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What is a Modifier?
A Modifier is something that can affect your nation in many different ways. Everything from research speed to army organisation can be changed.
Modifiers is NOT a one time use command, and needs something to apply it.
Modifiers can be gained through every static or dynamic token that persists over time:
- 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).
- State types
- Research - Ex. Doctrines.
- Terrain - All terrain gives different bonuses that can be changed.
- Events - If the Event gives a idea with modifiers in it, or unlocks a 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 )
La Résistance
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Hidden Modifiers can be added with this block : hidden_modifier = { }
Name | Effect | Example |
---|---|---|
operative_slot | Spy vacancy | operative_slot = 5 |
intel_network_gain_factor | Intelligence network growth | intel_network_gain_factor = 0.5 |
resistance_target | Target of resistance | resistance_target = -0.1 |
compliance_gain | Daily compliance growth | compliance_gain = 0.3 |
intelligence_agency_defense | Antispyware defense | intelligence_agency_defense = 1 |
intel_from_operatives_factor | Intelligence bonus from spies | intel_from_operatives_factor = 0.2 |
own_operative_detection_chance_factor | Probability of our agents being found | own_operative_detection_chance_factor = -0.7 |
root_out_resistance_effectiveness_factor | Unknown | root_out_resistance_effectiveness_factor = 0.1 |
legitimacy_gain_factor | Unknown | legitimacy_gain_factor = 0.1 |
La Resistance modifiers
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.9。 |
Name | Effect | Example | Modifier type | Usage |
---|---|---|---|---|
legitimacy_gain_factor | that applies to legitimacy change as a factor | legitimacy_gain_factor = 0.1 | Used mostly for governments in exile. | |
navy_leader_start_level | changes starting level of leaders, similar to army leaders | navy_leader_start_level = 1 | level based | |
navy_leader_start_attack_level | changes starting level of leaders attack wise, similar to army leaders | navy_leader_start_attack_level = 1 | level based | |
navy_leader_start_defense_level | changes starting level of leaders defense wise, similar to army leaders | navy_leader_start_defense_level = 1 | level based | |
navy_leader_start_maneuvering_level | changes starting level of admirals maneuvering wise | navy_leader_start_maneuvering_level = 1 | level based | |
navy_leader_start_coordination_level | changes starting level of admirals coordination wise | navy_leader_start_coordination_level = 1 | level based | |
intel_network_gain | modifies how much intel is gained | intel_network_gain = 0.1 | percentage based | |
operative_slot | Increases the max number of operatives by the given value. | operative_slot = 1 | ||
resistance_damage_to_garrison | Reduces/increases damage to the garrisons of the current scope. | resistance_damage_to_garrison = -0.1 | Percentual (0.10 being 10%) |
Man the Guns modifiers
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Name | Effect | Example | Modifier type | Usage |
---|---|---|---|---|
legitimacy_daily | Increase country legitimacy per day. | legitimacy_daily = 0.1 | Flat Gain | Used mostly for governments in exile. |
targeted_legitimacy_daily | Same as legitimacy_daily but with a scope for TAG. | targeted_legitimacy_daily = { USA = 0.1 } | Flat Gain | Used mostly for governments in exile. |
training_time_air_factor | Reduces/increases air training time | training_time_air_factor= 0.10 | Percentual (0.10 being 10%) | Used for efficiency or similar effects in the airforce. |
master_ideology_drift | Change in the puppets ideology per day. Will drift in the masters current ruling ideology. | master_ideology_drift = 0.1 | Flat gain. | Does not require TfV. |
license_infantry_eq_tech_difference_speed_factor | Increase in tech research speed if you are licensing that equipment. | license_infantry_eq_tech_difference_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_artillery_eq_tech_difference_speed_factor | Increase in tech research speed if you are licensing that equipment. | license_artillery_eq_tech_difference_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_light_tank_eq_tech_difference_speed_factor | Increase in tech research speed if you are licensing that equipment. | license_light_tank_eq_tech_difference_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_anti_tank_eq_tech_difference_speed_factor | Increase in tech research