修正是什麼?
修正是一種可以通過許多種不同方式來影響你的國家的東西,從科研速度到軍隊組織度的一切都可以被修正。
修正不是一次性的指令,並且需要對象來應用它。
修正可以通過靜態或動態的方式得到並長期存在:
- 國策 - If the Focus gives an idea with modifiers in it, or unlocks hidden research (such as with Jungle Training from TfV India).
- State types
- Research - Ex. Doctrines.
- Terrain - All terrains give different bonuses that can be changed.
- Events - If the Event gives an idea with modifiers in it, or unlocks hidden research.
- Ideas - National Spirits
- Advisors - Works the same as Ideas, and can have the same modifiers.
- Laws - Works the same as Ideas, and can have the same modifiers.
- Stability Defines - Can both be added as the negative effect (sub-50% Stability) or positive effect (pro-50% Stability)
- War Support Defines - Can both be added as the negative effect (sub-50% War Support) or positive effect (pro-50% War Support )
Country scope
General
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
monthly_population | 增加國家所有的省份每月的人口增長。(似乎木大) | monthly_population = 0.5 |
Percentual (0.01 being 1%).百分比 | 1.0 | |
nuclear_production | 允許核彈生產 | nuclear_production = 1 |
Boolean.布爾 | 1.0 | |
nuclear_production_factor | 增加製造核武器的速度。參考idea:BUL_buhovo_uranium_mines | nuclear_production_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
research_sharing_per_country_bonus | 在技術共享時,增加每個國家在研究速度上的加成。 | research_sharing_per_country_bonus = 0.5 |
Flat.數值 | 1.3 | |
research_sharing_per_country_bonus_factor | 按百分比增加每個國家在技術分享時的研究速度加成。 | research_sharing_per_country_bonus_factor = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
research_speed_factor | 增加科研速度。參考idea:ENG_colonial_elite | research_speed_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Politics政治
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
defensive_war_stability_factor | 對參加防禦性戰爭所帶來的穩定的修正。參考idea:USA_war_powers_act | defensive_war_stability_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
disabled_ideas | 禁止手動改變ideas(包括顧問和法律)。參考idea:SPR_political_violence | disabled_ideas = 1 |
Boolean. | 1.9 | |
<idea category>_cost_factor | 增加添加一個特定的類別idea的政治點數(PP)花費。參考idea:PRC_power_struggles | political_advisor_cost_factor = 0.5 |
Percentual (0.01 being 1%). | idea類別可以在common/idea_tags中找到。還包括improve_relations_maintain。 | 1.0 |
female_random_country_leader_chance | 增加隨機產生的國家領導人為女性的幾率。 | female_random_country_leader_chance = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
max_surrender_limit_offset | Minimum Surrender Limit.最小投降極限。
參考idea:SPA_death_before_surrender |
max_surrender_limit_offset = 0.3 |
Flat. | 1.0 | |
offensive_war_stability_factor | 對參加進攻性戰爭所帶來的穩定的修正。參考idea:USA_war_powers_act | offensive_war_stability_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
party_popularity_stability_factor | Modifier the stability gained by the popularity of the ruling party.修正由於執政黨的聲望而獲得穩定。 | party_popularity_stability_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
political_power_cost | 每日PP花費。參考idea:GER_mefo_bills_1 | political_power_cost = 0.3 |
Flat. | 1.0 | |
political_power_gain | 每日PP獲得。參考idea:CHI_executive_yuan | political_power_gain = 0.3 |
Flat. | 1.0 | |
political_power_factor | 以百分比修正每日PP的獲得。參考idea:PRC_government_corruption | political_power_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
stability_factor | Modifies stability of the country.(用於變更國家的 穩定度)參考idea:CHI_grain_tax | stability_factor = 0.3 |
Flat. | 1.0 | |
stability_weekly | Modifies weekly stability gain of the country.(用於變更國家的 每周穩定度增長)參考idea:FRA_constitutional_revision | stability_weekly = 0.01 |
Flat. | 1.0 | |
stability_weekly_factor | Modifies weekly stability gain of the country by a percentage.以百分比修正每周國家穩定度增長 | stability_weekly_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
war_stability_factor | Modifies the stability loss caused by being at war.修正戰爭造成的穩定性損失。 | war_stability_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
war_support_factor | Modifies war support of the country.修正國家的戰爭支持度。參考idea:PRC_low_popular_support | war_support_factor = 0.3 |
Flat. | 1.0 | |
war_support_weekly | Modifies weekly war support gain of the country.修正每周獲得的戰爭支持度。參考idea:HOL_volk_en_vaderland | war_support_weekly = 0.01 |
Flat. | 1.0 | |
war_support_weekly_factor | Modifies weekly war support gain of the country by a percentage.以百分比的形成修正每周獲得的戰爭支持度。 | war_support_weekly_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
drift_defence_factor | Ideology drift defense.意識形態變化抵制力度。參考idea:sour_loser | drift_defence_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
<ideology>_drift | Daily gain of the specified ideology.特定意識形態的每日支持度增長。參考idea:GER_align_hungary(fascism_drift = 0.2) | communism_drift = 0.03 |
Flat. | 1.0 | |
<ideology>_acceptance | Likelihood of AI to accept offers from countries of the specified ideology.AI對特定意識形態外交接納度。參考idea:GER_align_hungary(fascism_acceptance = 85) | fascism_acceptance = 50 |
Flat. | 1.0 |
Trade貿易
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
min_export | Increases the amount of resources to market.
增加可出口資源 |
min_export = 0.5 |
Flat. | 1.0 | |
trade_opinion_factor | Makes AI more likely to purchase resources from this country.
使AI更樂於從此國購買資源 |
trade_opinion_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Diplomacy外交
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
civil_war_involvement_tension | 改變干預盟友內戰所需的世界緊張度。 | civil_war_involvement_tension = 0.5 |
Flat. | 1.0 | |
enemy_declare_war_tension | 增加敵人對我們發動戰爭的理由所需的世界緊張局勢。 | enemy_declare_war_tension = 0.5 |
Flat. | 1.0 | |
enemy_justify_war_goal_time | 增加了敵人正當化對我們的戰爭目標所需的時間。 | enemy_declare_war_tension = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
faction_trade_opinion_factor | 增加派系成員之間交易所獲得的好感。 | faction_trade_opinion_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
generate_wargoal_tension | 增加我們產生戰爭目標所需的緊張度。 | generate_wargoal_tension = 0.3 |
Flat. | 1.0 | |
guarantee_cost | 該國為保證另一個國家而付出的政治點。 | guarantee_cost = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
guarantee_tension | 一個國家必須保證另一個國家的世界緊度。 | guarantee_tension = 0.3 |
Flat. | 1.0 | |
join_faction_tension | 該國加入派系所需的世界緊張度。 | join_faction_tension = 0.3 |
Flat. | 1.0 | |
justify_war_goal_time | 正當化戰爭目標所需的時間。 | justify_war_goal_time = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
justify_war_goal_when_in_major_war_time | 在與大國發生戰爭時正當化戰爭目標所需的時間。 | justify_war_goal_when_in_major_war_time = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
lend_lease_tension | 租借法案所需的世界緊張局勢。 | lend_lease_tension = 0.3 |
Flat. | 1.0 | |
opinion_gain_monthly | 增加從「改善關係」外交行動中獲得的好感。 | opinion_gain_monthly = 5 |
Flat. | 1.0 | |
opinion_gain_monthly_factor | 百分比修正「改善關係」外交行動的好感增加。 | opinion_gain_monthly_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
opinion_gain_monthly_same_ideology | Increases opinion gain from the 'Improve relations' diplomatic action for countries of the same ideology.為相同意識形態的國家增加「改善關係」外交行動的好感度。 | opinion_gain_monthly_same_ideology = 5 |
Flat. | 1.0 | |
opinion_gain_monthly_same_ideology_factor | Increases opinion gain from the 'Improve relations' diplomatic action for countries of the same ideology by a percentage.以百分比修正「改善關係」外交行動對具有相同意識形態的國家的好感增加 | opinion_gain_monthly_same_ideology_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
request_lease_tension | Necessary world tension for the country to request lend-lease.該國申請貸款租賃所需的世界緊張局勢。 | request_lease_tension = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
surrender_limit | Increases the percentage of victory points the country needs to lose control of to capitulate.以百分比增加國家需要失去控制才能投降的勝利點。 | surrender_limit = 0.1 |
Percentual (0.01 being 1%). | 1.0 |
Autonomy自治
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
autonomy_gain | 每日獲得的自主權. | autonomy_gain = 0.5 |
加法 | 1.3 | |
subjects_autonomy_gain | Daily gain of autonomy in our subjects.
