修正:修订间差异

本页面讲述的内容长期有效
无编辑摘要
(19:08, 20 December 2020‎ RandomGuy45678更新)
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{{Version|1.6}} {{Expand}}
{{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。
第8行: 第8行:
 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 a idea with modifiers in it, or unlocks a hidden research (such as with Jungle Training from TfV India).
*[[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 gives different bonuses that can be changed.
*[[Terrain|Terrain]] - All terrains give different bonuses that can be changed. 
*[[Events|Events]] - If the Event gives a idea with modifiers in it, or unlocks a hidden research.
*[[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 )


== 抵抗运动==
== Country scope ==
{{SVersion|1.9}}
 
  : hidden_modifier = { }
=== General ===
{| class="wikitable sortable"
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{| 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
|-
|-
!Name
|political_power_gain
!Effect
|Modifies daily gain in political power.
!Example
|<pre>political_power_gain = 0.3</pre>
|Flat.
|
|1.0
|-
|-
|operative_slot
|political_power_factor
|Spy vacancy
|Modifies daily gain in political power by a percentage.
|operative_slot = 5
|<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
|-
|-
|intel_network_gain_factor
|war_support_factor
|Intelligence network growth
|Modifies war support of the country.
|intel_network_gain_factor = 0.5
|<pre>war_support_factor = 0.3</pre>
|Flat.
|
|1.0
|-
|-
|resistance_target
|weekly_war_support
|Target of resistance
|Modifies weekly war support gain of the country.
|resistance_target = -0.1
|<pre>weekly_war_support = 0.01</pre>
|Flat.
|
|1.0
|-
|-
|compliance_gain
|weekly_war_support_factor
|Daily compliance growth
|Modifies weekly war support gain of the country by a percentage.
|compliance_gain = 0.3
|<pre>weekly_war_support_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|intelligence_agency_defense
|drift_defence_factor
|Antispyware defense
|Ideology drift defense.
|intelligence_agency_defense = 1
|<pre>drift_defence_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|intel_from_operatives_factor
|<ideology>_drift
|Intelligence bonus from spies
|Daily gain of the specified ideology.
|intel_from_operatives_factor = 0.2
|<pre>communism_drift = 0.03</pre>
|Flat.
|
|1.0
|-
|-
|own_operative_detection_chance_factor
|<ideology>_acceptance
|Probability of our agents being found
|Likelihood of AI to accept offers from countries of the specified ideology.
|own_operative_detection_chance_factor = -0.7
|<pre>fascism_acceptance = 50</pre>
|Flat.
|
|1.0
|}
 
=== Trade ===
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{| 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
|-
|-
|root_out_resistance_effectiveness_factor
|min_export
|Unknown
|Increases the amount of resources to market.
|root_out_resistance_effectiveness_factor = 0.1
|<pre>min_export = 0.5</pre>
|Flat.
|
|1.0
|-
|-
|legitimacy_gain_factor
|trade_opinion_factor
|Unknown
|Makes AI more likely to purchase resources from this country.
|legitimacy_gain_factor  = 0.1
|<pre>trade_opinion_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|}
|}


== 抵抗运动修正==
=== Diplomacy ===
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{{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
|-
|-
!Name
|guarantee_tension
!Effect
|Necessary world tension for the country to guarantee an another country.
!Example
|<pre>guarantee_tension = 0.3</pre>
!Modifier type
|Flat.
!Usage
|
|1.0
|-
|-
|legitimacy_gain_factor
|join_faction_tension
|that applies to legitimacy change as a factor
|Necessary world tension for the country to join a faction.
|legitimacy_gain_factor = 0.1
|<pre>join_faction_tension = 0.3</pre>
|Flat.
|
|
|Used mostly for governments in exile.
|1.0
|-
|-
|navy_leader_start_level
|justify_war_goal_time
|changes starting level of leaders, similar to army leaders
|The amount of time necessary to justify a wargoal.
|navy_leader_start_level = 1
|<pre>justify_war_goal_time = 0.3</pre>
|level based
|Percentual (0.01 being 1%).
|
|
|1.0
|-
|-
|navy_leader_start_attack_level
|justify_war_goal_when_in_major_war_time
|changes starting level of leaders attack wise, similar to army leaders
|The amount of time necessary to justify a wargoal when in a war with a major country.
|navy_leader_start_attack_level = 1
|<pre>justify_war_goal_when_in_major_war_time = 0.3</pre>
|level based
|Percentual (0.01 being 1%).
|
|
|1.0
|-
|-
|navy_leader_start_defense_level
|lend_lease_tension
|changes starting level of leaders defense wise, similar to army leaders
|Necessary world tension for the country to lend-lease.
|navy_leader_start_defense_level = 1
|<pre>lend_lease_tension = 0.3</pre>
|level based
|Flat.
|
|
|1.0
|-
|-
|navy_leader_start_maneuvering_level
|opinion_gain_monthly
|changes starting level of admirals maneuvering wise
|Increases opinion gain from the 'Improve relations' diplomatic action.
|navy_leader_start_maneuvering_level = 1
|<pre>opinion_gain_monthly = 5</pre>
|level based
|Flat.
|
|
|1.0
|-
|-
|navy_leader_start_coordination_level
|opinion_gain_monthly_factor
|changes starting level of admirals coordination wise
|Increases opinion gain from the 'Improve relations' diplomatic action by a percentage.
|navy_leader_start_coordination_level = 1
|<pre>opinion_gain_monthly_factor = 0.3</pre>
|level based
|Percentual (0.01 being 1%).
|
|
|1.0
|-
|-
|intel_network_gain
|opinion_gain_monthly_same_ideology
|modifies how much intel is gained
|Increases opinion gain from the 'Improve relations' diplomatic action for countries of the same ideology.
|intel_network_gain = 0.1
|<pre>opinion_gain_monthly_same_ideology = 5</pre>
|percentage based
|Flat.
|&nbsp;
|
|1.0
|-
|-
|operative_slot
|opinion_gain_monthly_same_ideology_factor
|Increases the max number of operatives by the given value.
|Increases opinion gain from the 'Improve relations' diplomatic action for countries of the same ideology by a percentage.
|operative_slot = 1
|<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
|-
|-
|resistance_damage_to_garrison
|surrender_limit
|Reduces/increases damage to the garrisons of the current scope.
|Increases the percentage of victory points the country needs to lose control of to capitulate.
|resistance_damage_to_garrison = -0.1
|<pre>surrender_limit = 0.1</pre>
|Percentual (0.10 being 10%)
|Percentual (0.01 being 1%).
|
|
|1.0
|}
|}


== 炮手就位修正==
=== Autonomy ===
{{SVersion|1.6}}
{{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
|-
|-
!Name
|cic_to_overlord_factor
!Effect
|Modifies the amount of the subject's civilian industry that goes to the overlord.
!Example
|<pre>cic_to_overlord_factor = 0.3</pre>
!Modifier type
|Percentual (0.01 being 1%).
!Usage
|
|1.3
|-
|-
|legitimacy_daily
|mic_to_overlord_factor
|Increase country legitimacy per day.
|Modifies the amount of the subject's military industry that goes to the overlord.
|legitimacy_daily = 0.1
|<pre>mic_to_overlord_factor = 0.3</pre>
|Flat Gain
|Percentual (0.01 being 1%).
|Used mostly for governments in exile.
|
|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
|-
|-
|targeted_legitimacy_daily
|license_subject_master_purchase_cost
|Same as legitimacy_daily but with a scope for TAG.
|Modifies the cost of licensed production from the overlord.
|targeted_legitimacy_daily = { USA = 0.1 }
|<pre>license_subject_master_purchase_cost = 0.3</pre>
|Flat Gain
|Percentual (0.01 being 1%).
|Used mostly for governments in exile.
|
|1.4
|-
|-
|training_time_air_factor
|master_build_autonomy_factor
|Reduces/increases air training time
|Modifies loss of autonomy from the overworld building in subject's states by a percentage.
|training_time_air_factor= 0.10
|<pre>master_build_autonomy_factor = 0.3</pre>
|Percentual (0.10 being 10%)
|Percentual (0.01 being 1%).
|Used for efficiency or similar effects in the airforce.
|
|1.3
|-
|-
|master_ideology_drift
|master_ideology_drift
|Change in the puppets ideology per day. Will drift in the masters current ruling ideology.
|Increases daily gain of the overlord's ideology in the country.
|master_ideology_drift = 0.1
|<pre>master_ideology_drift = 0.03</pre>
|Flat gain.
|Flat.
|Does not require TfV.
|
|1.0
|-
|-
|license_infantry_eq_tech_difference_speed_factor
|overlord_trade_cost_factor
|Increase in tech research speed if you are licensing that equipment.
|Modifies the cost of trade between the overlord and the subject in civilian factories.
|license_infantry_eq_tech_difference_speed_factor= 0.10
|<pre>overlord_trade_cost_factor = -0.3</pre>
|Percentual (0.10 being 10%)
|Percentual (0.01 being 1%).
| 需要共赴胜利或玉碎瓦全
|
|1.3
|}
 