speed if you are licensing that equipment. | license_anti_tank_eq_tech_difference_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_infantry_eq_production_speed_factor | Change in output of the specific equipment if you are licensing that equipment. | license_infantry_eq_production_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_artillery_eq_production_speed_factor | Change in output of the specific equipment if you are licensing that equipment. | license_artillery_eq_production_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_light_tank_eq_production_speed_factor | Change in output of the specific equipment if you are licensing that equipment. | license_light_tank_eq_production_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_anti_tank_eq_production_speed_factor | Change in output of the specific equipment if you are licensing that equipment. | license_anti_tank_eq_production_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_infantry_eq_cost_factor | Change in cost if you are licensing that equipment. | license_infantry_eq_cost_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_artillery_eq_cost_factor | Change in cost if you are licensing that equipment. | license_artillery_eq_cost_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_light_tank_eq_cost_factor | Change in cost if you are licensing that equipment. | license_light_tank_eq_cost_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_anti_tank_eq_cost_factor | Change in cost if you are licensing that equipment. | icense_anti_tank_eq_cost_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
weekly_manpower | Adds x to your manpower pool per week. | weekly_manpower = 1000 | Flat amount of manpower per week. | |
refit_speed | Percentage change to refit speed. | refit_speed = 0.1 | Percentual (0.1 being 10%) | |
navy_refit_speed | Percentage change to a refit of navy groups. | navy_refit_speed= 0.4 | Percentual (0.4 being 40%) | |
refit_ic_cost | Percentage change to the cost of refitting. | refit_ic_cost = 0.4 | Percentual (0.4 being 40%) | |
navy_refit_ic_cost | Percentage change to a refit of navy groups. | navy_refit_ic_cost = 0.4 | Percentual (0.4 being 40%) | |
naval_equipment_upgrade_xp_cost | Percentage change to the the xp cost when creating a variant. | naval_equipment_upgrade_xp_cost = 0.4 | Percentual (0.4 being 40%) | |
land_equipment_upgrade_xp_cost | Percentage change to the the xp cost when creating a variant. | land_equipment_upgrade_xp_cost = 0.4 | Percentual (0.4 being 40%) | |
air_equipment_upgrade_xp_cost | Percentage change to the the xp cost when creating a variant. | air_equipment_upgrade_xp_cost = 0.4 | Percentual (0.4 being 40%) | |
repair_speed_factor | Percentage change ship repair speed. | repair_speed_factor = 0.4 | Percentual (0.4 being 40%) | |
fuel_gain_factor | Percentage increase in fuel from oil | fuel_gain_factor = 0.2 | Percentual (0.2 being 20%) | |
fuel_gain_factor_from_states | Percentage increase in fuel from refineries | fuel_gain_factor_from_states = 0.1 | Percentual (0.1 being 10%) | |
max_fuel_factor | Percentage modification to fuel capacity | max_fuel_factor = 0.1 | Percentual (0.1 being 10%) |
Waking the Tiger modifiers
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Name | Effect | Example | Modifier type | Usage |
---|---|---|---|---|
stability_factor | Bonus to total stability | stability_factor = 0.10 | Percentual (0.10 being 10%) | Used mainly in national spirits to increase or lower Stability. |
stability_weekly | Gain in Stability per week | stability_weekly = 0.01 | Percentual (0.01 being 1%) | Used in national spirits to reflect growth or reductions over time in Stability. |
war_support_factor | Bonus to total war support | war_support_factor = 0.10 | Percentual (0.10 being 10%) | Used mainly in national spirits to reflect increased or lowered War Support. |
war_support_weekly | Gain in War support per week | war_support_weekly = 0.01 | Percentual (0.01 being 1%) | Used in national spirits to reflect growth or reductions over time in War Support. |
cic_to_target_factor | Used for Autonomy.(Can be used in other ways) Determines how many % of CIV's go to designated target. | cic_to_target_factor = 0.10 | Percentual (0.10 being 10%) | Is mainly used in autonomy and puppet defines. |
mic_to_target_factor | Used for Autonomy.(Can be used in other ways) Determines how many % of MIL's go to designated target. | mic_to_target_factor = 0.10 | Percentual (0.10 being 10%) | Is mainly used in autonomy and puppet defines. |
