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{{Version|1.10}} == 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|State types]] *[[Research|Research]] - Ex. Doctrines. *[[Terrain|Terrain]] - All terrains give different bonuses that can be changed. *[[Events|Events]] - If the Event gives an idea with modifiers in it, or unlocks hidden research. *[[Ideas|Ideas]] - National Spirits *[[Advisors|Advisors]] - Works the same as Ideas, and can have the same modifiers. *[[Laws|Laws]] - Works the same as Ideas, and can have the same modifiers. *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 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |monthly_population |增加国家所有的省份每月的人口增长。(似乎木大) |<pre>monthly_population = 0.5</pre> |Percentual (0.01 being 1%).百分比 | |1.0 |- |nuclear_production |允许核弹生产 |<pre>nuclear_production = 1</pre> |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 |<pre>nuclear_production_factor = 0.5</pre> |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。 |<pre>research_sharing_per_country_bonus = 0.5</pre> |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。 |<pre>research_sharing_per_country_bonus_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.3 |- |research_speed_factor |增加科研速度。参考idea:ENG_colonial_elite |<pre>research_speed_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |} === Politics政治 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |defensive_war_stability_factor |对参加防御性战争所带来的稳定的修正。参考idea:USA_war_powers_act |<pre>defensive_war_stability_factor = 0.5</pre> |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 |<pre>disabled_ideas = 1</pre> |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 |<pre>political_advisor_cost_factor = 0.5</pre> |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。 |<pre>female_random_country_leader_chance = 0.3</pre> |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 |<pre>max_surrender_limit_offset = 0.3</pre> |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 |<pre>offensive_war_stability_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |party_popularity_stability_factor |Modifier the stability gained by the popularity of the ruling party.修正由于执政党的声望而获得稳定。 |<pre>party_popularity_stability_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |political_power_cost |每日PP花费。参考idea:GER_mefo_bills_1 |<pre>political_power_cost = 0.3</pre> |Flat. | |1.0 |- |political_power_gain |每日PP获得。参考idea:CHI_executive_yuan |<pre>political_power_gain = 0.3</pre> |Flat. | |1.0 |- |political_power_factor |以百分比修正每日PP的获得。参考idea:PRC_government_corruption |<pre>political_power_factor = 0.3</pre> |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 |<pre>stability_factor = 0.3</pre> |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 |<pre>stability_weekly = 0.01</pre> |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 |<pre>stability_weekly_factor = 0.3</pre> |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。 |<pre>war_stability_factor = 0.3</pre> |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 |<pre>war_support_factor = 0.3</pre> |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 |<pre>war_support_weekly = 0.01</pre> |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。 |<pre>war_support_weekly_factor = 0.3</pre> |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 |<pre>drift_defence_factor = 0.3</pre> |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) |<pre>communism_drift = 0.03</pre> |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) |<pre>fascism_acceptance = 50</pre> |Flat. | |1.0 |} === Trade贸易 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |min_export |Increases the amount of resources to market. 增加可出口资源 |<pre>min_export = 0.5</pre> |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 |<pre>trade_opinion_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |} === Diplomacy外交 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |civil_war_involvement_tension |改变干预盟友内战所需的世界紧张度。 |<pre>civil_war_involvement_tension = 0.5</pre> |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。 |<pre>enemy_declare_war_tension = 0.5</pre> |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。 |<pre>enemy_declare_war_tension = 0.5</pre> |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。 |<pre>faction_trade_opinion_factor = 0.5</pre> |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。 |<pre>generate_wargoal_tension = 0.3</pre> |Flat. | |1.0 |- |guarantee_cost |该国为保证另一个国家而付出的政治点。 |<pre>guarantee_cost = 0.3</pre> |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。 |<pre>guarantee_tension = 0.3</pre> |Flat. | |1.0 |- |join_faction_tension |该国加入派系所需的世界紧张度。 |<pre>join_faction_tension = 0.3</pre> |Flat. | |1.0 |- |justify_war_goal_time |正当化战争目标所需的时间。 |<pre>justify_war_goal_time = 0.3</pre> |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。 |<pre>justify_war_goal_when_in_major_war_time = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |lend_lease_tension |租借法案所需的世界紧张局势。 |<pre>lend_lease_tension = 0.3</pre> |Flat. | |1.0 |- |opinion_gain_monthly |增加从“改善关系”外交行动中获得的好感。 |<pre>opinion_gain_monthly = 5</pre> |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。 |<pre>opinion_gain_monthly_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |opinion_gain_monthly_same_ideology |Increases opinion gain from the 'Improve relations' diplomatic action for countries of the same ideology.为相同意识形态的国家增加“改善关系”外交行动的好感度。 |<pre>opinion_gain_monthly_same_ideology = 5</pre> |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 |<pre>opinion_gain_monthly_same_ideology_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |request_lease_tension |Necessary world tension for the country to request lend-lease.该国申请贷款租赁所需的世界紧张局势。 |<pre>request_lease_tension = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |surrender_limit |Increases the percentage of victory points the country needs to lose control of to capitulate.以百分比增加国家需要失去控制才能投降的胜利点。 |<pre>surrender_limit = 0.1</pre> |Percentual (0.01 being 1%). | |1.0 |} === Autonomy自治 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |autonomy_gain |每日获得的自主权. |<pre>autonomy_gain = 0.5</pre> |加法 | |1.3 |- |subjects_autonomy_gain |Daily gain of autonomy in our subjects. 我们subjects每天获得自主权 |<pre>subjects_autonomy_gain = 0.5</pre> |Flat. | |1.3 |- |autonomy_gain_ll_to_overlord |Modifies gain of autonomy from lend-leasing to the overworld. 修改从租借到主世界的自主权 |<pre>autonomy_gain_ll_to_overlord = 0.5</pre> |Flat. | |1.3 |- |autonomy_gain_ll_to_overlord_factor |Modifies gain of autonomy from lend-leasing to the overworld by a percentage. 将租借到主世界的自主权收益修改一个百分比 |<pre>autonomy_gain_ll_to_overlord_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.3 |- |autonomy_gain_ll_to_subject |Modifies loss of autonomy from lend-leasing to the subject. 修改从借贷租赁到主体的自主权丧失 |<pre>autonomy_gain_ll_to_subject = 0.5</pre> |Flat. | |1.3 |- |autonomy_gain_ll_to_subject_factor |Modifies loss of autonomy from lend-leasing to the subject by a percentage. 将借贷给主体的自主权丧失按百分比修改 |<pre>autonomy_gain_ll_to_subject_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.3 |- |autonomy_gain_trade |Modifies gain of autonomy from the overworld trading with the subject. 修改从与主体进行主世界交易中获得的自主权 |<pre>autonomy_gain_trade = 0.5</pre> |Flat. | |1.3 |- |autonomy_gain_trade_factor |Modifies gain of autonomy from the overworld trading with the subject by a percentage. 将主体在主世界交易中获得的自主权提高一定百分比 |<pre>autonomy_gain_trade_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.3 |- |autonomy_gain_warscore |Modifies gain of autonomy from the subject gaining warscore. 修改获得战争分数的对象获得的自主性 |<pre>autonomy_gain_trade = 0.5</pre> |Flat. | |1.3 |- |autonomy_gain_warscore_factor |Modifies gain of autonomy from the subject gaining warscore by a percentage. 将获得战争分数的对象获得的自主性提高一个百分点 |<pre>autonomy_gain_warscore_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.3 |- |autonomy_manpower_share |修改宗主国可以从傀儡国中使用的人力数量 |<pre>autonomy_manpower_share = 0.5</pre> |Percentual (0.01 being 1%). | |1.3 |- |can_master_build_for_us |使宗主国能够在傀儡国中建造建筑 |<pre>can_master_build_for_us = 1</pre> |Boolean. | |1.3 |- |cic_to_overlord_factor |修改归属于宗主国的傀儡国民用工厂的数量 |<pre>cic_to_overlord_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.3 |- |mic_to_overlord_factor |修改归属于宗主国的傀儡国军工数量 |<pre>mic_to_overlord_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.3 |- |extra_trade_to_overlord_factor |修改宗主国可以通过贸易获得的傀儡国资源数量 |<pre>extra_trade_to_overlord_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.3 |- |license_subject_master_purchase_cost |修改从宗主国那里获得许可生产的成本 |<pre>license_subject_master_purchase_cost = 0.3</pre> |Percentual (0.01 being 1%). | |1.4 |- |master_build_autonomy_factor |Modifies loss of autonomy from the overworld building in subject's states by a percentage. 