| | |Flat. | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |opinion_gain_monthly | ||
| | |Increases opinion gain from the 'Improve relations' diplomatic action. | ||
| | |<pre>opinion_gain_monthly = 5</pre> | ||
| | |Flat. | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |opinion_gain_monthly_factor | ||
| | |Increases opinion gain from the 'Improve relations' diplomatic action by a percentage. | ||
| | |<pre>opinion_gain_monthly_factor = 0.3</pre> | ||
| | |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. | ||
| | |<pre>opinion_gain_monthly_same_ideology = 5</pre> | ||
| | |Flat. | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |opinion_gain_monthly_same_ideology_factor | ||
|Increases the | |Increases opinion gain from the 'Improve relations' diplomatic action for countries of the same ideology by a percentage. | ||
| | |<pre>opinion_gain_monthly_same_ideology_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.0 | |||
|- | |||
|request_lease_tension | |||
|Necessary world tension for the country to request lend-lease. | |||
|<pre>request_lease_tension = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |surrender_limit | ||
| | |Increases the percentage of victory points the country needs to lose control of to capitulate. | ||
| | |<pre>surrender_limit = 0.1</pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|} | |} | ||
== | === Autonomy === | ||
{{SVersion|1. | {{SVersion|1.10}} | ||
{| class="wikitable sortable" | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |||
|autonomy_gain | |||
|Daily gain of autonomy. | |||
|<pre>autonomy_gain = 0.5</pre> | |||
|Flat. | |||
| | |||
|1.3 | |||
|- | |||
|subjects_autonomy_gain | |||
|Daily gain of autonomy in our subjects. | |||
|<pre>subjects_autonomy_gain = 0.5</pre> | |||
|Flat. | |||
| | |||
|1.3 | |||
|- | |||
|autonomy_gain_ll_to_overlord | |||
|Modifies gain of autonomy from lend-leasing to the overworld. | |||
|<pre>autonomy_gain_ll_to_overlord = 0.5</pre> | |||
|Flat. | |||
| | |||
|1.3 | |||
|- | |||
|autonomy_gain_ll_to_overlord_factor | |||
|Modifies gain of autonomy from lend-leasing to the overworld by a percentage. | |||
|<pre>autonomy_gain_ll_to_overlord_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.3 | |||
|- | |||
|autonomy_gain_ll_to_subject | |||
|Modifies loss of autonomy from lend-leasing to the subject. | |||
|<pre>autonomy_gain_ll_to_subject = 0.5</pre> | |||
|Flat. | |||
| | |||
|1.3 | |||
|- | |||
|autonomy_gain_ll_to_subject_factor | |||
|Modifies loss of autonomy from lend-leasing to the subject by a percentage. | |||
|<pre>autonomy_gain_ll_to_subject_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.3 | |||
|- | |||
|autonomy_gain_trade | |||
|Modifies gain of autonomy from the overworld trading with the subject. | |||
|<pre>autonomy_gain_trade = 0.5</pre> | |||
|Flat. | |||
| | |||
|1.3 | |||
|- | |||
|autonomy_gain_trade_factor | |||
|Modifies gain of autonomy from the overworld trading with the subject by a percentage. | |||
|<pre>autonomy_gain_trade_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.3 | |||
|- | |||
|autonomy_gain_warscore | |||
|Modifies gain of autonomy from the subject gaining warscore. | |||
|<pre>autonomy_gain_trade = 0.5</pre> | |||
|Flat. | |||
| | |||
|1.3 | |||
|- | |||
|autonomy_gain_warscore_factor | |||
|Modifies gain of autonomy from the subject gaining warscore by a percentage. | |||
|<pre>autonomy_gain_warscore_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.3 | |||
|- | |||
|autonomy_manpower_share | |||
|Modifies the amount of manpower the overworld can use from the subject. | |||
|<pre>autonomy_manpower_share = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.3 | |||
|- | |||
|autonomy_manpower_share | |||
|Modifies the amount of manpower the overworld can use from the subject. | |||
|<pre>autonomy_manpower_share = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.3 | |||
|- | |||
|can_master_build_for_us | |||
|Makes the overworld be able to build in the subject. | |||
|<pre>can_master_build_for_us = 1</pre> | |||
|Boolean. | |||
| | |||
|1.3 | |||
|- | |- | ||
|cic_to_overlord_factor | |||
|Modifies the amount of the subject's civilian industry that goes to the overlord. | |||
|<pre>cic_to_overlord_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.3 | |||
|- | |- | ||
| | |mic_to_overlord_factor | ||
| | |Modifies the amount of the subject's military industry that goes to the overlord. | ||
| | |<pre>mic_to_overlord_factor = 0.3</pre> | ||
| | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.3 | |||
|- | |||
|extra_trade_to_overlord_factor | |||
|Modifies the amount of the subject's resources that the overlord can receive via trade. | |||
|<pre>extra_trade_to_overlord_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.3 | |||
|- | |- | ||
| | |license_subject_master_purchase_cost | ||
| | |Modifies the cost of licensed production from the overlord. | ||
| | |<pre>license_subject_master_purchase_cost = 0.3</pre> | ||
| | |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. | ||
| | |<pre>master_build_autonomy_factor = 0.3</pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.3 | |||
|- | |- | ||
|master_ideology_drift | |master_ideology_drift | ||
| | |Increases daily gain of the overlord's ideology in the country. | ||
|master_ideology_drift = 0. | |<pre>master_ideology_drift = 0.03</pre> | ||
|Flat | |Flat. | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |overlord_trade_cost_factor | ||
| | |Modifies the cost of trade between the overlord and the subject in civilian factories. | ||
| | |<pre>overlord_trade_cost_factor = -0.3</pre> | ||
|Percentual (0.10 | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.3 | |||
|} | |||
=== Governments in Exile === | |||
{{SVersion|1.10}} | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |- | ||
| | |dockyard_donations | ||
| | |Amount of dockyards donated. | ||
| | |<pre>dockyard_donations = 2</pre> | ||
| | |Flat. | ||
| | | | ||
|1.6 | |||
|- | |- | ||
| | |industrial_factory_donations | ||
| | |Amount of civilian factories donated. | ||
| | |<pre>industrial_factory_donations = 2</pre> | ||
| | |Flat. | ||
| | | | ||
|1.6 | |||
|- | |- | ||
| | |military_factory_donations | ||
| | |Amount of military factories donated. | ||
| | |<pre>military_factory_donations = 2</pre> | ||
| | |Flat. | ||
| | | | ||
|1.6 | |||
|- | |- | ||
| | |exile_manpower_factor | ||
| | |Amount of manpower given to the host country. | ||
| | |<pre>exile_manpower_factor = 0.5</pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.6 | |||
|- | |- | ||
| | |legitimacy_daily | ||
| | |Increases the amount of legitimacy gained daily. | ||
| | |<pre>legitimacy_daily = 1</pre> | ||
| | |Flat. | ||
| | | | ||
|1.6 | |||
|- | |- | ||
| | |legitimacy_gain_factor | ||
| | |Increases the amount of legitimacy gained daily by a percentage. | ||
| | |<pre>legitimacy_gain_factor = 1</pre> | ||
|Percentual (0.10 | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.6 | |||
|} | |||
=== Equipment === | |||
{{SVersion|1.10}} | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |- | ||
| | |equipment_capture | ||
| | |Increases the amount of equipment captured in combat. | ||
| | |<pre>equipment_capture = 100</pre> | ||
|Percentual (0. | |Flat. | ||
| | | | ||
|1.0 | |||
|- | |||
|equipment_capture_factor | |||
|Increases the amount of equipment captured in combat by a percentage. | |||
|<pre>equipment_capture_factor = 0.5 </pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|equipment_conversion_speed | |||
|Increases the speed at which equipment is converted. | |||
|<pre>equipment_conversion_speed = 0.5 </pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|equipment_upgrade_xp_cost | |||
|Increases the experience cost to upgrade military equipment. | |||
|<pre>equipment_upgrade_xp_cost = 0.5 </pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |license_purchase_cost | ||
| | |Increases the cost of licensed equipment. | ||
| | |<pre>license_purchase_cost = 10 </pre> | ||
| | |Flat. | ||
| | |Also allows specifying category as license_<category>_purchase_cost. Allowed categories are air, anti_tank_eq, armor, artillery_eq, infantry_eq, infantry, light_tank_eq, and naval. | ||
|1.4 | |||
|- | |- | ||
| | |license_purchase_cost_factor | ||
| | |Increases the cost of licensed equipment by a percentage. | ||
| | |<pre>license_purchase_cost_factor = 0.5 </pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | |Also allows specifying category as license_<category>_purchase_cost_factor. Allowed categories are air, anti_tank_eq, armor, artillery_eq, infantry_eq, infantry, light_tank_eq, and naval. | ||
|1.4 | |||
|- | |- | ||
| | |license_tech_difference_speed_factor | ||
| | |Increases the production penalty of licensed equipment by tech difference by a percentage. | ||
| | |<pre>license_tech_difference_speed_factor = 0.5 </pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | |Also allows specifying category as license_<category>_tech_difference_speed_factor. Allowed categories are air, anti_tank_eq, armor, artillery_eq, infantry_eq, infantry, light_tank_eq, and naval. | ||
|1.4 | |||
|- | |- | ||
| | |production_factory_efficiency_gain_factor | ||
| | |Production efficiency growth. | ||
| | |<pre>production_factory_efficiency_gain_factor = 0.5 </pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |production_factory_max_efficiency_factor | ||
| | |Production efficiency cap. | ||
| | |<pre>production_factory_max_efficiency_factor = 0.5 </pre> | ||
| | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|- | |||
|production_factory_start_efficiency_factor | |||
|Production efficiency base. | |||
|<pre>production_factory_start_efficiency_factor = 0.5 </pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|production_factory_start_efficiency_factor | |||
|Production efficiency base. | |||
|<pre>production_factory_start_efficiency_factor = 0.5 </pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|production_lack_of_resource_penalty_factor | |||
|Lack of resources penalty. | |||
|<pre>production_lack_of_resource_penalty_factor = 0.5 </pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|refit_ic_cost | |||
|Modifies the IC cost for refitting equipment. | |||
|<pre>refit_ic_cost = 0.5 </pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
|refit_speed | |refit_speed | ||
| | |Modifies the speed of refitting equipment. | ||
|refit_speed = 0.1 | |<pre>refit_speed = 0.5 </pre> | ||
|Percentual (0.1 being | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|} | |||
=== Military === | |||
{{SVersion|1.10}} | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |||
|command_power_gain | |||
|Increases the daily gain of command power. | |||
|<pre>command_power_gain = 0.5</pre> | |||
|Flat. | |||
| | |||
|1.5 | |||
|- | |||
|command_power_gain_mult | |||
|Increases the daily gain of command power by a percentage. | |||
|<pre>command_power_gain = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |||
|conscription | |||
|Increases the recruitable percentage of the total population. | |||
|<pre>conscription = 0.02</pre> | |||
|Flat. | |||
| | |||
|1.0 | |||
|- | |||
|conscription_factor | |||
|Increases the recruitable percentage of the total population by a percent. | |||
|<pre>conscription = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |experience_gain_<unit type>_combat_factor | ||
| | |Increases the experience gain in combat by the specified unit type. | ||
| | |<pre>experience_gain_infantry_combat_factor = 0.3</pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |experience_gain_<unit type>_training_factor | ||
| | |Increases the experience gain in training by the specified unit type. | ||
| | |<pre>experience_gain_infantry_training_factor = 0.3</pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |experience_loss_factor | ||
| | |Changes the loss in division's experience in combat. | ||
| | |<pre>experience_loss_factor = 0.3</pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |female_random_army_leader_chance | ||
| | |Increases the chance for a randomly-generated army leader to be female. | ||