 
=== Governments in Exile ===
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{| 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
|-
|-
|license_artillery_eq_tech_difference_speed_factor
|dockyard_donations
|Increase in tech research speed if you are licensing that equipment.
|Amount of dockyards donated.
|license_artillery_eq_tech_difference_speed_factor= 0.10
|<pre>dockyard_donations = 2</pre>
|Percentual (0.10 being 10%)
|Flat.
| 需要共赴胜利或玉碎瓦全
|
|1.6
|-
|-
|license_light_tank_eq_tech_difference_speed_factor
|industrial_factory_donations
|Increase in tech research speed if you are licensing that equipment.
|Amount of civilian factories donated.
|license_light_tank_eq_tech_difference_speed_factor= 0.10
|<pre>industrial_factory_donations = 2</pre>
|Percentual (0.10 being 10%)
|Flat.
| 需要共赴胜利或玉碎瓦全
|
|1.6
|-
|-
|license_anti_tank_eq_tech_difference_speed_factor
|military_factory_donations
|Increase in tech research speed if you are licensing that equipment.
|Amount of military factories donated.
|license_anti_tank_eq_tech_difference_speed_factor= 0.10
|<pre>military_factory_donations = 2</pre>
|Percentual (0.10 being 10%)
|Flat.
| 需要共赴胜利或玉碎瓦全
|
|1.6
|-
|-
|license_infantry_eq_production_speed_factor
|exile_manpower_factor
|Change in output of the specific equipment if you are licensing that equipment.
|Amount of manpower given to the host country.
|license_infantry_eq_production_speed_factor= 0.10
|<pre>exile_manpower_factor = 0.5</pre>
|Percentual (0.10 being 10%)
|Percentual (0.01 being 1%).
| 需要共赴胜利或玉碎瓦全
|
|1.6
|-
|-
|license_artillery_eq_production_speed_factor
|legitimacy_daily
|Change in output of the specific equipment if you are licensing that equipment.
|Increases the amount of legitimacy gained daily.
|license_artillery_eq_production_speed_factor= 0.10
|<pre>legitimacy_daily = 1</pre>
|Percentual (0.10 being 10%)
|Flat.
| 需要共赴胜利或玉碎瓦全
|
|1.6
|-
|-
|license_light_tank_eq_production_speed_factor
|legitimacy_gain_factor
|Change in output of the specific equipment if you are licensing that equipment.
|Increases the amount of legitimacy gained daily by a percentage.
|license_light_tank_eq_production_speed_factor= 0.10
|<pre>legitimacy_gain_factor = 1</pre>
|Percentual (0.10 being 10%)
|Percentual (0.01 being 1%).
| 需要共赴胜利或玉碎瓦全
|
|1.6
|}
 
=== Equipment ===
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{| 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
|-
|-
|license_anti_tank_eq_production_speed_factor
|equipment_capture
|Change in output of the specific equipment if you are licensing that equipment.
|Increases the amount of equipment captured in combat.
|license_anti_tank_eq_production_speed_factor= 0.10
|<pre>equipment_capture = 100</pre>
|Percentual (0.10 being 10%)
|Flat.
| 需要共赴胜利或玉碎瓦全
|
|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_infantry_eq_cost_factor
|license_purchase_cost
|Change in cost if you are licensing that equipment.
|Increases the cost of licensed equipment.
|license_infantry_eq_cost_factor= 0.10
|<pre>license_purchase_cost = 10 </pre>
|Percentual (0.10 being 10%)
|Flat.
| 需要共赴胜利或玉碎瓦全
|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_artillery_eq_cost_factor
|license_purchase_cost_factor
|Change in cost if you are licensing that equipment.
|Increases the cost of licensed equipment by a percentage.
|license_artillery_eq_cost_factor= 0.10
|<pre>license_purchase_cost_factor = 0.5 </pre>
|Percentual (0.10 being 10%)
|Percentual (0.01 being 1%).
| 需要共赴胜利或玉碎瓦全
|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_light_tank_eq_cost_factor
|license_tech_difference_speed_factor
|Change in cost if you are licensing that equipment.
|Increases the production penalty of licensed equipment by tech difference by a percentage.
|license_light_tank_eq_cost_factor= 0.10
|<pre>license_tech_difference_speed_factor = 0.5 </pre>
|Percentual (0.10 being 10%)
|Percentual (0.01 being 1%).
| 需要共赴胜利或玉碎瓦全
|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
|-
|-
|license_anti_tank_eq_cost_factor
|production_factory_efficiency_gain_factor
|Change in cost if you are licensing that equipment.
|Production efficiency growth.
|icense_anti_tank_eq_cost_factor= 0.10
|<pre>production_factory_efficiency_gain_factor = 0.5 </pre>
|Percentual (0.10 being 10%)
|Percentual (0.01 being 1%).
| 需要共赴胜利或玉碎瓦全
|
|1.0
|-
|-
|weekly_manpower
|production_factory_max_efficiency_factor
|Adds x to your manpower pool per week.
|Production efficiency cap.
|weekly_manpower = 1000
|<pre>production_factory_max_efficiency_factor = 0.5 </pre>
|Flat amount of manpower per week.
|Percentual (0.01 being 1%).
|&nbsp;
|
|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
|Percentage change to refit speed.
|Modifies the speed of refitting equipment.
|refit_speed = 0.1
|<pre>refit_speed = 0.5 </pre>
|Percentual (0.1 being 10%)
|Percentual (0.01 being 1%).
|&nbsp;
|
|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
|-
|-
|navy_refit_speed
|experience_gain_<unit type>_combat_factor
|Percentage change to a refit of navy groups.
|Increases the experience gain in combat by the specified unit type.
|navy_refit_speed= 0.4
|<pre>experience_gain_infantry_combat_factor = 0.3</pre>
|Percentual (0.4 being 40%)
|Percentual (0.01 being 1%).
|&nbsp;
|
|1.0
|-
|-
|refit_ic_cost
|experience_gain_<unit type>_training_factor
|Percentage change to the cost of refitting.
|Increases the experience gain in training by the specified unit type.
|refit_ic_cost = 0.4
|<pre>experience_gain_infantry_training_factor = 0.3</pre>
|Percentual (0.4 being 40%)
|Percentual (0.01 being 1%).
|&nbsp;
|
|1.0
|-
|-
|navy_refit_ic_cost
|experience_loss_factor
|Percentage change to a refit of navy groups.
|Changes the loss in division's experience in combat.
|navy_refit_ic_cost = 0.4
|<pre>experience_loss_factor = 0.3</pre>
|Percentual (0.4 being 40%)
|Percentual (0.01 being 1%).
|&nbsp;
|
|1.0
|-
|-
|naval_equipment_upgrade_xp_cost
|female_random_army_leader_chance
|Percentage change to the the xp cost when creating a variant.
|Increases the chance for a randomly-generated army leader to be female.
|naval_equipment_upgrade_xp_cost = 0.4
|<pre>female_random_army_leader_chance = 0.3</pre>
|Percentual (0.4 being 40%)
|Percentual (0.01 being 1%).
|&nbsp;
|
|1.0
|-
|-
|land_equipment_upgrade_xp_cost
|land_equipment_upgrade_xp_cost
|Percentage change to the the xp cost when creating a variant.
|Increases the experience cost to upgrade land army equipment.
|land_equipment_upgrade_xp_cost = 0.4
|<pre>land_equipment_upgrade_xp_cost = 0.3</pre>
|Percentual (0.4 being 40%)
|Percentual (0.01 being 1%).
|&nbsp;
|
|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
|-
|-
|air_equipment_upgrade_xp_cost
|weekly_manpower
|Percentage change to the the xp cost when creating a variant.
|Amount of manpower gained each week.
|air_equipment_upgrade_xp_cost = 0.4
|<pre>weekly_manpower = 1000 </pre>
|Percentual (0.4 being 40%)
|Flat.
|&nbsp;
|
|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
|-
|-
|repair_speed_factor
|army_leader_start_defense_level
|Percentage change ship repair speed.
|Bonus to the starting level of defense in generic unit leaders.
|repair_speed_factor = 0.4
|<pre>army_leader_start_defense_level = 1 </pre>
|Percentual (0.4 being 40%)
|Flat.
|&nbsp;
|
|1.5
|-
|-
|fuel_gain_factor
|army_leader_start_logistics_level
|Percentage increase in fuel from oil
|Bonus to the starting level of logistics in generic unit leaders.
|fuel_gain_factor = 0.2
|<pre>army_leader_start_logistics_level = 1 </pre>
|Percentual (0.2 being 20%)
|Flat.
|&nbsp;
|
|1.5
|-
|-
|fuel_gain_factor_from_states
|army_leader_start_logistics_level
|Percentage increase in fuel from refineries
|Bonus to the starting level of logistics in generic unit leaders.
|fuel_gain_factor_from_states = 0.1
|<pre>army_leader_start_logistics_level = 1 </pre>
|Percentual (0.1 being 10%)
|Flat.
|&nbsp;
|
|1.5
|-
|-
|max_fuel_factor
|military_leader_cost_factor
|Percentage modification to fuel capacity
|The cost in political power to recruit an unit leader.
|max_fuel_factor = 0.1
|<pre>military_leader_cost_factor = 0.5 </pre>
|Percentual (0.1 being 10%)
|Percentual (0.01 being 1%).
|&nbsp;
|
|1.5
|}
|}


