# Example: # # example_dynamic_modifier = { # icon = "GFX_idea_unknown" # optional, will show up in guis if icon is specified # enable = { always = yes } #optional, the modifier won't apply if not enabled # remove_trigger = { always = no } #optional, will remove the modifier if true # attacker_modifier = no # if yes this modifier will also be read in combat for # # people engaging in the combat even if not in the state # # # list of modifiers # fuel_cost = 321 # max_fuel = var_max_fuel # will be taken from a variable # } # # # In a script file: # # effect = { # add_dynamic_modifier = { # modifier = example_dynamic_modifier # scope = GER # optional, if you specify this your dynamic modifier scoped to this scope (root is the effect scope) # days = 14 # optional, will be removed after this many days passes # } # } # # can be added to countries, states, unit leaders or special projects # will only updated daily, unless forced by force_update_dynamic_modifier effect sabotaged_resources = { remove_trigger = { ROOT = { has_resistance = no } } icon = GFX_modifiers_sabotaged_resource temporary_state_resource_oil = sabotaged_oil temporary_state_resource_aluminium = sabotaged_aluminium temporary_state_resource_rubber = sabotaged_rubber temporary_state_resource_tungsten = sabotaged_tungsten temporary_state_resource_steel = sabotaged_steel temporary_state_resource_chromium = sabotaged_chromium temporary_state_resource_coal = sabotaged_coal } autonomous_state = { enable = { always = yes } icon = GFX_modifiers_sabotaged_resource recruitable_population_factor = -0.5 local_building_slots_factor = -0.25 state_resources_factor = -0.25 state_production_speed_buildings_factor = -0.25 remove_trigger = { OWNER = { OR = { original_tag = CAT original_tag = GLC original_tag = BAS } } } } semi_autonomous_state = { enable = { always = yes } icon = GFX_modifiers_sabotaged_resource local_building_slots_factor = -0.25 state_resources_factor = -0.25 state_production_speed_buildings_factor = -0.25 remove_trigger = { OWNER = { OR = { original_tag = CAT original_tag = GLC original_tag = BAS } } } } kurdish_agitation = { enable = { always = yes } icon = GFX_modifiers_tur_kurdish_agitation resistance_growth = 0.03 resistance_target = 0.1 resistance_decay = -0.1 state_resources_factor = -0.15 } kurdish_separatism = { enable = { always = yes } icon = GFX_modifiers_tur_kurdish_separatism compliance_growth = -0.05 resistance_growth = 0.05 resistance_target = 0.20 resistance_decay = -0.20 state_resources_factor = -0.33 disable_strategic_redeployment = 1 } dense_rural_infrastructure = { #State Modifier enable = { always = yes } remove_trigger = { ROOT = { infrastructure > 4 } } icon = GFX_modifiers_SOV_civilian_labor_in_defense local_non_core_supply_impact_factor = 0.4 } yellow_river_blown = { #State Modifier enable = { always = yes } icon = GFX_decision_hol_inundate_water_lines local_supply_impact_factor = 0.5 disable_strategic_redeployment = 1 state_resources_factor = -0.25 local_manpower = -0.5 army_speed_factor_for_controller = -0.25 local_non_core_supply_impact_factor = 0.15 } kurdish_rebellion = { enable = { always = yes } icon = GFX_modifiers_tur_kurdish_rebellion compliance_growth = -0.1 resistance_growth = 0.07 resistance_target = 0.35 resistance_decay = -0.25 state_resources_factor = -0.33 disable_strategic_redeployment = 1 } separatist_fatigue = { enable = { always = yes } icon = GFX_modifiers_tur_kurdish_fatigue compliance_growth = 0.05 resistance_decay = 0.15 state_resources_factor = -0.33 } turanist_assimilation = { enable = { always = yes } icon = GFX_modifiers_tur_pan_turkic_propaganda local_non_core_manpower = 0.25 compliance_growth = 0.05 resistance_growth = -0.1 } conscription_exemptions_granted = { enable = { always = yes } icon = GFX_modifiers_conscription_exemptions_granted recruitable_population_factor = -0.85 } islamist_opposition = { enable = { always = yes } icon = GFX_modifiers_tur_traditionalist_unrest recruitable_population_factor = -0.05 local_building_slots_factor = -0.1 state_resources_factor = -0.1 state_production_speed_buildings_factor = -0.15 } islamist_sedition = { enable = { always = yes } icon = GFX_modifiers_tur_traditionalist_sedition recruitable_population_factor = -0.25 local_building_slots_factor = -0.25 state_resources_factor = -0.25 state_production_speed_buildings_factor = -0.25 army_speed_factor_for_controller = -0.15 } islamist_insurgency = { enable = { always = yes } icon = GFX_modifiers_tur_traditionalist_insurgency recruitable_population_factor = -0.5 local_building_slots_factor = -0.33 state_resources_factor = -0.5 state_production_speed_buildings_factor = -0.33 army_speed_factor_for_controller = -0.33 } islamists_placated = { enable = { always = yes } icon = GFX_modifiers_tur_traditionalist_placated state_production_speed_buildings_factor = 0.05 } devout_islamists = { enable = { always = yes } icon = GFX_modifiers_tur_traditionalist_placated recruitable_population_factor = 0.15 state_production_speed_buildings_factor = 0.1 } kemalist_loyalties = { enable = { always = yes } icon = GFX_modifiers_tur_kemalist_loyalties recruitable_population_factor = 0.15 state_production_speed_buildings_factor = 0.1 } kemalist_schemers = { enable = { always = yes } icon = GFX_modifiers_tur_kemalist_unrest recruitable_population_factor = -0.33 state_production_speed_buildings_factor = -0.25 army_speed_factor_for_controller = -0.5 } BUL_foreign_industry_dynamic_modifier = { #Used as National Spirit enable = { always = yes } icon = GFX_idea_man_five_year_plan_industry political_power_gain = 0.05 production_speed_buildings_factor = BUL_foreign_industry_construction_speed_modifier industrial_capacity_factory = -0.02 production_factory_efficiency_gain_factor = BUL_foreign_industry_production_efficiency_modifier production_factory_max_efficiency_factor = BUL_foreign_industry_production_efficiency_modifier consumer_goods_factor = BUL_foreign_industry_consumer_goods_modifier } skirmishes_against_imro = { enable = { always = yes } icon = GFX_modifiers_bul_macedonian_revolutionaries state_resources_factor = -0.75 state_production_speed_buildings_factor = -0.75 army_speed_factor_for_controller = -0.25 attrition_for_controller = 1 local_org_regain = -0.75 disable_strategic_redeployment = 1 } widespread_bulgarian_sentiment_01 = { enable = { always = yes } icon = GFX_modifiers_bul_arranged_bulgarian_occupation compliance_growth = -0.1 resistance_growth = 0.1 resistance_target = 0.1 resistance_decay = -0.1 state_resources_factor = -0.1 local_factories = -0.1 } widespread_bulgarian_sentiment_02 = { enable = { always = yes } icon = GFX_modifiers_bul_arranged_bulgarian_occupation compliance_growth = 0.1 resistance_growth = -0.1 resistance_target = -0.1 resistance_decay = 0.1 state_resources_factor = 0.1 local_factories = 0.1 } bulgarian_territorial_expansion_arranged = { enable = { always = yes } icon = GFX_modifiers_bul_arranged_territorial_expansion custom_modifier_tooltip = BUL_bulgarian_territorial_expansion_arranged_tt } BUL_our_duty_in_the_balkans_dynamic_modifier = { #Used as National Spirit enable = { always = yes } icon = GFX_idea_generic_fortify_the_borders consumer_goods_factor = BUL_our_duty_in_the_balkans_consumer_goods_modifier stability_factor = BUL_our_duty_in_the_balkans_stability_modifier weekly_manpower = 1000 } international_city = { enable = { always = yes } icon = GFX_modifiers_sabotaged_resource state_resources_factor = -1 recruitable_population_factor = -1 local_factories = -1 disable_strategic_redeployment = yes } international_city_2 = { enable = { always = yes } icon = GFX_modifiers_sabotaged_resource state_resources_factor = -0.75 recruitable_population_factor = -0.75 local_factories = -0.75 resistance_growth = 1.2 disable_strategic_redeployment = yes } international_city_3 = { enable = { always = yes } icon = GFX_modifiers_sabotaged_resource state_resources_factor = -0.5 recruitable_population_factor = -0.5 local_factories = -0.5 resistance_growth = 0.6 compliance_gain = 0.1 disable_strategic_redeployment = yes } international_city_4 = { enable = { always = yes } icon = GFX_modifiers_sabotaged_resource state_resources_factor = -0.25 recruitable_population_factor = -0.25 local_factories = -0.25 resistance_growth = 0.2 compliance_gain = 0.4 disable_strategic_redeployment = yes } unity_propaganda = { enable = { always = yes } icon = GFX_modifiers_sabotaged_resource compliance_gain = 0.7 } military_appeasement = { enable = { always = yes } icon = GFX_modifiers_sabotaged_resource resistance_growth = -0.5 } POL_plan_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_military_plans state_production_speed_bunker_factor = 0.3 } POL_anti_soviet_offensive = { enable = { always = yes } icon = GFX_modifiers_sabotaged_resource army_attack_factor = 0.1 army_defence_factor = 0.2 breakthrough_factor = 0.15 } POL_anti_german_offensive = { enable = { always = yes } icon = GFX_modifiers_sabotaged_resource army_attack_factor = 0.1 army_defence_factor = 0.2 breakthrough_factor = 0.15 } POL_peasant_communities = { enable = { always = yes } icon = GFX_modifiers_SOV_civilian_labor_in_defense state_production_speed_rail_way_factor = 0.1 state_production_speed_supply_node_factor = 0.05 } BALTIC_soviet_settlers = { enable = { always = yes } icon = GFX_idea_generic_fortify_the_borders weekly_manpower = 2000 } unplanned_offensive = { icon = GFX_unplanned_offensive attacker_modifier = yes air_cas_present_factor = -0.75 army_attack_factor = -0.9 army_speed_factor = -0.75 ground_attack_factor = -0.75 local_org_regain = -0.5 } #### #### SOVIET STATE MODIFIERS #### #### SOV_defend_moscow = { #STATE MODIFIER enable = { always = yes } icon = GFX_modifiers_SOV_defend_moscow recruitable_population_factor = 0.25 army_core_defence_factor = 0.1 local_factories = -1 supply_factor = 0.15 } SOV_increased_metals_production = { #STATE MODIFIER enable = { always = yes } icon = GFX_modifiers_increased_metal_production state_resource_aluminium = SOV_aluminium_bonus state_resource_tungsten = SOV_tungsten_bonus state_resource_steel = SOV_steel_bonus state_resource_chromium = SOV_chromium_bonus } SOV_invaders_must_die = { #STATE MODIFIER enable = { always = yes } icon = GFX_modifiers_SOV_invaders_must_die compliance_growth = -0.05 resistance_growth = 0.05 resistance_target = 0.15 resistance_decay = -0.30 state_resources_factor = -0.25 disable_strategic_redeployment = 1 } SOV_seraya_loshad_battery = { #STATE MODIFIER enable = { always = yes } icon = GFX_modifiers_SOV_armored_battery army_defence_factor = 0.1 cas_damage_reduction = 0.1 dig_in_speed_factor = 0.25 max_dig_in_factor = 0.1 pocket_penalty = -0.15 } SOV_krasnaya_gorka_battery = { #STATE MODIFIER enable = { always = yes } icon = GFX_modifiers_SOV_armored_battery army_defence_factor = 0.1 cas_damage_reduction = 0.1 dig_in_speed_factor = 0.25 max_dig_in_factor = 0.1 pocket_penalty = -0.15 } SOV_armored_battery_35 = { #STATE MODIFIER #German designation Maksim Gorky enable = { always = yes } icon = GFX_modifiers_SOV_armored_battery army_defence_factor = 0.1 cas_damage_reduction = 0.1 dig_in_speed_factor = 0.25 max_dig_in_factor = 0.1 pocket_penalty = -0.15 } SOV_factory_worker_militias_raised = { #STATE MODIFIER enable = { always = yes } icon = GFX_modifiers_SOV_factory_worker_militias army_core_defence_factor = 0.05 local_org_regain = 0.1 local_factories = -1 state_resources_factor = -0.5 } SOV_civilian_labor_in_defense_mod = { #STATE MODIFIER enable = { always = yes } icon = GFX_modifiers_SOV_civilian_labor_in_defense army_core_defence_factor = 0.05 state_production_speed_bunker_factor = 0.6 state_production_speed_coastal_bunker_factor = 0.6 local_manpower = -0.25 local_factories = -0.5 state_resources_factor = -0.5 } SOV_soviet_military_offensive = { #STATE MODIFIER enable = { always = yes } icon = GFX_modifiers_generic_military_plans breakthrough_factor = 0.1 army_attack_factor = 0.1 } SOV_soviet_imports = { #STATE MODIFIER enable = { always = yes } icon = GFX_modifiers_increased_metal_production state_resource_oil = 16 state_resource_steel = 8 state_resource_chromium = 2 state_resource_rubber = 2 } #### #### SOVIET NATIONAL SPIRITS #### #### SOV_second_five_year_plan_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_second_five_year_plan_ccp_2d_sov_compatibility # New GFX entry pointing to the original icon, so it can be safely overwritten by CCP 2D Sov Art without impacting other content using the same icon #INITIAL production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor #-0.15 