| | |<pre>female_random_army_leader_chance = 0.3</pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|- | |- | ||
|land_equipment_upgrade_xp_cost | |land_equipment_upgrade_xp_cost | ||
| | |Increases the experience cost to upgrade land army equipment. | ||
| | |<pre>land_equipment_upgrade_xp_cost = 0.3</pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|- | |||
|land_reinforce_rate | |||
|Increases the rate at which reinforcements to divisions arrive. | |||
|<pre>land_reinforce_rate = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|max_command_power | |||
|Increases maximum command power. | |||
|<pre>max_command_power = 20</pre> | |||
|Flat. | |||
| | |||
|1.5 | |||
|- | |||
|max_command_power_mult | |||
|Increases maximum command power by a percentage. | |||
|<pre>max_command_power_mult = 0.3 </pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |||
|minimum_training_level | |||
|Increases training level necessary for the unit to deploy. | |||
|<pre>minimum_training_level = 0.3 </pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |weekly_manpower | ||
| | |Amount of manpower gained each week. | ||
| | |<pre>weekly_manpower = 1000 </pre> | ||
|Percentual (0. | |Flat. | ||
| | | | ||
|1.6 | |||
|- | |||
|army_leader_cost_factor | |||
|The cost in political power to recruit an unit leader for the land army. | |||
|<pre>army_leader_cost_factor = 0.5 </pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |||
|army_leader_start_level | |||
|Bonus to the starting level of generic unit leaders. | |||
|<pre>army_leader_start_level = 1 </pre> | |||
|Flat. | |||
| | |||
|1.5 | |||
|- | |||
|army_leader_start_attack_level | |||
|Bonus to the starting level of attack in generic unit leaders. | |||
|<pre>army_leader_start_attack_level = 1 </pre> | |||
|Flat. | |||
| | |||
|1.5 | |||
|- | |- | ||
| | |army_leader_start_defense_level | ||
| | |Bonus to the starting level of defense in generic unit leaders. | ||
| | |<pre>army_leader_start_defense_level = 1 </pre> | ||
| | |Flat. | ||
| | | | ||
|1.5 | |||
|- | |- | ||
| | |army_leader_start_logistics_level | ||
| | |Bonus to the starting level of logistics in generic unit leaders. | ||
| | |<pre>army_leader_start_logistics_level = 1 </pre> | ||
| | |Flat. | ||
| | | | ||
|1.5 | |||
|- | |- | ||
| | |army_leader_start_logistics_level | ||
| | |Bonus to the starting level of logistics in generic unit leaders. | ||
| | |<pre>army_leader_start_logistics_level = 1 </pre> | ||
| | |Flat. | ||
| | | | ||
|1.5 | |||
|- | |- | ||
| | |military_leader_cost_factor | ||
| | |The cost in political power to recruit an unit leader. | ||
| | |<pre>military_leader_cost_factor = 0.5 </pre> | ||
|Percentual (0.1 | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.5 | |||
|} | |} | ||
== | === Navy === | ||
{{SVersion|1. | {{SVersion|1.10}} | ||
{| class="wikitable sortable" | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |||
|female_random_admiral_chance | |||
|Increases the chance for a randomly-generated admiral to be female. | |||
|<pre>female_random_admiral_chance = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
|naval_equipment_upgrade_xp_cost | |||
|Increases the naval experience cost to upgrade equipment. | |||
|<pre>naval_equipment_upgrade_xp_cost = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |navy_refit_ic_cost | ||
| | |The IC cost to refit naval equipment. | ||
| | |<pre>navy_refit_ic_cost = 20</pre> | ||
|Percentual (0. | |Flat. | ||
| | | | ||
|1.6 | |||
|- | |||
|navy_refit_speed | |||
|The speed at whcih naval equipment is refitted. | |||
|<pre>navy_refit_speed = 0.5</pre> | |||
|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. | |||
|<pre>navy_leader_cost_factor = 0.5 </pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |||
|navy_leader_start_level | |||
|Bonus to the starting level of generic unit leaders. | |||
|<pre>navy_leader_start_level = 1 </pre> | |||
|Flat. | |||
| | |||
|1.5 | |||
|- | |||
|navy_leader_start_attack_level | |||
|Bonus to the starting level of attack in generic unit leaders. | |||
|<pre>navy_leader_start_attack_level = 1 </pre> | |||
|Flat. | |||
| | |||
|1.5 | |||
|- | |||
|navy_leader_start_coordination_level | |||
|Bonus to the starting level of coordination in generic unit leaders. | |||
|<pre>navy_leader_start_coordination_level = 1 </pre> | |||
|Flat. | |||
| | |||
|1.5 | |||
|- | |- | ||
| | |navy_leader_start_defense_level | ||
| | |Bonus to the starting level of defense in generic unit leaders. | ||
| | |<pre>navy_leader_start_defense_level = 1 </pre> | ||
| | |Flat. | ||
| | | | ||
|1.5 | |||
|- | |- | ||
| | |navy_leader_start_maneuvering_level | ||
|Bonus to | |Bonus to the starting level of maneuvering in generic unit leaders. | ||
| | |<pre>navy_leader_start_maneuvering_level = 1 </pre> | ||
| | |Flat. | ||
| | | | ||
|1.5 | |||
|} | |||
=== Airforce === | |||
{{SVersion|1.10}} | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |- | ||
| | |air_equipment_upgrade_xp_cost | ||
| | |Increases the air experience cost to upgrade equipment. | ||
| | |<pre>air_equipment_upgrade_xp_cost = 0.5</pre> | ||
|Percentual (0.01 being 1%) | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |air_volunteer_cap | ||
| | |Increases the amount of airforce you can send as volunteers. | ||
| | |<pre>air_volunteer_cap = 100</pre> | ||
| | |Flat. | ||
| | | | ||
|1.5 | |||
|- | |- | ||
| | |experience_gain_<plane type>_combat_factor | ||
| | |Increases the experience gain in combat by the specified plane type. | ||
| | |<pre>experience_gain_fighter_combat_factor = 0.3</pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |experience_gain_<plane type>_training_factor | ||
| | |Increases the experience gain in training by the specified plane type. | ||
| | |<pre>experience_gain_fighter_training_factor = 0.3</pre> | ||
|Percentual (1.0 | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|} | |||
=== Fuel === | |||
{{SVersion|1.10}} | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |- | ||
| | |base_fuel_gain | ||
| | |Increases base daily gain of fuel. | ||
| | |<pre>base_fuel_gain = 100</pre> | ||
| | |Flat. | ||
| | | | ||
|1.6 | |||
|- | |- | ||
| | |base_fuel_gain_factor | ||
|Increases | |Increases base daily gain of fuel by a percentage. | ||
| | |<pre>base_fuel_gain_factor = 0.5</pre> | ||
| | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.6 | |||
|- | |- | ||
| | |fuel_cost | ||
| | |Increases daily cost of fuel. | ||
| | |<pre>fuel_cost = 100</pre> | ||
| | |Flat. | ||
| | | | ||
|1.6 | |||
|- | |- | ||
| | |fuel_gain | ||
| | |Increases daily gain of fuel. | ||
| | |<pre>fuel_gain = 100</pre> | ||
| | |Flat. | ||
| | | | ||
|1.6 | |||
|- | |- | ||
| | |fuel_gain_factor | ||
| | |Increases daily gain of fuel by a percentage. | ||
| | |<pre>fuel_gain_factor = 100</pre> | ||
|Percentual (0.1 | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.6 | |||
|- | |- | ||
| | |fuel_gain_from_states | ||
| | |Increases daily gain of fuel from our controlled oil. | ||
| | |<pre>fuel_gain_from_states = 100</pre> | ||
| | |Flat. | ||
| | | | ||
|1.6 | |||
|- | |- | ||
| | |fuel_gain_from_states_factor | ||
| | |Increases daily gain of fuel from our controlled oil by a percentage. | ||
| | |<pre>fuel_gain_from_states_factor = 0.5</pre> | ||
|Percentual (0.1 | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.6 | |||
|- | |- | ||
| | |max_fuel | ||
|Increases | |Increases maximum amount of fuel you can have. | ||
| | |<pre>max_fuel = 100</pre> | ||
| | |Flat. | ||
| | | | ||
|1.6 | |||
|- | |- | ||
| | |max_fuel_factor | ||
|Increases | |Increases maximum amount of fuel you can have by a percentage. | ||
| | |<pre>max_fuel_factor = 0.3 </pre> | ||
| | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.6 | |||
|} | |||
=== Buildings === | |||
{{SVersion|1.10}} | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |- | ||
|civilian_factory_use | |civilian_factory_use | ||
| | |Uses the specified amount of civilian factory as a special project. | ||
|civilian_factory_use = 3 | |<pre>civilian_factory_use = 3</pre> | ||
|Flat | |Flat. | ||
| | |Only has an effect with the Waking the Tiger DLC. | ||
|1.5 | |||
|- | |- | ||
| | |consumer_goods_factor | ||
| | |Changes the percentage of factories used for consumer goods. | ||
| | |<pre>consumer_goods_factor = 0.1</pre> | ||
|Percentual (0.1 being | |Flat. | ||
| | | | ||
|1.0 | |||
|- | |||
|conversion_cost_civ_to_mil_factor | |||
|Changes the cost to convert civilian factories to military factories. | |||
|<pre>conversion_cost_civ_to_mil_factor = 0.4</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |||
|conversion_cost_mil_to_civ_factor | |||
|Changes the cost to convert military factories to civilian factories. | |||
|<pre>conversion_cost_mil_to_civ_factor = 0.4</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |||
|global_building_slots | |||
|Increases amount of building slots in our every state. | |||
|<pre>global_building_slots = 1</pre> | |||
|Flat. | |||
| | |||
|1.0 | |||
|- | |||
|global_building_slots_factor | |||
|Increases amount of building slots in our every state by a percentage. | |||
|<pre>global_building_slots_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|industrial_capacity_dockyard | |||
|Dockyard output. | |||
|<pre>industrial_capacity_dockyard = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|industrial_capacity_factory | |||
|Military factory output. | |||
|<pre>industrial_capacity_factory = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|industry_air_damage_factor | |||
|Amount of damage our factories receive from air bombings. | |||
|<pre>industry_air_damage_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|industry_free_repair_factor | |||
|Increases the speed at which buildings repair themselves without factories assigned. | |||
|<pre>industry_free_repair_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|industry_repair_factor | |||
|Increases the speed at which buildings are repaired. | |||
|<pre>industry_repair_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|line_change_production_efficiency_factor | |||
|Production Efficiency Retention. | |||
|<pre>line_change_production_efficiency_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |production_oil_factor | ||
| | |Synthetic oil gain. | ||
| | |<pre>production_oil_factor = 0.5 </pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |production_speed_<building>_factor | ||
| | |Increases construction speed of a specific building. | ||
| | |<pre>production_speed_industrial_complex_factor = 0.5 </pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |repair_speed_<building>_factor | ||
| | |Increases repair speed of a specific building. | ||
| | |<pre>repair_speed_arms_factory_factor = 0.5 </pre> | ||
|Percentual (0. | |Percentual (0.01 being 1%). | ||
| | | | ||
|1.0 | |||
|} | |} | ||
== | === Resistance and Compliance === | ||
{{SVersion|1. | {{SVersion|1.10}} | ||
{| class="wikitable sortable" | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |||
|compliance_growth_on_our_occupied_states | |||
|Increases the compliance growth speed on the country's controlled states. | |||
|<pre>compliance_growth_on_our_occupied_states = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |||
|no_compliance_gain | |||
|Disables compliance gain on our controlled states. | |||
|<pre>no_compliance_gain = 1</pre> | |||
|Boolean. | |||
|Can also be used in state scope. | |||
|1.9 | |||
|- | |||
|occupation_cost | |||
|Increases the cost of keeping another nation under occupation. | |||
|<pre>occupation_cost = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
|required_garrison_factor | |||
|Increases the required garrison in our occupied states. | |||
|<pre>required_garrison_factor = 0.5</pre> | |||
|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. | ||
| | |<pre>resistance_damage_to_garrison_on_our_occupied_states = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |resistance_decay_on_our_occupied_states | ||
| | |Increases the resistance decay in our occupied states. | ||