我們subjects每天獲得自主權 |
subjects_autonomy_gain = 0.5 |
Flat. | 1.3 | |
autonomy_gain_ll_to_overlord | Modifies gain of autonomy from lend-leasing to the overworld.
修改從租借到主世界的自主權 |
autonomy_gain_ll_to_overlord = 0.5 |
Flat. | 1.3 | |
autonomy_gain_ll_to_overlord_factor | Modifies gain of autonomy from lend-leasing to the overworld by a percentage.
將租借到主世界的自主權收益修改一個百分比 |
autonomy_gain_ll_to_overlord_factor = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
autonomy_gain_ll_to_subject | Modifies loss of autonomy from lend-leasing to the subject.
修改從借貸租賃到主體的自主權喪失 |
autonomy_gain_ll_to_subject = 0.5 |
Flat. | 1.3 | |
autonomy_gain_ll_to_subject_factor | Modifies loss of autonomy from lend-leasing to the subject by a percentage.
將借貸給主體的自主權喪失按百分比修改 |
autonomy_gain_ll_to_subject_factor = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
autonomy_gain_trade | Modifies gain of autonomy from the overworld trading with the subject.
修改從與主體進行主世界交易中獲得的自主權 |
autonomy_gain_trade = 0.5 |
Flat. | 1.3 | |
autonomy_gain_trade_factor | Modifies gain of autonomy from the overworld trading with the subject by a percentage.
將主體在主世界交易中獲得的自主權提高一定百分比 |
autonomy_gain_trade_factor = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
autonomy_gain_warscore | Modifies gain of autonomy from the subject gaining warscore.
修改獲得戰爭分數的對象獲得的自主性 |
autonomy_gain_trade = 0.5 |
Flat. | 1.3 | |
autonomy_gain_warscore_factor | Modifies gain of autonomy from the subject gaining warscore by a percentage.
將獲得戰爭分數的對象獲得的自主性提高一個百分點 |
autonomy_gain_warscore_factor = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
autonomy_manpower_share | 修改宗主國可以從傀儡國中使用的人力數量 | autonomy_manpower_share = 0.5 |
Percentual (0.01 being 1%). | 1.3 | |
can_master_build_for_us | 使宗主國能夠在傀儡國中建造建築 | can_master_build_for_us = 1 |
Boolean. | 1.3 | |
cic_to_overlord_factor | 修改歸屬於宗主國的傀儡國民用工廠的數量 | cic_to_overlord_factor = 0.3 |
Percentual (0.01 being 1%). | 1.3 | |
mic_to_overlord_factor | 修改歸屬於宗主國的傀儡國軍工數量 | mic_to_overlord_factor = 0.3 |
Percentual (0.01 being 1%). | 1.3 | |
extra_trade_to_overlord_factor | 修改宗主國可以通過貿易獲得的傀儡國資源數量 | extra_trade_to_overlord_factor = 0.3 |
Percentual (0.01 being 1%). | 1.3 | |
license_subject_master_purchase_cost | 修改從宗主國那裏獲得許可生產的成本 | license_subject_master_purchase_cost = 0.3 |
Percentual (0.01 being 1%). | 1.4 | |
master_build_autonomy_factor | Modifies loss of autonomy from the overworld building in subject's states by a percentage.
將主體狀態中主世界建築的自主性喪失提高一定百分比 |
master_build_autonomy_factor = 0.3 |
Percentual (0.01 being 1%). | 1.3 | |
master_ideology_drift | 增加宗主國的意識形態在該國的每日收益 | master_ideology_drift = 0.03 |
Flat. | 1.0 | |
overlord_trade_cost_factor | Modifies the cost of trade between the overlord and the subject in civilian factories.
修改民用工廠中霸主與主體之間的貿易成本 |
overlord_trade_cost_factor = -0.3 |
Percentual (0.01 being 1%). | 1.3 |
Governments in Exile流亡政府
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
dockyard_donations | Amount of dockyards donated.捐贈的造船廠數量。 | dockyard_donations = 2 |
Flat. | 1.6 | |
industrial_factory_donations | Amount of civilian factories donated.捐贈的民用工廠數量。 | industrial_factory_donations = 2 |
Flat. | 1.6 | |
military_factory_donations | Amount of military factories donated.捐贈的軍工廠數量。 | military_factory_donations = 2 |
Flat. | 1.6 | |
exile_manpower_factor | Amount of manpower given to the host country.提供給東道國的人力數量。 | exile_manpower_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
legitimacy_daily | Increases the amount of legitimacy gained daily.增加每天獲得的合法性數量。 | legitimacy_daily = 1 |
Flat. | 1.6 | |
legitimacy_gain_factor | Increases the amount of legitimacy gained daily by a percentage.以百分比修正每日獲得的合法性。 | legitimacy_gain_factor = 1 |
Percentual (0.01 being 1%). | 1.6 |
Equipment裝備
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
equipment_capture | Increases the amount of equipment captured in combat.以數值形式修正戰鬥中繳獲的裝備。 | equipment_capture = 100 |
Flat. | 1.0 | |
equipment_capture_factor | Increases the amount of equipment captured in combat by a percentage.以百分比形式修正戰鬥中繳獲的裝備。 | equipment_capture_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
equipment_conversion_speed | Increases the speed at which equipment is converted.修正裝備改裝速度。 | equipment_conversion_speed = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
equipment_upgrade_xp_cost | Increases the experience cost to upgrade military equipment.修正改造裝備所需的經驗。 | equipment_upgrade_xp_cost = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
license_purchase_cost | Increases the cost of licensed equipment.以數值形式修正生產許可花費。 | license_purchase_cost = 10 |
Flat. | 還允許將類別指定為 <category>license__purchase_cost。允許的類別包括空軍、anti_tank_eq、裝甲、artillery_eq、infantry_eq、步兵、light_tank_eq和海軍 | 1.4 |
license_purchase_cost_factor | Increases the cost of licensed equipment by a percentage.以百分比形式修正生產許可花費 | license_purchase_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 還允許將類別指定為 <category>license__purchase_cost_factor。允許的類別包括空軍、anti_tank_eq、裝甲、artillery_eq、infantry_eq、步兵、light_tank_eq和海軍 | 1.4 |
license_tech_difference_speed_factor | Increases the production penalty of licensed equipment by tech difference by a percentage.修正生產許可證的科技差距懲罰 | license_tech_difference_speed_factor = 0.5 |
Percentual (0.01 being 1%). | 還允許將類別指定為 <category>license__purchase_cost_factor。允許的類別包括空軍、anti_tank_eq、裝甲、artillery_eq、infantry_eq、步兵、light_tank_eq和海軍 | 1.4 |
production_factory_efficiency_gain_factor | Production efficiency growth.修正生產效率增長。 | production_factory_efficiency_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_factory_max_efficiency_factor | Production efficiency cap.修正生產效率上限。 | production_factory_max_efficiency_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_factory_start_efficiency_factor | Production efficiency base.修正初始生產效率。 | production_factory_start_efficiency_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_lack_of_resource_penalty_factor | Lack of resources penalty.修正資源不足懲罰。 | production_lack_of_resource_penalty_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
refit_ic_cost | Modifies the IC cost for refitting equipment.修正裝備改裝的生產花費。 | refit_ic_cost = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
refit_speed | Modifies the speed of refitting equipment.修正裝備改裝速度。 | refit_speed = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Military軍事
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
command_power_gain | Increases the daily gain of command power.