将主体状态中主世界建筑的自主性丧失提高一定百分比 |<pre>master_build_autonomy_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.3 |- |master_ideology_drift |增加宗主国的意识形态在该国的每日收益 |<pre>master_ideology_drift = 0.03</pre> |Flat. | |1.0 |- |overlord_trade_cost_factor |Modifies the cost of trade between the overlord and the subject in civilian factories. 修改民用工厂中霸主与主体之间的贸易成本 |<pre>overlord_trade_cost_factor = -0.3</pre> |Percentual (0.01 being 1%). | |1.3 |} === Governments in Exile流亡政府 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |dockyard_donations |Amount of dockyards donated.捐赠的造船厂数量。 |<pre>dockyard_donations = 2</pre> |Flat. | |1.6 |- |industrial_factory_donations |Amount of civilian factories donated.捐赠的民用工厂数量。 |<pre>industrial_factory_donations = 2</pre> |Flat. | |1.6 |- |military_factory_donations |Amount of military factories donated.捐赠的军工厂数量。 |<pre>military_factory_donations = 2</pre> |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。 |<pre>exile_manpower_factor = 0.5</pre> |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。 |<pre>legitimacy_daily = 1</pre> |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。 |<pre>legitimacy_gain_factor = 1</pre> |Percentual (0.01 being 1%). | |1.6 |} === Equipment装备 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |equipment_capture |Increases the amount of equipment captured in combat.以数值形式修正战斗中缴获的装备。 |<pre>equipment_capture = 100</pre> |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。 |<pre>equipment_capture_factor = 0.5 </pre> |Percentual (0.01 being 1%). | |1.0 |- |equipment_conversion_speed |Increases the speed at which equipment is converted.修正装备改装速度。 |<pre>equipment_conversion_speed = 0.5 </pre> |Percentual (0.01 being 1%). | |1.0 |- |equipment_upgrade_xp_cost |Increases the experience cost to upgrade military equipment.修正改造装备所需的经验。 |<pre>equipment_upgrade_xp_cost = 0.5 </pre> |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。 |<pre>license_purchase_cost = 10 </pre> |Flat. |还允许将类别指定为 <category>license__purchase_cost。允许的类别包括空军、anti_tank_eq、装甲、artillery_eq、infantry_eq、步兵、light_tank_eq和海军 |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 |<pre>license_purchase_cost_factor = 0.5 </pre> |Percentual (0.01 being 1%). |还允许将类别指定为 <category>license__purchase_cost_factor。允许的类别包括空军、anti_tank_eq、装甲、artillery_eq、infantry_eq、步兵、light_tank_eq和海军 |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 |<pre>license_tech_difference_speed_factor = 0.5 </pre> |Percentual (0.01 being 1%). |还允许将类别指定为 <category>license__purchase_cost_factor。允许的类别包括空军、anti_tank_eq、装甲、artillery_eq、infantry_eq、步兵、light_tank_eq和海军 |1.4 |- |production_factory_efficiency_gain_factor |Production efficiency growth.修正生产效率增长。 |<pre>production_factory_efficiency_gain_factor = 0.5 </pre> |Percentual (0.01 being 1%). | |1.0 |- |production_factory_max_efficiency_factor |Production efficiency cap.修正生产效率上限。 |<pre>production_factory_max_efficiency_factor = 0.5 </pre> |Percentual (0.01 being 1%). | |1.0 |- |production_factory_start_efficiency_factor |Production efficiency base.修正初始生产效率。 |<pre>production_factory_start_efficiency_factor = 0.5 </pre> |Percentual (0.01 being 1%). | |1.0 |- |production_lack_of_resource_penalty_factor |Lack of resources penalty.修正资源不足惩罚。 |<pre>production_lack_of_resource_penalty_factor = 0.5 </pre> |Percentual (0.01 being 1%). | |1.0 |- |refit_ic_cost |Modifies the IC cost for refitting equipment.修正装备改装的生产花费。 |<pre>refit_ic_cost = 0.5 </pre> |Percentual (0.01 being 1%). | |1.0 |- |refit_speed |Modifies the speed of refitting equipment.修正装备改装速度。 |<pre>refit_speed = 0.5 </pre> |Percentual (0.01 being 1%). | |1.0 |} === Military军事 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |command_power_gain |Increases the daily gain of command power. 增加每日获得的指挥点数 |<pre>command_power_gain = 0.5</pre> |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。 |<pre>command_power_gain = 0.5</pre> |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。 |<pre>conscription = 0.02</pre> |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。 |<pre>conscription = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |experience_gain_<unit type>_combat_factor |Increases the experience gain in combat by the specified unit type.增加指定单位类型的战斗经验 |<pre>experience_gain_infantry_combat_factor = 0.3</pre> |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。 |<pre>experience_gain_infantry_training_factor = 0.3</pre> |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。 |<pre>experience_loss_factor = 0.3</pre> |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。 |<pre>female_random_army_leader_chance = 0.3</pre> |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。 |<pre>land_equipment_upgrade_xp_cost = 0.3</pre> |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。 |<pre>land_reinforce_rate = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |max_command_power |Increases maximum command power.增加最大指挥点。 |<pre>max_command_power = 20</pre> |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。 |<pre>max_command_power_mult = 0.3 </pre> |Percentual (0.01 being 1%). | |1.5 |- |minimum_training_level |Increases training level necessary for the unit to deploy.提高部队部署所需的训练水平。 |<pre>minimum_training_level = 0.3 </pre> |Percentual (0.01 being 1%). | |1.0 |- |weekly_manpower |Amount of manpower gained each week.每周获得的人力数量。 |<pre>weekly_manpower = 1000 </pre> |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。 |<pre>army_leader_cost_factor = 0.5 </pre> |Percentual (0.01 being 1%). | |1.5 |- |army_leader_start_level |Bonus to the starting level of generic unit leaders.普通单位领导者的起始等级奖励。 |<pre>army_leader_start_level = 1 </pre> |Flat. | |1.5 |- |army_leader_start_attack_level |Bonus to the starting level of attack in generic unit leaders.对普通单位领导者的起始攻击级别的奖励。 |<pre>army_leader_start_attack_level = 1 </pre> |Flat. | |1.5 |- |army_leader_start_defense_level |Bonus to the starting level of defense in generic unit leaders.通用单位领导者的初始防御等级加成。 |<pre>army_leader_start_defense_level = 1 </pre> |Flat. | |1.5 |- |army_leader_start_logistics_level |Bonus to the starting level of logistics in generic unit leaders.对通用单位领导者的后勤起始水平的奖励。 |<pre>army_leader_start_logistics_level = 1 </pre> |Flat. | |1.5 |- |military_leader_cost_factor |The cost in political power to recruit an unit leader.招募单位领导的政治权力成本。 |<pre>military_leader_cost_factor = 0.5 </pre> |Percentual (0.01 being 1%). | |1.5 |} === Navy海军 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |female_random_admiral_chance |Increases the chance for a randomly-generated admiral to be female.增加随机生成的海军上将为女性的几率。 |<pre>female_random_admiral_chance = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |naval_equipment_upgrade_xp_cost |Increases the naval experience cost to upgrade equipment.增加了装备升级的海军经验成本。 |<pre>naval_equipment_upgrade_xp_cost = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |navy_refit_ic_cost |The IC cost to refit naval equipment.改装海军设备的IC成本。 |<pre>navy_refit_ic_cost = 20</pre> |Flat. | |1.6 |- |navy_refit_speed |The speed at whcih naval equipment is refitted.改装海军装备的速度 |<pre>navy_refit_speed = 0.5</pre> |Percentual (0.01 being 1%). | |1.6 |- |navy_leader_cost_factor |The cost in political power to recruit an unit leader for the land navy.为陆军招募单位领导人的政治权力成本 |<pre>navy_leader_cost_factor = 0.5 </pre> |Percentual (0.01 being 1%). | |1.5 |- |navy_leader_start_level |Bonus to the starting level of generic unit leaders.海军上将的初始等级 |<pre>navy_leader_start_level = 1 </pre> |Flat. | |1.5 |- |navy_leader_start_attack_level |Bonus to the starting level of attack in generic unit leaders.同陆军上将初始效果 |<pre>navy_leader_start_attack_level = 1 </pre> |Flat. | |1.5 |- |navy_leader_start_coordination_level |Bonus to the starting level of coordination in generic unit leaders.对通用单位领导的起始协调水平的奖励 |<pre>navy_leader_start_coordination_level = 1 </pre> |Flat. | |1.5 |- |navy_leader_start_defense_level |Bonus to the starting level of defense in generic unit leaders.通用单位首领的初始防御等级加成 |<pre>navy_leader_start_defense_level = 1 </pre> |Flat. | |1.5 |- |navy_leader_start_maneuvering_level |Bonus to the starting level of maneuvering in generic unit leaders.对通用单位领导的起始机动水平的奖励 |<pre>navy_leader_start_maneuvering_level = 1 </pre> |Flat. | |1.5 |} === Airforce空军 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |air_equipment_upgrade_xp_cost |Increases the air experience cost to upgrade equipment. |<pre>air_equipment_upgrade_xp_cost = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_volunteer_cap |Increases the amount of airforce you can send as volunteers.