| | |<pre>resistance_decay_on_our_occupied_states = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |resistance_growth_on_our_occupied_states | ||
| | |Increases the resistance growth speed in our occupied states. | ||
| | |<pre>resistance_growth_on_our_occupied_states = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |resistance_target_on_our_occupied_states | ||
| | |Increases the resistance target in our occupied states. | ||
| | |<pre>resistance_target_on_our_occupied_states = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|} | |||
=== Intelligence === | |||
{{SVersion|1.10}} | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |- | ||
| | |agency_upgrade_time | ||
| | |Increases the time it takes to upgrade the agency | ||
| | |<pre>agency_upgrade_time = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |airforce_intel_to_others | ||
| | |Increases the amount of intel other countries will receive about your airforce. | ||
| | |<pre>airforce_intel_to_others = 10</pre> | ||
|Flat. | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |civilian_intel_to_others | ||
| | |Increases the amount of intel other countries will receive about your civilian industry. | ||
| | |<pre>civilian_intel_to_others = 10</pre> | ||
|Flat. | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |navy_intel_to_others | ||
| | |Increases the amount of intel other countries will receive about your navy. | ||
| | |<pre>navy_intel_to_others = 10</pre> | ||
|Flat. | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |decryption | ||
| | |Increases the decription capability of the country. | ||
| | |<pre>decryption = 1</pre> | ||
|Flat. | |||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |decryption_factor | ||
| | |Increases the decription capability of the country by a percentage. | ||
| | |<pre>decryption_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |encryption | ||
| | |Increases the encryption capability of the country. | ||
| | |<pre>decryption = 1</pre> | ||
|Flat. | |||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |encryption_factor | ||
| | |Increases the encryption capability of the country by a percentage. | ||
| | |<pre>encryption_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.0 | |||
|- | |||
|enemy_operative_capture_chance_factor | |||
|Increases the chance for an enemy operative to be captured. | |||
|<pre>enemy_operative_capture_chance_factor = 0.5</pre> | |||
|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. | |||
|<pre>enemy_operative_detection_chance = 10</pre> | |||
|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. | |||
|<pre>enemy_operative_detection_chance_factor = 0.5</pre> | |||
|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. | |||
|<pre>enemy_operative_detection_chance_factor = 0.5</pre> | |||
|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. | |||
|<pre>enemy_operative_harmed_time_factor = 0.5</pre> | |||
|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. | |||
|<pre>enemy_operative_intel_extraction_rate = 0.5</pre> | |||
|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. | |||
|<pre>enemy_spy_negative_status_factor = 0.5</pre> | |||
|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. | |||
|<pre>female_random_operative_chance = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
|foreign_subversive_activites | |foreign_subversive_activites | ||
| | |Increases efficiency of foreign subversive activities. | ||
|foreign_subversive_activites = | |<pre>foreign_subversive_activites = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |||
|intel_network_gain | |||
|Increases gain of intel network strength. | |||
|<pre>intel_network_gain = 1</pre> | |||
|Flat. | |||
|Can also be used in state scope. | |||
|1.9 | |||
|- | |||
|intel_network_gain_factor | |||
|Increases gain of intel network strength by a percentage. | |||
|<pre>intel_network_gain_factor = 0.5</pre> | |||
|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. | |||
|<pre>own_operative_capture_chance_factor = 0.5</pre> | |||
|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. | |||
|<pre>own_operative_detection_chance = 10</pre> | |||
|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. | |||
|<pre>own_operative_detection_chance_factor = 0.5</pre> | |||
|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. | |||
|<pre>own_operative_detection_chance_factor = 0.5</pre> | |||
|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. | |||
|<pre>own_operative_harmed_time_factor = 0.5</pre> | |||
|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. | |||
|<pre>own_operative_intel_extraction_rate = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
|Can be used in unit leader scope. | |||
|1.9 | |||
|- | |- | ||
|subversive_activites_upkeep | |subversive_activites_upkeep | ||
| | |Increases the cost of subversive activities. | ||
|subversive_activites_upkeep = -0.1 | |<pre>subversive_activites_upkeep = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|operation_cost | |||
|Increases the cost of operations. | |||
|<pre>operation_cost = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |operation_outcome | ||
| | |Increases the efficiency of operations. | ||
| | |<pre>operation_outcome = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |operation_risk | ||
| | |Increases the risk of operations. | ||
| | |<pre>operation_risk = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |<operation>_cost | ||
| | |Increases the cost of the specified operation. | ||
| | |<pre>operation_infiltrate_cost = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |||
|<operation>_outcome | |||
|Increases the efficiency of the specified operation. | |||
|<pre>operation_coup_government_outcome = 0.5</pre> | |||
|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. | ||
| | |<pre>operation_make_resistance_contacts_risk = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |||
|<type>_intel_decryption_bonus | |||
|Adds a cipher bonus to the specified intel. | |||
|<pre>civilian_intel_decryption_bonus = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
|Types are: airforce, army, civilian, navy. | |||
|1.9 | |||
|- | |- | ||
| | |<type>_intel_factor | ||
|Modifies the | |Modifies the intelligence you receive of the specified type. | ||
| | |<pre>navy_intel_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
|Types are: airforce, army, civilian, navy. | |||
|1.9 | |||
|- | |||
|<mission>_factor | |||
|Modifies the effect of the specified mission. | |||
|<pre>boost_ideology_mission_factor = 0.5</pre> | |||
|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. | |||
|<pre>commando_trait_chance_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |crypto_department_enabled | ||
| | |Enables the crypto department. | ||
| | |<pre>crypto_department_enabled = 1</pre> | ||
|Boolean. | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |crypto_strength | ||
|Modifies the | |Modifies the cryptology level. | ||
| | |<pre>crypto_strength = 1</pre> | ||
|Flat. | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |decryption_power | ||
|Modifies the | |Modifies the decryption power. | ||
| | |<pre>decryption_power = 1</pre> | ||
|Flat. | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |decryption_power_factor | ||
| | |Modifies the decryption power by a percentage. | ||
| | |<pre>decryption_power_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |defense_impact_on_blueprint_stealing | ||
|Modifies the | |Modifies the impact of enemy defense on the blueprint stealing operation. | ||
| | |<pre>defense_impact_on_blueprint_stealing = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |enemy_operative_recruitment_chance | ||
|Modifies the | |Modifies the chance to recruit an enemy operative. | ||
| | |<pre>enemy_operative_recruitment_chance = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |intel_from_operatives_factor | ||
| | |Modifies the intelligence gained from operatives and infiltrated assets. | ||
| | |<pre>intel_from_operatives_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |intel_network_gain | ||
| | |Modifies the intelligence network gain. | ||
| | |<pre>intel_network_gain = 0.3</pre> | ||
|Flat. | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |intel_network_gain_factor | ||
| | |Modifies the intelligence network gain by a percentage. | ||
| | |<pre>intel_network_gain_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |intelligence_agency_defense | ||
|Modifies | |Modifies the counter intelligence. | ||
| | |<pre>intelligence_agency_defense = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |new_operative_slot_bonus | ||
|Modifies the | |Modifies the operative recruitment choices. | ||
| | |<pre>new_operative_slot_bonus = 1</pre> | ||
|Flat. | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |occupied_operative_recruitment_chance | ||
|Modifies the | |Modifies the chance to get an operative from occupied territory. | ||
| | |<pre>occupied_operative_recruitment_chance = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |operative_death_on_capture_chance | ||
| | |Modifies the chance for our operative to die on being captured. | ||
| | |<pre>operative_death_on_capture_chance = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |operative_slot | ||
| | |Modifies the amount of operative slots. | ||
| | |<pre>operative_slot = 1</pre> | ||
|Flat. | |||
| | | | ||
|1.9 | |||
|- | |- | ||
| | |root_out_resistance_effectiveness_factor | ||
|Modifies resistance | |Modifies the effectiveness of rooting out resistance. | ||
| | |<pre>root_out_resistance_effectiveness_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.9 | |||
|} | |||
=== AI === | |||
{{SVersion|1.10}} | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |- | ||
| | |ai_badass_factor | ||
| | |AI's threat perception. | ||
| | |<pre>ai_badass_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |ai_call_ally_desire_factor | ||
| | |Chance for AI to call allies. | ||
| | |<pre>ai_call_ally_desire_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |ai_desired_divisions_factor | ||
| | |The amount of divisions AI seeks to produce. | ||
| | |<pre>ai_desired_divisions_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |ai_focus_aggressive_factor | ||
| | |AI's focus on offense. | ||
| | |<pre>ai_focus_aggressive_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |ai_focus_defense_factor | ||
| | |AI's focus on defense. | ||
| | |<pre>ai_focus_defense_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |ai_focus_aviation_factor | ||
| | |AI's focus on aviation. | ||
| | |<pre>ai_focus_aviation_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |ai_focus_military_advancements_factor | ||
| | |AI's focus on advanced military technologies. | ||
| | |<pre>ai_focus_military_advancements_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.0 | |||
|- | |- | ||
| | |ai_focus_naval_air_factor | ||
| | |AI's focus on building naval airforce. | ||
| | |<pre>ai_focus_naval_air_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | | | ||
|1.0 | |||
|- | |- | ||
|ai_focus_naval_factor | |||
|AI's focus on building a navy. | |||
|<pre>ai_focus_naval_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |ai_focus_peaceful_factor | ||
| | |AI's focus on peaceful research and policies. | ||
| | |<pre>ai_focus_peaceful_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |ai_focus_war_production_factor | ||
| | |AI's focus on wartime production. | ||
| | |<pre>ai_focus_war_production_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
|ai_get_ally_desire_factor | |ai_get_ally_desire_factor | ||
| | |AI's desire to be in or expand a faction. | ||
|ai_get_ally_desire_factor = | |<pre>ai_get_ally_desire_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |ai_join_ally_desire_factor | ||
| | |AI's desire to join the wars led by allies. | ||
| | |<pre>ai_join_ally_desire_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |ai_license_acceptance | ||
| | |AI's chance to agree licensing equipment. | ||
| | |<pre>ai_license_acceptance = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.4 | |||
