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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

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

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

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

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

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

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

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

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

Naval modifiers

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

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

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
bonus = 1
uses = 1
category = industry
}

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