1290308462(讨论 | 贡献) 无编辑摘要 |
1290308462(讨论 | 贡献) 无编辑摘要 |
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=== Navy === | === Navy 海军 === | ||
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=== Airforce === | === Airforce 空军 === | ||
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=== Fuel === | === Fuel 燃料 === | ||
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=== Buildings === | === Buildings 建筑 === | ||
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=== Resistance and Compliance === | === Resistance and Compliance 抵抗与顺从 === | ||
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=== Intelligence === | === Intelligence 情报机关 === | ||
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=== General Combat === | === General Combat 通用战斗 === | ||
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Note that most of these modifiers are not only in country scope but also in unit leader and navy leader scopes. | Note that most of these modifiers are not only in country scope but also in unit leader and navy leader scopes. | ||
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=== Land Combat === | === Land Combat 陆战 === | ||
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Note that most of these modifiers are not only in country scope but also in unit leader scope. | Note that most of these modifiers are not only in country scope but also in unit leader scope. | ||
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=== Naval combat === | === Naval combat 海战 === | ||
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Note that most of these modifiers are not only in country scope but also in navy leader scope. | Note that most of these modifiers are not only in country scope but also in navy leader scope. | ||
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=== Air combat === | === Air combat 空战 === | ||
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Note that most of these modifiers are not only in country scope but also in ace scope. | Note that most of these modifiers are not only in country scope but also in ace scope. | ||
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=== Targeted modifiers === | === Targeted modifiers 目标修正 === | ||
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These modifiers are targeted, meaning that they must be used in targeted_modifier = {} rather than modifier = {}. | These modifiers are targeted, meaning that they must be used in targeted_modifier = {} rather than modifier = {}. | ||
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== State Scope == | == State Scope 州 == | ||
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== Unit leader Scope == | == Unit leader Scope 单位领导 == | ||
Note that most modifiers in land and naval combat sections also apply. | Note that most modifiers in land and naval combat sections also apply. |
2021年9月25日 (六) 11:37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:
- 国策 - 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
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
monthly_population | 增加国家所有的省份每月的人口增长。(似乎木大) | monthly_population = 0.5 |
Percentual (0.01 being 1%).百分比 | 1.0 | |
nuclear_production | 允许核弹生产 | nuclear_production = 1 |
Boolean.布尔 | 1.0 | |
nuclear_production_factor | 增加制造核武器的速度。参考idea:BUL_buhovo_uranium_mines | nuclear_production_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
research_sharing_per_country_bonus | 在技术共享时,增加每个国家在研究速度上的加成。 | research_sharing_per_country_bonus = 0.5 |
Flat.数值 | 1.3 | |
research_sharing_per_country_bonus_factor | 按百分比增加每个国家在技术分享时的研究速度加成。 | research_sharing_per_country_bonus_factor = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
research_speed_factor | 增加科研速度。参考idea:ENG_colonial_elite | research_speed_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Politics政治
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
defensive_war_stability_factor | 对参加防御性战争所带来的稳定的修正。参考idea:USA_war_powers_act | defensive_war_stability_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
disabled_ideas | 禁止手动改变ideas(包括顾问和法律)。参考idea:SPR_political_violence | disabled_ideas = 1 |
Boolean. | 1.9 | |
<idea category>_cost_factor | 增加添加一个特定的类别idea的政治点数(PP)花费。参考idea:PRC_power_struggles | political_advisor_cost_factor = 0.5 |
Percentual (0.01 being 1%). | idea类别可以在common/idea_tags中找到。还包括improve_relations_maintain。 | 1.0 |
female_random_country_leader_chance | 增加随机产生的国家领导人为女性的几率。 | female_random_country_leader_chance = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
max_surrender_limit_offset | Minimum Surrender Limit.最小投降极限。
参考idea:SPA_death_before_surrender |
max_surrender_limit_offset = 0.3 |
Flat. | 1.0 | |
offensive_war_stability_factor | 对参加进攻性战争所带来的稳定的修正。参考idea:USA_war_powers_act | offensive_war_stability_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
party_popularity_stability_factor | Modifier the stability gained by the popularity of the ruling party.修正由于执政党的声望而获得稳定。 | party_popularity_stability_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
political_power_cost | 每日PP花费。参考idea:GER_mefo_bills_1 | political_power_cost = 0.3 |
Flat. | 1.0 | |
political_power_gain | 每日PP获得。参考idea:CHI_executive_yuan | political_power_gain = 0.3 |
Flat. | 1.0 | |
political_power_factor | 以百分比修正每日PP的获得。参考idea:PRC_government_corruption | political_power_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
stability_factor | Modifies stability of the country.(用于变更国家的 稳定度)参考idea:CHI_grain_tax | stability_factor = 0.3 |
Flat. | 1.0 | |
stability_weekly | Modifies weekly stability gain of the country.(用于变更国家的 每周稳定度增长)参考idea:FRA_constitutional_revision | stability_weekly = 0.01 |
Flat. | 1.0 | |
stability_weekly_factor | Modifies weekly stability gain of the country by a percentage.以百分比修正每周国家稳定度增长 | stability_weekly_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
war_stability_factor | Modifies the stability loss caused by being at war.修正战争造成的稳定性损失。 | war_stability_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
war_support_factor | Modifies war support of the country.修正国家的战争支持度。参考idea:PRC_low_popular_support | war_support_factor = 0.3 |
Flat. | 1.0 | |
war_support_weekly | Modifies weekly war support gain of the country.修正每周获得的战争支持度。参考idea:HOL_volk_en_vaderland | war_support_weekly = 0.01 |
Flat. | 1.0 | |
war_support_weekly_factor | Modifies weekly war support gain of the country by a percentage.以百分比的形成修正每周获得的战争支持度。 | war_support_weekly_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
drift_defence_factor | Ideology drift defense.意识形态变化抵制力度。参考idea:sour_loser | drift_defence_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
<ideology>_drift | Daily gain of the specified ideology.特定意识形态的每日支持度增长。参考idea:GER_align_hungary(fascism_drift = 0.2) | communism_drift = 0.03 |
Flat. | 1.0 | |
<ideology>_acceptance | Likelihood of AI to accept offers from countries of the specified ideology.AI对特定意识形态外交接纳度。参考idea:GER_align_hungary(fascism_acceptance = 85) | fascism_acceptance = 50 |
Flat. | 1.0 |
Trade贸易
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
min_export | Increases the amount of resources to market.