extra_trade_to_target_factor | Used for Autonomy.(Can be used in other ways) Modifies how much extra resources the overlord gains for free. | extra_trade_to_target_factor = 1.0 | Percentual (1.0 being 100%) | Is mainly used in autonomy and puppet defines. |
trade_cost_for_target_factor | Used for Autonomy.(Can be used in other ways) Makes trade cheaper/more expensive | trade_cost_for_target_factor = 0.5 | Percentual (0.5 being 50%) | Is mainly used in autonomy and puppet defines. |
max_command_power | Increases command power cap. | max_command_power = 10 | Flat added on top of the default 100 | Most often used in National Spirits related to military administrative ability or similar effects. |
command_power_gain | Flat bonus to the daily command power gain. | command_power_gain = 0.5 | Flat daily extra gain | Most often used in National Spirits related to military administrative ability or similar effects. |
command_power_gain_mult | Percentage bonus to the daily command power gain. | command_power_gain_mult = 0.5 | Percentual (0.5 being 50%) | Most often used in National Spirits related to military administrative ability or similar effects. |
targeted_modifier | Modifier targeted for one country. | targeted_modifier = { tag = GER attack_bonus_against = 0.1 } | Percentual (0.1 being 10%) | Can be used in both national spirits and in decisions. Used extensively in Vanilla for the Germany/USSR war and the China/Japan war. |
attack_bonus_against | Percentage Attack Bonus against one country | attack_bonus_against = 0.1 | Percentual (0.1 being 10%) | Can be used in both national spirits and in decisions. Used extensively in Vanilla for the Germany/USSR war and the China/Japan war. |
defense_bonus_against | Percentage Defense Bonus against one country | defense_bonus_against = 0.1 | Percentual (0.1 being 10%) | Can be used in both national spirits and in decisions. Used extensively in Vanilla for the Germany/USSR war and the China/Japan war. |
special_forces_cap | Increases ratio of Special Forces to Regulars | special_forces_cap = 0.02 | Percentual (0.02 being 2%) | The base amount of Special Forces is 2% of your total battalions deployed. This is added on top of that if used. |
special_forces_min | Increases base number of Special Force brigades allowed | special_forces_min = 100 | Flat base number of battalions as special forces | |
civilian_factory_use | Reduces number of available civilian factories, used mostly for decisions. Only works with Waking the Tiger enabled. | civilian_factory_use = 3 | Flat amount of CIV's used. | |
mobilization_speed | Percentage increase to mobilization speed | mobilization_speed = 0.1 | Percentual (0.1 being 10%) | |
defensive_war_stability_factor | Percentage decrease to impact of defensive war on stability | defensive_war_stability_factor = 0.4 | Percentual (0.4 being 40%) | |
offensive_war_stability_factor | Percentage decrease to impact of offensive war on stability | offensive_war_stability_factor = 0.4 | Percentual (0.4 being 40%) | |
surrender_limit | Percentage increase of the amount of VPs needed to take for own country to capitulate | surrender_limit = 0.4 | Percentual (0.4 being 40%) |
Country modifiers
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Name | Effect | Example | Note |
---|---|---|---|
IDEOLOGY_drift | Modifies the drift towards the specified ideology | fascism_drift = 0.10 | |
drift_defence_factor | Modifies the ideology drift defence | drift_defence_factor = 0.25 | |
political_power_gain | Bonus to the daily political power gain | political_power_gain = 0.5 | |
political_power_factor | Modifies the political power gained daily | political_power_factor = 0.25 | |
political_advisor_cost_factor | Modifies the cost of employing a new political advisor | political_advisor_cost_factor = 0.25 | |
trade_laws_cost_factor | Modifies the cost of modifying the trade law of the country | trade_laws_cost_factor = 0.25 | |
mobilization_laws_cost_factor | Modifies the cost of modifying the conscription law of the country | mobilization_laws_cost_factor = 0.25 | |
economy_cost_factor | Modifies the cost of modifying the economy of the country | economy_cost_factor = 0.25 | |
high_command_cost_factor | Modifies the cost of employing a new high command | high_command_cost_factor = 0.25 | |
air_chief_cost_factor | Modifies the cost of employing a new air chief | air_chief_cost_factor = 0.25 | |
army_chief_cost_factor | Modifies the cost of employing a new army chief | army_chief_cost_factor = 0.25 | |
navy_chief_cost_factor | Modifies the cost of employing a new navy chief | navy_chief_cost_factor = 0.25 | |