增加每日獲得的指揮點數 |
command_power_gain = 0.5 |
加法 | 1.5 | |
command_power_gain_mult | Increases the daily gain of command power by a percentage.按百分比增加每日獲得的指揮權。 | command_power_gain = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
conscription | Increases the recruitable percentage of the total population.增加適役人口的百分比。 | conscription = 0.02 |
Flat. | 1.0 | |
conscription_factor | Increases the recruitable percentage of the total population by a percent.按百分比增加適役人口。 | conscription = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_<unit type>_combat_factor | Increases the experience gain in combat by the specified unit type.增加指定單位類型的戰鬥經驗 | experience_gain_infantry_combat_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_<unit type>_training_factor | Increases the experience gain in training by the specified unit type.增加指定單位類型的訓練經驗增益。 | experience_gain_infantry_training_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
experience_loss_factor | Changes the loss in division's experience in combat.改變師在戰鬥中的經驗損失。 | experience_loss_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
female_random_army_leader_chance | Increases the chance for a randomly-generated army leader to be female.增加隨機生成的軍隊領袖為女性的幾率。 | female_random_army_leader_chance = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
land_equipment_upgrade_xp_cost | Increases the experience cost to upgrade land army equipment.增加升級陸軍裝備的經驗成本。 | land_equipment_upgrade_xp_cost = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
land_reinforce_rate | Increases the rate at which reinforcements to divisions arrive.提高師的增援率。 | land_reinforce_rate = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
max_command_power | Increases maximum command power.增加最大指揮點。 | max_command_power = 20 |
Flat. | 1.5 | |
max_command_power_mult | Increases maximum command power by a percentage.按百分比增加最大指揮點。 | max_command_power_mult = 0.3 |
Percentual (0.01 being 1%). | 1.5 | |
minimum_training_level | Increases training level necessary for the unit to deploy.提高部隊部署所需的訓練水平。 | minimum_training_level = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
weekly_manpower | Amount of manpower gained each week.每周獲得的人力數量。 | weekly_manpower = 1000 |
Flat. | 1.6 | |
army_leader_cost_factor | The cost in political power to recruit an unit leader for the land army.為陸軍招募一名單位領導者的政治權力成本。 | army_leader_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
army_leader_start_level | Bonus to the starting level of generic unit leaders.普通單位領導者的起始等級獎勵。 | army_leader_start_level = 1 |
Flat. | 1.5 | |
army_leader_start_attack_level | Bonus to the starting level of attack in generic unit leaders.對普通單位領導者的起始攻擊級別的獎勵。 | army_leader_start_attack_level = 1 |
Flat. | 1.5 | |
army_leader_start_defense_level | Bonus to the starting level of defense in generic unit leaders.通用單位領導者的初始防禦等級加成。 | army_leader_start_defense_level = 1 |
Flat. | 1.5 | |
army_leader_start_logistics_level | Bonus to the starting level of logistics in generic unit leaders.對通用單位領導者的後勤起始水平的獎勵。 | army_leader_start_logistics_level = 1 |
Flat. | 1.5 | |
military_leader_cost_factor | The cost in political power to recruit an unit leader.招募單位領導的政治權力成本。 | military_leader_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 |
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
female_random_admiral_chance | Increases the chance for a randomly-generated admiral to be female.增加隨機生成的海軍上將為女性的幾率。 | female_random_admiral_chance = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
naval_equipment_upgrade_xp_cost | Increases the naval experience cost to upgrade equipment.增加了裝備升級的海軍經驗成本。 | naval_equipment_upgrade_xp_cost = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
navy_refit_ic_cost | The IC cost to refit naval equipment.改裝海軍設備的IC成本。 | navy_refit_ic_cost = 20 |
Flat. | 1.6 | |
navy_refit_speed | The speed at whcih naval equipment is refitted.改裝海軍裝備的速度 | navy_refit_speed = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
navy_leader_cost_factor | The cost in political power to recruit an unit leader for the land navy.為陸軍招募單位領導人的政治權力成本 | navy_leader_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
navy_leader_start_level | Bonus to the starting level of generic unit leaders.海軍上將的初始等級 | navy_leader_start_level = 1 |
Flat. | 1.5 | |
navy_leader_start_attack_level | Bonus to the starting level of attack in generic unit leaders.同陸軍上將初始效果 | navy_leader_start_attack_level = 1 |
Flat. | 1.5 | |
navy_leader_start_coordination_level | Bonus to the starting level of coordination in generic unit leaders.對通用單位領導的起始協調水平的獎勵 | navy_leader_start_coordination_level = 1 |
Flat. | 1.5 | |
navy_leader_start_defense_level | Bonus to the starting level of defense in generic unit leaders.通用單位首領的初始防禦等級加成 | navy_leader_start_defense_level = 1 |
Flat. | 1.5 | |
navy_leader_start_maneuvering_level | Bonus to the starting level of maneuvering in generic unit leaders.對通用單位領導的起始機動水平的獎勵 | navy_leader_start_maneuvering_level = 1 |
Flat. | 1.5 |
Airforce空軍
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
air_equipment_upgrade_xp_cost | Increases the air experience cost to upgrade equipment. | air_equipment_upgrade_xp_cost = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_volunteer_cap | Increases the amount of airforce you can send as volunteers.增加你派遣的航空志願隊的數量 | air_volunteer_cap = 100 |
Flat. | 1.5 | |
experience_gain_<plane type>_combat_factor | Increases the experience gain in combat by the specified plane type.增加指定飛機類型的戰鬥經驗。 | experience_gain_fighter_combat_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_<plane type>_training_factor | Increases the experience gain in training by the specified plane type.增加指定飛機類型的訓練經驗。 | experience_gain_fighter_training_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 |
Fuel燃料
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
base_fuel_gain | Increases base daily gain of fuel. | base_fuel_gain = 100 |
Flat. | 1.6 | |
base_fuel_gain_factor | Increases base daily gain of fuel by a percentage. | base_fuel_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
fuel_cost | Increases daily cost of fuel. | fuel_cost = 100 |
Flat. | 1.6 | |
fuel_gain | Increases daily gain of fuel. | fuel_gain = 100 |
Flat. | 1.6 | |
fuel_gain_factor | Increases daily gain of fuel by a percentage. | fuel_gain_factor = 100 |
Percentual (0.01 being 1%). | 1.6 | |
fuel_gain_from_states | Increases daily gain of fuel from our controlled oil. | fuel_gain_from_states = 100 |
Flat. | 1.6 | |
fuel_gain_from_states_factor | Increases daily gain of fuel from our controlled oil by a percentage. | fuel_gain_from_states_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
max_fuel | Increases maximum amount of fuel you can have. | max_fuel = 100 |
Flat. | 1.6 | |
max_fuel_factor | Increases maximum amount of fuel you can have by a percentage. | max_fuel_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 |
Buildings建築
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
civilian_factory_use | 使用指定數量的民用工廠在特殊項目中使用. | civilian_factory_use = 3 |
Flat. | Only has an effect with the Waking the Tiger DLC. | 1.5 |
consumer_goods_factor | 改變用於生活消費品的工廠的百分比. | consumer_goods_factor = 0.1 |
Flat. | 1.0 | |
conversion_cost_civ_to_mil_factor | 更改將民用工廠轉換為軍用工廠的成本. | conversion_cost_civ_to_mil_factor = 0.4 |
Percentual (0.01 being 1%). | 1.5 | |
conversion_cost_mil_to_civ_factor | 更改將軍用工廠轉換為民用工廠的成本. | conversion_cost_mil_to_civ_factor = 0.4 |
Percentual (0.01 being 1%). | 1.5 | |
global_building_slots | 增加我們每個省份的建築插槽數量 | global_building_slots = 1 |
Flat. | 1.0 | |
global_building_slots_factor | Increases amount of building slots in our every state by a percentage. | global_building_slots_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industrial_capacity_dockyard | Dockyard output.海軍船塢產出 | industrial_capacity_dockyard = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industrial_capacity_factory | Military factory output.軍工廠產出 | industrial_capacity_factory = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industry_air_damage_factor | 我們的工廠從空襲中受到的損失修正 | industry_air_damage_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industry_free_repair_factor | 在沒有分配工廠的情況下提高建築物自我修復的速度. | industry_free_repair_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
industry_repair_factor | 建築物的修復速度修正 | industry_repair_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
line_change_production_efficiency_factor | 生產效率保持修正 | line_change_production_efficiency_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
production_oil_factor | Synthetic oil gain.合成燃料場產出 | production_oil_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
production_speed_<building>_factor | Increases construction speed of a specific building.增加建造某類建築的速度 | production_speed_industrial_complex_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
repair_speed_<building>_factor | 特定建築物的修復速度修正 | repair_speed_arms_factory_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Resistance and Compliance抵抗與順從
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
compliance_growth_on_our_occupied_states | Increases the compliance growth speed on the country's controlled states. | compliance_growth_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