增加可出口资源 |
min_export = 0.5 |
Flat. | 1.0 | |
trade_opinion_factor | Makes AI more likely to purchase resources from this country.
使AI更乐于从此国购买资源 |
trade_opinion_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Diplomacy外交
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
civil_war_involvement_tension | 改变干预盟友内战所需的世界紧张度。 | civil_war_involvement_tension = 0.5 |
Flat. | 1.0 | |
enemy_declare_war_tension | 增加敌人对我们发动战争的理由所需的世界紧张局势。 | enemy_declare_war_tension = 0.5 |
Flat. | 1.0 | |
enemy_justify_war_goal_time | 增加了敌人正当化对我们的战争目标所需的时间。 | enemy_declare_war_tension = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
faction_trade_opinion_factor | 增加派系成员之间交易所获得的好感。 | faction_trade_opinion_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
generate_wargoal_tension | 增加我们产生战争目标所需的紧张度。 | generate_wargoal_tension = 0.3 |
Flat. | 1.0 | |
guarantee_cost | 该国为保证另一个国家而付出的政治点。 | guarantee_cost = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
guarantee_tension | 一个国家必须保证另一个国家的世界紧度。 | guarantee_tension = 0.3 |
Flat. | 1.0 | |
join_faction_tension | 该国加入派系所需的世界紧张度。 | join_faction_tension = 0.3 |
Flat. | 1.0 | |
justify_war_goal_time | 正当化战争目标所需的时间。 | justify_war_goal_time = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
justify_war_goal_when_in_major_war_time | 在与大国发生战争时正当化战争目标所需的时间。 | justify_war_goal_when_in_major_war_time = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
lend_lease_tension | 租借法案所需的世界紧张局势。 | lend_lease_tension = 0.3 |
Flat. | 1.0 | |
opinion_gain_monthly | 增加从“改善关系”外交行动中获得的好感。 | opinion_gain_monthly = 5 |
Flat. | 1.0 | |
opinion_gain_monthly_factor | 百分比修正“改善关系”外交行动的好感增加。 | opinion_gain_monthly_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
opinion_gain_monthly_same_ideology | Increases opinion gain from the 'Improve relations' diplomatic action for countries of the same ideology.为相同意识形态的国家增加“改善关系”外交行动的好感度。 | opinion_gain_monthly_same_ideology = 5 |
Flat. | 1.0 | |
opinion_gain_monthly_same_ideology_factor | Increases opinion gain from the 'Improve relations' diplomatic action for countries of the same ideology by a percentage.以百分比修正“改善关系”外交行动对具有相同意识形态的国家的好感增加 | opinion_gain_monthly_same_ideology_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
request_lease_tension | Necessary world tension for the country to request lend-lease.该国申请贷款租赁所需的世界紧张局势。 | request_lease_tension = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
surrender_limit | Increases the percentage of victory points the country needs to lose control of to capitulate.以百分比增加国家需要失去控制才能投降的胜利点。 | surrender_limit = 0.1 |
Percentual (0.01 being 1%). | 1.0 |
Autonomy自治
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
autonomy_gain | Daily gain of autonomy. | autonomy_gain = 0.5 |
加法 | 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流亡政府
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
dockyard_donations | Amount of dockyards donated.捐赠的造船厂数量。 | dockyard_donations = 2 |
Flat. | 1.6 | |
industrial_factory_donations | Amount of civilian factories donated.捐赠的民用工厂数量。 | industrial_factory_donations = 2 |
Flat. | 1.6 | |
military_factory_donations | Amount of military factories donated.捐赠的军工厂数量。 | military_factory_donations = 2 |
Flat. | 1.6 | |
exile_manpower_factor | Amount of manpower given to the host country.提供给东道国的人力数量。 | exile_manpower_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
legitimacy_daily | Increases the amount of legitimacy gained daily.增加每天获得的合法性数量。 | legitimacy_daily = 1 |
Flat. | 1.6 | |
legitimacy_gain_factor | Increases the amount of legitimacy gained daily by a percentage.以百分比修正每日获得的合法性。 | legitimacy_gain_factor = 1 |
Percentual (0.01 being 1%). | 1.6 |
Equipment装备
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
equipment_capture | Increases the amount of equipment captured in combat.以数值形式修正战斗中缴获的装备。 | equipment_capture = 100 |
Flat. | 1.0 | |
equipment_capture_factor | Increases the amount of equipment captured in combat by a percentage.以百分比形式修正战斗中缴获的装备。 | equipment_capture_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
equipment_conversion_speed | Increases the speed at which equipment is converted.修正装备改装速度。 | equipment_conversion_speed = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
equipment_upgrade_xp_cost | Increases the experience cost to upgrade military equipment.修正改造装备所需的经验。 | equipment_upgrade_xp_cost = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
license_purchase_cost | Increases the cost of licensed equipment.以数值形式修正生产许可花费。 | license_purchase_cost = 10 |
Flat. | 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.以百分比形式修正生产许可花费。 | license_purchase_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 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.修正生产许可证的科技差距惩罚。 | license_tech_difference_speed_factor = 0.5 |
Percentual (0.01 being 1%). | 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.修正生产效率增长。 | production_factory_efficiency_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_factory_max_efficiency_factor | Production efficiency cap.修正生产效率上限。 | production_factory_max_efficiency_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_factory_start_efficiency_factor | Production efficiency base.修正初始生产效率。 | production_factory_start_efficiency_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_lack_of_resource_penalty_factor | Lack of resources penalty.修正资源不足惩罚。 | production_lack_of_resource_penalty_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
refit_ic_cost | Modifies the IC cost for refitting equipment.修正装备改装的生产花费。 | refit_ic_cost = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
refit_speed | Modifies the speed of refitting equipment.修正装备改装速度。 | refit_speed = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Military军事
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
command_power_gain | Increases the daily gain of command power.