增加你派遣的航空志愿队的数量 |<pre>air_volunteer_cap = 100</pre> |Flat. | |1.5 |- |experience_gain_<plane type>_combat_factor |Increases the experience gain in combat by the specified plane type.增加指定飞机类型的战斗经验。 |<pre>experience_gain_fighter_combat_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |experience_gain_<plane type>_training_factor |Increases the experience gain in training by the specified plane type.增加指定飞机类型的训练经验。 |<pre>experience_gain_fighter_training_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |} === Fuel燃料 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |base_fuel_gain |Increases base daily gain of fuel. |<pre>base_fuel_gain = 100</pre> |Flat. | |1.6 |- |base_fuel_gain_factor |Increases base daily gain of fuel by a percentage. |<pre>base_fuel_gain_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.6 |- |fuel_cost |Increases daily cost of fuel. |<pre>fuel_cost = 100</pre> |Flat. | |1.6 |- |fuel_gain |Increases daily gain of fuel. |<pre>fuel_gain = 100</pre> |Flat. | |1.6 |- |fuel_gain_factor |Increases daily gain of fuel by a percentage. |<pre>fuel_gain_factor = 100</pre> |Percentual (0.01 being 1%). | |1.6 |- |fuel_gain_from_states |Increases daily gain of fuel from our controlled oil. |<pre>fuel_gain_from_states = 100</pre> |Flat. | |1.6 |- |fuel_gain_from_states_factor |Increases daily gain of fuel from our controlled oil by a percentage. |<pre>fuel_gain_from_states_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.6 |- |max_fuel |Increases maximum amount of fuel you can have. |<pre>max_fuel = 100</pre> |Flat. | |1.6 |- |max_fuel_factor |Increases maximum amount of fuel you can have by a percentage. |<pre>max_fuel_factor = 0.3 </pre> |Percentual (0.01 being 1%). | |1.6 |} === Buildings建筑 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |civilian_factory_use |使用指定数量的民用工厂在特殊项目中使用. |<pre>civilian_factory_use = 3</pre> |Flat. |Only has an effect with the Waking the Tiger DLC. |1.5 |- |consumer_goods_factor |改变用于生活消费品的工厂的百分比. |<pre>consumer_goods_factor = 0.1</pre> |Flat. | |1.0 |- |conversion_cost_civ_to_mil_factor |更改将民用工厂转换为军用工厂的成本. |<pre>conversion_cost_civ_to_mil_factor = 0.4</pre> |Percentual (0.01 being 1%). | |1.5 |- |conversion_cost_mil_to_civ_factor |更改将军用工厂转换为民用工厂的成本. |<pre>conversion_cost_mil_to_civ_factor = 0.4</pre> |Percentual (0.01 being 1%). | |1.5 |- |global_building_slots |增加我们每个省份的建筑插槽数量 |<pre>global_building_slots = 1</pre> |Flat. | |1.0 |- |global_building_slots_factor |Increases amount of building slots in our every state by a percentage. |<pre>global_building_slots_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |industrial_capacity_dockyard |Dockyard output.海军船坞产出 |<pre>industrial_capacity_dockyard = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |industrial_capacity_factory |Military factory output.军工厂产出 |<pre>industrial_capacity_factory = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |industry_air_damage_factor |我们的工厂从空袭中受到的损失修正 |<pre>industry_air_damage_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |industry_free_repair_factor |在没有分配工厂的情况下提高建筑物自我修复的速度. |<pre>industry_free_repair_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |industry_repair_factor |建筑物的修复速度修正 |<pre>industry_repair_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |line_change_production_efficiency_factor |生产效率保持修正 |<pre>line_change_production_efficiency_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |production_oil_factor |Synthetic oil gain.合成燃料场产出 |<pre>production_oil_factor = 0.5 </pre> |Percentual (0.01 being 1%). | |1.0 |- |production_speed_<building>_factor |Increases construction speed of a specific building.增加建造某类建筑的速度 |<pre>production_speed_industrial_complex_factor = 0.5 </pre> |Percentual (0.01 being 1%). | |1.0 |- |repair_speed_<building>_factor |特定建筑物的修复速度修正 |<pre>repair_speed_arms_factory_factor = 0.5 </pre> |Percentual (0.01 being 1%). | |1.0 |} === Resistance and Compliance抵抗与顺从 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |compliance_growth_on_our_occupied_states |Increases the compliance growth speed on the country's controlled states. |<pre>compliance_growth_on_our_occupied_states = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |- |no_compliance_gain |Disables compliance gain on our controlled states. |<pre>no_compliance_gain = 1</pre> |Boolean. |Can also be used in state scope. |1.9 |- |occupation_cost |Increases the cost of keeping another nation under occupation. |<pre>occupation_cost = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |- |required_garrison_factor |Increases the required garrison in our occupied states. |<pre>required_garrison_factor = 0.5</pre> |Percentual (0.01 being 1%). |Can also be used in state scope. |1.9 |- |resistance_damage_to_garrison_on_our_occupied_states |Increases the resistance damage to the garrison in our occupied states. |<pre>resistance_damage_to_garrison_on_our_occupied_states = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |- |resistance_decay_on_our_occupied_states |Increases the resistance decay in our occupied states. |<pre>resistance_decay_on_our_occupied_states = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |- |resistance_growth_on_our_occupied_states |Increases the resistance growth speed in our occupied states. |<pre>resistance_growth_on_our_occupied_states = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |- |resistance_target_on_our_occupied_states |Increases the resistance target in our occupied states. |<pre>resistance_target_on_our_occupied_states = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |} === Intelligence情报机关 === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |agency_upgrade_time |升级间谍机构所需的时间修正 |<pre>agency_upgrade_time = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |- |airforce_intel_to_others |其他国家将收到的有关您的空军的情报数量 |<pre>airforce_intel_to_others = 10</pre> |Flat. | |1.9 |- |civilian_intel_to_others |其他国家将收到的有关您的民用工业的情报数量. |<pre>civilian_intel_to_others = 10</pre> |Flat. | |1.9 |- |navy_intel_to_others |Increases the amount of intel other countries will receive about your navy. |<pre>navy_intel_to_others = 10</pre> |Flat. | |1.9 |- |decryption |Increases the decription capability of the country. |<pre>decryption = 1</pre> |Flat. | |1.0 |- |decryption_factor |按百分比提高国家的解密能力 |<pre>decryption_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |encryption |提高国家的加密能力 |<pre>decryption = 1</pre> |Flat. | |1.0 |- |encryption_factor |Increases the encryption capability of the country by a percentage. |<pre>encryption_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |enemy_operative_capture_chance_factor |Increases the chance for an enemy operative to be captured. |<pre>enemy_operative_capture_chance_factor = 0.5</pre> |Percentual (0.01 being 1%). |Can be used in unit leader scope. |1.9 |- |enemy_operative_detection_chance |Increases the chance for an enemy operative to be detected. |<pre>enemy_operative_detection_chance = 10</pre> |Flat. |Can be used in unit leader scope. |1.9 |- |enemy_operative_detection_chance_factor |Increases the chance for an enemy operative to be detected by a percentage. |<pre>enemy_operative_detection_chance_factor = 0.5</pre> |Percentual (0.01 being 1%). |Can be used in unit leader scope. |1.9 |- |enemy_operative_detection_chance_factor |Increases the chance for an enemy operative to be forced into hiding by a percentage. |<pre>enemy_operative_detection_chance_factor = 0.5</pre> |Percentual (0.01 being 1%). |Can be used in unit leader scope. |1.9 |- |enemy_operative_harmed_time_factor |Increases the chance for an enemy operative to be harmed by a percentage. |<pre>enemy_operative_harmed_time_factor = 0.5</pre> |Percentual (0.01 being 1%). |Can be used in unit leader scope. |1.9 |- |enemy_operative_intel_extraction_rate |Increases the rate at which the enemy operatives extract our intel. |<pre>enemy_operative_intel_extraction_rate = 0.5</pre> |Percentual (0.01 being 1%). |Can be used in unit leader scope. |1.9 |- |enemy_spy_negative_status_factor |Increases the chance an enemy spy can receive a negative status. |<pre>enemy_spy_negative_status_factor = 0.5</pre> |Percentual (0.01 being 1%). |Can also be used in state scope. |1.9 |- |female_random_operative_chance |Increases the chance for a randomly-generated operative to be female. |<pre>female_random_operative_chance = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |foreign_subversive_activites |Increases efficiency of foreign subversive activities. |<pre>foreign_subversive_activites = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |intel_network_gain |Increases gain of intel network strength. |<pre>intel_network_gain = 1</pre> |Flat. |Can also be used