foreign_subversive_activites | Modifies efficiency of subversive activities of OTHER countries on OWN country | foreign_subversive_activites = -0.50 | |
subversive_activites_upkeep | Modifies the cost of OWN subversive activities in foreign countries | subversive_activites_upkeep = -0.1 | |
lend_lease_tension | Modifies the world tension level required for sending lend lease | lend_lease_tension = -0.20 | |
send_volunteers_tension | Modifies the world tension required for sending volunteers | send_volunteers_tension = -0.20 | |
send_volunteer_divisions_required | Modifies the amount of divisions required for sending volunteers | send_volunteer_divisions_required = -0.25 | |
send_volunteer_size | Bonus to the maximum number of divisions that can be sent as volunteers | send_volunteer_size = 1 | |
trade_opinion_factor | Modifies the likeliness of other countries accepting trade deals | trade_opinion_factor = 0.25 | |
join_faction_tension | Modifies the world tension level required to join factions | join_faction_tension = -0.20 | |
justify_war_goal_time | Modifies the time required for justifying a war goal | justify_war_goal_time = -0.25 | |
generate_wargoal_tension | Modifies the world tension level required to generate wargoals | generate_wargoal_tension = -0.4 | |
IDEOLOGY_acceptance | Changes an ideology's acceptance by the specified value | democratic_acceptance = 85 | |
guarantee_tension | Modifies the world tension level required to guarantee a foreign country | guarantee_tension = -0.5 | |
guarantee_cost | Modifies the cost of guaranteeing a foreign country | guarantee_cost = -0.5 | |
license_purchase_cost | Changes purchase costs for all licenses | license_purchase_cost = -0.5 | |
license_EQUIPMENT_purchase_cost | Changes purchase costs for licenses (EQUIPMENT can be: air, infantry, armor, naval) | license_armor_purchase_cost = -0.5 | |
license_production_speed | Changes production speed of bought licensed equipment | license_production_speed = -0.5 | |
license_tech_difference_speed | Modifies production speed penalty from tech level difference | license_tech_difference_speed = -0.5 | |
improve_relations_maintain_cost_factor | Modifies the cost of maintaining "Improve relations" diplomatic actions | improve_relations_maintain_cost_factor = -0.75 | |
enemy_justify_war_goal_time | Modifies the time required for OTHER countries to justify war goal against OWN country | enemy_justify_war_goal_time = 0.1 | |
autonomy_gain | Bonus to autonomy gained per day | autonomy_gain = 1 | |
subjects_autonomy_gain | Bonus to autonomy gained by subjects per day | subjects_autonomy_gain = 1 | |
resistance_target | Modifies resistance growth in all occupied states | resistance_target = -0.05 | |
opinion_gain_monthly_factor | Modifies the opinion gain from improving relations | opinion_gain_monthly_factor = 0.15 | |
opinion_gain_monthly_same_ideology_factor | Modifies the monthly opinion gain for being of the same ideology | opinion_gain_monthly_same_ideology_factor = 0.5 | |
military_leader_cost_factor | Modifies the cost of recruiting new generals | military_leader_cost_factor = -0.50 | |
army_leader_start_level | Bonus to the starting level of new generals | army_leader_start_level = 1 | |
army_leader_start_attack_level | Bonus to the starting attack level of new generals | army_leader_start_attack_level= 1 | |
army_leader_start_planning_level | Bonus to the starting planning level of new generals | army_leader_start_planning_level= 1 | |
army_leader_start_defense_level | Bonus to the starting defense level of new generals | army_leader_start_defense_level= 1 | |
army_leader_start_logistics_level | Bonus to the starting logistics level of new generals | army_leader_start_logistics_level= 1 |
AI modifiers
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Name | Effect | Example |
---|---|---|
ai_focus_defense_factor | Modifies the AI defense focus | ai_focus_defense_factor = 0.5 |
ai_focus_aggressive_factor | Modifies the AI aggressive focus | ai_focus_aggressive_factor = 0.5 |
ai_get_ally_desire_factor | Bonus to likeliness of AI to get allies | ai_get_ally_desire_factor = 100 |
ai_call_ally_desire_factor | Modifies the AI's desire to call allies into wars | ai_call_ally_desire_factor = -40 |
ai_join_ally_desire_factor | Modifies the AI's desire to join allies in wars | ai_join_ally_desire_factor = -30 |
ai_badass_factor | Modifiers the AI's threat perception of others. 0.01 = 1% threat perception | ai_badass_factor = 0.01 |