增加每日获得的指挥点数 |
command_power_gain = 0.5 |
加法 | 1.5 | |
command_power_gain_mult | Increases the daily gain of command power by a percentage.按百分比增加每日获得的指挥权。 | command_power_gain = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
conscription | Increases the recruitable percentage of the total population.增加适役人口的百分比。 | conscription = 0.02 |
Flat. | 1.0 | |
conscription_factor | Increases the recruitable percentage of the total population by a percent.按百分比增加适役人口。 | conscription = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_<unit type>_combat_factor | Increases the experience gain in combat by the specified unit type.增加指定单位类型的战斗经验 | experience_gain_infantry_combat_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_<unit type>_training_factor | Increases the experience gain in training by the specified unit type.增加指定单位类型的训练经验增益。 | experience_gain_infantry_training_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
experience_loss_factor | Changes the loss in division's experience in combat.改变师在战斗中的经验损失。 | experience_loss_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
female_random_army_leader_chance | Increases the chance for a randomly-generated army leader to be female.增加随机生成的军队领袖为女性的几率。 | female_random_army_leader_chance = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
land_equipment_upgrade_xp_cost | Increases the experience cost to upgrade land army equipment.增加升级陆军装备的经验成本。 | land_equipment_upgrade_xp_cost = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
land_reinforce_rate | Increases the rate at which reinforcements to divisions arrive.提高师的增援率。 | land_reinforce_rate = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
max_command_power | Increases maximum command power.增加最大指挥点。 | max_command_power = 20 |
Flat. | 1.5 | |
max_command_power_mult | Increases maximum command power by a percentage.按百分比增加最大指挥点。 | max_command_power_mult = 0.3 |
Percentual (0.01 being 1%). | 1.5 | |
minimum_training_level | Increases training level necessary for the unit to deploy.提高部队部署所需的训练水平。 | minimum_training_level = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
weekly_manpower | Amount of manpower gained each week.每周获得的人力数量。 | weekly_manpower = 1000 |
Flat. | 1.6 | |
army_leader_cost_factor | The cost in political power to recruit an unit leader for the land army.为陆军招募一名单位领导者的政治权力成本。 | army_leader_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
army_leader_start_level | Bonus to the starting level of generic unit leaders.普通单位领导者的起始等级奖励。 | army_leader_start_level = 1 |
Flat. | 1.5 | |
army_leader_start_attack_level | Bonus to the starting level of attack in generic unit leaders.对普通单位领导者的起始攻击级别的奖励。 | army_leader_start_attack_level = 1 |
Flat. | 1.5 | |
army_leader_start_defense_level | Bonus to the starting level of defense in generic unit leaders.通用单位领导者的初始防御等级加成。 | army_leader_start_defense_level = 1 |
Flat. | 1.5 | |
army_leader_start_logistics_level | Bonus to the starting level of logistics in generic unit leaders.对通用单位领导者的后勤起始水平的奖励。 | army_leader_start_logistics_level = 1 |
Flat. | 1.5 | |
military_leader_cost_factor | The cost in political power to recruit an unit leader.招募单位领导的政治权力成本。 | military_leader_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 |
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
female_random_admiral_chance | Increases the chance for a randomly-generated admiral to be female. | female_random_admiral_chance = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
naval_equipment_upgrade_xp_cost | Increases the naval experience cost to upgrade equipment. | naval_equipment_upgrade_xp_cost = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
navy_refit_ic_cost | The IC cost to refit naval equipment. | navy_refit_ic_cost = 20 |
Flat. | 1.6 | |
navy_refit_speed | The speed at whcih naval equipment is refitted. | navy_refit_speed = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
navy_leader_cost_factor | The cost in political power to recruit an unit leader for the land navy. | navy_leader_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
navy_leader_start_level | Bonus to the starting level of generic unit leaders. | navy_leader_start_level = 1 |
Flat. | 1.5 | |
navy_leader_start_attack_level | Bonus to the starting level of attack in generic unit leaders. | navy_leader_start_attack_level = 1 |
Flat. | 1.5 | |
navy_leader_start_coordination_level | Bonus to the starting level of coordination in generic unit leaders. | navy_leader_start_coordination_level = 1 |
Flat. | 1.5 | |
navy_leader_start_defense_level | Bonus to the starting level of defense in generic unit leaders. | navy_leader_start_defense_level = 1 |
Flat. | 1.5 | |
navy_leader_start_maneuvering_level | Bonus to the starting level of maneuvering in generic unit leaders. | navy_leader_start_maneuvering_level = 1 |
Flat. | 1.5 |
Airforce空军
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
air_equipment_upgrade_xp_cost | Increases the air experience cost to upgrade equipment. | air_equipment_upgrade_xp_cost = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_volunteer_cap | Increases the amount of airforce you can send as volunteers. | 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燃料
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
base_fuel_gain | Increases base daily gain of fuel. | base_fuel_gain = 100 |
Flat. | 1.6 | |
base_fuel_gain_factor | Increases base daily gain of fuel by a percentage. | base_fuel_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
fuel_cost | Increases daily cost of fuel. | fuel_cost = 100 |
Flat. | 1.6 | |
fuel_gain | Increases daily gain of fuel. | fuel_gain = 100 |
Flat. | 1.6 | |
fuel_gain_factor | Increases daily gain of fuel by a percentage. | fuel_gain_factor = 100 |
Percentual (0.01 being 1%). | 1.6 | |
fuel_gain_from_states | Increases daily gain of fuel from our controlled oil. | fuel_gain_from_states = 100 |
Flat. | 1.6 | |
fuel_gain_from_states_factor | Increases daily gain of fuel from our controlled oil by a percentage. | fuel_gain_from_states_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
max_fuel | Increases maximum amount of fuel you can have. | max_fuel = 100 |
Flat. | 1.6 | |
max_fuel_factor | Increases maximum amount of fuel you can have by a percentage. | max_fuel_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 |
Buildings建筑
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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抵抗与顺从
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
compliance_growth_on_our_occupied_states | Increases the compliance growth speed on the country's controlled states. | compliance_growth_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
no_compliance_gain | Disables compliance gain on our controlled states. | no_compliance_gain = 1 |
Boolean. | Can also be used in state scope. | 1.9 |
occupation_cost | Increases the cost of keeping another nation under occupation. | occupation_cost = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
required_garrison_factor | Increases the required garrison in our occupied states. | required_garrison_factor = 0.5 |
Percentual (0.01 being 1%). | Can also be used in state scope. | 1.9 |