== 唤醒勇虎修正==
=== Navy ===
{{SVersion|1.6}}
{{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
|-
|-
!Name
|naval_equipment_upgrade_xp_cost
!Effect
|Increases the naval experience cost to upgrade equipment.
!Example
|<pre>naval_equipment_upgrade_xp_cost = 0.3</pre>
!Modifier type
|Percentual (0.01 being 1%).
!Usage
|
|1.0
|-
|-
|stability_factor
|navy_refit_ic_cost
|Bonus to total stability
|The IC cost to refit naval equipment.
|stability_factor = 0.10
|<pre>navy_refit_ic_cost = 20</pre>
|Percentual (0.10 being 10%)
|Flat.
|Used mainly in national spirits to increase or lower Stability.
|
|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
|-
|-
|stability_weekly
|navy_leader_start_defense_level
|Gain in Stability per week
|Bonus to the starting level of defense in generic unit leaders.
|stability_weekly = 0.01
|<pre>navy_leader_start_defense_level = 1 </pre>
|Percentual (0.01 being 1%)
|Flat.
|Used in national spirits to reflect growth or reductions over time in Stability.
|
|1.5
|-
|-
|war_support_factor
|navy_leader_start_maneuvering_level
|Bonus to total war support
|Bonus to the starting level of maneuvering in generic unit leaders.
|war_support_factor = 0.10
|<pre>navy_leader_start_maneuvering_level = 1 </pre>
|Percentual (0.10 being 10%)
|Flat.
|Used mainly in national spirits to reflect increased or lowered War Support.
|
|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
|-
|-
|war_support_weekly
|air_equipment_upgrade_xp_cost
|Gain in War support per week
|Increases the air experience cost to upgrade equipment.
|war_support_weekly = 0.01
|<pre>air_equipment_upgrade_xp_cost = 0.5</pre>
|Percentual (0.01 being 1%)
|Percentual (0.01 being 1%).
|Used in national spirits to reflect growth or reductions over time in War Support.
|
|1.0
|-
|-
|cic_to_target_factor
|air_volunteer_cap
|Used for Autonomy.(Can be used in other ways) Determines how many&nbsp;% of CIV's go to designated target.
|Increases the amount of airforce you can send as volunteers.
|cic_to_target_factor = 0.10
|<pre>air_volunteer_cap = 100</pre>
|Percentual (0.10 being 10%)
|Flat.
|Is mainly used in autonomy and puppet defines.
|
|1.5
|-
|-
|mic_to_target_factor
|experience_gain_<plane type>_combat_factor
|Used for Autonomy.(Can be used in other ways) Determines how many&nbsp;% of MIL's go to designated target.
|Increases the experience gain in combat by the specified plane type.
|mic_to_target_factor = 0.10
|<pre>experience_gain_fighter_combat_factor = 0.3</pre>
|Percentual (0.10 being 10%)
|Percentual (0.01 being 1%).
|Is mainly used in autonomy and puppet defines.
|
|1.0
|-
|-
|extra_trade_to_target_factor
|experience_gain_<plane type>_training_factor
|Used for Autonomy.(Can be used in other ways) Modifies how much extra resources the overlord gains for free.
|Increases the experience gain in training by the specified plane type.
|extra_trade_to_target_factor = 1.0
|<pre>experience_gain_fighter_training_factor = 0.3</pre>
|Percentual (1.0 being 100%)
|Percentual (0.01 being 1%).
|Is mainly used in autonomy and puppet defines.
|
|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
|-
|-
|trade_cost_for_target_factor
|base_fuel_gain
|Used for Autonomy.(Can be used in other ways) Makes trade cheaper/more expensive
|Increases base daily gain of fuel.
|trade_cost_for_target_factor = 0.5
|<pre>base_fuel_gain = 100</pre>
|Percentual (0.5 being 50%)
|Flat.
|Is mainly used in autonomy and puppet defines.
|
|1.6
|-
|-
|max_command_power
|base_fuel_gain_factor
|Increases command power cap.
|Increases base daily gain of fuel by a percentage.
|max_command_power = 10
|<pre>base_fuel_gain_factor = 0.5</pre>
|Flat added on top of the default 100
|Percentual (0.01 being 1%).
|Most often used in National Spirits related to military administrative ability or similar effects.
|
|1.6
|-
|-
|command_power_gain
|fuel_cost
|Flat bonus to the daily command power gain.
|Increases daily cost of fuel.
|command_power_gain = 0.5
|<pre>fuel_cost = 100</pre>
|Flat daily extra gain
|Flat.
|Most often used in National Spirits related to military administrative ability or similar effects.
|
|1.6
|-
|-
|command_power_gain_mult
|fuel_gain
|Percentage bonus to the daily command power gain.
|Increases daily gain of fuel.
|command_power_gain_mult = 0.5
|<pre>fuel_gain = 100</pre>
|Percentual (0.5 being 50%)
|Flat.
|Most often used in National Spirits related to military administrative ability or similar effects.
|
|1.6
|-
|-
|targeted_modifier
|fuel_gain_factor
|Modifier targeted for one country.
|Increases daily gain of fuel by a percentage.
|targeted_modifier = { tag = GER attack_bonus_against = 0.1 }
|<pre>fuel_gain_factor = 100</pre>
|Percentual (0.1 being 10%)
|Percentual (0.01 being 1%).
|Can be used in both national spirits and in decisions. Used extensively in Vanilla for the Germany/USSR war and the China/Japan war.
|
|1.6
|-
|-
|attack_bonus_against
|fuel_gain_from_states
|Percentage Attack Bonus against one country
|Increases daily gain of fuel from our controlled oil.
|attack_bonus_against = 0.1
|<pre>fuel_gain_from_states = 100</pre>
|Percentual (0.1 being 10%)
|Flat.
|Can be used in both national spirits and in decisions. Used extensively in Vanilla for the Germany/USSR war and the China/Japan war.
|
|1.6
|-
|-
|defense_bonus_against
|fuel_gain_from_states_factor
|Percentage Defense Bonus against one country
|Increases daily gain of fuel from our controlled oil by a percentage.
|defense_bonus_against = 0.1
|<pre>fuel_gain_from_states_factor = 0.5</pre>
|Percentual (0.1 being 10%)
|Percentual (0.01 being 1%).
|Can be used in both national spirits and in decisions. Used extensively in Vanilla for the Germany/USSR war and the China/Japan war.
|
|1.6
|-
|-
|special_forces_cap
|max_fuel
|Increases ratio of Special Forces to Regulars
|Increases maximum amount of fuel you can have.
|special_forces_cap = 0.02
|<pre>max_fuel = 100</pre>
|Percentual (0.02 being 2%)
|Flat.
|The base amount of Special Forces is 2% of your total battalions deployed. This is added on top of that if used.
|
|1.6
|-
|-
|special_forces_min
|max_fuel_factor
|Increases base number of Special Force brigades allowed
|Increases maximum amount of fuel you can have by a percentage.
|special_forces_min = 100
|<pre>max_fuel_factor = 0.3 </pre>
|Flat base number of battalions as special forces
|Percentual (0.01 being 1%).
|&nbsp;
|
|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
|Reduces number of available civilian factories, used mostly for decisions. Only works with Waking the Tiger enabled.
|Uses the specified amount of civilian factory as a special project.
|civilian_factory_use = 3
|<pre>civilian_factory_use = 3</pre>
|Flat amount of CIV's used.
|Flat.
|&nbsp;
|Only has an effect with the Waking the Tiger DLC.
|1.5
|-
|-
|mobilization_speed
|consumer_goods_factor
|Percentage increase to mobilization speed
|Changes the percentage of factories used for consumer goods.
|mobilization_speed = 0.1
|<pre>consumer_goods_factor = 0.1</pre>
|Percentual (0.1 being 10%)
|Flat.
|&nbsp;
|
|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
|-
|-
|defensive_war_stability_factor
|production_oil_factor
|Percentage decrease to impact of defensive war on stability
|Synthetic oil gain.
|defensive_war_stability_factor = 0.4
|<pre>production_oil_factor = 0.5 </pre>
|Percentual (0.4 being 40%)
|Percentual (0.01 being 1%).
|&nbsp;
|
|1.0
|-
|-
|offensive_war_stability_factor
|production_speed_<building>_factor
|Percentage decrease to impact of offensive war on stability
|Increases construction speed of a specific building.
|offensive_war_stability_factor = 0.4
|<pre>production_speed_industrial_complex_factor = 0.5 </pre>
|Percentual (0.4 being 40%)
|Percentual (0.01 being 1%).
|&nbsp;
|
|1.0
|-
|-
|surrender_limit
|repair_speed_<building>_factor
|Percentage increase of the amount of VPs needed to take for own country to capitulate
|Increases repair speed of a specific building.
|surrender_limit = 0.4
|<pre>repair_speed_arms_factory_factor = 0.5 </pre>
|Percentual (0.4 being 40%)
|Percentual (0.01 being 1%).
|&nbsp;
|
|1.0
|}
|}