no_compliance_gain | Disables compliance gain on our controlled states. | no_compliance_gain = 1 |
Boolean. | Can also be used in state scope. | 1.9 |
occupation_cost | Increases the cost of keeping another nation under occupation. | occupation_cost = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
required_garrison_factor | Increases the required garrison in our occupied states. | required_garrison_factor = 0.5 |
Percentual (0.01 being 1%). | Can also be used in state scope. | 1.9 |
resistance_damage_to_garrison_on_our_occupied_states | Increases the resistance damage to the garrison in our occupied states. | resistance_damage_to_garrison_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_decay_on_our_occupied_states | Increases the resistance decay in our occupied states. | resistance_decay_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_growth_on_our_occupied_states | Increases the resistance growth speed in our occupied states. | resistance_growth_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_target_on_our_occupied_states | Increases the resistance target in our occupied states. | resistance_target_on_our_occupied_states = 0.5 |
Percentual (0.01 being 1%). | 1.9 |
Intelligence情報機關
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
agency_upgrade_time | 升級間諜機構所需的時間修正 | agency_upgrade_time = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
airforce_intel_to_others | 其他國家將收到的有關您的空軍的情報數量 | airforce_intel_to_others = 10 |
Flat. | 1.9 | |
civilian_intel_to_others | 其他國家將收到的有關您的民用工業的情報數量. | civilian_intel_to_others = 10 |
Flat. | 1.9 | |
navy_intel_to_others | Increases the amount of intel other countries will receive about your navy. | navy_intel_to_others = 10 |
Flat. | 1.9 | |
decryption | Increases the decription capability of the country. | decryption = 1 |
Flat. | 1.0 | |
decryption_factor | 按百分比提高國家的解密能力 | decryption_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
encryption | 提高國家的加密能力 | decryption = 1 |
Flat. | 1.0 | |
encryption_factor | Increases the encryption capability of the country by a percentage. | encryption_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
enemy_operative_capture_chance_factor | Increases the chance for an enemy operative to be captured. | enemy_operative_capture_chance_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
enemy_operative_detection_chance | Increases the chance for an enemy operative to be detected. | enemy_operative_detection_chance = 10 |
Flat. | Can be used in unit leader scope. | 1.9 |
enemy_operative_detection_chance_factor | Increases the chance for an enemy operative to be detected by a percentage. | enemy_operative_detection_chance_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
enemy_operative_detection_chance_factor | Increases the chance for an enemy operative to be forced into hiding by a percentage. | enemy_operative_detection_chance_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
enemy_operative_harmed_time_factor | Increases the chance for an enemy operative to be harmed by a percentage. | enemy_operative_harmed_time_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
enemy_operative_intel_extraction_rate | Increases the rate at which the enemy operatives extract our intel. | enemy_operative_intel_extraction_rate = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
enemy_spy_negative_status_factor | Increases the chance an enemy spy can receive a negative status. | enemy_spy_negative_status_factor = 0.5 |
Percentual (0.01 being 1%). | Can also be used in state scope. | 1.9 |
female_random_operative_chance | Increases the chance for a randomly-generated operative to be female. | female_random_operative_chance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
foreign_subversive_activites | Increases efficiency of foreign subversive activities. | foreign_subversive_activites = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
intel_network_gain | Increases gain of intel network strength. | intel_network_gain = 1 |
Flat. | Can also be used in state scope. | 1.9 |
intel_network_gain_factor | Increases gain of intel network strength by a percentage. | intel_network_gain_factor = 0.5 |
Percentual (0.01 being 1%). | Can also be used in state scope. | 1.9 |
own_operative_capture_chance_factor | Increases the chance for our operatives to be captured. | own_operative_capture_chance_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
own_operative_detection_chance | Increases the chance for our operatives to be detected. | own_operative_detection_chance = 10 |
Flat. | Can be used in unit leader scope. | 1.9 |
own_operative_detection_chance_factor | Increases the chance for our operatives to be detected by a percentage. | own_operative_detection_chance_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
own_operative_detection_chance_factor | Increases the chance for our operatives to be forced into hiding by a percentage. | own_operative_detection_chance_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
own_operative_harmed_time_factor | Increases the chance for our operatives to be harmed by a percentage. | own_operative_harmed_time_factor = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
own_operative_intel_extraction_rate | Increases the rate at which our operatives extract enemy intel. | own_operative_intel_extraction_rate = 0.5 |
Percentual (0.01 being 1%). | Can be used in unit leader scope. | 1.9 |
subversive_activites_upkeep | Increases the cost of subversive activities. | subversive_activites_upkeep = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
operation_cost | Increases the cost of operations. | operation_cost = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
operation_outcome | Increases the efficiency of operations. | operation_outcome = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
operation_risk | Increases the risk of operations. | operation_risk = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
<operation>_cost | Increases the cost of the specified operation. | operation_infiltrate_cost = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
<operation>_outcome | Increases the efficiency of the specified operation. | operation_coup_government_outcome = 0.5 |
Percentual (0.01 being 1%). | Note that target_sabotage uses target_sabotage_factor rather than target_sabotage_outcome. | 1.9 |
<operation>_risk | Increases the risk of the specified operation. | operation_make_resistance_contacts_risk = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
<type>_intel_decryption_bonus | Adds a cipher bonus to the specified intel. | civilian_intel_decryption_bonus = 0.5 |
Percentual (0.01 being 1%). | Types are: airforce, army, civilian, navy. | 1.9 |
<type>_intel_factor | Modifies the intelligence you receive of the specified type. | navy_intel_factor = 0.5 |
Percentual (0.01 being 1%). | Types are: airforce, army, civilian, navy. | 1.9 |
<mission>_factor | Modifies the effect of the specified mission. | boost_ideology_mission_factor = 0.5 |
Percentual (0.01 being 1%). | Types are: boost_ideology_mission, boost_resistance, control_trade_mission, diplomatic_pressure_mission, propaganda_mission, root_out_resistance_effectiveness. | 1.9 |
commando_trait_chance_factor | Modifies the chance for an operative to get the commando trait when hired. | commando_trait_chance_factor = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
crypto_department_enabled | Enables the crypto department. | crypto_department_enabled = 1 |
Boolean. | 1.9 | |
crypto_strength | Modifies the cryptology level. | crypto_strength = 1 |
Flat. | 1.9 | |
decryption_power | Modifies the decryption power. | decryption_power = 1 |
Flat. | 1.9 | |
decryption_power_factor | Modifies the decryption power by a percentage. | decryption_power_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
defense_impact_on_blueprint_stealing | Modifies the impact of enemy defense on the blueprint stealing operation. | defense_impact_on_blueprint_stealing = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
enemy_operative_recruitment_chance | Modifies the chance to recruit an enemy operative. | enemy_operative_recruitment_chance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
intel_from_operatives_factor | Modifies the intelligence gained from operatives and infiltrated assets. | intel_from_operatives_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
intel_network_gain | Modifies the intelligence network gain. | intel_network_gain = 0.3 |
Flat. | 1.9 | |
intel_network_gain_factor | Modifies the intelligence network gain by a percentage. | intel_network_gain_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
intelligence_agency_defense | Modifies the counter intelligence. | intelligence_agency_defense = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
new_operative_slot_bonus | Modifies the operative recruitment choices. | new_operative_slot_bonus = 1 |
Flat. | 1.9 | |
occupied_operative_recruitment_chance | Modifies the chance to get an operative from occupied territory. | occupied_operative_recruitment_chance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