ai_desired_divisions_factor | Tendency of AI production Army division | ai_desired_divisions_factor = 1 |
Army modifiers
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- Generic modifiers
Name | Effect | Example |
---|---|---|
conscription_factor | Conscription % bonus (applied AFTER recruitable population is calculated) | conscription_factor = 0.1 |
conscription | Conscription bonus (increases recruitable population by specified %). | conscription = 0.01 |
non_core_manpower | 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) | non_core_manpower = 0.02 |
army_core_attack_factor | Bonus to division attack on core territory | army_core_attack_factor = 0.1 |
army_core_defence_factor | Bonus to division defence on core territory | army_core_defence_factor = 0.1 |
training_time_army_factor | Changes the time it takes to train new divisions by the specified percentage (compare to: training_time_factor) | training_time_army_factor = -0.1 |
training_time_factor | Changes the time it takes to train new divisions by the specified percentage (compare to: training_time_army_factor) | training_time_factor = -0.1 |
planning_speed | Bonus to planning speed of armies in % | planning_speed = 0.10 |
max_planning | Bonus to maximum planning level of armies in % | max_planning = 0.25 |
army_org_factor | Modifies the maximum organization level of all troops (percentage) | army_org_factor = 0.05 |
army_org | Bonus to maximum organization level of all troops (flat number) | army_org = 5 |
recon_factor | Bonus to reconnaissance of all troops | recon_factor = 0.05 |
army_morale_factor | Bonus to division recovery rate | army_morale_factor = 0.1 |
partisan_effect | Modifies the effect of own partisans on enemy countries | partisan_effect = 0.1 |
enemy_partisan_effect | Modifies the effect of enemy partisans on own country | enemy_partisan_effect = -0.1 |
decryption_factor | Bonus to decryption | decryption_factor = 0.2 |
encryption_factor | Bonus to encryption | encryption_factor = 0.2 |
amphibious_invasion | Bonus to speed of amphibious invasions | amphibious_invasion = 0.10 |
invasion_preparation | Modifies the preparation time for amphibious invasions | invasion_preparation = -0.3 |
land_reinforce_rate | Modifies the rate at which divisions are reinforced | land_reinforce_rate = 0.3 |
defence | Bonus % to defense | defence = 0.1 |
offence | Bonus % to offence | offence = 0.1 |
army_defence_factor | Bonus to division defence factor | army_defence_factor = 0.1 |
army_attack_factor | Bonus to division offence factor | army_attack_factor = 0.1 |
army_speed_factor | Bonus to division speed factor | army_speed_factor = 0.05 |
attrition | Modifier to overall army attrition | attrition = -0.1 |
heat_attrition_factor | Modifies the heat attrition of armies | heat_attrition_factor = -0.5 |
winter_attrition_factor | Modifies the winter attrition of armies | winter_attrition_factor = -0.5 |
acclimatization_cold_climate_gain_factor | Modifies the speed of army cold acclimatization | acclimatization_cold_climate_gain_factor = 0.1 |
acclimatization_hot_climate_gain_factor | Modifies the speed of army hot acclimatization | acclimatization_hot_climate_gain_factor = 0.1 |
terrain_penalty_reduction | Reduces army terrain penalty (only functions as a leader/general trait, not as a national idea) | terrain_penalty_reduction = 0.5 |
max_dig_in | Bonus to max entrenchment | max_dig_in = 1 |
dig_in_speed | Bonus to entrenchment speed | dig_in_speed = 0.25 |
dig_in_speed_factor | Bonus to entrenchment speed factor | dig_in_speed_factor = 0.25 |
supply_consumption_factor | Modifies amount of supplies consumed | supply_consumption_factor = -0.20 |
out_of_supply_factor | Modifies the penalty for being out of supply | out_of_supply_factor = -0.5 |
experience_gain_army | Bonus to daily army experience gain (flat number) | experience_gain_army = 0.05 |
experience_gain_army_factor | Modifies the amount of army experience gained (percentage) | experience_gain_army_factor = -0.1 |
experience_loss_factor | Modifies the amount of experience lost when units suffer damage, -1.0 means no loss. | experience_loss_factor = -0.1 |
minimum_training_level | Modifies the amount of training a unit needs before it can be deployed. -0.2 means instant deployment. | minimum_training_level = -0.1 |
no_supply_grace | How many additional hours a unit can go without supply before it begins suffering penalties | no_supply_grace = 48 |
- Specific modifiers
Name | Effect | Example |
---|---|---|
army_armor_speed_factor | Modifies the speed of all armor units in the army | army_armor_speed_factor = 0.05 |