in state scope. |1.9 |- |intel_network_gain_factor |Increases gain of intel network strength by a percentage. |<pre>intel_network_gain_factor = 0.5</pre> |Percentual (0.01 being 1%). |Can also be used in state scope. |1.9 |- |own_operative_capture_chance_factor |Increases the chance for our operatives to be captured. |<pre>own_operative_capture_chance_factor = 0.5</pre> |Percentual (0.01 being 1%). |Can be used in unit leader scope. |1.9 |- |own_operative_detection_chance |Increases the chance for our operatives to be detected. |<pre>own_operative_detection_chance = 10</pre> |Flat. |Can be used in unit leader scope. |1.9 |- |own_operative_detection_chance_factor |Increases the chance for our operatives to be detected by a percentage. |<pre>own_operative_detection_chance_factor = 0.5</pre> |Percentual (0.01 being 1%). |Can be used in unit leader scope. |1.9 |- |own_operative_detection_chance_factor |Increases the chance for our operatives to be forced into hiding by a percentage. |<pre>own_operative_detection_chance_factor = 0.5</pre> |Percentual (0.01 being 1%). |Can be used in unit leader scope. |1.9 |- |own_operative_harmed_time_factor |Increases the chance for our operatives to be harmed by a percentage. |<pre>own_operative_harmed_time_factor = 0.5</pre> |Percentual (0.01 being 1%). |Can be used in unit leader scope. |1.9 |- |own_operative_intel_extraction_rate |Increases the rate at which our operatives extract enemy intel. |<pre>own_operative_intel_extraction_rate = 0.5</pre> |Percentual (0.01 being 1%). |Can be used in unit leader scope. |1.9 |- |subversive_activites_upkeep |Increases the cost of subversive activities. |<pre>subversive_activites_upkeep = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |operation_cost |Increases the cost of operations. |<pre>operation_cost = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |- |operation_outcome |Increases the efficiency of operations. |<pre>operation_outcome = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |- |operation_risk |Increases the risk of operations. |<pre>operation_risk = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |- |<operation>_cost |Increases the cost of the specified operation. |<pre>operation_infiltrate_cost = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |- |<operation>_outcome |Increases the efficiency of the specified operation. |<pre>operation_coup_government_outcome = 0.5</pre> |Percentual (0.01 being 1%). |Note that target_sabotage uses target_sabotage_factor rather than target_sabotage_outcome. |1.9 |- |<operation>_risk |Increases the risk of the specified operation. |<pre>operation_make_resistance_contacts_risk = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |- |<type>_intel_decryption_bonus |Adds a cipher bonus to the specified intel. |<pre>civilian_intel_decryption_bonus = 0.5</pre> |Percentual (0.01 being 1%). |Types are: airforce, army, civilian, navy. |1.9 |- |<type>_intel_factor |Modifies the intelligence you receive of the specified type. |<pre>navy_intel_factor = 0.5</pre> |Percentual (0.01 being 1%). |Types are: airforce, army, civilian, navy. |1.9 |- |<mission>_factor |Modifies the effect of the specified mission. |<pre>boost_ideology_mission_factor = 0.5</pre> |Percentual (0.01 being 1%). |Types are: boost_ideology_mission, boost_resistance, control_trade_mission, diplomatic_pressure_mission, propaganda_mission, root_out_resistance_effectiveness. |1.9 |- |commando_trait_chance_factor |Modifies the chance for an operative to get the commando trait when hired. |<pre>commando_trait_chance_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |- |crypto_department_enabled |Enables the crypto department. |<pre>crypto_department_enabled = 1</pre> |Boolean. | |1.9 |- |crypto_strength |Modifies the cryptology level. |<pre>crypto_strength = 1</pre> |Flat. | |1.9 |- |decryption_power |Modifies the decryption power. |<pre>decryption_power = 1</pre> |Flat. | |1.9 |- |decryption_power_factor |Modifies the decryption power by a percentage. |<pre>decryption_power_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |defense_impact_on_blueprint_stealing |Modifies the impact of enemy defense on the blueprint stealing operation. |<pre>defense_impact_on_blueprint_stealing = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |enemy_operative_recruitment_chance |Modifies the chance to recruit an enemy operative. |<pre>enemy_operative_recruitment_chance = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |intel_from_operatives_factor |Modifies the intelligence gained from operatives and infiltrated assets. |<pre>intel_from_operatives_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |intel_network_gain |Modifies the intelligence network gain. |<pre>intel_network_gain = 0.3</pre> |Flat. | |1.9 |- |intel_network_gain_factor |Modifies the intelligence network gain by a percentage. |<pre>intel_network_gain_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |intelligence_agency_defense |Modifies the counter intelligence. |<pre>intelligence_agency_defense = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |new_operative_slot_bonus |Modifies the operative recruitment choices. |<pre>new_operative_slot_bonus = 1</pre> |Flat. | |1.9 |- |occupied_operative_recruitment_chance |Modifies the chance to get an operative from occupied territory. |<pre>occupied_operative_recruitment_chance = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |operative_death_on_capture_chance |Modifies the chance for our operative to die on being captured. |<pre>operative_death_on_capture_chance = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |operative_slot |Modifies the amount of operative slots. |<pre>operative_slot = 1</pre> |Flat. | |1.9 |- |root_out_resistance_effectiveness_factor |Modifies the effectiveness of rooting out resistance. |<pre>root_out_resistance_effectiveness_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |} === AI === {{SVersion|1.10}} {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |ai_badass_factor |AI's threat perception. |<pre>ai_badass_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ai_call_ally_desire_factor |Chance for AI to call allies. |<pre>ai_call_ally_desire_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ai_desired_divisions_factor |The amount of divisions AI seeks to produce. |<pre>ai_desired_divisions_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ai_focus_aggressive_factor |AI's focus on offense. |<pre>ai_focus_aggressive_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ai_focus_defense_factor |AI's focus on defense. |<pre>ai_focus_defense_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ai_focus_aviation_factor |AI's focus on aviation. |<pre>ai_focus_aviation_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ai_focus_military_advancements_factor |AI's focus on advanced military technologies. |<pre>ai_focus_military_advancements_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ai_focus_naval_air_factor |AI's focus on building naval airforce. |<pre>ai_focus_naval_air_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ai_focus_naval_factor |AI's focus on building a navy. |<pre>ai_focus_naval_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ai_focus_peaceful_factor |AI's focus on peaceful research and policies. |<pre>ai_focus_peaceful_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ai_focus_war_production_factor |AI's focus on wartime production. |<pre>ai_focus_war_production_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ai_get_ally_desire_factor |AI's desire to be in or expand a faction. |<pre>ai_get_ally_desire_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ai_join_ally_desire_factor |AI's desire to join the wars led by allies. |<pre>ai_join_ally_desire_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ai_license_acceptance |AI's chance to agree licensing equipment. |<pre>ai_license_acceptance = 0.5</pre> |Percentual (0.01 being 1%). | |1.4 |} === General Combat通用战斗 === {{SVersion|1.10}} Note that most of these modifiers are not only in country scope but also in unit leader and navy leader scopes. {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |offence |Modifies the attack value of our military, navy, and airforce. |<pre>offence = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |defence |Modifies the defence value of our military, navy, and airforce. |<pre>defence = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |} === Land Combat陆战 === {{SVersion|1.10}} Note that most of these modifiers are not only in country scope but also in unit leader scope. {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |acclimatization_cold_climate_gain_factor |Cold acclimatization gain factor. |<pre>acclimatization_cold_climate_gain_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |acclimatization_hot_climate_gain_factor |Hot acclimatization gain factor. |<pre>acclimatization_hot_climate_gain_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_superiority_bonus_in_combat |The bonus air combat gives in combat. |<pre>air_superiority_bonus_in_combat = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |army_attack_factor |The bonus to land army's attack. |<pre>army_attack_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |army_defence_factor |The bonus to land army's defence. |<pre>army_defence_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |army_speed_factor |The bonus to land army's speed. |<pre>army_speed_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |<unit type>_attack_factor |The bonus to specified unit type's attack. |<pre>cavalry_attack_factor = 0.5</pre> |Percentual (0.01 being 1%). |Allowed unit types are army_armor, army_artillery, army_infantry, cavalry, mechanized, motorized, special_forces |1.0 |- |<unit type>_defence_factor |The bonus to the specified unit type's defence. |<pre>army_artillery_defence_factor = 0.5</pre> |Percentual (0.01 being 1%). |Allowed unit types are army_armor, army_artillery, army_infantry, cavalry, mechanized, motorized, special_forces |1.0 |- |<unit type>_speed_factor |The bonus to specified unit type's speed. |<pre>army_armor_speed_factor = 0.5</pre> |Percentual (0.01 being 1%). |Allowed unit types are army_armor and cavalry. |1.0 |- |army_fuel_capacity_factor |The capacity of fuel by the army. |<pre>army_fuel_capacity_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |army_fuel_consumption_factor |The consumption of fuel by the army. |<pre>army_fuel_consumption_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |army_morale |Modifies the army's morale. |<pre>army_morale = 10</pre> |Flat. | |1.0 |- |army_morale_factor |Modifies the army's morale by a percentage. |<pre>army_morale_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |army_org |Modifies the army's organisation. |<pre>army_org = 10</pre> |Flat. | |1.0 |- |army_org_factor |Modifies the army's organisation by a percentage. |<pre>army_org_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |army_org_regain |Modifies the army's organisation regain speed by a percentage. |<pre>army_org_regain = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |attrition |Modifies the army's attrition. |<pre>attrition = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |breakthrough_factor |Modifies the army's breakthrough. |<pre>breakthrough_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |cas_damage_reduction |Reguces the damage dealt by close air support. |<pre>cas_damage_reduction = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |dig_in_speed |Increases entrenchment speed. |<pre>dig_in_speed = 2</pre> |Flat. | |1.0 |- |dig_in_speed_factor |Increases entrenchment speed by a percentage. |<pre>dig_in_speed = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |experience_gain_army |Increases experience gain by the army. |<pre>experience_gain_army = 0.5</pre> |Flat. | |1.0 |- |experience_gain_army_factor |Increases experience gain by the army by a percentage. |<pre>experience_gain_army_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |experience_gain_army_unit |Increases experience gain by the army divisions. |<pre>experience_gain_army_unit = 0.5</pre> |Flat. | |1.0 |- |experience_gain_army_unit_factor |Increases experience gain by the army divisions by a percentage. |<pre>experience_gain_army_unit_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |extra_marine_supply_grace |Increases the supply grace given to marines. |<pre>extra_marine_supply_grace = 96</pre> |Flat. | |1.0 |- |extra_paratrooper_supply_grace |Increases the supply grace given to paratroopers. |<pre>extra_paratrooper_supply_grace = 96</pre> |Flat. | |1.0 |- |heat_attrition |Increases the attrition due to heat. |<pre>heat_attrition = 0.5</pre> |Flat. | |1.0 |- |heat_attrition_factor |Increases the attrition due to heat by a percentage. |<pre>heat_attrition_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |winter_attrition |Increases the attrition due to winter. |<pre>winter_attrition = 0.5</pre> |Flat. | |1.0 |- |winter_attrition_factor |Increases the attrition due to winter by a percentage. |<pre>winter_attrition_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |land_night_attack |Increases the penalty due to attacking at night. |<pre>land_night_attack = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |max_dig_in |Increases the maximum entrenchment. |<pre>max_dig_in = 20</pre> |Flat. |Can also apply in state scope. |1.0 |- |max_dig_in_factor |Increases the maximum entrenchment by a percentage. |<pre>max_dig_in_factor = 0.5</pre> |Percentual (0.01 being 1%). |Can also apply in state scope. |1.0 |- |max_planning |Increases the maximum planning. |<pre>max_planning = 20</pre> |Flat. | |1.0 |- |max_planning_factor |Increases the maximum planning by a percentage. |<pre>max_planning_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |pocket_penalty |Reduces the penalty that troops take when they are encircled. |<pre>pocket_penalty = 0.2</pre> |Percentual (0.01 being 1%). | |1.0 |- |recon_factor |Increases reconnaisance. |<pre>recon_factor = 0.2</pre> |Percentual (0.01 being 1%). | |1.0 |- |recon_factor_while_entrenched |Increases reconnaisance for entrenched divisions. |<pre>recon_factor_while_entrenched = 0.2</pre> |Percentual (0.01 being 1%). | |1.0 |- |special_forces_cap |Increases the maximum amount of special forces by a percentage. |<pre>special_forces_cap = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |special_forces_min |Increases the maximum amount of special forces. |<pre>special_forces_min = 250</pre> |Flat. | |1.0 |- |special_forces_no_supply_grace |Increases the supply grace period for special forces. |<pre>special_forces_no_supply_grace = 120</pre> |Flat. | |1.0 |- |special_forces_out_of_supply_factor |Increases the penalty for special forces out of supply. |<pre>special_forces_out_of_supply_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |special_forces_training_time_factor |Increases the time it takes to train special forces. |<pre>special_forces_training_time_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |terrain_penalty_reduction |Decreases the penalties given by terrain. |<pre>terrain_penalty_reduction = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |unit_upkeep_attrition_factor |Modifies the unit upkeep. |<pre>unit_upkeep_attrition_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |no_supply_grace |Modifies the grace period for units without supply. |<pre>no_supply_grace = 120</pre> |Flat. | |1.0 |- |org_loss_when_moving |Modifies the organisation loss for units when they are moving. |<pre>org_loss_when_moving = 0.2</pre> |Percentual (0.01 being 1%). | |1.0 |- |out_of_supply_factor |Reduces the penalty that units take when they run out of supplies. |<pre>out_of_supply_factor = 0.2</pre> |Percentual (0.01 being 1%). | |1.0 |- |planning_speed |Modifies the planning speed. |<pre>planning_speed = 0.2</pre> |Percentual (0.01 being 1%). | |1.0 |- |supply_consumption_factor |Modifies the rate at which army consumes supply. |<pre>supply_consumption_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |- |training_time_factor |Modifies the training time. |<pre>training_time_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.0 |} === Naval combat海战 === {{SVersion|1.10}} Note that most of these modifiers are not only in country scope but also in navy leader scope. {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |amphibious_invasion |Modifies the speed of units during naval invasions. |<pre>amphibious_invasion = 0.5</pre> |Percentual (0.01 being 1%). | |1.6 |- |amphibious_invasion_defence |Modifies the penalty given by naval invasions. |<pre>amphibious_invasion_defence = 0.5</pre> |Percentual (0.01 being 1%). |Is the opposite of naval_invasion_penalty. Can also apply in state scope. |1.6 |- |carrier_capacity_penalty_reduction |Modifies the penalty given by overcrowding a carrier with planes. |<pre>carrier_capacity_penalty_reduction = 0.5</pre> |Percentual (0.01 being 1%). | |1.6 |- |convoy_escort_efficiency |Modifies the efficiency of the convoy escort mission. |<pre>convoy_escort_efficiency = 0.5</pre> |Percentual (0.01 being 1%). | |1.6 |- |convoy_raiding_efficiency_factor |Modifies the efficiency of the convoy raiding