resistance_damage_to_garrison_on_our_occupied_states | Increases the resistance damage to the garrison in our occupied states. | resistance_damage_to_garrison_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_decay_on_our_occupied_states | Increases the resistance decay in our occupied states. | resistance_decay_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_growth_on_our_occupied_states | Increases the resistance growth speed in our occupied states. | resistance_growth_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_target_on_our_occupied_states | Increases the resistance target in our occupied states. | resistance_target_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 |
Intelligence情报机关
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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
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Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
ai_badass_factor | AI's threat perception. | ai_badass_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_call_ally_desire_factor | Chance for AI to call allies. | ai_call_ally_desire_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_desired_divisions_factor | The amount of divisions AI seeks to produce. | ai_desired_divisions_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_aggressive_factor | AI's focus on offense. | ai_focus_aggressive_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_defense_factor | AI's focus on defense. | ai_focus_defense_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_aviation_factor | AI's focus on aviation. | ai_focus_aviation_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_military_advancements_factor | AI's focus on advanced military technologies. | ai_focus_military_advancements_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_naval_air_factor | AI's focus on building naval airforce. | ai_focus_naval_air_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_naval_factor | AI's focus on building a navy. | ai_focus_naval_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_peaceful_factor | AI's focus on peaceful research and policies. | ai_focus_peaceful_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_war_production_factor | AI's focus on wartime production. | ai_focus_war_production_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_get_ally_desire_factor | AI's desire to be in or expand a faction. | ai_get_ally_desire_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_join_ally_desire_factor | AI's desire to join the wars led by allies. | ai_join_ally_desire_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_license_acceptance | AI's chance to agree licensing equipment. | ai_license_acceptance = 0.5 |
Percentual (0.01 being 1%). | 1.4 |
General Combat通用战斗
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Note that most of these modifiers are not only in country scope but also in unit leader and navy leader scopes.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
offence | Modifies the attack value of our military, navy, and airforce. | offence = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
defence | Modifies the defence value of our military, navy, and airforce. | defence = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Land Combat陆战
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Note that most of these modifiers are not only in country scope but also in unit leader scope.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
acclimatization_cold_climate_gain_factor | Cold acclimatization gain factor. | acclimatization_cold_climate_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
acclimatization_hot_climate_gain_factor | Hot acclimatization gain factor. | acclimatization_hot_climate_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_superiority_bonus_in_combat | The bonus air combat gives in combat. | air_superiority_bonus_in_combat = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
army_attack_factor | The bonus to land army's attack. | army_attack_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
army_defence_factor | The bonus to land army's defence. | army_defence_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
army_speed_factor | The bonus to land army's speed. | army_speed_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
<unit type>_attack_factor | The bonus to specified unit type's attack. | cavalry_attack_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed unit types are army_armor, army_artillery, army_infantry, cavalry, mechanized, motorized, special_forces | 1.0 |
<unit type>_defence_factor | The bonus to the specified unit type's defence. | army_artillery_defence_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed unit types are army_armor, army_artillery, army_infantry, cavalry, mechanized, motorized, special_forces | 1.0 |
<unit type>_speed_factor | The bonus to specified unit type's speed. | army_armor_speed_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed unit types are army_armor and cavalry. | 1.0 |
army_fuel_capacity_factor | The capacity of fuel by the army. | army_fuel_capacity_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
army_fuel_consumption_factor | The consumption of fuel by the army. | army_fuel_consumption_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
army_morale | Modifies the army's morale. | army_morale = 10 |
Flat. | 1.0 | |
army_morale_factor | Modifies the army's morale by a percentage. | army_morale_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
army_org | Modifies the army's organisation. | army_org = 10 |
Flat. | 1.0 | |
army_org_factor | Modifies the army's organisation by a percentage. | army_org_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
army_org_regain | Modifies the army's organisation regain speed by a percentage. | army_org_regain = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
attrition | Modifies the army's attrition. | attrition = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
breakthrough_factor | Modifies the army's breakthrough. | breakthrough_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
cas_damage_reduction | Reguces the damage dealt by close air support. | cas_damage_reduction = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
dig_in_speed | Increases entrenchment speed. | dig_in_speed = 2 |
Flat. | 1.0 | |
dig_in_speed_factor | Increases entrenchment speed by a percentage. | dig_in_speed = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_army | Increases experience gain by the army. | experience_gain_army = 0.5 |
Flat. | 1.0 | |
experience_gain_army_factor | Increases experience gain by the army by a percentage. | experience_gain_army_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_army_unit | Increases experience gain by the army divisions. | experience_gain_army_unit = 0.5 |
Flat. | 1.0 | |
experience_gain_army_unit_factor | Increases experience gain by the army divisions by a percentage. | experience_gain_army_unit_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
extra_marine_supply_grace | Increases the supply grace given to marines. | extra_marine_supply_grace = 96 |
Flat. | 1.0 | |
extra_paratrooper_supply_grace | Increases the supply grace given to paratroopers. | extra_paratrooper_supply_grace = 96 |
Flat. | 1.0 | |
heat_attrition | Increases the attrition due to heat. | heat_attrition = 0.5 |