|} | |||
=== General Combat === | |||
{{SVersion|1.10}} | |||
Note that most of these modifiers are not only in country scope but also in unit leader and navy leader scopes. | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |- | ||
| | |offence | ||
| | |Modifies the attack value of our military, navy, and airforce. | ||
| | |<pre>offence = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |defence | ||
| | |Modifies the defence value of our military, navy, and airforce. | ||
| | |<pre>defence = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|} | |} | ||
== | === Land Combat === | ||
{{SVersion|1. | {{SVersion|1.10}} | ||
Note that most of these modifiers are not only in country scope but also in unit leader scope. | |||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
{| class="wikitable sortable" | ! width="25%" | Effects | ||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |||
|acclimatization_cold_climate_gain_factor | |||
|Cold acclimatization gain factor. | |||
|<pre>acclimatization_cold_climate_gain_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|acclimatization_hot_climate_gain_factor | |||
|Hot acclimatization gain factor. | |||
|<pre>acclimatization_hot_climate_gain_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
|air_superiority_bonus_in_combat | |||
|The bonus air combat gives in combat. | |||
|<pre>air_superiority_bonus_in_combat = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |army_attack_factor | ||
| | |The bonus to land army's attack. | ||
| | |<pre>army_attack_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |army_defence_factor | ||
| | |The bonus to land army's defence. | ||
| | |<pre>army_defence_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |army_speed_factor | ||
| | |The bonus to land army's speed. | ||
| | |<pre>army_speed_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |<unit type>_attack_factor | ||
| | |The bonus to specified unit type's attack. | ||
| | |<pre>cavalry_attack_factor = 0.5</pre> | ||
|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. | ||
| | |<pre>army_artillery_defence_factor = 0.5</pre> | ||
|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. | ||
| | |<pre>army_armor_speed_factor = 0.5</pre> | ||
|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. | ||
| | |<pre>army_fuel_capacity_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |army_fuel_consumption_factor | ||
| | |The consumption of fuel by the army. | ||
| | |<pre>army_fuel_consumption_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |army_morale | ||
| | |Modifies the army's morale. | ||
| | |<pre>army_morale = 10</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |army_morale_factor | ||
|Modifies the | |Modifies the army's morale by a percentage. | ||
| | |<pre>army_morale_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
|army_org | |army_org | ||
| | |Modifies the army's organisation. | ||
|army_org = | |<pre>army_org = 10</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |army_org_factor | ||
| | |Modifies the army's organisation by a percentage. | ||
| | |<pre>army_org_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |army_org_regain | ||
| | |Modifies the army's organisation regain speed by a percentage. | ||
| | |<pre>army_org_regain = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |attrition | ||
|Modifies the | |Modifies the army's attrition. | ||
| | |<pre>attrition = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |breakthrough_factor | ||
|Modifies the | |Modifies the army's breakthrough. | ||
| | |<pre>breakthrough_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |cas_damage_reduction | ||
| | |Reguces the damage dealt by close air support. | ||
| | |<pre>cas_damage_reduction = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |dig_in_speed | ||
| | |Increases entrenchment speed. | ||
| | |<pre>dig_in_speed = 2</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |dig_in_speed_factor | ||
| | |Increases entrenchment speed by a percentage. | ||
| | |<pre>dig_in_speed = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |experience_gain_army | ||
| | |Increases experience gain by the army. | ||
| | |<pre>experience_gain_army = 0.5</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |experience_gain_army_factor | ||
| | |Increases experience gain by the army by a percentage. | ||
| | |<pre>experience_gain_army_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |experience_gain_army_unit | ||
| | |Increases experience gain by the army divisions. | ||
| | |<pre>experience_gain_army_unit = 0.5</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |experience_gain_army_unit_factor | ||
| | |Increases experience gain by the army divisions by a percentage. | ||
| | |<pre>experience_gain_army_unit_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |extra_marine_supply_grace | ||
| | |Increases the supply grace given to marines. | ||
| | |<pre>extra_marine_supply_grace = 96</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |extra_paratrooper_supply_grace | ||
| | |Increases the supply grace given to paratroopers. | ||
| | |<pre>extra_paratrooper_supply_grace = 96</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |heat_attrition | ||
| | |Increases the attrition due to heat. | ||
| | |<pre>heat_attrition = 0.5</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |heat_attrition_factor | ||
| | |Increases the attrition due to heat by a percentage. | ||
| | |<pre>heat_attrition_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |winter_attrition | ||
| | |Increases the attrition due to winter. | ||
| | |<pre>winter_attrition = 0.5</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
|winter_attrition_factor | |winter_attrition_factor | ||
| | |Increases the attrition due to winter by a percentage. | ||
|winter_attrition_factor = -0.5 | |<pre>winter_attrition_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|land_night_attack | |||
|Increases the penalty due to attacking at night. | |||
|<pre>land_night_attack = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|max_dig_in | |||
|Increases the maximum entrenchment. | |||
|<pre>max_dig_in = 20</pre> | |||
|Flat. | |||
|Can also apply in state scope. | |||
|1.0 | |||
|- | |||
|max_dig_in_factor | |||
|Increases the maximum entrenchment by a percentage. | |||
|<pre>max_dig_in_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
|Can also apply in state scope. | |||
|1.0 | |||
|- | |- | ||
| | |max_planning | ||
| | |Increases the maximum planning. | ||
| | |<pre>max_planning = 20</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |max_planning_factor | ||
| | |Increases the maximum planning by a percentage. | ||
| | |<pre>max_planning_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |pocket_penalty | ||
|Reduces | |Reduces the penalty that troops take when they are encircled. | ||
| | |<pre>pocket_penalty = 0.2</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |recon_factor | ||
| | |Increases reconnaisance. | ||
| | |<pre>recon_factor = 0.2</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |recon_factor_while_entrenched | ||
| | |Increases reconnaisance for entrenched divisions. | ||
| | |<pre>recon_factor_while_entrenched = 0.2</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |special_forces_cap | ||
| | |Increases the maximum amount of special forces by a percentage. | ||
| | |<pre>special_forces_cap = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |special_forces_min | ||
| | |Increases the maximum amount of special forces. | ||
| | |<pre>special_forces_min = 250</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |special_forces_no_supply_grace | ||
| | |Increases the supply grace period for special forces. | ||
| | |<pre>special_forces_no_supply_grace = 120</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |special_forces_out_of_supply_factor | ||
| | |Increases the penalty for special forces out of supply. | ||
| | |<pre>special_forces_out_of_supply_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |special_forces_training_time_factor | ||
| | |Increases the time it takes to train special forces. | ||
| | |<pre>special_forces_training_time_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |terrain_penalty_reduction | ||
| | |Decreases the penalties given by terrain. | ||
| | |<pre>terrain_penalty_reduction = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |unit_upkeep_attrition_factor | ||
|Modifies the | |Modifies the unit upkeep. | ||
| | |<pre>unit_upkeep_attrition_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
|no_supply_grace | |no_supply_grace | ||
| | |Modifies the grace period for units without supply. | ||
|no_supply_grace = | |<pre>no_supply_grace = 120</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |||
|org_loss_when_moving | |||
|Modifies the organisation loss for units when they are moving. | |||
|<pre>org_loss_when_moving = 0.2</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|out_of_supply_factor | |||
|Reduces the penalty that units take when they run out of supplies. | |||
|<pre>out_of_supply_factor = 0.2</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|planning_speed | |||
|Modifies the planning speed. | |||
|<pre>planning_speed = 0.2</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|supply_consumption_factor | |||
|Modifies the rate at which army consumes supply. | |||
|<pre>supply_consumption_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|training_time_factor | |||
|Modifies the training time. | |||
|<pre>training_time_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|} | |} | ||
=== Naval combat === | |||
{{SVersion|1.10}} | |||
Note that most of these modifiers are not only in country scope but also in navy leader scope. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" width="100%" | ||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |||
|amphibious_invasion | |||
|Modifies the speed of units during naval invasions. | |||
|<pre>amphibious_invasion = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|amphibious_invasion_defence | |||
|Modifies the penalty given by naval invasions. | |||
|<pre>amphibious_invasion_defence = 0.5</pre> | |||
|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. | |||
|<pre>carrier_capacity_penalty_reduction = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|convoy_escort_efficiency | |||
|Modifies the efficiency of the convoy escort mission. | |||
|<pre>convoy_escort_efficiency = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
|convoy_raiding_efficiency_factor | |||
|Modifies the efficiency of the convoy raiding mission. | |||
|<pre>convoy_raiding_efficiency_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |convoy_retreat_speed | ||
|Modifies the speed of | |Modifies the speed of convoys retreating. | ||
| | |<pre>convoy_retreat_speed = 0.5</pre> | ||
|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. | ||
| | |<pre>critical_receive_chance = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |experience_gain_navy | ||
|Modifies the | |Modifies the daily gain of naval experience. | ||
| | |<pre>experience_gain_navy = 0.02</pre> | ||
|Flat. | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |experience_gain_navy_factor | ||
|Modifies the | |Modifies the gain of naval experience by a percentage. | ||
| | |<pre>experience_gain_navy_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |experience_gain_navy_unit | ||
|Modifies the | |Modifies the daily gain of experience by the ships. | ||
| | |<pre>experience_gain_navy_unit = 0.02</pre> | ||
|Flat. | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |experience_gain_navy_unit_factor | ||
|Modifies the | |Modifies the gain of experience by the ships by a percentage. | ||
| | |<pre>experience_gain_navy_unit_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |fighter_sortie_efficiency | ||
|Modifies the | |Modifies the speed when refueling and rearming fighter planes on the carrier during the battle. | ||