operative_death_on_capture_chance | Modifies the chance for our operative to die on being captured. | operative_death_on_capture_chance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
operative_slot | Modifies the amount of operative slots. | operative_slot = 1 |
Flat. | 1.9 | |
root_out_resistance_effectiveness_factor | Modifies the effectiveness of rooting out resistance. | root_out_resistance_effectiveness_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 |
AI
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
ai_badass_factor | AI's threat perception. | ai_badass_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_call_ally_desire_factor | Chance for AI to call allies. | ai_call_ally_desire_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_desired_divisions_factor | The amount of divisions AI seeks to produce. | ai_desired_divisions_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_aggressive_factor | AI's focus on offense. | ai_focus_aggressive_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_defense_factor | AI's focus on defense. | ai_focus_defense_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_aviation_factor | AI's focus on aviation. | ai_focus_aviation_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_military_advancements_factor | AI's focus on advanced military technologies. | ai_focus_military_advancements_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_naval_air_factor | AI's focus on building naval airforce. | ai_focus_naval_air_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_naval_factor | AI's focus on building a navy. | ai_focus_naval_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_peaceful_factor | AI's focus on peaceful research and policies. | ai_focus_peaceful_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_focus_war_production_factor | AI's focus on wartime production. | ai_focus_war_production_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_get_ally_desire_factor | AI's desire to be in or expand a faction. | ai_get_ally_desire_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_join_ally_desire_factor | AI's desire to join the wars led by allies. | ai_join_ally_desire_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ai_license_acceptance | AI's chance to agree licensing equipment. | ai_license_acceptance = 0.5 |
Percentual (0.01 being 1%). | 1.4 |
General Combat通用戰鬥
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Note that most of these modifiers are not only in country scope but also in unit leader and navy leader scopes.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
offence | Modifies the attack value of our military, navy, and airforce. | offence = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
defence | Modifies the defence value of our military, navy, and airforce. | defence = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Land Combat陸戰
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Note that most of these modifiers are not only in country scope but also in unit leader scope.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
acclimatization_cold_climate_gain_factor | Cold acclimatization gain factor. | acclimatization_cold_climate_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
acclimatization_hot_climate_gain_factor | Hot acclimatization gain factor. | acclimatization_hot_climate_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_superiority_bonus_in_combat | The bonus air combat gives in combat. | air_superiority_bonus_in_combat = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
army_attack_factor | The bonus to land army's attack. | army_attack_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
army_defence_factor | The bonus to land army's defence. | army_defence_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
army_speed_factor | The bonus to land army's speed. | army_speed_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
<unit type>_attack_factor | The bonus to specified unit type's attack. | cavalry_attack_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed unit types are army_armor, army_artillery, army_infantry, cavalry, mechanized, motorized, special_forces | 1.0 |
<unit type>_defence_factor | The bonus to the specified unit type's defence. | army_artillery_defence_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed unit types are army_armor, army_artillery, army_infantry, cavalry, mechanized, motorized, special_forces | 1.0 |
<unit type>_speed_factor | The bonus to specified unit type's speed. | army_armor_speed_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed unit types are army_armor and cavalry. | 1.0 |
army_fuel_capacity_factor | The capacity of fuel by the army. | army_fuel_capacity_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
army_fuel_consumption_factor | The consumption of fuel by the army. | army_fuel_consumption_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
army_morale | Modifies the army's morale. | army_morale = 10 |
Flat. | 1.0 | |
army_morale_factor | Modifies the army's morale by a percentage. | army_morale_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
army_org | Modifies the army's organisation. | army_org = 10 |
Flat. | 1.0 | |
army_org_factor | Modifies the army's organisation by a percentage. | army_org_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
army_org_regain | Modifies the army's organisation regain speed by a percentage. | army_org_regain = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
attrition | Modifies the army's attrition. | attrition = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
breakthrough_factor | Modifies the army's breakthrough. | breakthrough_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
cas_damage_reduction | Reguces the damage dealt by close air support. | cas_damage_reduction = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
dig_in_speed | Increases entrenchment speed. | dig_in_speed = 2 |
Flat. | 1.0 | |
dig_in_speed_factor | Increases entrenchment speed by a percentage. | dig_in_speed = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_army | Increases experience gain by the army. | experience_gain_army = 0.5 |
Flat. | 1.0 | |
experience_gain_army_factor | Increases experience gain by the army by a percentage. | experience_gain_army_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_army_unit | Increases experience gain by the army divisions. | experience_gain_army_unit = 0.5 |
Flat. | 1.0 | |
experience_gain_army_unit_factor | Increases experience gain by the army divisions by a percentage. | experience_gain_army_unit_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
extra_marine_supply_grace | Increases the supply grace given to marines. | extra_marine_supply_grace = 96 |
Flat. | 1.0 | |
extra_paratrooper_supply_grace | Increases the supply grace given to paratroopers. | extra_paratrooper_supply_grace = 96 |
Flat. | 1.0 | |
heat_attrition | Increases the attrition due to heat. | heat_attrition = 0.5 |
Flat. | 1.0 | |
heat_attrition_factor | Increases the attrition due to heat by a percentage. | heat_attrition_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
winter_attrition | Increases the attrition due to winter. | winter_attrition = 0.5 |
Flat. | 1.0 | |
winter_attrition_factor | Increases the attrition due to winter by a percentage. | winter_attrition_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
land_night_attack | Increases the penalty due to attacking at night. | land_night_attack = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
max_dig_in | Increases the maximum entrenchment. | max_dig_in = 20 |
Flat. | Can also apply in state scope. | 1.0 |
max_dig_in_factor | Increases the maximum entrenchment by a percentage. | max_dig_in_factor = 0.5 |
Percentual (0.01 being 1%). | Can also apply in state scope. | 1.0 |
max_planning | Increases the maximum planning. | max_planning = 20 |
Flat. | 1.0 | |
max_planning_factor | Increases the maximum planning by a percentage. | max_planning_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
pocket_penalty | Reduces the penalty that troops take when they are encircled. | pocket_penalty = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
recon_factor | Increases reconnaisance. | recon_factor = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
recon_factor_while_entrenched | Increases reconnaisance for entrenched divisions. | recon_factor_while_entrenched = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
special_forces_cap | Increases the maximum amount of special forces by a percentage. | special_forces_cap = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
special_forces_min | Increases the maximum amount of special forces. | special_forces_min = 250 |
Flat. | 1.0 | |
special_forces_no_supply_grace | Increases the supply grace period for special forces. | special_forces_no_supply_grace = 120 |
Flat. | 1.0 | |
special_forces_out_of_supply_factor | Increases the penalty for special forces out of supply. | special_forces_out_of_supply_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