Flat. | 1.0 | |
heat_attrition_factor | Increases the attrition due to heat by a percentage. | heat_attrition_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
winter_attrition | Increases the attrition due to winter. | winter_attrition = 0.5 |
Flat. | 1.0 | |
winter_attrition_factor | Increases the attrition due to winter by a percentage. | winter_attrition_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
land_night_attack | Increases the penalty due to attacking at night. | land_night_attack = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
max_dig_in | Increases the maximum entrenchment. | max_dig_in = 20 |
Flat. | Can also apply in state scope. | 1.0 |
max_dig_in_factor | Increases the maximum entrenchment by a percentage. | max_dig_in_factor = 0.5 |
Percentual (0.01 being 1%). | Can also apply in state scope. | 1.0 |
max_planning | Increases the maximum planning. | max_planning = 20 |
Flat. | 1.0 | |
max_planning_factor | Increases the maximum planning by a percentage. | max_planning_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
pocket_penalty | Reduces the penalty that troops take when they are encircled. | pocket_penalty = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
recon_factor | Increases reconnaisance. | recon_factor = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
recon_factor_while_entrenched | Increases reconnaisance for entrenched divisions. | recon_factor_while_entrenched = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
special_forces_cap | Increases the maximum amount of special forces by a percentage. | special_forces_cap = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
special_forces_min | Increases the maximum amount of special forces. | special_forces_min = 250 |
Flat. | 1.0 | |
special_forces_no_supply_grace | Increases the supply grace period for special forces. | special_forces_no_supply_grace = 120 |
Flat. | 1.0 | |
special_forces_out_of_supply_factor | Increases the penalty for special forces out of supply. | special_forces_out_of_supply_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
special_forces_training_time_factor | Increases the time it takes to train special forces. | special_forces_training_time_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
terrain_penalty_reduction | Decreases the penalties given by terrain. | terrain_penalty_reduction = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
unit_upkeep_attrition_factor | Modifies the unit upkeep. | unit_upkeep_attrition_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
no_supply_grace | Modifies the grace period for units without supply. | no_supply_grace = 120 |
Flat. | 1.0 | |
org_loss_when_moving | Modifies the organisation loss for units when they are moving. | org_loss_when_moving = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
out_of_supply_factor | Reduces the penalty that units take when they run out of supplies. | out_of_supply_factor = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
planning_speed | Modifies the planning speed. | planning_speed = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
supply_consumption_factor | Modifies the rate at which army consumes supply. | supply_consumption_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
training_time_factor | Modifies the training time. | training_time_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 |
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Note that most of these modifiers are not only in country scope but also in navy leader scope.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
amphibious_invasion | Modifies the speed of units during naval invasions. | amphibious_invasion = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
amphibious_invasion_defence | Modifies the penalty given by naval invasions. | amphibious_invasion_defence = 0.5 |
Percentual (0.01 being 1%). | Is the opposite of naval_invasion_penalty. Can also apply in state scope. | 1.6 |
carrier_capacity_penalty_reduction | Modifies the penalty given by overcrowding a carrier with planes. | carrier_capacity_penalty_reduction = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
convoy_escort_efficiency | Modifies the efficiency of the convoy escort mission. | convoy_escort_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
convoy_raiding_efficiency_factor | Modifies the efficiency of the convoy raiding mission. | convoy_raiding_efficiency_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
convoy_retreat_speed | Modifies the speed of convoys retreating. | convoy_retreat_speed = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
critical_receive_chance | Increases the chance for the enemy to get a critical hit on us in naval combat. | critical_receive_chance = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
experience_gain_navy | Modifies the daily gain of naval experience. | experience_gain_navy = 0.02 |
Flat. | 1.6 | |
experience_gain_navy_factor | Modifies the gain of naval experience by a percentage. | experience_gain_navy_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
experience_gain_navy_unit | Modifies the daily gain of experience by the ships. | experience_gain_navy_unit = 0.02 |
Flat. | 1.6 | |
experience_gain_navy_unit_factor | Modifies the gain of experience by the ships by a percentage. | experience_gain_navy_unit_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
fighter_sortie_efficiency | Modifies the speed when refueling and rearming fighter planes on the carrier during the battle. | fighter_sortie_efficiency = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
invasion_preparation | Modifies the preparation speed of naval invasions. | invasion_preparation = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
mines_planting_by_fleets_factor | Modifies the efficiency of the mine planting mission. | mines_planting_by_fleets_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
mines_sweeping_by_fleets_factor | Modifies the efficiency of the mine sweeping mission. | mines_sweeping_by_fleets_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_accidents_chance | Modifies the chance for a ship to be accidentally sunk or damaged. | naval_accidents_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_attrition | Modifies attrition suffered by naval units. | naval_attrition = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_coordination | Modifies how quickly the fleet can gather or disperse when a target is found or when switching missions. | naval_coordination = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_critical_effect_factor | Modifies the effects of sustained critical hits on our ships. | naval_critical_effect_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_critical_score_chance_factor | Modifies the chance for us to get a critical hit on the enemy in naval combat. | naval_critical_score_chance_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_damage_factor | Modifies the damage dealt by our ships. | naval_damage_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_defense_factor | Modifies the damage received by our ships. | naval_damage_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_detection | Modifies the chance for our ships to detect