== 国家修正==
=== Resistance and Compliance ===
{{SVersion|1.9}}
{{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
|-
|-
!Name
|required_garrison_factor
!Effect
|Increases the required garrison in our occupied states.
!Example
|<pre>required_garrison_factor = 0.5</pre>
!Note
|Percentual (0.01 being 1%).
|Can also be used in state scope.
|1.9
|-
|-
|IDEOLOGY_drift
|resistance_damage_to_garrison_on_our_occupied_states
|Modifies the drift towards the specified ideology
|Increases the resistance damage to the garrison in our occupied states.
|fascism_drift = 0.10
|<pre>resistance_damage_to_garrison_on_our_occupied_states = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|drift_defence_factor
|resistance_decay_on_our_occupied_states
|Modifies the ideology drift defence
|Increases the resistance decay in our occupied states.
|drift_defence_factor = 0.25
|<pre>resistance_decay_on_our_occupied_states = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|political_power_gain
|resistance_growth_on_our_occupied_states
|Bonus to the daily political power gain
|Increases the resistance growth speed in our occupied states.
|political_power_gain = 0.5
|<pre>resistance_growth_on_our_occupied_states = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|political_power_factor
|resistance_target_on_our_occupied_states
|Modifies the political power gained daily
|Increases the resistance target in our occupied states.
|political_power_factor = 0.25
|<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
|-
|-
|political_advisor_cost_factor
|agency_upgrade_time
|Modifies the cost of employing a new political advisor
|Increases the time it takes to upgrade the agency
|political_advisor_cost_factor = 0.25
|<pre>agency_upgrade_time = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|trade_laws_cost_factor
|airforce_intel_to_others
|Modifies the cost of modifying the trade law of the country
|Increases the amount of intel other countries will receive about your airforce.
|trade_laws_cost_factor = 0.25
|<pre>airforce_intel_to_others = 10</pre>
|Flat.
|
|
|1.9
|-
|-
|mobilization_laws_cost_factor
|civilian_intel_to_others
|Modifies the cost of modifying the conscription law of the country
|Increases the amount of intel other countries will receive about your civilian industry.
|mobilization_laws_cost_factor = 0.25
|<pre>civilian_intel_to_others = 10</pre>
|Flat.
|
|
|1.9
|-
|-
|economy_cost_factor
|navy_intel_to_others
|Modifies the cost of modifying the economy of the country
|Increases the amount of intel other countries will receive about your navy.
|economy_cost_factor = 0.25
|<pre>navy_intel_to_others = 10</pre>
|Flat.
|
|
|1.9
|-
|-
|high_command_cost_factor
|decryption
|Modifies the cost of employing a new high command
|Increases the decription capability of the country.
|high_command_cost_factor = 0.25
|<pre>decryption = 1</pre>
|Flat.
|
|
|1.0
|-
|-
|air_chief_cost_factor
|decryption_factor
|Modifies the cost of employing a new air chief
|Increases the decription capability of the country by a percentage.
|air_chief_cost_factor = 0.25
|<pre>decryption_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.0
|-
|-
|army_chief_cost_factor
|encryption
|Modifies the cost of employing a new army chief
|Increases the encryption capability of the country.
|army_chief_cost_factor = 0.25
|<pre>decryption = 1</pre>
|Flat.
|
|
|1.0
|-
|-
|navy_chief_cost_factor
|encryption_factor
|Modifies the cost of employing a new navy chief
|Increases the encryption capability of the country by a percentage.
|navy_chief_cost_factor = 0.25
|<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
|Modifies efficiency of subversive activities of OTHER countries on OWN country
|Increases efficiency of foreign subversive activities.
|foreign_subversive_activites = -0.50
|<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
|Modifies the cost of OWN subversive activities in foreign countries
|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
|-
|-
|lend_lease_tension
|operation_outcome
|Modifies the world tension level required for sending lend lease
|Increases the efficiency of operations.
|lend_lease_tension = -0.20
|<pre>operation_outcome = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|send_volunteers_tension
|operation_risk
|Modifies the world tension required for sending volunteers
|Increases the risk of operations.
|send_volunteers_tension = -0.20
|<pre>operation_risk = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|send_volunteer_divisions_required
|<operation>_cost
|Modifies the amount of divisions required for sending volunteers
|Increases the cost of the specified operation.
|send_volunteer_divisions_required = -0.25
|<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
|-
|-
|send_volunteer_size
|<operation>_risk
|Bonus to the maximum number of divisions that can be sent as volunteers
|Increases the risk of the specified operation.
|send_volunteer_size = 1
|<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
|-
|-
|trade_opinion_factor
|<type>_intel_factor
|Modifies the likeliness of other countries accepting trade deals
|Modifies the intelligence you receive of the specified type.
|trade_opinion_factor = 0.25
|<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
|-
|-
|join_faction_tension
|crypto_department_enabled
|Modifies the world tension level required to join factions
|Enables the crypto department.
|join_faction_tension = -0.20
|<pre>crypto_department_enabled = 1</pre>
|Boolean.
|
|
|1.9
|-
|-
|justify_war_goal_time
|crypto_strength
|Modifies the time required for justifying a war goal
|Modifies the cryptology level.
|justify_war_goal_time = -0.25
|<pre>crypto_strength = 1</pre>
|Flat.
|
|
|1.9
|-
|-
|generate_wargoal_tension
|decryption_power
|Modifies the world tension level required to generate wargoals
|Modifies the decryption power.
|generate_wargoal_tension = -0.4
|<pre>decryption_power = 1</pre>
|Flat.
|
|
|1.9
|-
|-
|IDEOLOGY_acceptance
|decryption_power_factor
|Changes an ideology's acceptance by the specified value
|Modifies the decryption power by a percentage.
|democratic_acceptance = 85
|<pre>decryption_power_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|guarantee_tension
|defense_impact_on_blueprint_stealing
|Modifies the world tension level required to guarantee a foreign country
|Modifies the impact of enemy defense on the blueprint stealing operation.
|guarantee_tension = -0.5
|<pre>defense_impact_on_blueprint_stealing = 0.3</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|guarantee_cost
|enemy_operative_recruitment_chance
|Modifies the cost of guaranteeing a foreign country
|Modifies the chance to recruit an enemy operative.
|guarantee_cost = -0.5
|<pre>enemy_operative_recruitment_chance = 0.3</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|license_purchase_cost
|intel_from_operatives_factor
|Changes purchase costs for all licenses
|Modifies the intelligence gained from operatives and infiltrated assets.
|license_purchase_cost = -0.5
|<pre>intel_from_operatives_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|license_EQUIPMENT_purchase_cost
|intel_network_gain
|Changes purchase costs for licenses (EQUIPMENT can be: air, infantry, armor, naval)
|Modifies the intelligence network gain.
|license_armor_purchase_cost = -0.5
|<pre>intel_network_gain = 0.3</pre>
|Flat.
|
|
|1.9
|-
|-
|license_production_speed
|intel_network_gain_factor
|Changes production speed of bought licensed equipment
|Modifies the intelligence network gain by a percentage.
|license_production_speed = -0.5
|<pre>intel_network_gain_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|license_tech_difference_speed
|intelligence_agency_defense
|Modifies production speed penalty from tech level difference
|Modifies the counter intelligence.
|license_tech_difference_speed = -0.5
|<pre>intelligence_agency_defense = 0.3</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|improve_relations_maintain_cost_factor
|new_operative_slot_bonus
|Modifies the cost of maintaining "Improve relations" diplomatic actions
|Modifies the operative recruitment choices.
|improve_relations_maintain_cost_factor = -0.75
|<pre>new_operative_slot_bonus = 1</pre>
|Flat.
|
|
|1.9
|-
|-
|enemy_justify_war_goal_time
|occupied_operative_recruitment_chance
|Modifies the time required for OTHER countries to justify war goal against OWN country
|Modifies the chance to get an operative from occupied territory.
|enemy_justify_war_goal_time = 0.1
|<pre>occupied_operative_recruitment_chance = 0.3</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|autonomy_gain
|operative_death_on_capture_chance
|Bonus to autonomy gained per day
|Modifies the chance for our operative to die on being captured.
|autonomy_gain = 1
|<pre>operative_death_on_capture_chance = 0.3</pre>
|Percentual (0.01 being 1%).
|
|
|1.9
|-
|-
|subjects_autonomy_gain
|operative_slot
|Bonus to autonomy gained by subjects per day
|Modifies the amount of operative slots.
|subjects_autonomy_gain = 1
|<pre>operative_slot = 1</pre>
|Flat.
|
|
|1.9
|-
|-
|resistance_target
|root_out_resistance_effectiveness_factor
|Modifies resistance growth in all occupied states
|Modifies the effectiveness of rooting out resistance.
|resistance_target = -0.05
|<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
|-
|-
|opinion_gain_monthly_factor
|ai_badass_factor
|Modifies the opinion gain from improving relations
|AI's threat perception.
|opinion_gain_monthly_factor = 0.15
|<pre>ai_badass_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.0
|-
|-
|opinion_gain_monthly_same_ideology_factor
|ai_call_ally_desire_factor
|Modifies the monthly opinion gain for being of the same ideology
|Chance for AI to call allies.
|opinion_gain_monthly_same_ideology_factor = 0.5
|<pre>ai_call_ally_desire_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.0
|-
|-
|military_leader_cost_factor
|ai_desired_divisions_factor
|Modifies the cost of recruiting new generals
|The amount of divisions AI seeks to produce.
|military_leader_cost_factor = -0.50
|<pre>ai_desired_divisions_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.0
|-
|-
|army_leader_start_level
|ai_focus_aggressive_factor
|Bonus to the starting level of new generals
|AI's focus on offense.
|army_leader_start_level = 1
|<pre>ai_focus_aggressive_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.0
|-
|-
|army_leader_start_attack_level
|ai_focus_defense_factor
|Bonus to the starting attack level of new generals
|AI's focus on defense.
|army_leader_start_attack_level= 1
|<pre>ai_focus_defense_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.0
|-
|-
|army_leader_start_planning_level
|ai_focus_aviation_factor
|Bonus to the starting planning level of new generals
|AI's focus on aviation.
|army_leader_start_planning_level= 1
|<pre>ai_focus_aviation_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.0
|-
|-
|army_leader_start_defense_level
|ai_focus_military_advancements_factor
|Bonus to the starting defense level of new generals
|AI's focus on advanced military technologies.
|army_leader_start_defense_level= 1
|<pre>ai_focus_military_advancements_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|1.0
|-
|-
|army_leader_start_logistics_level
|ai_focus_naval_air_factor
|Bonus to the starting logistics level of new generals
|AI's focus on building naval airforce.
|army_leader_start_logistics_level= 1
|<pre>ai_focus_naval_air_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|
|}
|1.0
 
==AI修正==
{{SVersion|1.9}}
{| class="wikitable sortable"
|-
|-
!Name
|ai_focus_naval_factor
!Effect
|AI's focus on building a navy.
!Example
|<pre>ai_focus_naval_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|ai_focus_defense_factor
|ai_focus_peaceful_factor
|Modifies the AI defense focus
|AI's focus on peaceful research and policies.
|ai_focus_defense_factor = 0.5
|<pre>ai_focus_peaceful_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|ai_focus_aggressive_factor
|ai_focus_war_production_factor
|Modifies the AI aggressive focus
|AI's focus on wartime production.
|ai_focus_aggressive_factor = 0.5
|<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
|Bonus to likeliness of AI to get allies
|AI's desire to be in or expand a faction.
|ai_get_ally_desire_factor = 100
|<pre>ai_get_ally_desire_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|ai_call_ally_desire_factor
|ai_join_ally_desire_factor
|Modifies the AI's desire to call allies into wars
|AI's desire to join the wars led by allies.
|ai_call_ally_desire_factor = -40
|<pre>ai_join_ally_desire_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|ai_join_ally_desire_factor
|ai_license_acceptance
|Modifies the AI's desire to join allies in wars
|AI's chance to agree licensing equipment.
|ai_join_ally_desire_factor = -30
|<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
|-
|-
|ai_badass_factor
|offence
|Modifiers the AI's threat perception of others. 0.01 = 1% threat perception
|Modifies the attack value of our military, navy, and airforce.
|ai_badass_factor = 0.01
|<pre>offence = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|ai_desired_divisions_factor
|defence
|Tendency of AI production Army division
|Modifies the defence value of our military, navy, and airforce.
|ai_desired_divisions_factor = 1
|<pre>defence = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|}
|}


== 陆军修正==
=== Land Combat ===
{{SVersion|1.6}}
{{SVersion|1.10}}
Note that most of these modifiers are not only in country scope but also in unit leader scope.