| | |<pre>fighter_sortie_efficiency = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |invasion_preparation | ||
|Modifies the | |Modifies the preparation speed of naval invasions. | ||
| | |<pre>invasion_preparation = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |mines_planting_by_fleets_factor | ||
|Modifies the | |Modifies the efficiency of the mine planting mission. | ||
| | |<pre>mines_planting_by_fleets_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |mines_sweeping_by_fleets_factor | ||
|Modifies the | |Modifies the efficiency of the mine sweeping mission. | ||
| | |<pre>mines_sweeping_by_fleets_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |naval_accidents_chance | ||
|Modifies the | |Modifies the chance for a ship to be accidentally sunk or damaged. | ||
| | |<pre>naval_accidents_chance = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |naval_attrition | ||
|Modifies | |Modifies attrition suffered by naval units. | ||
| | |<pre>naval_attrition = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |naval_coordination | ||
|Modifies the | |Modifies how quickly the fleet can gather or disperse when a target is found or when switching missions. | ||
| | |<pre>naval_coordination = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |naval_critical_effect_factor | ||
|Modifies the | |Modifies the effects of sustained critical hits on our ships. | ||
| | |<pre>naval_critical_effect_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |naval_critical_score_chance_factor | ||
|Modifies the | |Modifies the chance for us to get a critical hit on the enemy in naval combat. | ||
| | |<pre>naval_critical_score_chance_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|naval_damage_factor | |||
|Modifies the damage dealt by our ships. | |||
|<pre>naval_damage_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |naval_defense_factor | ||
|Modifies the | |Modifies the damage received by our ships. | ||
| | |<pre>naval_damage_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |naval_detection | ||
|Modifies the | |Modifies the chance for our ships to detect submarines. | ||
| | |<pre>naval_detection = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |naval_enemy_fleet_size_ratio_penalty_factor | ||
|Modifies the | |Modifies the penalty the enemy receives for having a larger amount of ships than us. | ||
| | |<pre>naval_enemy_fleet_size_ratio_penalty_factor = 0.3</pre> | ||
| | |Percentual (0.01 being 1%). | ||
| | |||
== | |1.6 | ||
|- | |||
|naval_enemy_retreat_chance | |||
|Modifies the chance for the enemy to retreat. | |||
|<pre>naval_enemy_retreat_chance = 0.3</pre> | |||
|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. | |||
|<pre>naval_has_potf_in_combat_attack = 0.3</pre> | |||
|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. | |||
|<pre>naval_has_potf_in_combat_defense = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|naval_hit_chance | |||
|Modifies the chance for the naval attacks to land. | |||
|<pre>naval_hit_chance = 0.3</pre> | |||
|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. | |||
|<pre>naval_invasion_capacity = 10</pre> | |||
|Flat. | |||
| | |||
|1.6 | |||
|- | |||
|naval_invasion_penalty | |||
|Modifies the penalty for naval invasions. | |||
|<pre>naval_invasion_penalty = 0.3</pre> | |||
|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. | |||
|<pre>naval_mine_hit_chance = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|naval_mines_damage_factor | |||
|Modifies the damage naval mines deal to enemy ships. | |||
|<pre>naval_mines_damage_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|naval_mines_effect_reduction | |||
|Modifies the damage enemy naval mines deal. | |||
|<pre>naval_mines_effect_reduction = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|naval_morale | |||
|Modifies the morale value for our ships. | |||
|<pre>naval_morale = 15</pre> | |||
|Flat. | |||
| | |||
|1.6 | |||
|- | |||
|naval_morale_factor | |||
|Modifies the morale value for our ships by a percentage. | |||
|<pre>naval_morale_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|naval_retreat_chance | |||
|Modifies the chance for our ships to retreat. | |||
|<pre>naval_retreat_chance = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|naval_retreat_speed | |||
|Modifies the speed at which our ships retreat. | |||
|<pre>naval_retreat_speed = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|naval_speed_factor | |||
|Modifies the speed of our ships. | |||
|<pre>naval_speed_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|naval_torpedo_cooldown_factor | |||
|Modifies the rate at which our ships can fire torpedos. | |||
|<pre>naval_torpedo_cooldown_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|naval_torpedo_hit_chance_factor | |||
|Modifies the rate at which our torpedos can hit enemy ships. | |||
|<pre>naval_torpedo_hit_chance_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|naval_torpedo_screen_penetration_factor | |||
|Modifies the rate at which our torpedos penalise enemy screening. | |||
|<pre>naval_torpedo_screen_penetration_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|navy_capital_ship_attack_factor | |||
|Modifies the attack of our capital ships. | |||
|<pre>navy_capital_ship_attack_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|navy_carrier_air_agility_factor | |||
|Modifies the agility of airplanes executing tasks from carriers. | |||
|<pre>navy_carrier_air_agility_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|navy_carrier_air_attack_factor | |||
|Modifies the attack of airplanes executing tasks from carriers. | |||
|<pre>navy_carrier_air_attack_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|navy_carrier_air_targetting_factor | |||
|Modifies the targeting of airplanes executing tasks from carriers. | |||
|<pre>navy_carrier_air_targetting_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|navy_screen_attack_factor | |||
|Modifies the attack of our screening ships. | |||
|<pre>navy_screen_attack_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|navy_submarine_attack_factor | |||
|Modifies the attack of our submarines. | |||
|<pre>navy_submarine_attack_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|navy_submarine_attack_factor | |||
|Modifies the attack of our submarines. | |||
|<pre>navy_submarine_attack_factor = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|navy_visibility | |||
|Modifies the visibility of our navy. | |||
|<pre>navy_visibility = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |||
|positioning | |||
|Modifies the positioning of our navy. | |||
|<pre>positioning = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
|production_cost_max_<ship type> | |||
|Modifies the maximum cost of the ship type. | |||
|<pre>production_cost_max_ship_hull_light = 0.3</pre> | |||
|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 | |Modifies the speed at which the dockyards repair the navy. | ||
| | |<pre>repair_speed_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |screening_efficiency | ||
|Modifies the | |Modifies the efficiency screen ships operate. | ||
| | |<pre>screening_efficiency = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |ships_at_battle_start | ||
|Modifies the | |Modifies the number of ships at first contact. | ||
| | |<pre>ships_at_battle_start = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |sortie_efficiency | ||
|Modifies the | |Modifies the speed when refueling and rearming planes on the carrier during the battle. | ||
| | |<pre>sortie_efficiency = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |spotting_chance | ||
|Modifies the | |Modifies the chance to spot enemy ships. | ||
| | |<pre>spotting_chance = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |strike_force_movement_org_loss | ||
|Modifies the | |Modifies the organisation loss from movement during the strike force mission. | ||
| | |<pre>strike_force_movement_org_loss = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |sub_retreat_speed | ||
|Modifies the | |Modifies the retreat speed of submarines. | ||
| | |<pre>sub_retreat_speed = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |submarine_attack | ||
| | |Modifies the attack of submarines. | ||
| | |<pre>submarine_attack = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |transport_capacity | ||
|Modifies | |Modifies how many convoys units require. | ||
| | |<pre>transport_capacity = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|} | |} | ||
=== Air combat === | |||
{{SVersion|1.10}} | |||
Note that most of these modifiers are not only in country scope but also in ace scope. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" width="100%" | ||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |- | ||
|air_accidents_factor | |||
|Modifies the chance for air accidents to happen. | |||
|<pre>air_accidents_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_ace_generation_chance_factor | ||
|Modifies the | |Modifies the chance for aces to appear. | ||
| | |<pre>air_ace_generation_chance_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_agility_factor | ||
|Modifies the | |Modifies the agility of the country's airplanes. | ||
| | |<pre>air_agility_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_attack_factor | ||
|Modifies the | |Modifies the attack of the country's airplanes. | ||
| | |<pre>air_attack_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_defence_factor | ||
|Modifies the | |Modifies the defence of the country's airplanes. | ||
| | |<pre>air_defence_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_<mission>_agility_factor | ||
|Modifies the | |Modifies the agility of the country's airplanes when on the specified mission. | ||
| | |<pre>air_air_superiority_agility_factor = 0.5</pre> | ||
|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 | |Modifies the attack of the country's airplanes when on the specified mission. | ||
| | |<pre>air_interception_defence_factor = 0.5</pre> | ||
|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 | |Modifies the defence of the country's airplanes when on the specified mission. | ||
| | |<pre>air_strategic_bomber_defence_factor = 0.5</pre> | ||
|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 | |Modifies targetting for ground bombing. | ||
| | |<pre>air_bombing_targetting = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_cas_efficiency | ||
|Modifies | |Modifies efficiency of close-air-support. | ||
| | |<pre>air_cas_efficiency = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_cas_present_factor | ||
|Modifies | |Modifies impact of close-air-support in land combat. | ||
| | |<pre>air_cas_present_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_escort_efficiency | ||
|Modifies | |Modifies ability of planes in dogfights. | ||
| | |<pre>air_escort_efficiency = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_fuel_consumption_factor | ||
|Modifies the | |Modifies the rate at which the airforce consumes fuel. | ||
| | |<pre>air_fuel_consumption_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_intercept_efficiency | ||
|Modifies the | |Modifies the efficiency of air interception. | ||
| | |<pre>air_intercept_efficiency = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|air_maximum_speed_factor | |||
|Modifies the maximum speed of the airforce. | |||
|<pre>air_maximum_speed_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_mission_efficiency | ||
|Modifies the | |Modifies the efficiency of airplanes in missions. | ||
| | |<pre>air_mission_efficiency = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_mission_xp_gain_factor | ||
|Modifies the | |Modifies the experience gain for airplanes for doing missions. | ||
| | |<pre>air_mission_xp_gain_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_mission_xp_gain_factor | ||
|Modifies the | |Modifies the experience gain for airplanes for doing missions. | ||
| | |<pre>air_mission_xp_gain_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|air_nav_efficiency | |||
|Modifies the efficiency of airplanes doing port strike and naval bombing missions. | |||