submarines. | naval_detection = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_enemy_fleet_size_ratio_penalty_factor | Modifies the penalty the enemy receives for having a larger amount of ships than us. | naval_enemy_fleet_size_ratio_penalty_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_enemy_retreat_chance | Modifies the chance for the enemy to retreat. | naval_enemy_retreat_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_has_potf_in_combat_attack | Modifies the attack of the navy when fighting together with the pride of the fleet. | naval_has_potf_in_combat_attack = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_has_potf_in_combat_defense | Modifies the defense of the navy when fighting together with the pride of the fleet. | naval_has_potf_in_combat_defense = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_hit_chance | Modifies the chance for the naval attacks to land. | naval_hit_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_invasion_capacity | Modifies the amount of divisions that can have a naval invasion plan going on at the same time. | naval_invasion_capacity = 10 |
Flat. | 1.6 | |
naval_invasion_penalty | Modifies the penalty for naval invasions. | naval_invasion_penalty = 0.3 |
Percentual (0.01 being 1%). | Is the opposite of amphibious_invasion_defence. Can also apply in state scope. | 1.6 |
naval_mine_hit_chance | Modifies the chance for a naval mine to hit. | naval_mine_hit_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_mines_damage_factor | Modifies the damage naval mines deal to enemy ships. | naval_mines_damage_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_mines_effect_reduction | Modifies the damage enemy naval mines deal. | naval_mines_effect_reduction = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_morale | Modifies the morale value for our ships. | naval_morale = 15 |
Flat. | 1.6 | |
naval_morale_factor | Modifies the morale value for our ships by a percentage. | naval_morale_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_retreat_chance | Modifies the chance for our ships to retreat. | naval_retreat_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_retreat_speed | Modifies the speed at which our ships retreat. | naval_retreat_speed = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_speed_factor | Modifies the speed of our ships. | naval_speed_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_torpedo_cooldown_factor | Modifies the rate at which our ships can fire torpedos. | naval_torpedo_cooldown_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_torpedo_hit_chance_factor | Modifies the rate at which our torpedos can hit enemy ships. | naval_torpedo_hit_chance_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_torpedo_screen_penetration_factor | Modifies the rate at which our torpedos penalise enemy screening. | naval_torpedo_screen_penetration_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_capital_ship_attack_factor | Modifies the attack of our capital ships. | navy_capital_ship_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_carrier_air_agility_factor | Modifies the agility of airplanes executing tasks from carriers. | navy_carrier_air_agility_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_carrier_air_attack_factor | Modifies the attack of airplanes executing tasks from carriers. | navy_carrier_air_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_carrier_air_targetting_factor | Modifies the targeting of airplanes executing tasks from carriers. | navy_carrier_air_targetting_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_screen_attack_factor | Modifies the attack of our screening ships. | navy_screen_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_submarine_attack_factor | Modifies the attack of our submarines. | navy_submarine_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_submarine_attack_factor | Modifies the attack of our submarines. | navy_submarine_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_visibility | Modifies the visibility of our navy. | navy_visibility = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
positioning | Modifies the positioning of our navy. | positioning = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
production_cost_max_<ship type> | Modifies the maximum cost of the ship type. | production_cost_max_ship_hull_light = 0.3 |
Percentual (0.01 being 1%). | Allowed ship types in base game: convoy, ship_hull_carrier, ship_hull_cruiser, ship_hull_heavy, ship_hull_light, ship_hull_submarine | 1.6 |
repair_speed_factor | Modifies the speed at which the dockyards repair the navy. | repair_speed_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
screening_efficiency | Modifies the efficiency screen ships operate. | screening_efficiency = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
ships_at_battle_start | Modifies the number of ships at first contact. | ships_at_battle_start = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
sortie_efficiency | Modifies the speed when refueling and rearming planes on the carrier during the battle. | sortie_efficiency = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
spotting_chance | Modifies the chance to spot enemy ships. | spotting_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
strike_force_movement_org_loss | Modifies the organisation loss from movement during the strike force mission. | strike_force_movement_org_loss = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
sub_retreat_speed | Modifies the retreat speed of submarines. | sub_retreat_speed = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
submarine_attack | Modifies the attack of submarines. | submarine_attack = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
transport_capacity | Modifies how many convoys units require. | transport_capacity = 0.3 |
Percentual (0.01 being 1%). | 1.6 |
Air combat空战
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Note that most of these modifiers are not only in country scope but also in ace scope.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
air_accidents_factor | Modifies the chance for air accidents to happen. | air_accidents_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_ace_generation_chance_factor | Modifies the chance for aces to appear. | air_ace_generation_chance_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_agility_factor | Modifies the agility of the country's airplanes. | air_agility_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_attack_factor | Modifies the attack of the country's airplanes. | air_attack_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_defence_factor | Modifies the defence of the country's airplanes. | air_defence_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_<mission>_agility_factor | Modifies the agility of the country's airplanes when on the specified mission. | air_air_superiority_agility_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_agility_factor without air_. | 1.0 |
air_<mission>_attack_factor | Modifies the attack of the country's airplanes when on the specified mission. | air_interception_defence_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_attack_factor without air_. | 1.0 |