;Generic modifiers
{| 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
|-
|-
!Name
|air_superiority_bonus_in_combat
!Effect
|The bonus air combat gives in combat.
!Example
|<pre>air_superiority_bonus_in_combat = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|conscription_factor
|army_attack_factor
|Conscription&nbsp;% bonus (applied AFTER recruitable population is calculated)
|The bonus to land army's attack.
|conscription_factor = 0.1
|<pre>army_attack_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|conscription
|army_defence_factor
|Conscription bonus (increases recruitable population by specified&nbsp;%).
|The bonus to land army's defence.
|conscription = 0.01
|<pre>army_defence_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|non_core_manpower
|army_speed_factor
|A addition to the percentage of manpower in non-cores. Base in non-cores is 2%, 0.02. (therefore, a value of 0.02 will result in 4% non-core manpower)
|The bonus to land army's speed.
|non_core_manpower = 0.02
|<pre>army_speed_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|army_core_attack_factor
|<unit type>_attack_factor
|Bonus to division attack on core territory
|The bonus to specified unit type's attack.
|army_core_attack_factor = 0.1
|<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
|-
|-
|army_core_defence_factor
|<unit type>_defence_factor
|Bonus to division defence on core territory
|The bonus to the specified unit type's defence.
|army_core_defence_factor = 0.1
|<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
|-
|-
|training_time_army_factor
|<unit type>_speed_factor
|Changes the time it takes to train new divisions by the specified percentage (compare to: training_time_factor)
|The bonus to specified unit type's speed.
|training_time_army_factor = -0.1
|<pre>army_armor_speed_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|Allowed unit types are army_armor and cavalry.
|1.0
|-
|-
|training_time_factor
|army_fuel_capacity_factor
|Changes the time it takes to train new divisions by the specified percentage (compare to: training_time_army_factor)
|The capacity of fuel by the army.
|training_time_factor = -0.1
|<pre>army_fuel_capacity_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|planning_speed
|army_fuel_consumption_factor
|Bonus to planning speed of armies in&nbsp;%
|The consumption of fuel by the army.
|planning_speed = 0.10
|<pre>army_fuel_consumption_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|max_planning
|army_morale
|Bonus to maximum planning level of armies in&nbsp;%
|Modifies the army's morale.
|max_planning = 0.25
|<pre>army_morale = 10</pre>
|Flat.
|
|1.0
|-
|-
|army_org_factor
|army_morale_factor
|Modifies the maximum organization level of all troops (percentage)
|Modifies the army's morale by a percentage.
|army_org_factor = 0.05
|<pre>army_morale_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|army_org
|army_org
|Bonus to maximum organization level of all troops (flat number)
|Modifies the army's organisation.
|army_org = 5
|<pre>army_org = 10</pre>
|Flat.
|
|1.0
|-
|-
|recon_factor
|army_org_factor
|Bonus to reconnaissance of all troops
|Modifies the army's organisation by a percentage.
|recon_factor = 0.05
|<pre>army_org_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|army_morale_factor
|army_org_regain
|Bonus to division recovery rate
|Modifies the army's organisation regain speed by a percentage.
|army_morale_factor = 0.1
|<pre>army_org_regain = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|partisan_effect
|attrition
|Modifies the effect of own partisans on enemy countries
|Modifies the army's attrition.
|partisan_effect = 0.1
|<pre>attrition = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|enemy_partisan_effect
|breakthrough_factor
|Modifies the effect of enemy partisans on own country
|Modifies the army's breakthrough.
|enemy_partisan_effect = -0.1
|<pre>breakthrough_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|decryption_factor
|cas_damage_reduction
|Bonus to decryption
|Reguces the damage dealt by close air support.
|decryption_factor = 0.2
|<pre>cas_damage_reduction = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|encryption_factor
|dig_in_speed
|Bonus to encryption
|Increases entrenchment speed.
|encryption_factor = 0.2
|<pre>dig_in_speed = 2</pre>
|Flat.
|
|1.0
|-
|-
|amphibious_invasion
|dig_in_speed_factor
|Bonus to speed of amphibious invasions
|Increases entrenchment speed by a percentage.
|amphibious_invasion = 0.10
|<pre>dig_in_speed = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|invasion_preparation
|experience_gain_army
|Modifies the preparation time for amphibious invasions
|Increases experience gain by the army.
|invasion_preparation = -0.3
|<pre>experience_gain_army = 0.5</pre>
|Flat.
|
|1.0
|-
|-
|land_reinforce_rate
|experience_gain_army_factor
|Modifies the rate at which divisions are reinforced
|Increases experience gain by the army by a percentage.
|land_reinforce_rate = 0.3
|<pre>experience_gain_army_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|defence
|experience_gain_army_unit
|Bonus&nbsp;% to defense
|Increases experience gain by the army divisions.
|defence = 0.1
|<pre>experience_gain_army_unit = 0.5</pre>
|Flat.
|
|1.0
|-
|-
|offence
|experience_gain_army_unit_factor
|Bonus&nbsp;% to offence
|Increases experience gain by the army divisions by a percentage.
|offence = 0.1
|<pre>experience_gain_army_unit_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|army_defence_factor
|extra_marine_supply_grace
|Bonus to division defence factor
|Increases the supply grace given to marines.
|army_defence_factor = 0.1
|<pre>extra_marine_supply_grace = 96</pre>
|Flat.
|
|1.0
|-
|-
|army_attack_factor
|extra_paratrooper_supply_grace
|Bonus to division offence factor
|Increases the supply grace given to paratroopers.
|army_attack_factor = 0.1
|<pre>extra_paratrooper_supply_grace = 96</pre>
|Flat.
|
|1.0
|-
|-
|army_speed_factor
|heat_attrition
|Bonus to division speed factor
|Increases the attrition due to heat.
|army_speed_factor = 0.05
|<pre>heat_attrition = 0.5</pre>
|Flat.
|
|1.0
|-
|-
|attrition
|heat_attrition_factor
|Modifier to overall army attrition
|Increases the attrition due to heat by a percentage.
|attrition = -0.1
|<pre>heat_attrition_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|heat_attrition_factor
|winter_attrition
|Modifies the heat attrition of armies
|Increases the attrition due to winter.
|heat_attrition_factor = -0.5
|<pre>winter_attrition = 0.5</pre>
|Flat.
|
|1.0
|-
|-
|winter_attrition_factor
|winter_attrition_factor
|Modifies the winter attrition of armies
|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
|-
|-
|acclimatization_cold_climate_gain_factor
|max_planning
|Modifies the speed of army cold acclimatization
|Increases the maximum planning.
|acclimatization_cold_climate_gain_factor = 0.1
|<pre>max_planning = 20</pre>
|Flat.
|
|1.0
|-
|-
|acclimatization_hot_climate_gain_factor
|max_planning_factor
|Modifies the speed of army hot acclimatization
|Increases the maximum planning by a percentage.
|acclimatization_hot_climate_gain_factor = 0.1
|<pre>max_planning_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|terrain_penalty_reduction
|pocket_penalty
|Reduces army terrain penalty (only functions as a leader/general trait, not as a national idea)
|Reduces the penalty that troops take when they are encircled.
|terrain_penalty_reduction = 0.5
|<pre>pocket_penalty = 0.2</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|max_dig_in
|recon_factor
|Bonus to max entrenchment
|Increases reconnaisance.
|max_dig_in = 1
|<pre>recon_factor = 0.2</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|dig_in_speed
|recon_factor_while_entrenched
|Bonus to entrenchment speed
|Increases reconnaisance for entrenched divisions.
|dig_in_speed = 0.25
|<pre>recon_factor_while_entrenched = 0.2</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|dig_in_speed_factor
|special_forces_cap
|Bonus to entrenchment speed factor
|Increases the maximum amount of special forces by a percentage.
|dig_in_speed_factor = 0.25
|<pre>special_forces_cap = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|supply_consumption_factor
|special_forces_min
|Modifies amount of supplies consumed
|Increases the maximum amount of special forces.
|supply_consumption_factor = -0.20
|<pre>special_forces_min = 250</pre>
|Flat.
|
|1.0
|-
|-
|out_of_supply_factor
|special_forces_no_supply_grace
|Modifies the penalty for being out of supply
|Increases the supply grace period for special forces.
|out_of_supply_factor = -0.5
|<pre>special_forces_no_supply_grace = 120</pre>
|Flat.
|
|1.0
|-
|-
|experience_gain_army
|special_forces_out_of_supply_factor
|Bonus to daily army experience gain (flat number)
|Increases the penalty for special forces out of supply.
|experience_gain_army = 0.05
|<pre>special_forces_out_of_supply_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|experience_gain_army_factor
|special_forces_training_time_factor
|Modifies the amount of army experience gained (percentage)
|Increases the time it takes to train special forces.
|experience_gain_army_factor = -0.1
|<pre>special_forces_training_time_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|experience_loss_factor
|terrain_penalty_reduction
|Modifies the amount of experience lost when units suffer damage, -1.0 means no loss.
|Decreases the penalties given by terrain.
|experience_loss_factor = -0.1
|<pre>terrain_penalty_reduction = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|minimum_training_level
|unit_upkeep_attrition_factor
|Modifies the amount of training a unit needs before it can be deployed. -0.2 means instant deployment.
|Modifies the unit upkeep.
|minimum_training_level = -0.1
|<pre>unit_upkeep_attrition_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|no_supply_grace
|no_supply_grace
|How many additional hours a unit can go without supply before it begins suffering penalties
|Modifies the grace period for units without supply.
|no_supply_grace = 48
|<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
|}
|}