special_forces_training_time_factor | Increases the time it takes to train special forces. | special_forces_training_time_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
terrain_penalty_reduction | Decreases the penalties given by terrain. | terrain_penalty_reduction = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
unit_upkeep_attrition_factor | Modifies the unit upkeep. | unit_upkeep_attrition_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
no_supply_grace | Modifies the grace period for units without supply. | no_supply_grace = 120 |
Flat. | 1.0 | |
org_loss_when_moving | Modifies the organisation loss for units when they are moving. | org_loss_when_moving = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
out_of_supply_factor | Reduces the penalty that units take when they run out of supplies. | out_of_supply_factor = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
planning_speed | Modifies the planning speed. | planning_speed = 0.2 |
Percentual (0.01 being 1%). | 1.0 | |
supply_consumption_factor | Modifies the rate at which army consumes supply. | supply_consumption_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 | |
training_time_factor | Modifies the training time. | training_time_factor = 0.3 |
Percentual (0.01 being 1%). | 1.0 |
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Note that most of these modifiers are not only in country scope but also in navy leader scope.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
amphibious_invasion | Modifies the speed of units during naval invasions. | amphibious_invasion = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
amphibious_invasion_defence | Modifies the penalty given by naval invasions. | amphibious_invasion_defence = 0.5 |
Percentual (0.01 being 1%). | Is the opposite of naval_invasion_penalty. Can also apply in state scope. | 1.6 |
carrier_capacity_penalty_reduction | Modifies the penalty given by overcrowding a carrier with planes. | carrier_capacity_penalty_reduction = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
convoy_escort_efficiency | Modifies the efficiency of the convoy escort mission. | convoy_escort_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
convoy_raiding_efficiency_factor | Modifies the efficiency of the convoy raiding mission. | convoy_raiding_efficiency_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
convoy_retreat_speed | Modifies the speed of convoys retreating. | convoy_retreat_speed = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
critical_receive_chance | Increases the chance for the enemy to get a critical hit on us in naval combat. | critical_receive_chance = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
experience_gain_navy | Modifies the daily gain of naval experience. | experience_gain_navy = 0.02 |
Flat. | 1.6 | |
experience_gain_navy_factor | Modifies the gain of naval experience by a percentage. | experience_gain_navy_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
experience_gain_navy_unit | Modifies the daily gain of experience by the ships. | experience_gain_navy_unit = 0.02 |
Flat. | 1.6 | |
experience_gain_navy_unit_factor | Modifies the gain of experience by the ships by a percentage. | experience_gain_navy_unit_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
fighter_sortie_efficiency | Modifies the speed when refueling and rearming fighter planes on the carrier during the battle. | fighter_sortie_efficiency = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
invasion_preparation | Modifies the preparation speed of naval invasions. | invasion_preparation = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
mines_planting_by_fleets_factor | Modifies the efficiency of the mine planting mission. | mines_planting_by_fleets_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
mines_sweeping_by_fleets_factor | Modifies the efficiency of the mine sweeping mission. | mines_sweeping_by_fleets_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_accidents_chance | Modifies the chance for a ship to be accidentally sunk or damaged. | naval_accidents_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_attrition | Modifies attrition suffered by naval units. | naval_attrition = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_coordination | Modifies how quickly the fleet can gather or disperse when a target is found or when switching missions. | naval_coordination = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_critical_effect_factor | Modifies the effects of sustained critical hits on our ships. | naval_critical_effect_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_critical_score_chance_factor | Modifies the chance for us to get a critical hit on the enemy in naval combat. | naval_critical_score_chance_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_damage_factor | Modifies the damage dealt by our ships. | naval_damage_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_defense_factor | Modifies the damage received by our ships. | naval_damage_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_detection | Modifies the chance for our ships to detect submarines. | naval_detection = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_enemy_fleet_size_ratio_penalty_factor | Modifies the penalty the enemy receives for having a larger amount of ships than us. | naval_enemy_fleet_size_ratio_penalty_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_enemy_retreat_chance | Modifies the chance for the enemy to retreat. | naval_enemy_retreat_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_has_potf_in_combat_attack | Modifies the attack of the navy when fighting together with the pride of the fleet. | naval_has_potf_in_combat_attack = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_has_potf_in_combat_defense | Modifies the defense of the navy when fighting together with the pride of the fleet. | naval_has_potf_in_combat_defense = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_hit_chance | Modifies the chance for the naval attacks to land. | naval_hit_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_invasion_capacity | Modifies the amount of divisions that can have a naval invasion plan going on at the same time. | naval_invasion_capacity = 10 |
Flat. | 1.6 | |
naval_invasion_penalty | Modifies the penalty for naval invasions. | naval_invasion_penalty = 0.3 |
Percentual (0.01 being 1%). | Is the opposite of amphibious_invasion_defence. Can also apply in state scope. | 1.6 |
naval_mine_hit_chance | Modifies the chance for a naval mine to hit. | naval_mine_hit_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_mines_damage_factor | Modifies the damage naval mines deal to enemy ships. | naval_mines_damage_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_mines_effect_reduction | Modifies the damage enemy naval mines deal. | naval_mines_effect_reduction = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_morale | Modifies the morale value for our ships. | naval_morale = 15 |
Flat. | 1.6 | |
naval_morale_factor | Modifies the morale value for our ships by a percentage. | naval_morale_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_retreat_chance | Modifies the chance for our ships to retreat. | naval_retreat_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_retreat_speed | Modifies the speed at which our ships retreat. | naval_retreat_speed = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_speed_factor | Modifies the speed of our ships. | naval_speed_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_torpedo_cooldown_factor | Modifies the rate at which our ships can fire torpedos. | naval_torpedo_cooldown_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_torpedo_hit_chance_factor | Modifies the rate at which our torpedos can hit enemy ships. | naval_torpedo_hit_chance_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
naval_torpedo_screen_penetration_factor | Modifies the rate at which our torpedos penalise enemy screening. | naval_torpedo_screen_penetration_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_capital_ship_attack_factor | Modifies the attack of our capital ships. | navy_capital_ship_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_carrier_air_agility_factor | Modifies the agility of airplanes executing tasks from carriers. | navy_carrier_air_agility_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_carrier_air_attack_factor | Modifies the attack of airplanes executing tasks from carriers. | navy_carrier_air_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_carrier_air_targetting_factor | Modifies the targeting of airplanes executing tasks from carriers. | navy_carrier_air_targetting_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_screen_attack_factor | Modifies the attack of our screening ships. | navy_screen_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_submarine_attack_factor | Modifies the attack of our submarines. | navy_submarine_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_submarine_attack_factor | Modifies the attack of our submarines. | navy_submarine_attack_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