|<pre>air_nav_efficiency = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|air_night_penalty | |||
|Modifies the penalty the airforce receives while at night. | |||
|<pre>air_night_penalty = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |||
|air_night_penalty | |||
|Modifies the penalty the airforce receives while at night. | |||
|<pre>air_night_penalty = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_range_factor | ||
|Modifies the | |Modifies the range of the airplanes. | ||
| | |<pre>air_range_factor = 0.5</pre> | ||
| | |Percentual (0.01 being 1%). | ||
| | |||
|1.0 | |||
|- | |- | ||
|air_strategic_bomber_bombing_factor | |||
|Modifies the efficiency of the strategic bombing mission. | |||
|<pre>air_strategic_bomber_bombing_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_strategic_bomber_night_penalty | ||
|Modifies the | |Modifies the penalty for the strategic bombing mission while at night. | ||
| | |<pre>air_strategic_bomber_night_penalty = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_superiority_detect_factor | ||
|Modifies the chance | |Modifies the chance to detect enemy planes while on the air superiority mission. | ||
| | |<pre>air_superiority_detect_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_superiority_efficiency | ||
|Modifies the | |Modifies the efficiency of the air superiority mission. | ||
| | |<pre>air_superiority_efficiency = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_training_xp_gain_factor | ||
|Modifies the | |Modifies the air experience gain from training. | ||
| | |<pre>air_training_xp_gain_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |air_weather_penalty | ||
|Modifies the | |Modifies the penalty the airplanes receive because of weather. | ||
| | |<pre>air_weather_penalty = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_wing_xp_loss_when_killed_factor | ||
|Modifies the | |Modifies the experience loss of airplanes due to airplanes being shot down. | ||
| | |<pre>air_wing_xp_loss_when_killed_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |army_bonus_air_superiority_factor | ||
|Modifies | |Modifies the bonus to land combat from air superiority. | ||
| | |<pre>army_bonus_air_superiority_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |enemy_army_bonus_air_superiority_factor | ||
|Modifies the | |Modifies the effect to land combat from enemy air superiority. | ||
| | |<pre>enemy_army_bonus_air_superiority_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |experience_gain_air | ||
|Modifies the | |Modifies the daily gain of air experience. | ||
| | |<pre>experience_gain_air = 0.05</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |experience_gain_air_factor | ||
|Modifies the | |Modifies the daily gain of air experience by a percentage. | ||
| | |<pre>experience_gain_air_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |air_ground_attack | ||
|Modifies the | |Modifies the bonus to airplane attack on enemy divisions. | ||
| | |<pre>air_ground_attack = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |ground_attack_factor | ||
|Modifies the | |Modifies the bonus to airplane attack on enemy divisions by a percentage. | ||
| | |<pre>ground_attack_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |mines_planting_by_air_factor | ||
|Modifies | |Modifies efficiency of airplanes planting mines. | ||
| | |<pre>mines_planting_by_air_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |mines_sweeping_by_air_factor | ||
| | |Modifies efficiency of airplanes sweeping mines. | ||
| | |<pre>mines_sweeping_by_air_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |strategic_bomb_visibility | ||
|Modifies the | |Modifies the chance for the enemy to detect our strategic bombers. | ||
| | |<pre>strategic_bomb_visibility = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|} | |} | ||
=== Targeted modifiers === | |||
{{SVersion|1.10}} | |||
These modifiers are targeted, meaning that they must be used in targeted_modifier = {} rather than modifier = {}. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" width="100%" | ||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |- | ||
|cic_to_target_factor | |||
|Gives a portion of the country's civilian industry to the specified target. | |||
|<pre>cic_to_target_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |- | ||
| | |extra_trade_to_target_factor | ||
| | |Adds extra produced recourses available for trade to target country. | ||
| | |<pre>extra_trade_to_target_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |- | ||
| | |generate_wargoal_tension_against | ||
| | |Increases world tension necessary for us to justify against the target country. | ||
| | |<pre>generate_wargoal_tension_against = 0.5</pre> | ||
|Flat. | |||
| | |||
|1.5 | |||
|- | |- | ||
| | |mic_to_target_factor | ||
| | |Gives a portion of the country's military industry to the specified target. | ||
| | |<pre>cic_to_target_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |- | ||
| | |trade_cost_for_target_factor | ||
| | |The cost for the targeted country to purchase this country's resources. | ||
| | |<pre>trade_cost_for_target_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |- | ||
| | |targeted_legitimacy_daily | ||
| | |Increases daily gain of legitimacy of the target country. | ||
| | |<pre>targeted_legitimacy_daily = 0.5</pre> | ||
|Flat. | |||
| | |||
|1.6 | |||
|- | |- | ||
| | |attack_bonus_against | ||
| | |Gives an attack bonus against the armies of the specified country. | ||
| | |<pre>attack_bonus_against = 0.5</pre> | ||
|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. | ||
| | |<pre>attack_bonus_against_cores = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |- | ||
| | |breakthrough_bonus_against | ||
| | |Gives a breakthrough bonus against the armies of the specified country. | ||
| | |<pre>breakthrough_bonus_against = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |- | ||
| | |defense_bonus_against | ||
| | |Gives a defense bonus against the armies of the specified country. | ||
| | |<pre>defense_bonus_against = 0.5</pre> | ||
| | |Percentual (0.01 being 1%). | ||
| | |||
| | |1.5 | ||
| | |||
|} | |} | ||
== | == State Scope == | ||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
{| class="wikitable sortable" | ! width="25%" | Effects | ||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |- | ||
|army_speed_factor_for_controller | |||
|Changes the division speed for the controller of the state. | |||
|<pre>army_speed_factor_for_controller = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |compliance_gain | ||
| | |Changes the compliance gain in the current state. | ||
| | |<pre>compliance_gain = 0.01</pre> | ||
|Flat. | |||
|Can also go into country scope. | |||
|1.9 | |||
|- | |- | ||
| | |compliance_growth | ||
| | |Changes the compliance growth speed in the current state. | ||
| | |<pre>compliance_growth = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |country_resource_<resource> | ||
| | |Directly modifies the country's resource stockpile. | ||
| | |<pre>country_resource_oil = 10</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |country_resource_cost_<resource> | ||
| | |Directly modifies the country's resource stockpile. | ||
| | |<pre>country_resource_cost_aluminium = 10</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |disable_strategic_redeployment | ||
| | |Disables strategic redeployment in the state. | ||
| | |<pre>disable_strategic_redeployment = 1</pre> | ||
|Boolean. | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |disable_strategic_redeployment_for_controller | ||
| | |Disables strategic redeployment in the state for the controller. | ||
| | |<pre>disable_strategic_redeployment_for_controller = 1</pre> | ||
|Boolean. | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |enemy_intel_network_gain_factor_over_occupied_tag | ||
|Modifies | |Modifies enemy intel network strength gain. | ||
| | |<pre>enemy_intel_network_gain_factor_over_occupied_tag = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |local_building_slots | ||
|Modifies | |Modifies amount of building slots. | ||
| | |<pre>local_building_slots = 2</pre> | ||
|Flat. | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |local_building_slots_factor | ||
|Modifies | |Modifies amount of building slots by a percentage. | ||
| | |<pre>local_building_slots_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |local_factories | ||
|Modifies | |Modifies amount of available factories in the state. | ||
| | |<pre>local_factories = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |local_factory_sabotage | ||
|Modifies | |Modifies chance for factory sabotage. | ||
| | |<pre>local_factory_sabotage = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |local_intel_to_enemies | ||
| | |Modifies amount of intel to enemies. | ||
| | |<pre>local_intel_to_enemies = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |local_manpower | ||
|Modifies | |Modifies amount of available manpower. | ||
| | |<pre>local_manpower = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |local_non_core_manpower | ||
|Modifies | |Modifies amount of available non-core manpower. | ||
| | |<pre>local_non_core_manpower = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |local_resources | ||
|Modifies | |Modifies amount of available resources. | ||
| | |<pre>local_resources = 0.3</pre> | ||
|Flat. | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |local_resources_factor | ||
|Modifies | |Modifies amount of available resources by a percentage. | ||
| | |<pre>local_resources_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |local_supplies | ||
| | |Modifies amount of available supplies. | ||
| | |<pre>local_supplies = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |local_supplies_for_controller | ||
| | |Modifies amount of available supplies for the controller. | ||
| | |<pre>local_supplies_for_controller = 0.3</pre> | ||
| | |Percentual (0.01 being 1%). | ||
| | |||
|1.9 | |||
|- | |- | ||
|mobilization_speed | |||
|Modifies the mobilisation speed. | |||
|<pre>mobilization_speed = 0.3</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |non_core_manpower | ||
| | |Modifies the amount of recruited non-core manpower. | ||
| | |<pre>non_core_manpower = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |recruitable_population | ||
| | |Modifies the amount of recruited manpower. | ||
| | |<pre>recruitable_population = 0.03</pre> | ||
|Flat. | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |recruitable_population_factor | ||
| | |Modifies the amount of recruited manpower by a percentage. | ||
| | |<pre>recruitable_population_factor = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |resistance_damage_to_garrison | ||
| | |Modifies the amount of resistance damage to the garrison. | ||
| | |<pre>resistance_damage_to_garrison = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |resistance_decay | ||
| | |Modifies the speed of resistance decay. | ||
| | |<pre>resistance_decay = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |resistance_garrison_penetration_chance | ||
| | |Modifies the chance for the garrison to be penetrated. | ||
| | |<pre>resistance_garrison_penetration_chance = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |resistance_growth | ||
| | |Modifies the speed of the resistance growth. | ||
| | |<pre>resistance_growth = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |resistance_target | ||
| | |Modifies the target of the resistance growth. | ||
| | |<pre>resistance_target = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |starting_compliance | ||
| | |Modifies the base compliance value. | ||
| | |<pre>starting_compliance = 0.3</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.9 | |||
|- | |- | ||
| | |state_production_speed_<building>_factor | ||
| | |Modifies the building speed of the specified building in the state. | ||
| | |<pre>state_production_speed_industrial_complex_factor = 0.3</pre> | ||
|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. | ||