;Specific modifiers
=== 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
|-
|-
!Name
|convoy_raiding_efficiency_factor
!Effect
|Modifies the efficiency of the convoy raiding mission.
!Example
|<pre>convoy_raiding_efficiency_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|army_armor_speed_factor
|convoy_retreat_speed
|Modifies the speed of all armor units in the army
|Modifies the speed of convoys retreating.
|army_armor_speed_factor = 0.05
|<pre>convoy_retreat_speed = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|army_armor_attack_factor
|critical_receive_chance
|Modifies the attack of all armor units in the army
|Increases the chance for the enemy to get a critical hit on us in naval combat.
|army_armor_attack_factor = 0.1
|<pre>critical_receive_chance = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|army_armor_defence_factor
|experience_gain_navy
|Modifies the defence of all armor units in the army
|Modifies the daily gain of naval experience.
|army_armor_defence_factor = 0.05
|<pre>experience_gain_navy = 0.02</pre>
|Flat.
|
|1.6
|-
|-
|army_artillery_attack_factor
|experience_gain_navy_factor
|Modifies the attack of all artillery units in the army
|Modifies the gain of naval experience by a percentage.
|army_artillery_attack_factor = 0.15
|<pre>experience_gain_navy_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|army_artillery_defence_factor
|experience_gain_navy_unit
|Modifies the defence of all artillery units in the army
|Modifies the daily gain of experience by the ships.
|army_artillery_defence_factor = 0.05
|<pre>experience_gain_navy_unit = 0.02</pre>
|Flat.
|
|1.6
|-
|-
|army_infantry_attack_factor
|experience_gain_navy_unit_factor
|Modifies the attack of all infantry units in the army
|Modifies the gain of experience by the ships by a percentage.
|army_infantry_attack_factor = 0.05
|<pre>experience_gain_navy_unit_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|army_infantry_defence_factor
|fighter_sortie_efficiency
|Modifies the defence of all infantry units in the army
|Modifies the speed when refueling and rearming fighter planes on the carrier during the battle.
|army_infantry_defence_factor = 0.1
|<pre>fighter_sortie_efficiency = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|special_forces_attack_factor
|invasion_preparation
|Modifies the attack of all special forces units in the army
|Modifies the preparation speed of naval invasions.
|special_forces_attack_factor = 0.1
|<pre>invasion_preparation = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|special_forces_defence_factor
|mines_planting_by_fleets_factor
|Modifies the defence of all special forces units in the army
|Modifies the efficiency of the mine planting mission.
|special_forces_defence_factor = 0.1
|<pre>mines_planting_by_fleets_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|cavalry_attack_factor
|mines_sweeping_by_fleets_factor
|Modifies the attack of all cavalry units in the army
|Modifies the efficiency of the mine sweeping mission.
|cavalry_attack_factor = 0.05
|<pre>mines_sweeping_by_fleets_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|cavalry_defence_factor
|naval_accidents_chance
|Modifies the defence of all cavalry units in the army
|Modifies the chance for a ship to be accidentally sunk or damaged.
|cavalry_defence_factor = 0.05
|<pre>naval_accidents_chance = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|mechanized_attack_factor
|naval_attrition
|Modifies the attack of all mechanized units in the army
|Modifies attrition suffered by naval units.
|mechanized_attack_factor = 0.05
|<pre>naval_attrition = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|mechanized_defence_factor
|naval_coordination
|Modifies the defence of all mechanized units in the army
|Modifies how quickly the fleet can gather or disperse when a target is found or when switching missions.
|mechanized_defence_factor = 0.05
|<pre>naval_coordination = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|motorized_attack_factor
|naval_critical_effect_factor
|Modifies the attack of all motorized units in the army
|Modifies the effects of sustained critical hits on our ships.
|motorized_attack_factor = 0.05
|<pre>naval_critical_effect_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|motorized_defence_factor
|naval_critical_score_chance_factor
|Modifies the defence of all motorized units in the army
|Modifies the chance for us to get a critical hit on the enemy in naval combat.
|motorized_defence_factor = 0.05
|<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
|-
|-
|air_paradrop_attack_factor
|naval_defense_factor
|Modifies the attack of paradropped troops
|Modifies the damage received by our ships.
|air_paradrop_attack_factor = 0.01
|<pre>naval_damage_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|air_paradrop_defence_factor
|naval_detection
|Modifies the defence of paradropped troops
|Modifies the chance for our ships to detect submarines.
|air_paradrop_defence_factor = 0.03
|<pre>naval_detection = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|air_paradrop_agility_factor
|naval_enemy_fleet_size_ratio_penalty_factor
|Modifies the agility of paradropped troops (Exists and localizes but does not seem to do anything at all.)
|Modifies the penalty the enemy receives for having a larger amount of ships than us.
|air_paradrop_agility_factor = 0.03
|<pre>naval_enemy_fleet_size_ratio_penalty_factor = 0.3</pre>
|}
|Percentual (0.01 being 1%).
 
|
== 空军修正==
|1.6
{{SVersion|1.6}}
|-
 
|naval_enemy_retreat_chance
;Generic modifiers
|Modifies the chance for the enemy to retreat.
 
|<pre>naval_enemy_retreat_chance = 0.3</pre>
{| class="wikitable sortable"
|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
|-
|-
!Name
|production_cost_max_<ship type>
!Effect
|Modifies the maximum cost of the ship type.
!Example
|<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
|-
|-
|air_ace_generation_chance_factor
|repair_speed_factor
|Modifies the chance of generating aces
|Modifies the speed at which the dockyards repair the navy.
|air_ace_generation_chance_factor = 0.10
|<pre>repair_speed_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|enemy_army_bonus_air_superiority_factor
|screening_efficiency
|Modifies the bonus for enemies from air superiority
|Modifies the efficiency screen ships operate.
|enemy_army_bonus_air_superiority_factor = -0.05
|<pre>screening_efficiency = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|army_bonus_air_superiority_factor
|ships_at_battle_start
|Modifies the bonus to land combat from having air superiority
|Modifies the number of ships at first contact.
|army_bonus_air_superiority_factor = 0.05
|<pre>ships_at_battle_start = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|air_accidents_factor
|sortie_efficiency
|Modifies the chance of air accidents
|Modifies the speed when refueling and rearming planes on the carrier during the battle.
|air_accidents_factor = -0.05
|<pre>sortie_efficiency = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|air_night_penalty
|spotting_chance
|Modifies the penalty for nighttime air operations
|Modifies the chance to spot enemy ships.
|air_night_penalty = -0.1
|<pre>spotting_chance = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|air_weather_penalty
|strike_force_movement_org_loss
|Modifies the penalty for bad weather for air operations
|Modifies the organisation loss from movement during the strike force mission.
|air_weather_penalty = -0.1
|<pre>strike_force_movement_org_loss = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|air_range_factor
|sub_retreat_speed
|Modifies the range of all of your air forces
|Modifies the retreat speed of submarines.
|air_range_factor = -0.1
|<pre>sub_retreat_speed = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|experience_gain_air
|submarine_attack
|Bonus to daily air experience gain (flat number)
|Modifies the attack of submarines.
|experience_gain_air = 0.05
|<pre>submarine_attack = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|experience_gain_air_factor
|transport_capacity
|Modifies the amount of air experience gained (percentage)
|Modifies how many convoys units require.
|experience_gain_air_factor = 0.1
|<pre>transport_capacity = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.6
|}
|}


;Specific modifiers
=== 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
|-
|-
!Name
|air_accidents_factor
!Effect
|Modifies the chance for air accidents to happen.
!Example
|<pre>air_accidents_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|naval_strike_attack_factor
|air_ace_generation_chance_factor
|Modifies the attack factor for naval strikes of air wings
|Modifies the chance for aces to appear.
|naval_strike_attack_factor = 0.02
|<pre>air_ace_generation_chance_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|naval_strike_targetting_factor
|air_agility_factor
|Modifies the targetting efficiency for naval strikes of air wings
|Modifies the agility of the country's airplanes.
|naval_strike_targetting_factor = 0.02
|<pre>air_agility_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|naval_strike_agility_factor
|air_attack_factor
|Modifies the agility factor for naval strikes of air wings
|Modifies the attack of the country's airplanes.
|naval_strike_agility_factor = 0.02
|<pre>air_attack_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|air_interception_attack_factor
|air_defence_factor
|Modifies the attack factor for interception missions of air wings
|Modifies the defence of the country's airplanes.
|air_interception_attack_factor = 0.02
|<pre>air_defence_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|air_interception_defence_factor
|air_<mission>_agility_factor
|Modifies the defence factor for interception missions of air wings
|Modifies the agility of the country's airplanes when on the specified mission.
|air_interception_defence_factor = 0.02
|<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_interception_agility_factor
|air_<mission>_attack_factor
|Modifies the agility factor for interception missions of air wings
|Modifies the attack of the country's airplanes when on the specified mission.
|air_interception_agility_factor = 0.02
|<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_air_superiority_attack_factor
|air_<mission>_defence_factor
|Modifies the attack factor for air superiority missions of air wings
|Modifies the defence of the country's airplanes when on the specified mission.
|air_air_superiority_attack_factor = 0.02
|<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_air_superiority_defence_factor
|air_bombing_targetting
|Modifies the defence factor for air superiority missions of air wings
|Modifies targetting for ground bombing.
|air_air_superiority_defence_factor = 0.02
|<pre>air_bombing_targetting = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|air_air_superiority_agility_factor
|air_cas_efficiency
|Modifies the agility factor for air superiority missions of air wings
|Modifies efficiency of close-air-support.
|air_air_superiority_agility_factor = 0.02
|<pre>air_cas_efficiency = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|air_close_air_support_attack_factor
|air_cas_present_factor
|Modifies the attack factor for close air support missions of air wings
|Modifies impact of close-air-support in land combat.
|air_close_air_support_attack_factor = 0.02
|<pre>air_cas_present_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|air_close_air_support_defence_factor
|air_escort_efficiency
|Modifies the defence factor for close air support missions of air wings
|Modifies ability of planes in dogfights.
|air_close_air_support_defence_factor = 0.02
|<pre>air_escort_efficiency = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|air_close_air_support_agility_factor
|air_fuel_consumption_factor
|Modifies the agility factor for close air support missions of air wings
|Modifies the rate at which the airforce consumes fuel.
|air_close_air_support_agility_factor = 0.02
|<pre>air_fuel_consumption_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|air_strategic_bomber_attack_factor
|air_intercept_efficiency
|Modifies the attack factor for strategic bombing missions of air wings
|Modifies the efficiency of air interception.
|air_strategic_bomber_attack_factor = 0.01
|<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_strategic_bomber_defence_factor
|air_mission_efficiency
|Modifies the defence factor for strategic bombing missions of air wings
|Modifies the efficiency of airplanes in missions.
|air_strategic_bomber_defence_factor = 0.01
|<pre>air_mission_efficiency = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|air_strategic_bomber_agility_factor
|air_mission_xp_gain_factor
|Modifies the agility factor for strategic bombing missions of air wings
|Modifies the experience gain for airplanes for doing missions.
|air_strategic_bomber_agility_factor = 0.01
|<pre>air_mission_xp_gain_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|air_strategic_bomber_bombing_factor
|air_mission_xp_gain_factor
|Modifies the bombing factor for strategic bombing missions of air wings
|Modifies the experience gain for airplanes for doing missions.
|air_strategic_bomber_bombing_factor = 0.03
|<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_cas_present_factor
|air_range_factor
|Modifies the efficiency of tactical bombing missions
|Modifies the range of the airplanes.
|air_cas_present_factor = 0.1
|<pre>air_range_factor = 0.5</pre>
|}
|Percentual (0.01 being 1%).
 