army_armor_attack_factor | Modifies the attack of all armor units in the army | army_armor_attack_factor = 0.1 |
army_armor_defence_factor | Modifies the defence of all armor units in the army | army_armor_defence_factor = 0.05 |
army_artillery_attack_factor | Modifies the attack of all artillery units in the army | army_artillery_attack_factor = 0.15 |
army_artillery_defence_factor | Modifies the defence of all artillery units in the army | army_artillery_defence_factor = 0.05 |
army_infantry_attack_factor | Modifies the attack of all infantry units in the army | army_infantry_attack_factor = 0.05 |
army_infantry_defence_factor | Modifies the defence of all infantry units in the army | army_infantry_defence_factor = 0.1 |
special_forces_attack_factor | Modifies the attack of all special forces units in the army | special_forces_attack_factor = 0.1 |
special_forces_defence_factor | Modifies the defence of all special forces units in the army | special_forces_defence_factor = 0.1 |
cavalry_attack_factor | Modifies the attack of all cavalry units in the army | cavalry_attack_factor = 0.05 |
cavalry_defence_factor | Modifies the defence of all cavalry units in the army | cavalry_defence_factor = 0.05 |
mechanized_attack_factor | Modifies the attack of all mechanized units in the army | mechanized_attack_factor = 0.05 |
mechanized_defence_factor | Modifies the defence of all mechanized units in the army | mechanized_defence_factor = 0.05 |
motorized_attack_factor | Modifies the attack of all motorized units in the army | motorized_attack_factor = 0.05 |
motorized_defence_factor | Modifies the defence of all motorized units in the army | motorized_defence_factor = 0.05 |
air_paradrop_attack_factor | Modifies the attack of paradropped troops | air_paradrop_attack_factor = 0.01 |
air_paradrop_defence_factor | Modifies the defence of paradropped troops | air_paradrop_defence_factor = 0.03 |
air_paradrop_agility_factor | Modifies the agility of paradropped troops (Exists and localizes but does not seem to do anything at all.) | air_paradrop_agility_factor = 0.03 |
Air modifiers
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- Generic modifiers
Name | Effect | Example |
---|---|---|
air_ace_generation_chance_factor | Modifies the chance of generating aces | air_ace_generation_chance_factor = 0.10 |
enemy_army_bonus_air_superiority_factor | Modifies the bonus for enemies from air superiority | enemy_army_bonus_air_superiority_factor = -0.05 |
army_bonus_air_superiority_factor | Modifies the bonus to land combat from having air superiority | army_bonus_air_superiority_factor = 0.05 |
air_accidents_factor | Modifies the chance of air accidents | air_accidents_factor = -0.05 |
air_night_penalty | Modifies the penalty for nighttime air operations | air_night_penalty = -0.1 |
air_weather_penalty | Modifies the penalty for bad weather for air operations | air_weather_penalty = -0.1 |
air_range_factor | Modifies the range of all of your air forces | air_range_factor = -0.1 |
experience_gain_air | Bonus to daily air experience gain (flat number) | experience_gain_air = 0.05 |
experience_gain_air_factor | Modifies the amount of air experience gained (percentage) | experience_gain_air_factor = 0.1 |
- Specific modifiers
Name | Effect | Example |
---|---|---|
naval_strike_attack_factor | Modifies the attack factor for naval strikes of air wings | naval_strike_attack_factor = 0.02 |
naval_strike_targetting_factor | Modifies the targetting efficiency for naval strikes of air wings | naval_strike_targetting_factor = 0.02 |
naval_strike_agility_factor | Modifies the agility factor for naval strikes of air wings | naval_strike_agility_factor = 0.02 |
air_interception_attack_factor | Modifies the attack factor for interception missions of air wings | air_interception_attack_factor = 0.02 |
air_interception_defence_factor | Modifies the defence factor for interception missions of air wings | air_interception_defence_factor = 0.02 |
air_interception_agility_factor | Modifies the agility factor for interception missions of air wings | air_interception_agility_factor = 0.02 |
air_air_superiority_attack_factor | Modifies the attack factor for air superiority missions of air wings | air_air_superiority_attack_factor = 0.02 |
air_air_superiority_defence_factor | Modifies the defence factor for air superiority missions of air wings | air_air_superiority_defence_factor = 0.02 |
air_air_superiority_agility_factor | Modifies the agility factor for air superiority missions of air wings | air_air_superiority_agility_factor = 0.02 |