| | |<pre>state_repair_speed_industrial_complex_factor = 0.3</pre> | ||
|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. | ||
| | |<pre>state_resource_oil = 5</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|- | |- | ||
| | |state_resource_cost_<resource> | ||
| | |Modifies the amount of the specified resource in the state. | ||
| | |<pre>state_resource_cost_rubber = 5</pre> | ||
|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. | ||
| | |<pre>temporary_state_resource_tungsten = 5</pre> | ||
|Flat. | |||
| | |||
|1.0 | |||
|} | |} | ||
== | == Unit leader Scope == | ||
{| class="wikitable sortable" | Note that most modifiers in land and naval combat sections also apply. | ||
{| class="wikitable sortable" width="100%" | |||
! width="10%" | Name | |||
! width="25%" | Effects | |||
! width="25%" | Examples | |||
! width="20%" | Modifier type | |||
! width="15%" | Notes | |||
! width="5%" | Version Added | |||
|- | |||
|cannot_use_abilities | |||
|Disables using abilities. | |||
|<pre>cannot_use_abilities = 1</pre> | |||
|Boolean. | |||
| | |||
|1.5 | |||
|- | |||
|fortification_collateral_chance | |||
|Chance for combat to damage enemy forts. | |||
|<pre>fortification_collateral_chance = 0.4</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |||
|fortification_damage | |||
|Damage enemy forts receive from combat. | |||
|<pre>fortification_damage = 0.4</pre> | |||
|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. | |||
|<pre>max_army_group_size = 24</pre> | |||
|Flat. | |||
| | |||
|1.5 | |||
|- | |||
|paradrop_organization_factor | |||
|The amount of organisation paratroopers will have after paradropping. | |||
|<pre>paradrop_organization_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |||
|paratrooper_aa_defense | |||
|The strength of anti-air against paratroopers. | |||
|<pre>paratrooper_aa_defense = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |||
|paratrooper_count_per_plane | |||
|The amount of paratroopers on each plan. | |||
|<pre>paratrooper_count_per_plane = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |- | ||
|promote_cost_factor | |||
|The cost to promote the unit leader. | |||
|<pre>promote_cost_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |- | ||
| | |reassignment_duration_factor | ||
| | |The length of the reassignment penalty. | ||
| | |<pre>reassignment_duration_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |- | ||
| | |river_crossing_factor | ||
| | |The effects of the river crossing penalty. | ||
| | |<pre>river_crossing_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |- | ||
| | |sickness_chance | ||
| | |The chance for the unit leader to get sick. | ||
| | |<pre>sickness_chance = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |- | ||
| | |skill_bonus_factor | ||
| | |The bonus the unit leader receives from their skillset. | ||
| | |<pre>skill_bonus_factor = 0.5</pre> | ||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|- | |||
|wounded_chance_factor | |||
|The chance for the unit leader to get wounded. | |||
|<pre>wounded_chance_factor = 0.5</pre> | |||
|Percentual (0.01 being 1%). | |||
| | |||
|1.5 | |||
|} | |} | ||
== Hidden Modifiers == | |||
{{Version|Timeless}} | |||
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. | |||
== Custom Modifier Tooltip == | |||
{{Version|Timeless}} | |||
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. | |||
{{Modding navbox}} | {{Modding navbox}} | ||
[[Category:Modding]] | [[Category:Modding]] |
2020年12月25日 (五) 10:12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,从科研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:
- National focus - If the Focus gives an idea with modifiers in it, or unlocks hidden research (such as with Jungle Training from TfV India).
- State types
- Research - Ex. Doctrines.
- Terrain - All terrains give different bonuses that can be changed.
- Events - If the Event gives an idea with modifiers in it, or unlocks hidden research.
- Ideas - National Spirits
- Advisors - Works the same as Ideas, and can have the same modifiers.
- Laws - Works the same as Ideas, and can have the same modifiers.
- Stability Defines - Can both be added as the negative effect (sub-50% Stability) or positive effect (pro-50% Stability)
- War Support Defines - Can both be added as the negative effect (sub-50% War Support) or positive effect (pro-50% War Support )
Country scope
General
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 |
---|---|---|---|---|---|
monthly_population | Increases the monthly population gain in states owned by the country. | monthly_population = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
nuclear_production | Enables production of nukes. | nuclear_production = 1 |
Boolean. | 1.0 | |
nuclear_production_factor | Increases speed at which nukes are produced. | nuclear_production_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
research_sharing_per_country_bonus | Increases the bonus in research speed per country when technology sharing. | research_sharing_per_country_bonus = 0.5 |
Flat. | 1.3 | |
research_sharing_per_country_bonus_factor | Increases the bonus in research speed per country when technology sharing by a percentage. | research_sharing_per_country_bonus_factor = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
research_speed_factor | Increases the research speed. | research_speed_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Politics
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 |
---|---|---|---|---|---|
defensive_war_stability_factor | Changes the penalty to the stability invoked by participating in a defensive war. | defensive_war_stability_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
disabled_ideas | Disables manually changing ideas (including ministers and laws). | disabled_ideas = 1 |
Boolean. | 1.9 | |
<idea category>_cost_factor | Increases the cost in political power to add an idea with the specified category. | political_advisor_cost_factor = 0.5 |
Percentual (0.01 being 1%). | Idea categories can be found in common/idea_tags. Also includes improve_relations_maintain. | 1.0 |
female_random_country_leader_chance | Increases the chance for a randomly-generated country leader to be female. | female_random_country_leader_chance = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
max_surrender_limit_offset | Minimum Surrender Limit. | max_surrender_limit_offset = 0.3 |
Flat. | 1.0 | |
offensive_war_stability_factor | Modifies the stability penalty received from participating in an offensive war. | 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. | party_popularity_stability_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
political_power_cost | Daily cost in political power. | political_power_cost = 0.3 |
Flat. | 1.0 | |
political_power_gain | Modifies daily gain in political power. | political_power_gain = 0.3 |
Flat. | 1.0 | |
political_power_factor | Modifies daily gain in political power by a percentage. | political_power_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
stability_factor | Modifies stability of the country. | stability_factor = 0.3 |
Flat. | 1.0 | |
weekly_stability | Modifies weekly stability gain of the country. | weekly_stability = 0.01 |
Flat. | 1.0 | |
weekly_stability_factor | Modifies weekly stability gain of the country by a percentage. | weekly_stability_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
war_stability_factor | Modifies the stability loss caused by being at war. | war_stability_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
war_support_factor | Modifies war support of the country. | war_support_factor = 0.3 |
Flat. | 1.0 | |
weekly_war_support | Modifies weekly war support gain of the country. | weekly_war_support = 0.01 |
Flat. | 1.0 | |
weekly_war_support_factor | Modifies weekly war support gain of the country by a percentage. | weekly_war_support_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
drift_defence_factor | Ideology drift defense. | drift_defence_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
<ideology>_drift | Daily gain of the specified ideology. | communism_drift = 0.03 |
Flat. | 1.0 | |
<ideology>_acceptance | Likelihood of AI to accept offers from countries of the specified ideology. | fascism_acceptance = 50 |
Flat. | 1.0 |
Trade
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 |
---|---|---|---|---|---|
min_export | Increases the amount of resources to market. | min_export = 0.5 |
Flat. | 1.0 | |
trade_opinion_factor | Makes AI more likely to purchase resources from this country. | trade_opinion_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Diplomacy
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 |
---|---|---|---|---|---|
civil_war_involvement_tension | Changes the world tension amount necessary to intervene in an ally's civil war. | civil_war_involvement_tension = 0.5 |
Flat. | 1.0 | |
enemy_declare_war_tension | Increases the world tension required for an enemy to justify a wargoal on us. | enemy_declare_war_tension = 0.5 |
Flat. | 1.0 | |
enemy_justify_war_goal_time | Increases the time required for an enemy to justify a wargoal on us. | enemy_declare_war_tension = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
faction_trade_opinion_factor | Increases the opinion gain gained by trade between faction members. | faction_trade_opinion_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
generate_wargoal_tension | Increases the necessary tension for us to generate a wargoal. | generate_wargoal_tension = 0.3 |
Flat. | 1.0 | |
guarantee_cost | Cost in political power for the country to guarantee an another country. | guarantee_cost = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
guarantee_tension | Necessary world tension for the country to guarantee an another country. | guarantee_tension = 0.3 |
Flat. | 1.0 | |
join_faction_tension | Necessary world tension for the country to join a faction. | join_faction_tension = 0.3 |
Flat. | 1.0 | |
justify_war_goal_time | The amount of time necessary to justify a wargoal. | justify_war_goal_time = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
justify_war_goal_when_in_major_war_time | The amount of time necessary to justify a wargoal when in a war with a major country. | justify_war_goal_when_in_major_war_time = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
lend_lease_tension | Necessary world tension for the country to lend-lease. | lend_lease_tension = 0.3 |
Flat. | 1.0 | |
opinion_gain_monthly | Increases opinion gain from the 'Improve relations' diplomatic action. | opinion_gain_monthly = 5 |
Flat. | 1.0 | |
opinion_gain_monthly_factor | Increases opinion gain from the 'Improve relations' diplomatic action by a percentage. | 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. | 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. | 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. | 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. | surrender_limit = 0.1 |
Percentual (0.01 being 1%). | 1.0 |
Autonomy
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 |
---|---|---|---|---|---|
autonomy_gain | Daily gain of autonomy. | autonomy_gain = 0.5 |
Flat. | 1.3 | |
subjects_autonomy_gain | Daily gain of autonomy in our subjects. | subjects_autonomy_gain = 0.5 |
Flat. | 1.3 | |
autonomy_gain_ll_to_overlord | Modifies gain of autonomy from lend-leasing to the overworld. | 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. | 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. | 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. | 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. | 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. | 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. | autonomy_gain_trade = 0.5 |
Flat. | 1.3 | |
autonomy_gain_warscore_factor | Modifies gain of autonomy from the subject gaining warscore by a percentage. | autonomy_gain_warscore_factor = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
autonomy_manpower_share | Modifies the amount of manpower the overworld can use from the subject. | autonomy_manpower_share = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