mission. |<pre>convoy_raiding_efficiency_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.6 |- |convoy_retreat_speed |Modifies the speed of convoys retreating. |<pre>convoy_retreat_speed = 0.5</pre> |Percentual (0.01 being 1%). | |1.6 |- |critical_receive_chance |Increases the chance for the enemy to get a critical hit on us in naval combat. |<pre>critical_receive_chance = 0.5</pre> |Percentual (0.01 being 1%). | |1.6 |- |experience_gain_navy |Modifies the daily gain of naval experience. |<pre>experience_gain_navy = 0.02</pre> |Flat. | |1.6 |- |experience_gain_navy_factor |Modifies the gain of naval experience by a percentage. |<pre>experience_gain_navy_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |experience_gain_navy_unit |Modifies the daily gain of experience by the ships. |<pre>experience_gain_navy_unit = 0.02</pre> |Flat. | |1.6 |- |experience_gain_navy_unit_factor |Modifies the gain of experience by the ships by a percentage. |<pre>experience_gain_navy_unit_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |fighter_sortie_efficiency |Modifies the speed when refueling and rearming fighter planes on the carrier during the battle. |<pre>fighter_sortie_efficiency = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |invasion_preparation |Modifies the preparation speed of naval invasions. |<pre>invasion_preparation = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |mines_planting_by_fleets_factor |Modifies the efficiency of the mine planting mission. |<pre>mines_planting_by_fleets_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |mines_sweeping_by_fleets_factor |Modifies the efficiency of the mine sweeping mission. |<pre>mines_sweeping_by_fleets_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_accidents_chance |Modifies the chance for a ship to be accidentally sunk or damaged. |<pre>naval_accidents_chance = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_attrition |Modifies attrition suffered by naval units. |<pre>naval_attrition = 0.3</pre> |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. |<pre>naval_coordination = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_critical_effect_factor |Modifies the effects of sustained critical hits on our ships. |<pre>naval_critical_effect_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_critical_score_chance_factor |Modifies the chance for us to get a critical hit on the enemy in naval combat. |<pre>naval_critical_score_chance_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_damage_factor |Modifies the damage dealt by our ships. |<pre>naval_damage_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_defense_factor |Modifies the damage received by our ships. |<pre>naval_damage_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_detection |Modifies the chance for our ships to detect submarines. |<pre>naval_detection = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_enemy_fleet_size_ratio_penalty_factor |Modifies the penalty the enemy receives for having a larger amount of ships than us. |<pre>naval_enemy_fleet_size_ratio_penalty_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_enemy_retreat_chance |Modifies the chance for the enemy to retreat. |<pre>naval_enemy_retreat_chance = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_has_potf_in_combat_attack |Modifies the attack of the navy when fighting together with the pride of the fleet. |<pre>naval_has_potf_in_combat_attack = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_has_potf_in_combat_defense |Modifies the defense of the navy when fighting together with the pride of the fleet. |<pre>naval_has_potf_in_combat_defense = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_hit_chance |Modifies the chance for the naval attacks to land. |<pre>naval_hit_chance = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_invasion_capacity |Modifies the amount of divisions that can have a naval invasion plan going on at the same time. |<pre>naval_invasion_capacity = 10</pre> |Flat. | |1.6 |- |naval_invasion_penalty |Modifies the penalty for naval invasions. |<pre>naval_invasion_penalty = 0.3</pre> |Percentual (0.01 being 1%). |Is the opposite of amphibious_invasion_defence. Can also apply in state scope. |1.6 |- |naval_mine_hit_chance |Modifies the chance for a naval mine to hit. |<pre>naval_mine_hit_chance = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_mines_damage_factor |Modifies the damage naval mines deal to enemy ships. |<pre>naval_mines_damage_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_mines_effect_reduction |Modifies the damage enemy naval mines deal. |<pre>naval_mines_effect_reduction = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_morale |Modifies the morale value for our ships. |<pre>naval_morale = 15</pre> |Flat. | |1.6 |- |naval_morale_factor |Modifies the morale value for our ships by a percentage. |<pre>naval_morale_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_retreat_chance |Modifies the chance for our ships to retreat. |<pre>naval_retreat_chance = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_retreat_speed |Modifies the speed at which our ships retreat. |<pre>naval_retreat_speed = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_speed_factor |Modifies the speed of our ships. |<pre>naval_speed_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_torpedo_cooldown_factor |Modifies the rate at which our ships can fire torpedos. |<pre>naval_torpedo_cooldown_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_torpedo_hit_chance_factor |Modifies the rate at which our torpedos can hit enemy ships. |<pre>naval_torpedo_hit_chance_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |naval_torpedo_screen_penetration_factor |Modifies the rate at which our torpedos penalise enemy screening. |<pre>naval_torpedo_screen_penetration_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |navy_capital_ship_attack_factor |Modifies the attack of our capital ships. |<pre>navy_capital_ship_attack_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |navy_carrier_air_agility_factor |Modifies the agility of airplanes executing tasks from carriers. |<pre>navy_carrier_air_agility_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |navy_carrier_air_attack_factor |Modifies the attack of airplanes executing tasks from carriers. |<pre>navy_carrier_air_attack_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |navy_carrier_air_targetting_factor |Modifies the targeting of airplanes executing tasks from carriers. |<pre>navy_carrier_air_targetting_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |navy_screen_attack_factor |Modifies the attack of our screening ships. |<pre>navy_screen_attack_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |navy_submarine_attack_factor |Modifies the attack of our submarines. |<pre>navy_submarine_attack_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |navy_submarine_attack_factor |Modifies the attack of our submarines. |<pre>navy_submarine_attack_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |navy_visibility |Modifies the visibility of our navy. |<pre>navy_visibility = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |positioning |Modifies the positioning of our navy. |<pre>positioning = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |production_cost_max_<ship type> |Modifies the maximum cost of the ship type. |<pre>production_cost_max_ship_hull_light = 0.3</pre> |Percentual (0.01 being 1%). |Allowed ship types in base game: convoy, ship_hull_carrier, ship_hull_cruiser, ship_hull_heavy, ship_hull_light, ship_hull_submarine |1.6 |- |repair_speed_factor |Modifies the speed at which the dockyards repair the navy. |<pre>repair_speed_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |screening_efficiency |Modifies the efficiency screen ships operate. |<pre>screening_efficiency = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |ships_at_battle_start |Modifies the number of ships at first contact. |<pre>ships_at_battle_start = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |sortie_efficiency |Modifies the speed when refueling and rearming planes on the carrier during the battle. |<pre>sortie_efficiency = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |spotting_chance |Modifies the chance to spot enemy ships. |<pre>spotting_chance = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |strike_force_movement_org_loss |Modifies the organisation loss from movement during the strike force mission. |<pre>strike_force_movement_org_loss = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |sub_retreat_speed |Modifies the retreat speed of submarines. |<pre>sub_retreat_speed = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |submarine_attack |Modifies the attack of submarines. |<pre>submarine_attack = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |- |transport_capacity |Modifies how many convoys units require. |<pre>transport_capacity = 0.3</pre> |Percentual (0.01 being 1%). | |1.6 |} === Air combat空战 === {{SVersion|1.10}} Note that most of these modifiers are not only in country scope but also in ace scope. {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |air_accidents_factor |Modifies the chance for air accidents to happen. |<pre>air_accidents_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_ace_generation_chance_factor |Modifies the chance for aces to appear.