air_<mission>_defence_factor | Modifies the defence of the country's airplanes when on the specified mission. | air_strategic_bomber_defence_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_defence_factor without air_. | 1.0 |
air_bombing_targetting | Modifies targetting for ground bombing. | air_bombing_targetting = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_cas_efficiency | Modifies efficiency of close-air-support. | air_cas_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_cas_present_factor | Modifies impact of close-air-support in land combat. | air_cas_present_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_escort_efficiency | Modifies ability of planes in dogfights. | air_escort_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_fuel_consumption_factor | Modifies the rate at which the airforce consumes fuel. | air_fuel_consumption_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_intercept_efficiency | Modifies the efficiency of air interception. | air_intercept_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_maximum_speed_factor | Modifies the maximum speed of the airforce. | air_maximum_speed_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_mission_efficiency | Modifies the efficiency of airplanes in missions. | air_mission_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_mission_xp_gain_factor | Modifies the experience gain for airplanes for doing missions. | air_mission_xp_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_mission_xp_gain_factor | Modifies the experience gain for airplanes for doing missions. | air_mission_xp_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_nav_efficiency | Modifies the efficiency of airplanes doing port strike and naval bombing missions. | air_nav_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_night_penalty | Modifies the penalty the airforce receives while at night. | air_night_penalty = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_night_penalty | Modifies the penalty the airforce receives while at night. | air_night_penalty = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_range_factor | Modifies the range of the airplanes. | air_range_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_strategic_bomber_bombing_factor | Modifies the efficiency of the strategic bombing mission. | air_strategic_bomber_bombing_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_strategic_bomber_night_penalty | Modifies the penalty for the strategic bombing mission while at night. | air_strategic_bomber_night_penalty = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_superiority_detect_factor | Modifies the chance to detect enemy planes while on the air superiority mission. | air_superiority_detect_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_superiority_efficiency | Modifies the efficiency of the air superiority mission. | air_superiority_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_training_xp_gain_factor | Modifies the air experience gain from training. | air_training_xp_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
air_weather_penalty | Modifies the penalty the airplanes receive because of weather. | air_weather_penalty = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_wing_xp_loss_when_killed_factor | Modifies the experience loss of airplanes due to airplanes being shot down. | air_wing_xp_loss_when_killed_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
army_bonus_air_superiority_factor | Modifies the bonus to land combat from air superiority. | army_bonus_air_superiority_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
enemy_army_bonus_air_superiority_factor | Modifies the effect to land combat from enemy air superiority. | enemy_army_bonus_air_superiority_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_air | Modifies the daily gain of air experience. | experience_gain_air = 0.05 |
Flat. | 1.0 | |
experience_gain_air_factor | Modifies the daily gain of air experience by a percentage. | experience_gain_air_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_ground_attack | Modifies the bonus to airplane attack on enemy divisions. | air_ground_attack = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ground_attack_factor | Modifies the bonus to airplane attack on enemy divisions by a percentage. | ground_attack_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
mines_planting_by_air_factor | Modifies efficiency of airplanes planting mines. | mines_planting_by_air_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
mines_sweeping_by_air_factor | Modifies efficiency of airplanes sweeping mines. | mines_sweeping_by_air_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
strategic_bomb_visibility | Modifies the chance for the enemy to detect our strategic bombers. | strategic_bomb_visibility = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Targeted modifiers目标修正
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
These modifiers are targeted, meaning that they must be used in targeted_modifier = {} rather than modifier = {}.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
cic_to_target_factor | Gives a portion of the country's civilian industry to the specified target. | cic_to_target_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
extra_trade_to_target_factor | Adds extra produced recourses available for trade to target country. | extra_trade_to_target_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
generate_wargoal_tension_against | Increases world tension necessary for us to justify against the target country. | generate_wargoal_tension_against = 0.5 |
Flat. | 1.5 | |
mic_to_target_factor | Gives a portion of the country's military industry to the specified target. | cic_to_target_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
trade_cost_for_target_factor | The cost for the targeted country to purchase this country's resources. | trade_cost_for_target_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
targeted_legitimacy_daily | Increases daily gain of legitimacy of the target country. | targeted_legitimacy_daily = 0.5 |
Flat. | 1.6 | |
attack_bonus_against | Gives an attack bonus against the armies of the specified country. | attack_bonus_against = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
attack_bonus_against_cores | Gives an attack bonus against the armies of the specified country on its core territory. | attack_bonus_against_cores = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
breakthrough_bonus_against | Gives a breakthrough bonus against the armies of the specified country. | breakthrough_bonus_against = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
defense_bonus_against | Gives a defense bonus against the armies of the specified country. | defense_bonus_against = 0.5 |
Percentual (0.01 being 1%). | 1.5 |
State Scope州
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
army_speed_factor_for_controller | Changes the division speed for the controller of the state. | army_speed_factor_for_controller = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
compliance_gain | Changes the compliance gain in the current state. | compliance_gain = 0.01 |
Flat. | Can also go into country scope. | 1.9 |