|
==海军修正==
|1.0
{{SVersion|1.6}}
 
;Generic modifiers
 
{| class="wikitable sortable"
|-
|-
!Name
|air_strategic_bomber_bombing_factor
!Effect
|Modifies the efficiency of the strategic bombing mission.
!Example
|<pre>air_strategic_bomber_bombing_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|convoy_escort_efficiency
|air_strategic_bomber_night_penalty
|Modifies the efficiency of convoy escorting
|Modifies the penalty for the strategic bombing mission while at night.
|convoy_escort_efficiency = 0.25
|<pre>air_strategic_bomber_night_penalty = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|naval_retreat_chance
|air_superiority_detect_factor
|Modifies the chance of a successful naval retreat
|Modifies the chance to detect enemy planes while on the air superiority mission.
|naval_retreat_chance = 0.2
|<pre>air_superiority_detect_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|naval_retreat_speed
|air_superiority_efficiency
|Modifies the speed of naval retreats
|Modifies the efficiency of the air superiority mission.
|naval_retreat_speed = 0.25
|<pre>air_superiority_efficiency = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|ships_at_battle_start
|air_training_xp_gain_factor
|Modifies the number of ships in the first contact
|Modifies the air experience gain from training.
|ships_at_battle_start = 0.25
|<pre>air_training_xp_gain_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.6
|-
|-
|spotting_chance
|air_weather_penalty
|Modifies the chance to spot enemy ships
|Modifies the penalty the airplanes receive because of weather.
|spotting_chance = 0.1
|<pre>air_weather_penalty = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|navy_anti_air_attack_factor
|air_wing_xp_loss_when_killed_factor
|Modifies the anti air attack of naval units
|Modifies the experience loss of airplanes due to airplanes being shot down.
|navy_anti_air_attack_factor = 0.1
|<pre>air_wing_xp_loss_when_killed_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|sortie_efficiency
|army_bonus_air_superiority_factor
|Modifies sortie efficiency of carriers
|Modifies the bonus to land combat from air superiority.
|sortie_efficiency = 0.1
|<pre>army_bonus_air_superiority_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|naval_hit_chance
|enemy_army_bonus_air_superiority_factor
|Modifies the overall naval hit chance
|Modifies the effect to land combat from enemy air superiority.
|naval_hit_chance = 0.05
|<pre>enemy_army_bonus_air_superiority_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|naval_coordination
|experience_gain_air
|Modifies the overall naval coordination
|Modifies the daily gain of air experience.
|naval_coordination = 0.01
|<pre>experience_gain_air = 0.05</pre>
|Flat.
|
|1.0
|-
|-
|convoy_raiding_efficiency_factor
|experience_gain_air_factor
|Modifies the efficience of commerce raiding
|Modifies the daily gain of air experience by a percentage.
|convoy_raiding_efficiency_factor = 0.1
|<pre>experience_gain_air_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|naval_speed_factor
|air_ground_attack
|Modifies the speed of naval units
|Modifies the bonus to airplane attack on enemy divisions.
|naval_speed_factor = 0.1
|<pre>air_ground_attack = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|navy_submarine_detection_factor
|ground_attack_factor
|Modifies the chance of detecting enemy submarines
|Modifies the bonus to airplane attack on enemy divisions by a percentage.
|navy_submarine_detection_factor = 0.1
|<pre>ground_attack_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|navy_max_range_factor
|mines_planting_by_air_factor
|Modifies the maximum range of navies
|Modifies efficiency of airplanes planting mines.
|navy_max_range_factor = 0.05
|<pre>mines_planting_by_air_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|experience_gain_navy
|mines_sweeping_by_air_factor
|Bonus to daily navy experience gain (flat number)
|Modifies efficiency of airplanes sweeping mines.
|experience_gain_navy = 0.05
|<pre>mines_sweeping_by_air_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|experience_gain_navy_factor
|strategic_bomb_visibility
|Modifies the amount of navy experience gained (percentage)
|Modifies the chance for the enemy to detect our strategic bombers.
|experience_gain_navy_factor = 0.1
|<pre>strategic_bomb_visibility = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|}
|}


;Specific modifiers
=== 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
|-
|-
!Name
|cic_to_target_factor
!Effect
|Gives a portion of the country's civilian industry to the specified target.
!Example
|<pre>cic_to_target_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.5
|-
|-
|navy_carrier_air_attack_factor
|extra_trade_to_target_factor
|Modifies the attack of planes of carriers
|Adds extra produced recourses available for trade to target country.
|navy_carrier_air_attack_factor = 0.03
|<pre>extra_trade_to_target_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.5
|-
|-
|navy_carrier_air_targetting_factor
|generate_wargoal_tension_against
|Modifies the defence of planes of carriers
|Increases world tension necessary for us to justify against the target country.
|navy_carrier_air_targetting_factor = 0.03
|<pre>generate_wargoal_tension_against = 0.5</pre>
|Flat.
|
|1.5
|-
|-
|navy_carrier_air_agility_factor
|mic_to_target_factor
|Modifies the agility of planes of carriers
|Gives a portion of the country's military industry to the specified target.
|navy_carrier_air_agility_factor = 0.04
|<pre>cic_to_target_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.5
|-
|-
|navy_capital_ship_attack_factor
|trade_cost_for_target_factor
|Modifies the attack of capital ships
|The cost for the targeted country to purchase this country's resources.
|navy_capital_ship_attack_factor = 0.05
|<pre>trade_cost_for_target_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.5
|-
|-
|navy_capital_ship_defence_factor
|targeted_legitimacy_daily
|Modifies the defence of capital ships
|Increases daily gain of legitimacy of the target country.
|navy_capital_ship_defence_factor = 0.05
|<pre>targeted_legitimacy_daily = 0.5</pre>
|Flat.
|
|1.6
|-
|-
|navy_submarine_attack_factor
|attack_bonus_against
|Modifies the attack of all submarine units in the navy
|Gives an attack bonus against the armies of the specified country.
|navy_submarine_attack_factor = 0.2
|<pre>attack_bonus_against = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.5
|-
|-
|navy_submarine_defence_factor
|attack_bonus_against_cores
|Modifies the defence of all submarine units in the navy
|Gives an attack bonus against the armies of the specified country on its core territory.
|navy_submarine_defence_factor = 0.2
|<pre>attack_bonus_against_cores = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.5
|-
|-
|navy_screen_attack_factor
|breakthrough_bonus_against
|Modifies the attack of screen ships
|Gives a breakthrough bonus against the armies of the specified country.
|navy_screen_attack_factor = 0.05
|<pre>breakthrough_bonus_against = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.5
|-
|-
|navy_screen_defence_factor
|defense_bonus_against
|Modifies the defence of screen ships
|Gives a defense bonus against the armies of the specified country.
|navy_screen_defence_factor = 0.05
|<pre>defense_bonus_against = 0.5</pre>
|-
|Percentual (0.01 being 1%).
|naval_torpedo_range_factor
|
|Modifies the range of torpedoes
|1.5
|naval_torpedo_range_factor = 1
|}
|}