空军王牌出现概率 |<pre>air_ace_generation_chance_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_agility_factor |Modifies the agility of the country's airplanes. |<pre>air_agility_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_attack_factor |Modifies the attack of the country's airplanes. |<pre>air_attack_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_defence_factor |Modifies the defence of the country's airplanes. |<pre>air_defence_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_<mission>_agility_factor |Modifies the agility of the country's airplanes when on the specified mission. |<pre>air_air_superiority_agility_factor = 0.5</pre> |Percentual (0.01 being 1%). |Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_agility_factor without air_. |1.0 |- |air_<mission>_attack_factor |Modifies the attack of the country's airplanes when on the specified mission. |<pre>air_interception_defence_factor = 0.5</pre> |Percentual (0.01 being 1%). |Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_attack_factor without air_. |1.0 |- |air_<mission>_defence_factor |Modifies the defence of the country's airplanes when on the specified mission. |<pre>air_strategic_bomber_defence_factor = 0.5</pre> |Percentual (0.01 being 1%). |Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_defence_factor without air_. |1.0 |- |air_bombing_targetting |Modifies targetting for ground bombing. |<pre>air_bombing_targetting = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_cas_efficiency |Modifies efficiency of close-air-support. |<pre>air_cas_efficiency = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_cas_present_factor |Modifies impact of close-air-support in land combat. |<pre>air_cas_present_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_escort_efficiency |Modifies ability of planes in dogfights. |<pre>air_escort_efficiency = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_fuel_consumption_factor |Modifies the rate at which the airforce consumes fuel. |<pre>air_fuel_consumption_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_intercept_efficiency |Modifies the efficiency of air interception. |<pre>air_intercept_efficiency = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_maximum_speed_factor |Modifies the maximum speed of the airforce. |<pre>air_maximum_speed_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_mission_efficiency |Modifies the efficiency of airplanes in missions. |<pre>air_mission_efficiency = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_mission_xp_gain_factor |Modifies the experience gain for airplanes for doing missions. |<pre>air_mission_xp_gain_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_mission_xp_gain_factor |Modifies the experience gain for airplanes for doing missions. |<pre>air_mission_xp_gain_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_nav_efficiency |Modifies the efficiency of airplanes doing port strike and naval bombing missions. |<pre>air_nav_efficiency = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_night_penalty |Modifies the penalty the airforce receives while at night. |<pre>air_night_penalty = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_night_penalty |Modifies the penalty the airforce receives while at night. |<pre>air_night_penalty = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_range_factor |Modifies the range of the airplanes. |<pre>air_range_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_strategic_bomber_bombing_factor |Modifies the efficiency of the strategic bombing mission. |<pre>air_strategic_bomber_bombing_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_strategic_bomber_night_penalty |Modifies the penalty for the strategic bombing mission while at night. |<pre>air_strategic_bomber_night_penalty = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_superiority_detect_factor |Modifies the chance to detect enemy planes while on the air superiority mission. |<pre>air_superiority_detect_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_superiority_efficiency |Modifies the efficiency of the air superiority mission. |<pre>air_superiority_efficiency = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_training_xp_gain_factor |Modifies the air experience gain from training. |<pre>air_training_xp_gain_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.6 |- |air_weather_penalty |Modifies the penalty the airplanes receive because of weather. |<pre>air_weather_penalty = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_wing_xp_loss_when_killed_factor |Modifies the experience loss of airplanes due to airplanes being shot down. |<pre>air_wing_xp_loss_when_killed_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |army_bonus_air_superiority_factor |Modifies the bonus to land combat from air superiority. |<pre>army_bonus_air_superiority_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |enemy_army_bonus_air_superiority_factor |Modifies the effect to land combat from enemy air superiority. |<pre>enemy_army_bonus_air_superiority_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |experience_gain_air |Modifies the daily gain of air experience. |<pre>experience_gain_air = 0.05</pre> |Flat. | |1.0 |- |experience_gain_air_factor |Modifies the daily gain of air experience by a percentage. |<pre>experience_gain_air_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |air_ground_attack |Modifies the bonus to airplane attack on enemy divisions. |<pre>air_ground_attack = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |ground_attack_factor |Modifies the bonus to airplane attack on enemy divisions by a percentage. |<pre>ground_attack_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |mines_planting_by_air_factor |Modifies efficiency of airplanes planting mines. |<pre>mines_planting_by_air_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |mines_sweeping_by_air_factor |Modifies efficiency of airplanes sweeping mines. |<pre>mines_sweeping_by_air_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |strategic_bomb_visibility |Modifies the chance for the enemy to detect our strategic bombers. |<pre>strategic_bomb_visibility = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |} === Targeted modifiers目标修正 === {{SVersion|1.10}} These modifiers are targeted, meaning that they must be used in targeted_modifier = {} rather than modifier = {}. {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |cic_to_target_factor |Gives a portion of the country's civilian industry to the specified target. |<pre>cic_to_target_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |extra_trade_to_target_factor |Adds extra produced recourses available for trade to target country. |<pre>extra_trade_to_target_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |generate_wargoal_tension_against |Increases world tension necessary for us to justify against the target country. |<pre>generate_wargoal_tension_against = 0.5</pre> |Flat. | |1.5 |- |mic_to_target_factor |Gives a portion of the country's military industry to the specified target. |<pre>cic_to_target_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |trade_cost_for_target_factor |The cost for the targeted country to purchase this country's resources. |<pre>trade_cost_for_target_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |targeted_legitimacy_daily |Increases daily gain of legitimacy of the target country. |<pre>targeted_legitimacy_daily = 0.5</pre> |Flat. | |1.6 |- |attack_bonus_against |Gives an attack bonus against the armies of the specified country. |<pre>attack_bonus_against = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |attack_bonus_against_cores |Gives an attack bonus against the armies of the specified country on its core territory. |<pre>attack_bonus_against_cores = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |breakthrough_bonus_against |Gives a breakthrough bonus against the armies of the specified