compliance_growth | Changes the compliance growth speed in the current state. | compliance_growth = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
country_resource_<resource> | Directly modifies the country's resource stockpile. | country_resource_oil = 10 |
Flat. | 1.0 | |
country_resource_cost_<resource> | Directly modifies the country's resource stockpile. | country_resource_cost_aluminium = 10 |
Flat. | 1.0 | |
disable_strategic_redeployment | Disables strategic redeployment in the state. | disable_strategic_redeployment = 1 |
Boolean. | 1.9 | |
disable_strategic_redeployment_for_controller | Disables strategic redeployment in the state for the controller. | disable_strategic_redeployment_for_controller = 1 |
Boolean. | 1.9 | |
enemy_intel_network_gain_factor_over_occupied_tag | Modifies enemy intel network strength gain. | enemy_intel_network_gain_factor_over_occupied_tag = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_building_slots | Modifies amount of building slots. | local_building_slots = 2 |
Flat. | 1.9 | |
local_building_slots_factor | Modifies amount of building slots by a percentage. | local_building_slots_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_factories | Modifies amount of available factories in the state. | local_factories = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_factory_sabotage | Modifies chance for factory sabotage. | local_factory_sabotage = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_intel_to_enemies | Modifies amount of intel to enemies. | local_intel_to_enemies = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_manpower | Modifies amount of available manpower. | local_manpower = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_non_core_manpower | Modifies amount of available non-core manpower. | local_non_core_manpower = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_resources | Modifies amount of available resources. | local_resources = 0.3 |
Flat. | 1.9 | |
local_resources_factor | Modifies amount of available resources by a percentage. | local_resources_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_supplies | Modifies amount of available supplies. | local_supplies = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_supplies_for_controller | Modifies amount of available supplies for the controller. | local_supplies_for_controller = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
mobilization_speed | Modifies the mobilisation speed. | mobilization_speed = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
non_core_manpower | Modifies the amount of recruited non-core manpower. | non_core_manpower = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
recruitable_population | Modifies the amount of recruited manpower. | recruitable_population = 0.03 |
Flat. | 1.9 | |
recruitable_population_factor | Modifies the amount of recruited manpower by a percentage. | recruitable_population_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_damage_to_garrison | Modifies the amount of resistance damage to the garrison. | resistance_damage_to_garrison = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_decay | Modifies the speed of resistance decay. | resistance_decay = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_garrison_penetration_chance | Modifies the chance for the garrison to be penetrated. | resistance_garrison_penetration_chance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_growth | Modifies the speed of the resistance growth. | resistance_growth = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_target | Modifies the target of the resistance growth. | resistance_target = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
starting_compliance | Modifies the base compliance value. | starting_compliance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
state_production_speed_<building>_factor | Modifies the building speed of the specified building in the state. | state_production_speed_industrial_complex_factor = 0.3 |
Percentual (0.01 being 1%). | Use state_production_speed_buildings_factor for it to apply to all buildings. | 1.0 |
state_repair_speed_<building>_factor | Modifies the repair speed of the specified building in the state. | state_repair_speed_industrial_complex_factor = 0.3 |
Percentual (0.01 being 1%). | Use state_repair_speed_buildings_factor for it to apply to all buildings. | 1.0 |
state_resource_<resource> | Modifies the amount of the specified resource in the state. | state_resource_oil = 5 |
Flat. | 1.0 | |
state_resource_cost_<resource> | Modifies the amount of the specified resource in the state. | state_resource_cost_rubber = 5 |
Flat. | 1.0 | |
temporary_state_resource_<resource> | Modifies the amount of the specified resource in the state as an added modifier after the base one. | temporary_state_resource_tungsten = 5 |
Flat. | 1.0 |
Unit leader Scope单位领导
Note that most modifiers in land and naval combat sections also apply.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
cannot_use_abilities | Disables using abilities. | cannot_use_abilities = 1 |
Boolean. | 1.5 | |
fortification_collateral_chance | Chance for combat to damage enemy forts. | fortification_collateral_chance = 0.4 |
Percentual (0.01 being 1%). | 1.5 | |
fortification_damage | Damage enemy forts receive from combat. | fortification_damage = 0.4 |
Percentual (0.01 being 1%). | 1.5 | |
max_army_group_size | The amount of units that can be led by the unit leader without penalty. | max_army_group_size = 24 |
Flat. | 1.5 | |
paradrop_organization_factor | The amount of organisation paratroopers will have after paradropping. | paradrop_organization_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
paratrooper_aa_defense | The strength of anti-air against paratroopers. | paratrooper_aa_defense = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
paratrooper_count_per_plane | The amount of paratroopers on each plan. | paratrooper_count_per_plane = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
promote_cost_factor | The cost to promote the unit leader. | promote_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
reassignment_duration_factor | The length of the reassignment penalty. | reassignment_duration_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
river_crossing_factor | The effects of the river crossing penalty. | river_crossing_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
sickness_chance | The chance for the unit leader to get sick. | sickness_chance = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
skill_bonus_factor | The bonus the unit leader receives from their skillset. | skill_bonus_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
wounded_chance_factor | The chance for the unit leader to get wounded. | wounded_chance_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 |
Hidden Modifiers
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.
文件 | 效果 • 条件 • 定义 • 修正 • 修正列表 • 作用域 • 本地化 • on action • 数据结构 (标记, 临时标记, 国家别名, 变量, 数组) |
脚本 | 成就修改 • AI修改 • AI focuses • 自治领修改 • 权力平衡修改 • 剧本/标签 (游戏规则)• 建筑修改 • 人物修改 • 修饰性TAG修改 • 国家创建 • 军队修改 • 决议制作 • 装备修改 • 事件修改 • Idea修改 • 意识形态修改 • 军工商修改 • 国策制作 • 资源修改 • Scripted GUI • 科技制作 • 单位修改 |
地图 | 地图 • 省份 • 补给区域 • 战略区域 |
图形图像 | 界面 • 图形资产 • 实体模型 • 后期特效 • 离子效果 • 字体 |
装饰性 | 肖像 • 命名列表 • 音乐 • 音效 |
其他 | 控制台指令 • 故障排除 • 模组结构 • 成就代码分析 • Mod相关 • Nudger修改 |