air_close_air_support_attack_factor | Modifies the attack factor for close air support missions of air wings | air_close_air_support_attack_factor = 0.02 |
air_close_air_support_defence_factor | Modifies the defence factor for close air support missions of air wings | air_close_air_support_defence_factor = 0.02 |
air_close_air_support_agility_factor | Modifies the agility factor for close air support missions of air wings | air_close_air_support_agility_factor = 0.02 |
air_strategic_bomber_attack_factor | Modifies the attack factor for strategic bombing missions of air wings | air_strategic_bomber_attack_factor = 0.01 |
air_strategic_bomber_defence_factor | Modifies the defence factor for strategic bombing missions of air wings | air_strategic_bomber_defence_factor = 0.01 |
air_strategic_bomber_agility_factor | Modifies the agility factor for strategic bombing missions of air wings | air_strategic_bomber_agility_factor = 0.01 |
air_strategic_bomber_bombing_factor | Modifies the bombing factor for strategic bombing missions of air wings | air_strategic_bomber_bombing_factor = 0.03 |
air_cas_present_factor | Modifies the efficiency of tactical bombing missions | air_cas_present_factor = 0.1 |
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1.6。 |
- Generic modifiers
Name | Effect | Example |
---|---|---|
convoy_escort_efficiency | Modifies the efficiency of convoy escorting | convoy_escort_efficiency = 0.25 |
naval_retreat_chance | Modifies the chance of a successful naval retreat | naval_retreat_chance = 0.2 |
naval_retreat_speed | Modifies the speed of naval retreats | naval_retreat_speed = 0.25 |
ships_at_battle_start | Modifies the number of ships in the first contact | ships_at_battle_start = 0.25 |
spotting_chance | Modifies the chance to spot enemy ships | spotting_chance = 0.1 |
navy_anti_air_attack_factor | Modifies the anti air attack of naval units | navy_anti_air_attack_factor = 0.1 |
sortie_efficiency | Modifies sortie efficiency of carriers | sortie_efficiency = 0.1 |
naval_hit_chance | Modifies the overall naval hit chance | naval_hit_chance = 0.05 |
naval_coordination | Modifies the overall naval coordination | naval_coordination = 0.01 |
convoy_raiding_efficiency_factor | Modifies the efficience of commerce raiding | convoy_raiding_efficiency_factor = 0.1 |
naval_speed_factor | Modifies the speed of naval units | naval_speed_factor = 0.1 |
navy_submarine_detection_factor | Modifies the chance of detecting enemy submarines | navy_submarine_detection_factor = 0.1 |
navy_max_range_factor | Modifies the maximum range of navies | navy_max_range_factor = 0.05 |
experience_gain_navy | Bonus to daily navy experience gain (flat number) | experience_gain_navy = 0.05 |
experience_gain_navy_factor | Modifies the amount of navy experience gained (percentage) | experience_gain_navy_factor = 0.1 |
- Specific modifiers
Name | Effect | Example |
---|---|---|
navy_carrier_air_attack_factor | Modifies the attack of planes of carriers | navy_carrier_air_attack_factor = 0.03 |
navy_carrier_air_targetting_factor | Modifies the defence of planes of carriers | navy_carrier_air_targetting_factor = 0.03 |
navy_carrier_air_agility_factor | Modifies the agility of planes of carriers | navy_carrier_air_agility_factor = 0.04 |
navy_capital_ship_attack_factor | Modifies the attack of capital ships | navy_capital_ship_attack_factor = 0.05 |
navy_capital_ship_defence_factor | Modifies the defence of capital ships | navy_capital_ship_defence_factor = 0.05 |
navy_submarine_attack_factor | Modifies the attack of all submarine units in the navy | navy_submarine_attack_factor = 0.2 |
navy_submarine_defence_factor | Modifies the defence of all submarine units in the navy | navy_submarine_defence_factor = 0.2 |
navy_screen_attack_factor | Modifies the attack of screen ships | navy_screen_attack_factor = 0.05 |
navy_screen_defence_factor | Modifies the defence of screen ships | navy_screen_defence_factor = 0.05 |
naval_torpedo_range_factor | Modifies the range of torpedoes | naval_torpedo_range_factor = 1 |
Industry modifiers
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.6。 |
- Generic modifiers
Name | Effect | Example |
---|---|---|
production_factory_max_efficiency_factor | Bonus to max factory efficiency | production_factory_max_efficiency_factor = 0.1 |
line_change_production_efficiency_factor | Bonus to production efficiency retention | line_change_production_efficiency_factor = 0.2 |
production_speed_buildings_factor | Bonus to speed of overall construction | production_speed_buildings_factor = 0.1 |