country. |<pre>breakthrough_bonus_against = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |defense_bonus_against |Gives a defense bonus against the armies of the specified country. |<pre>defense_bonus_against = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |} == State Scope州 == {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |army_speed_factor_for_controller |Changes the division speed for the controller of the state. |<pre>army_speed_factor_for_controller = 0.5</pre> |Percentual (0.01 being 1%). | |1.0 |- |compliance_gain |Changes the compliance gain in the current state. |<pre>compliance_gain = 0.01</pre> |Flat. |Can also go into country scope. |1.9 |- |compliance_growth |Changes the compliance growth speed in the current state. |<pre>compliance_growth = 0.5</pre> |Percentual (0.01 being 1%). | |1.9 |- |country_resource_<resource> |Directly modifies the country's resource stockpile. |<pre>country_resource_oil = 10</pre> |Flat. | |1.0 |- |country_resource_cost_<resource> |Directly modifies the country's resource stockpile. |<pre>country_resource_cost_aluminium = 10</pre> |Flat. | |1.0 |- |disable_strategic_redeployment |Disables strategic redeployment in the state. |<pre>disable_strategic_redeployment = 1</pre> |Boolean. | |1.9 |- |disable_strategic_redeployment_for_controller |Disables strategic redeployment in the state for the controller. |<pre>disable_strategic_redeployment_for_controller = 1</pre> |Boolean. | |1.9 |- |enemy_intel_network_gain_factor_over_occupied_tag |Modifies enemy intel network strength gain. |<pre>enemy_intel_network_gain_factor_over_occupied_tag = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |local_building_slots |Modifies amount of building slots. |<pre>local_building_slots = 2</pre> |Flat. | |1.9 |- |local_building_slots_factor |Modifies amount of building slots by a percentage. |<pre>local_building_slots_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |local_factories |Modifies amount of available factories in the state. |<pre>local_factories = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |local_factory_sabotage |Modifies chance for factory sabotage. |<pre>local_factory_sabotage = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |local_intel_to_enemies |Modifies amount of intel to enemies. |<pre>local_intel_to_enemies = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |local_manpower |Modifies amount of available manpower. |<pre>local_manpower = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |local_non_core_manpower |Modifies amount of available non-core manpower. |<pre>local_non_core_manpower = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |local_resources |Modifies amount of available resources. |<pre>local_resources = 0.3</pre> |Flat. | |1.9 |- |local_resources_factor |Modifies amount of available resources by a percentage. |<pre>local_resources_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |local_supplies |Modifies amount of available supplies. |<pre>local_supplies = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |local_supplies_for_controller |Modifies amount of available supplies for the controller. |<pre>local_supplies_for_controller = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |mobilization_speed |Modifies the mobilisation speed. |<pre>mobilization_speed = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |non_core_manpower |Modifies the amount of recruited non-core manpower. |<pre>non_core_manpower = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |recruitable_population |Modifies the amount of recruited manpower. |<pre>recruitable_population = 0.03</pre> |Flat. | |1.9 |- |recruitable_population_factor |Modifies the amount of recruited manpower by a percentage. |<pre>recruitable_population_factor = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |resistance_damage_to_garrison |Modifies the amount of resistance damage to the garrison. |<pre>resistance_damage_to_garrison = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |resistance_decay |Modifies the speed of resistance decay. |<pre>resistance_decay = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |resistance_garrison_penetration_chance |Modifies the chance for the garrison to be penetrated. |<pre>resistance_garrison_penetration_chance = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |resistance_growth |Modifies the speed of the resistance growth. |<pre>resistance_growth = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |resistance_target |Modifies the target of the resistance growth. |<pre>resistance_target = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |starting_compliance |Modifies the base compliance value. |<pre>starting_compliance = 0.3</pre> |Percentual (0.01 being 1%). | |1.9 |- |state_production_speed_<building>_factor |Modifies the building speed of the specified building in the state. |<pre>state_production_speed_industrial_complex_factor = 0.3</pre> |Percentual (0.01 being 1%). |Use state_production_speed_buildings_factor for it to apply to all buildings. |1.0 |- |state_repair_speed_<building>_factor |Modifies the repair speed of the specified building in the state. |<pre>state_repair_speed_industrial_complex_factor = 0.3</pre> |Percentual (0.01 being 1%). |Use state_repair_speed_buildings_factor for it to apply to all buildings. |1.0 |- |state_resource_<resource> |Modifies the amount of the specified resource in the state. |<pre>state_resource_oil = 5</pre> |Flat. | |1.0 |- |state_resource_cost_<resource> |Modifies the amount of the specified resource in the state. |<pre>state_resource_cost_rubber = 5</pre> |Flat. | |1.0 |- |temporary_state_resource_<resource> |Modifies the amount of the specified resource in the state as an added modifier after the base one. |<pre>temporary_state_resource_tungsten = 5</pre> |Flat. | |1.0 |} == Unit leader Scope单位领导 == Note that most modifiers in land and naval combat sections also apply. {| class="wikitable sortable" width="100%" ! width="10%" | Name ! width="25%" | Effects ! width="25%" | Examples ! width="20%" | Modifier type ! width="15%" | Notes ! width="5%" | Version Added |- |cannot_use_abilities |Disables using abilities. |<pre>cannot_use_abilities = 1</pre> |Boolean. | |1.5 |- |fortification_collateral_chance |Chance for combat to damage enemy forts. |<pre>fortification_collateral_chance = 0.4</pre> |Percentual (0.01 being 1%). | |1.5 |- |fortification_damage |Damage enemy forts receive from combat. |<pre>fortification_damage = 0.4</pre> |Percentual (0.01 being 1%). | |1.5 |- |max_army_group_size |The amount of units that can be led by the unit leader without penalty. |<pre>max_army_group_size = 24</pre> |Flat. | |1.5 |- |paradrop_organization_factor |The amount of organisation paratroopers will have after paradropping. |<pre>paradrop_organization_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |paratrooper_aa_defense |The strength of anti-air against paratroopers. |<pre>paratrooper_aa_defense = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |paratrooper_count_per_plane |The amount of paratroopers on each plan. |<pre>paratrooper_count_per_plane = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |promote_cost_factor |The cost to promote the unit leader. |<pre>promote_cost_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |reassignment_duration_factor |The length of the reassignment penalty. |<pre>reassignment_duration_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |river_crossing_factor |The effects of the river crossing penalty. |<pre>river_crossing_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |sickness_chance |The chance for the unit leader to get sick. |<pre>sickness_chance = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |skill_bonus_factor |The bonus the unit leader receives from their skillset. |<pre>skill_bonus_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |- |wounded_chance_factor |The chance for the unit leader to get wounded. |<pre>wounded_chance_factor = 0.5</pre> |Percentual (0.01 being 1%). | |1.5 |} == Hidden Modifiers == {{Version|Timeless}} By putting the modifiers inside the hidden_modifier = {} block inside the modifier = {} block, they will not show up in the tooltip. This can be helpful if you don't want the player to know about the modifier or if it can be a bit confusing. == Custom Modifier Tooltip == {{Version|Timeless}} By putting custom_modifier_tooltip = localisation_key in the modifier block, the game will show the string corresponding to the localisation block as a separate tooltip among the modifiers. {{Modding navbox}} [[分类:Modding]]
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