navy_visibility | Modifies the visibility of our navy. | navy_visibility = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
positioning | Modifies the positioning of our navy. | positioning = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
production_cost_max_<ship type> | Modifies the maximum cost of the ship type. | production_cost_max_ship_hull_light = 0.3 |
Percentual (0.01 being 1%). | Allowed ship types in base game: convoy, ship_hull_carrier, ship_hull_cruiser, ship_hull_heavy, ship_hull_light, ship_hull_submarine | 1.6 |
repair_speed_factor | Modifies the speed at which the dockyards repair the navy. | repair_speed_factor = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
screening_efficiency | Modifies the efficiency screen ships operate. | screening_efficiency = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
ships_at_battle_start | Modifies the number of ships at first contact. | ships_at_battle_start = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
sortie_efficiency | Modifies the speed when refueling and rearming planes on the carrier during the battle. | sortie_efficiency = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
spotting_chance | Modifies the chance to spot enemy ships. | spotting_chance = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
strike_force_movement_org_loss | Modifies the organisation loss from movement during the strike force mission. | strike_force_movement_org_loss = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
sub_retreat_speed | Modifies the retreat speed of submarines. | sub_retreat_speed = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
submarine_attack | Modifies the attack of submarines. | submarine_attack = 0.3 |
Percentual (0.01 being 1%). | 1.6 | |
transport_capacity | Modifies how many convoys units require. | transport_capacity = 0.3 |
Percentual (0.01 being 1%). | 1.6 |
Air combat空戰
這部分內容可能已不適合當前版本,最後更新於1.10。 |
Note that most of these modifiers are not only in country scope but also in ace scope.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
air_accidents_factor | Modifies the chance for air accidents to happen. | air_accidents_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_ace_generation_chance_factor | Modifies the chance for aces to appear.空軍王牌出現概率 | air_ace_generation_chance_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_agility_factor | Modifies the agility of the country's airplanes. | air_agility_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_attack_factor | Modifies the attack of the country's airplanes. | air_attack_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_defence_factor | Modifies the defence of the country's airplanes. | air_defence_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_<mission>_agility_factor | Modifies the agility of the country's airplanes when on the specified mission. | air_air_superiority_agility_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_agility_factor without air_. | 1.0 |
air_<mission>_attack_factor | Modifies the attack of the country's airplanes when on the specified mission. | air_interception_defence_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_attack_factor without air_. | 1.0 |
air_<mission>_defence_factor | Modifies the defence of the country's airplanes when on the specified mission. | air_strategic_bomber_defence_factor = 0.5 |
Percentual (0.01 being 1%). | Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_defence_factor without air_. | 1.0 |
air_bombing_targetting | Modifies targetting for ground bombing. | air_bombing_targetting = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_cas_efficiency | Modifies efficiency of close-air-support. | air_cas_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_cas_present_factor | Modifies impact of close-air-support in land combat. | air_cas_present_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_escort_efficiency | Modifies ability of planes in dogfights. | air_escort_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_fuel_consumption_factor | Modifies the rate at which the airforce consumes fuel. | air_fuel_consumption_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_intercept_efficiency | Modifies the efficiency of air interception. | air_intercept_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_maximum_speed_factor | Modifies the maximum speed of the airforce. | air_maximum_speed_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_mission_efficiency | Modifies the efficiency of airplanes in missions. | air_mission_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_mission_xp_gain_factor | Modifies the experience gain for airplanes for doing missions. | air_mission_xp_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_mission_xp_gain_factor | Modifies the experience gain for airplanes for doing missions. | air_mission_xp_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_nav_efficiency | Modifies the efficiency of airplanes doing port strike and naval bombing missions. | air_nav_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_night_penalty | Modifies the penalty the airforce receives while at night. | air_night_penalty = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_night_penalty | Modifies the penalty the airforce receives while at night. | air_night_penalty = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_range_factor | Modifies the range of the airplanes. | air_range_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_strategic_bomber_bombing_factor | Modifies the efficiency of the strategic bombing mission. | air_strategic_bomber_bombing_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_strategic_bomber_night_penalty | Modifies the penalty for the strategic bombing mission while at night. | air_strategic_bomber_night_penalty = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_superiority_detect_factor | Modifies the chance to detect enemy planes while on the air superiority mission. | air_superiority_detect_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_superiority_efficiency | Modifies the efficiency of the air superiority mission. | air_superiority_efficiency = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_training_xp_gain_factor | Modifies the air experience gain from training. | air_training_xp_gain_factor = 0.5 |
Percentual (0.01 being 1%). | 1.6 | |
air_weather_penalty | Modifies the penalty the airplanes receive because of weather. | air_weather_penalty = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_wing_xp_loss_when_killed_factor | Modifies the experience loss of airplanes due to airplanes being shot down. | air_wing_xp_loss_when_killed_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
army_bonus_air_superiority_factor | Modifies the bonus to land combat from air superiority. | army_bonus_air_superiority_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
enemy_army_bonus_air_superiority_factor | Modifies the effect to land combat from enemy air superiority. | enemy_army_bonus_air_superiority_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
experience_gain_air | Modifies the daily gain of air experience. | experience_gain_air = 0.05 |
Flat. | 1.0 | |
experience_gain_air_factor | Modifies the daily gain of air experience by a percentage. | experience_gain_air_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
air_ground_attack | Modifies the bonus to airplane attack on enemy divisions. | air_ground_attack = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
ground_attack_factor | Modifies the bonus to airplane attack on enemy divisions by a percentage. | ground_attack_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
mines_planting_by_air_factor | Modifies efficiency of airplanes planting mines. | mines_planting_by_air_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
mines_sweeping_by_air_factor | Modifies efficiency of airplanes sweeping mines. | mines_sweeping_by_air_factor = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
strategic_bomb_visibility | Modifies the chance for the enemy to detect our strategic bombers. | strategic_bomb_visibility = 0.5 |
Percentual (0.01 being 1%). | 1.0 |
Targeted modifiers目標修正
這部分內容可能已不適合當前版本,最後更新於1.10。 |
These modifiers are targeted, meaning that they must be used in targeted_modifier = {} rather than modifier = {}.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
cic_to_target_factor | Gives a portion of the country's civilian industry to the specified target. | cic_to_target_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
extra_trade_to_target_factor | Adds extra produced recourses available for trade to target country. | extra_trade_to_target_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
generate_wargoal_tension_against | Increases world tension necessary for us to justify against the target country. | generate_wargoal_tension_against = 0.5 |
Flat. | 1.5 | |
mic_to_target_factor | Gives a portion of the country's military industry to the specified target. | cic_to_target_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