conversion_cost_civ_to_mil_factor | Modifies the cost of converting civilian factories to military | conversion_cost_civ_to_mil_factor = -0.2 |
industrial_capacity_factory | Overall production boost for military factories | industrial_capacity_factory = 0.1 |
industrial_capacity_dockyard | Overall production boost for dockyards | industrial_capacity_dockyard = 0.2 |
consumer_goods_factor | Modifies the factor of factories occupied with producing consumer goods | consumer_goods_factor = 0.05 |
production_factory_efficiency_gain_factor | Modifies the production efficiency gain factor | production_factory_efficiency_gain_factor = 0.05 |
production_factory_start_efficiency_factor | Modifies the starting production efficiency of factories | production_factory_start_efficiency_factor = 0.05 |
local_building_slots_factor | Modifies the amount of factories that can be built in a state | local_building_slots_factor = - 0.5 |
local_resources_factor | Modifies the resource gain efficiency | local_resources_factor = 0.10 |
production_oil_factor | 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. | production_oil_factor = 0.1 |
equipment_conversion_speed | Modifies the speed of converting equipment | equipment_conversion_speed = 0.05 |
min_export | Modifies the % of goods that need to be exported | min_export = -0.05 |
global_building_slots_factor | Modifies the amount of factories that can be built in a state | global_building_slots_factor = 0.10 |
industry_air_damage_factor | Modifies the vulnerability of factories to bombs | industry_air_damage_factor = -0.1 |
industry_free_repair_factor | Changes free repair speed by the specified percentage | industry_free_repair_factor = 1 |
industry_repair_factor | Changes repair speed by the specified percentage | industry_repair_factor = 0.5 |
- Specific modifiers
Name | Effect | Example |
---|---|---|
production_speed_[BUILDING NAME]_factor | Bonus to speed of constructing specified building, for example in Old World Blues: | production_speed_water_generator_factor = 0.1 |
production_speed_arms_factory_factor | Bonus to speed of constructing military factories | production_speed_arms_factory_factor = 0.1 |
production_speed_industrial_complex_factor | Bonus to speed of constructing civilian factories | production_speed_industrial_complex_factor = 0.1 |
production_speed_bunker_factor | Bonus to speed of constructing land forts | production_speed_bunker_factor = 0.3 |
production_speed_coastal_bunker_factor | Bonus to speed of constructing coastal forts | production_speed_coastal_bunker_factor = 0.3 |
production_speed_anti_air_building_factor | Bonus to speed of constructing anti air guns | production_speed_anti_air_building_factor = 0.3 |
production_speed_dockyard_factor | Bonus to speed of constructing dockyards | production_speed_dockyard_factor = 0.2 |
production_speed_naval_base_factor | Bonus to speed of constructing naval bases | production_speed_naval_base_factor = 0.2 |
production_speed_air_base_factor | Bonus to speed of constructing air bases | production_speed_air_base_factor = 0.15 |
production_speed_rocket_site_factor | Bonus to speed of constructing rocket sites | production_speed_rocket_site_factor = 0.15 |
production_speed_radar_station_factor | Bonus to speed of constructing radar stations | production_speed_radar_station_factor = 0.15 |
production_speed_infrastructure_factor | Bonus to speed of constructing infrastructure | production_speed_infrastructure_factor = 0.2 |
production_speed_nuclear_reactor_factor | Bonus to speed of constructing nuclear reactors | production_speed_nuclear_reactor_factor = 0.25 |
production_speed_synthetic_refinery_factor | Bonus to speed of constructing synthetic refineries | production_speed_synthetic_refinery_factor = 0.1 |
Other modifiers
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.6。 |
Name | Effect | Example |
---|---|---|
research_speed_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. | research_speed_factor = 0.05 |
Research time reductions | When researching specific technologies or technology categories, add_tech_bonus is used along with the category you want to have a % reduced research time in. | add_tech_bonus = { name = GER_industrial_research |
MONTHLY_POPULATION | Changes monthly population growth by the specified percentage | MONTHLY_POPULATION = 0.5 |
nuclear_production_factor | Changes nuke production by the specified percentage | nuclear_production_factor = 0.1 |
模组制作
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 |