== 工业修正==
== State Scope ==
{{SVersion|1.6}}


;Generic modifiers
{| 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
|-
|-
!Name
|army_speed_factor_for_controller
!Effect
|Changes the division speed for the controller of the state.
!Example
|<pre>army_speed_factor_for_controller = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.0
|-
|-
|production_factory_max_efficiency_factor
|compliance_gain
|Bonus to max factory efficiency
|Changes the compliance gain in the current state.
|production_factory_max_efficiency_factor = 0.1
|<pre>compliance_gain = 0.01</pre>
|Flat.
|Can also go into country scope.
|1.9
|-
|-
|line_change_production_efficiency_factor
|compliance_growth
|Bonus to production efficiency retention
|Changes the compliance growth speed in the current state.
|line_change_production_efficiency_factor = 0.2
|<pre>compliance_growth = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|production_speed_buildings_factor
|country_resource_<resource>
|Bonus to speed of overall construction
|Directly modifies the country's resource stockpile.
|production_speed_buildings_factor = 0.1
|<pre>country_resource_oil = 10</pre>
|Flat.
|
|1.0
|-
|-
|conversion_cost_civ_to_mil_factor
|country_resource_cost_<resource>
|Modifies the cost of converting civilian factories to military
|Directly modifies the country's resource stockpile.
|conversion_cost_civ_to_mil_factor = -0.2
|<pre>country_resource_cost_aluminium = 10</pre>
|Flat.
|
|1.0
|-
|-
|industrial_capacity_factory
|disable_strategic_redeployment
|Overall production boost for military factories
|Disables strategic redeployment in the state.
|industrial_capacity_factory = 0.1
|<pre>disable_strategic_redeployment = 1</pre>
|Boolean.
|
|1.9
|-
|-
|industrial_capacity_dockyard
|disable_strategic_redeployment_for_controller
|Overall production boost for dockyards
|Disables strategic redeployment in the state for the controller.
|industrial_capacity_dockyard = 0.2
|<pre>disable_strategic_redeployment_for_controller = 1</pre>
|Boolean.
|
|1.9
|-
|-
|consumer_goods_factor
|enemy_intel_network_gain_factor_over_occupied_tag
|Modifies the factor of factories occupied with producing consumer goods
|Modifies enemy intel network strength gain.
|consumer_goods_factor = 0.05
|<pre>enemy_intel_network_gain_factor_over_occupied_tag = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|production_factory_efficiency_gain_factor
|local_building_slots
|Modifies the production efficiency gain factor
|Modifies amount of building slots.
|production_factory_efficiency_gain_factor = 0.05
|<pre>local_building_slots = 2</pre>
|Flat.
|
|1.9
|-
|-
|production_factory_start_efficiency_factor
|local_building_slots_factor
|Modifies the starting production efficiency of factories
|Modifies amount of building slots by a percentage.
|production_factory_start_efficiency_factor = 0.05
|<pre>local_building_slots_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|local_building_slots_factor
|local_factories
|Modifies the amount of factories that can be built in a state
|Modifies amount of available factories in the state.
|local_building_slots_factor = - 0.5
|<pre>local_factories = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|local_resources_factor
|local_factory_sabotage
|Modifies the resource gain efficiency
|Modifies chance for factory sabotage.
|local_resources_factor = 0.10
|<pre>local_factory_sabotage = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|production_oil_factor
|local_intel_to_enemies
|Changes oil production by the specified percentage. Stacks and adds up with local_resources_factor. There are no factors such as this available for the other resources.
|Modifies amount of intel to enemies.
|production_oil_factor = 0.1
|<pre>local_intel_to_enemies = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|equipment_conversion_speed
|local_manpower
|Modifies the speed of converting equipment
|Modifies amount of available manpower.
|equipment_conversion_speed = 0.05
|<pre>local_manpower = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|min_export
|local_non_core_manpower
|Modifies the&nbsp;% of goods that need to be exported
|Modifies amount of available non-core manpower.
|min_export = -0.05
|<pre>local_non_core_manpower = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|global_building_slots_factor
|local_resources
|Modifies the amount of factories that can be built in a state
|Modifies amount of available resources.
|global_building_slots_factor = 0.10
|<pre>local_resources = 0.3</pre>
|Flat.
|
|1.9
|-
|-
|industry_air_damage_factor
|local_resources_factor
|Modifies the vulnerability of factories to bombs
|Modifies amount of available resources by a percentage.
|industry_air_damage_factor = -0.1
|<pre>local_resources_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|industry_free_repair_factor
|local_supplies
|Changes free repair speed by the specified percentage
|Modifies amount of available supplies.
|industry_free_repair_factor = 1
|<pre>local_supplies = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|industry_repair_factor
|local_supplies_for_controller
|Changes repair speed by the specified percentage
|Modifies amount of available supplies for the controller.
|industry_repair_factor = 0.5
|<pre>local_supplies_for_controller = 0.3</pre>
|}
|Percentual (0.01 being 1%).
 
|
;Specific modifiers
|1.9
 
{| class="wikitable sortable"
|-
|-
!Name
|mobilization_speed
!Effect
|Modifies the mobilisation speed.
!Example
|<pre>mobilization_speed = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|production_speed_[BUILDING NAME]_factor
|non_core_manpower
|Bonus to speed of constructing specified building, for example in Old World Blues:
|Modifies the amount of recruited non-core manpower.
|production_speed_water_generator_factor = 0.1
|<pre>non_core_manpower = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|production_speed_arms_factory_factor
|recruitable_population
|Bonus to speed of constructing military factories
|Modifies the amount of recruited manpower.
|production_speed_arms_factory_factor = 0.1
|<pre>recruitable_population = 0.03</pre>
|Flat.
|
|1.9
|-
|-
|production_speed_industrial_complex_factor
|recruitable_population_factor
|Bonus to speed of constructing civilian factories
|Modifies the amount of recruited manpower by a percentage.
|production_speed_industrial_complex_factor = 0.1
|<pre>recruitable_population_factor = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|production_speed_bunker_factor
|resistance_damage_to_garrison
|Bonus to speed of constructing land forts
|Modifies the amount of resistance damage to the garrison.
|production_speed_bunker_factor = 0.3
|<pre>resistance_damage_to_garrison = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|production_speed_coastal_bunker_factor
|resistance_decay
|Bonus to speed of constructing coastal forts
|Modifies the speed of resistance decay.
|production_speed_coastal_bunker_factor = 0.3
|<pre>resistance_decay = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|production_speed_anti_air_building_factor
|resistance_garrison_penetration_chance
|Bonus to speed of constructing anti air guns
|Modifies the chance for the garrison to be penetrated.
|production_speed_anti_air_building_factor = 0.3
|<pre>resistance_garrison_penetration_chance = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|production_speed_dockyard_factor
|resistance_growth
|Bonus to speed of constructing dockyards
|Modifies the speed of the resistance growth.
|production_speed_dockyard_factor = 0.2
|<pre>resistance_growth = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|production_speed_naval_base_factor
|resistance_target
|Bonus to speed of constructing naval bases
|Modifies the target of the resistance growth.
|production_speed_naval_base_factor = 0.2
|<pre>resistance_target = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|production_speed_air_base_factor
|starting_compliance
|Bonus to speed of constructing air bases
|Modifies the base compliance value.
|production_speed_air_base_factor = 0.15
|<pre>starting_compliance = 0.3</pre>
|Percentual (0.01 being 1%).
|
|1.9
|-
|-
|production_speed_rocket_site_factor
|state_production_speed_<building>_factor
|Bonus to speed of constructing rocket sites
|Modifies the building speed of the specified building in the state.
|production_speed_rocket_site_factor = 0.15
|<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
|-
|-
|production_speed_radar_station_factor
|state_repair_speed_<building>_factor
|Bonus to speed of constructing radar stations
|Modifies the repair speed of the specified building in the state.
|production_speed_radar_station_factor = 0.15
|<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
|-
|-
|production_speed_infrastructure_factor
|state_resource_<resource>
|Bonus to speed of constructing infrastructure
|Modifies the amount of the specified resource in the state.
|production_speed_infrastructure_factor = 0.2
|<pre>state_resource_oil = 5</pre>
|Flat.
|
|1.0
|-
|-
|production_speed_nuclear_reactor_factor
|state_resource_cost_<resource>
|Bonus to speed of constructing nuclear reactors
|Modifies the amount of the specified resource in the state.
|production_speed_nuclear_reactor_factor = 0.25
|<pre>state_resource_cost_rubber = 5</pre>
|Flat.
|
|1.0
|-
|-
|production_speed_synthetic_refinery_factor
|temporary_state_resource_<resource>
|Bonus to speed of constructing synthetic refineries
|Modifies the amount of the specified resource in the state as an added modifier after the base one.
|production_speed_synthetic_refinery_factor = 0.1
|<pre>temporary_state_resource_tungsten = 5</pre>
|Flat.
|
|1.0
|}
|}


== 其他修正==
== Unit leader Scope ==
{{SVersion|1.6}}
 
{| 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
|-
|-
!Name
|promote_cost_factor
!Effect
|The cost to promote the unit leader.
!Example
|<pre>promote_cost_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.5
|-
|-
|research_speed_factor
|reassignment_duration_factor
|Overall research speed bonus. Ex. 0.1 means 10% reduced research time with -0.1 being 10% increased research time. Thus the more positive a number is, the better.
|The length of the reassignment penalty.
|research_speed_factor = 0.05
|<pre>reassignment_duration_factor = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.5
|-
|-
|Research time reductions
|river_crossing_factor
|When researching specific technologies or technology categories, add_tech_bonus is used along with the category you want to have a&nbsp;% reduced research time in.
|The effects of the river crossing penalty.
|add_tech_bonus = {<br>
|<pre>river_crossing_factor = 0.5</pre>
name = GER_industrial_research<br>
|Percentual (0.01 being 1%).
bonus = 1<br>
|
uses = 1<br>
|1.5
category = industry<br>
}
|-
|-
|MONTHLY_POPULATION
|sickness_chance
|Changes monthly population growth by the specified percentage
|The chance for the unit leader to get sick.
|MONTHLY_POPULATION = 0.5
|<pre>sickness_chance = 0.5</pre>
|Percentual (0.01 being 1%).
|
|1.5
|-
|-
|nuclear_production_factor
|skill_bonus_factor
|Changes nuke production by the specified percentage
|The bonus the unit leader receives from their skillset.
|nuclear_production_factor = 0.1
|<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

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

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

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

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

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

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

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

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

Navy

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

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

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

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

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

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

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

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

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

Naval combat

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

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

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.