autonomy_manpower_share | Modifies the amount of manpower the overworld can use from the subject. | autonomy_manpower_share = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
can_master_build_for_us | Makes the overworld be able to build in the subject. | can_master_build_for_us = 1 |
Boolean. | 1.3 | |
cic_to_overlord_factor | Modifies the amount of the subject's civilian industry that goes to the overlord. | cic_to_overlord_factor = 0.3 |
Percentual (0.01 being 1%). | 1.3 | |
mic_to_overlord_factor | Modifies the amount of the subject's military industry that goes to the overlord. | mic_to_overlord_factor = 0.3 |
Percentual (0.01 being 1%). | 1.3 | |
extra_trade_to_overlord_factor | Modifies the amount of the subject's resources that the overlord can receive via trade. | extra_trade_to_overlord_factor = 0.3 |
Percentual (0.01 being 1%). | 1.3 | |
license_subject_master_purchase_cost | Modifies the cost of licensed production from the overlord. | 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. | master_build_autonomy_factor = 0.3 |
Percentual (0.01 being 1%). | 1.3 | |
master_ideology_drift | Increases daily gain of the overlord's ideology in the country. | 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. | overlord_trade_cost_factor = -0.3 |
Percentual (0.01 being 1%). | 1.3 |
Governments in Exile
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 |
---|---|---|---|---|---|
dockyard_donations | Amount of dockyards donated. | dockyard_donations = 2 |
Flat. | 1.6 | |
industrial_factory_donations | Amount of civilian factories donated. | industrial_factory_donations = 2 |
Flat. | 1.6 | |
military_factory_donations | Amount of military factories donated. | military_factory_donations = 2 |
Flat. | 1.6 | |
exile_manpower_factor | Amount of manpower given to the host country. | exile_manpower_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
legitimacy_daily | Increases the amount of legitimacy gained daily. | legitimacy_daily = 1 |
Flat. | 1.6 | |
legitimacy_gain_factor | Increases the amount of legitimacy gained daily by a percentage. | legitimacy_gain_factor = 1 |
Percentual (0.01 being 1%). | 1.6 |
Equipment
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 |
---|---|---|---|---|---|
equipment_capture | Increases the amount of equipment captured in combat. | equipment_capture = 100 |
Flat. | 1.0 | |
equipment_capture_factor | Increases the amount of equipment captured in combat by a percentage. | equipment_capture_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
equipment_conversion_speed | Increases the speed at which equipment is converted. | equipment_conversion_speed = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
equipment_upgrade_xp_cost | Increases the experience cost to upgrade military equipment. | equipment_upgrade_xp_cost = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
license_purchase_cost | Increases the cost of licensed equipment. | license_purchase_cost = 10 |
Flat. | Also allows specifying category as license_<category>_purchase_cost. Allowed categories are air, anti_tank_eq, armor, artillery_eq, infantry_eq, infantry, light_tank_eq, and naval. | 1.4 |
license_purchase_cost_factor | Increases the cost of licensed equipment by a percentage. | license_purchase_cost_factor = 0.5 |
Percentual (0.01 being 1%). | Also allows specifying category as license_<category>_purchase_cost_factor. Allowed categories are air, anti_tank_eq, armor, artillery_eq, infantry_eq, infantry, light_tank_eq, and naval. | 1.4 |
license_tech_difference_speed_factor | Increases the production penalty of licensed equipment by tech difference by a percentage. | license_tech_difference_speed_factor = 0.5 |
Percentual (0.01 being 1%). | Also allows specifying category as license_<category>_tech_difference_speed_factor. Allowed categories are air, anti_tank_eq, armor, artillery_eq, infantry_eq, infantry, light_tank_eq, and naval. | 1.4 |
production_factory_efficiency_gain_factor | Production efficiency growth. | production_factory_efficiency_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_factory_max_efficiency_factor | Production efficiency cap. | production_factory_max_efficiency_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_factory_start_efficiency_factor | Production efficiency base. | production_factory_start_efficiency_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_factory_start_efficiency_factor | Production efficiency base. | production_factory_start_efficiency_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_lack_of_resource_penalty_factor | Lack of resources penalty. | 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. | refit_ic_cost = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
refit_speed | Modifies the speed of refitting equipment. | refit_speed = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Military
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
command_power_gain | Increases the daily gain of command power. | command_power_gain = 0.5 |
Flat. | 1.5 | |
command_power_gain_mult | Increases the daily gain of command power by a percentage. | command_power_gain = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
conscription | Increases the recruitable percentage of the total population. | conscription = 0.02 |
Flat. | 1.0 | |
conscription_factor | Increases the recruitable percentage of the total population by a percent. | 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. | 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. | 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. | 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. | 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. | 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. | land_reinforce_rate = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
max_command_power | Increases maximum command power. | max_command_power = 20 |
Flat. | 1.5 | |
max_command_power_mult | Increases maximum command power by a percentage. | 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. | minimum_training_level = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
weekly_manpower | Amount of manpower gained each week. | weekly_manpower = 1000 |
Flat. | 1.6 | |
army_leader_cost_factor | The cost in political power to recruit an unit leader for the land army. | 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. | army_leader_start_level = 1 |
Flat. | 1.5 | |
army_leader_start_attack_level | Bonus to the starting level of attack in generic unit leaders. | 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. | 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. | army_leader_start_logistics_level = 1 |
Flat. | 1.5 | |
army_leader_start_logistics_level | Bonus to the starting level of logistics in generic unit leaders. | army_leader_start_logistics_level = 1 |
Flat. | 1.5 | |
military_leader_cost_factor | The cost in political power to recruit an unit leader. | military_leader_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 |
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
female_random_admiral_chance | Increases the chance for a randomly-generated admiral to be female. | 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. | 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. | navy_refit_ic_cost = 20 |
Flat. | 1.6 | |
navy_refit_speed | The speed at whcih naval equipment is refitted. | 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. | 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. | navy_leader_start_level = 1 |
Flat. | 1.5 | |
navy_leader_start_attack_level | Bonus to the starting level of attack in generic unit leaders. | 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. | 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. | 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. | navy_leader_start_maneuvering_level = 1 |
Flat. | 1.5 |
Airforce
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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. | air_volunteer_cap = 100 |
Flat. | 1.5 | |
experience_gain_<plane type>_combat_factor | Increases the experience gain in combat by the specified plane type. | 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. | experience_gain_fighter_training_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 |
Fuel
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
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 | Uses the specified amount of civilian factory as a special project. | civilian_factory_use = 3 |
Flat. | Only has an effect with the Waking the Tiger DLC. | 1.5 |
consumer_goods_factor | Changes the percentage of factories used for consumer goods. | consumer_goods_factor = 0.1 |
Flat. | 1.0 | |
conversion_cost_civ_to_mil_factor | Changes the cost to convert civilian factories to military factories. | conversion_cost_civ_to_mil_factor = 0.4 |
Percentual (0.01 being 1%). | 1.5 | |
conversion_cost_mil_to_civ_factor | Changes the cost to convert military factories to civilian factories. | conversion_cost_mil_to_civ_factor = 0.4 |
Percentual (0.01 being 1%). | 1.5 | |
global_building_slots | Increases amount of building slots in our every state. | 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. | industrial_capacity_dockyard = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industrial_capacity_factory | Military factory output. | industrial_capacity_factory = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industry_air_damage_factor | Amount of damage our factories receive from air bombings. | industry_air_damage_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industry_free_repair_factor | Increases the speed at which buildings repair themselves without factories assigned. | industry_free_repair_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industry_repair_factor | Increases the speed at which buildings are repaired. | industry_repair_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
line_change_production_efficiency_factor | Production Efficiency Retention. | line_change_production_efficiency_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
production_oil_factor | Synthetic oil gain. | production_oil_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_speed_<building>_factor | Increases construction speed of a specific building. | production_speed_industrial_complex_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
repair_speed_<building>_factor | Increases repair speed of a specific building. | repair_speed_arms_factory_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Resistance and Compliance
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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
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 | Increases the time it takes to upgrade the agency | agency_upgrade_time = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
airforce_intel_to_others | Increases the amount of intel other countries will receive about your airforce. | airforce_intel_to_others = 10 |
Flat. | 1.9 | |
civilian_intel_to_others | Increases the amount of intel other countries will receive about your civilian industry. | 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 | Increases the decription capability of the country by a percentage. | decryption_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
encryption | Increases the encryption capability of the country. | 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
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
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
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. | 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
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
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
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
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.
Custom Modifier Tooltip
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.
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