trade_cost_for_target_factor | The cost for the targeted country to purchase this country's resources. | trade_cost_for_target_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
targeted_legitimacy_daily | Increases daily gain of legitimacy of the target country. | targeted_legitimacy_daily = 0.5 |
Flat. | 1.6 | |
attack_bonus_against | Gives an attack bonus against the armies of the specified country. | attack_bonus_against = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
attack_bonus_against_cores | Gives an attack bonus against the armies of the specified country on its core territory. | attack_bonus_against_cores = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
breakthrough_bonus_against | Gives a breakthrough bonus against the armies of the specified country. | breakthrough_bonus_against = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
defense_bonus_against | Gives a defense bonus against the armies of the specified country. | defense_bonus_against = 0.5 |
Percentual (0.01 being 1%). | 1.5 |
State Scope州
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
army_speed_factor_for_controller | Changes the division speed for the controller of the state. | army_speed_factor_for_controller = 0.5 |
Percentual (0.01 being 1%). | 1.0 | |
compliance_gain | Changes the compliance gain in the current state. | compliance_gain = 0.01 |
Flat. | Can also go into country scope. | 1.9 |
compliance_growth | Changes the compliance growth speed in the current state. | compliance_growth = 0.5 |
Percentual (0.01 being 1%). | 1.9 | |
country_resource_<resource> | Directly modifies the country's resource stockpile. | country_resource_oil = 10 |
Flat. | 1.0 | |
country_resource_cost_<resource> | Directly modifies the country's resource stockpile. | country_resource_cost_aluminium = 10 |
Flat. | 1.0 | |
disable_strategic_redeployment | Disables strategic redeployment in the state. | disable_strategic_redeployment = 1 |
Boolean. | 1.9 | |
disable_strategic_redeployment_for_controller | Disables strategic redeployment in the state for the controller. | disable_strategic_redeployment_for_controller = 1 |
Boolean. | 1.9 | |
enemy_intel_network_gain_factor_over_occupied_tag | Modifies enemy intel network strength gain. | enemy_intel_network_gain_factor_over_occupied_tag = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_building_slots | Modifies amount of building slots. | local_building_slots = 2 |
Flat. | 1.9 | |
local_building_slots_factor | Modifies amount of building slots by a percentage. | local_building_slots_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_factories | Modifies amount of available factories in the state. | local_factories = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_factory_sabotage | Modifies chance for factory sabotage. | local_factory_sabotage = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_intel_to_enemies | Modifies amount of intel to enemies. | local_intel_to_enemies = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_manpower | Modifies amount of available manpower. | local_manpower = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_non_core_manpower | Modifies amount of available non-core manpower. | local_non_core_manpower = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_resources | Modifies amount of available resources. | local_resources = 0.3 |
Flat. | 1.9 | |
local_resources_factor | Modifies amount of available resources by a percentage. | local_resources_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_supplies | Modifies amount of available supplies. | local_supplies = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
local_supplies_for_controller | Modifies amount of available supplies for the controller. | local_supplies_for_controller = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
mobilization_speed | Modifies the mobilisation speed. | mobilization_speed = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
non_core_manpower | Modifies the amount of recruited non-core manpower. | non_core_manpower = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
recruitable_population | Modifies the amount of recruited manpower. | recruitable_population = 0.03 |
Flat. | 1.9 | |
recruitable_population_factor | Modifies the amount of recruited manpower by a percentage. | recruitable_population_factor = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_damage_to_garrison | Modifies the amount of resistance damage to the garrison. | resistance_damage_to_garrison = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_decay | Modifies the speed of resistance decay. | resistance_decay = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_garrison_penetration_chance | Modifies the chance for the garrison to be penetrated. | resistance_garrison_penetration_chance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_growth | Modifies the speed of the resistance growth. | resistance_growth = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
resistance_target | Modifies the target of the resistance growth. | resistance_target = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
starting_compliance | Modifies the base compliance value. | starting_compliance = 0.3 |
Percentual (0.01 being 1%). | 1.9 | |
state_production_speed_<building>_factor | Modifies the building speed of the specified building in the state. | state_production_speed_industrial_complex_factor = 0.3 |
Percentual (0.01 being 1%). | Use state_production_speed_buildings_factor for it to apply to all buildings. | 1.0 |
state_repair_speed_<building>_factor | Modifies the repair speed of the specified building in the state. | state_repair_speed_industrial_complex_factor = 0.3 |
Percentual (0.01 being 1%). | Use state_repair_speed_buildings_factor for it to apply to all buildings. | 1.0 |
state_resource_<resource> | Modifies the amount of the specified resource in the state. | state_resource_oil = 5 |
Flat. | 1.0 | |
state_resource_cost_<resource> | Modifies the amount of the specified resource in the state. | state_resource_cost_rubber = 5 |
Flat. | 1.0 | |
temporary_state_resource_<resource> | Modifies the amount of the specified resource in the state as an added modifier after the base one. | temporary_state_resource_tungsten = 5 |
Flat. | 1.0 |
Unit leader Scope單位領導
Note that most modifiers in land and naval combat sections also apply.
Name | Effects | Examples | Modifier type | Notes | Version Added |
---|---|---|---|---|---|
cannot_use_abilities | Disables using abilities. | cannot_use_abilities = 1 |
Boolean. | 1.5 | |
fortification_collateral_chance | Chance for combat to damage enemy forts. | fortification_collateral_chance = 0.4 |
Percentual (0.01 being 1%). | 1.5 | |
fortification_damage | Damage enemy forts receive from combat. | fortification_damage = 0.4 |
Percentual (0.01 being 1%). | 1.5 | |
max_army_group_size | The amount of units that can be led by the unit leader without penalty. | max_army_group_size = 24 |
Flat. | 1.5 | |
paradrop_organization_factor | The amount of organisation paratroopers will have after paradropping. | paradrop_organization_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
paratrooper_aa_defense | The strength of anti-air against paratroopers. | paratrooper_aa_defense = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
paratrooper_count_per_plane | The amount of paratroopers on each plan. | paratrooper_count_per_plane = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
promote_cost_factor | The cost to promote the unit leader. | promote_cost_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
reassignment_duration_factor | The length of the reassignment penalty. | reassignment_duration_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
river_crossing_factor | The effects of the river crossing penalty. | river_crossing_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
sickness_chance | The chance for the unit leader to get sick. | sickness_chance = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
skill_bonus_factor | The bonus the unit leader receives from their skillset. | skill_bonus_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 | |
wounded_chance_factor | The chance for the unit leader to get wounded. | wounded_chance_factor = 0.5 |
Percentual (0.01 being 1%). | 1.5 |
Hidden Modifiers
By putting the modifiers inside the hidden_modifier = {} block inside the modifier = {} block, they will not show up in the tooltip. This can be helpful if you don't want the player to know about the modifier or if it can be a bit confusing.
Custom Modifier Tooltip
By putting custom_modifier_tooltip = localisation_key in the modifier block, the game will show the string corresponding to the localisation block as a separate tooltip among the modifiers.
文檔 | 效果 • 條件 • 定義 • 修正 • 修正列表 • 作用域 • 本地化 • 行動 • Data structures (Flags, Event targets, Country tag aliases, Variables, Arrays) |
編寫腳本 | AI • AI focuses • Autonomous states • Balances of power • 劇本 • 建築 • Characters and traits • Cosmetic tags • 國家 • 師 • 決議 • 裝備 • 事件 • 內閣/民族精神 • 意識形態 • 國策 • 資源 • Scripted GUI • 科技 • 單位 |
地圖 | 地圖 • 地區 • 補給區域 • 戰略區域 |
圖形圖像 | 界面 • 圖形資產 • 實體 • 後特效 • 離子效果 • 字體 |
裝飾性 | 肖像 • 命名列表 • 音樂 • 音效 |
其他 | 控制台指令 • 故障排除 • 模組結構 • 成就代碼分析 |