production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor #0.05 consumer_goods_factor = SOV_fyp_consumer_goods_factor #0.05 production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor #0.05 } SOV_third_five_year_plan_dynamic_modifier = { #NATIONAL SPIRIT - Basic enable = { always = yes } icon = GFX_idea_SOV_third_five_year_plan_ccp_2d_sov_compatibility # New GFX entry pointing to the original icon, so it can be safely overwritten by CCP 2D Sov Art without impacting other content using the same icon #PREVIOUS -> Third Five Year Plan production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor #-0.1 production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor #0.05 consumer_goods_factor = SOV_fyp_consumer_goods_factor #0.1 production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor #0.05 #INITIAL industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor #-0.15 #EXTRA IMPROVEMENTS local_resources_factor = SOV_fyp_local_resources_factor #0.10 -> Increase State Reserves } SOV_third_five_year_plan_civilian_dynamic_modifier = { #NATIONAL SPIRIT - Civilian enable = { always = yes } icon = GFX_idea_SOV_third_five_year_plan_civilian_ccp_2d_sov_compatibility # New GFX entry pointing to the original icon, so it can be safely overwritten by CCP 2D Sov Art without impacting other content using the same icon #PREVIOUS production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor #-0.1 production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor #0.05 consumer_goods_factor = SOV_fyp_consumer_goods_factor #0.08 production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor #0.1 industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor #-0.15 #EXTRA IMPROVEMENTS local_resources_factor = SOV_fyp_local_resources_factor #0.10 -> Increase State Reserves line_change_production_efficiency_factor = SOV_fyp_line_change_production_efficiency_factor #0.1 -> Industrial Modernization industrial_capacity_factory = SOV_fyp_industrial_capacity_factory #0.05 -> Steel Casting Industry / Shift to Armaments Production industrial_capacity_dockyard = SOV_fyp_industrial_capacity_dockyard #0.05 -> Steel Casting Industry fuel_gain_factor_from_states = SOV_fyp_fuel_gain_factor_from_states #0.05 -> Oil Production production_oil_factor = SOV_fyp_production_oil_factor #0.05 -> Oil Production } SOV_third_five_year_plan_military_dynamic_modifier = { #NATIONAL SPIRIT - Military enable = { always = yes } icon = GFX_idea_SOV_third_five_year_plan_military_ccp_2d_sov_compatibility # New GFX entry pointing to the original icon, so it can be safely overwritten by CCP 2D Sov Art without impacting other content using the same icon #PREVIOUS production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor #-0.1 (turned to 0 with Optmize Production Lines) production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor #0.05 consumer_goods_factor = SOV_fyp_consumer_goods_factor #0.1 production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor #0 industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor #-0.15 #INITIAL -> Shift to Armaments Production production_speed_arms_factory_factor = SOV_fyp_production_speed_arms_factory_factor #0.10 #EXTRA IMPROVEMENTS local_resources_factor = SOV_fyp_local_resources_factor #0.10 -> Increase State Reserves production_factory_start_efficiency_factor = SOV_fyp_production_factory_start_efficiency_factor #0.05 -> Optimize Production Lines industrial_capacity_factory = SOV_fyp_industrial_capacity_factory #0.05 -> Steel Casting Industry / Shift to Armaments Production industrial_capacity_dockyard = SOV_fyp_industrial_capacity_dockyard #0.05 -> Steel Casting Industry fuel_gain_factor_from_states = SOV_fyp_fuel_gain_factor_from_states #0.05 -> Oil Production production_oil_factor = SOV_fyp_production_oil_factor #0.05 -> Oil Production } SOV_fourth_five_year_plan_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_fourth_five_year_plan #PREVIOUS production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor #0 production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor #0.1 (0.2 with Civilian focus) consumer_goods_factor = SOV_fyp_consumer_goods_factor #0.06/0.08 (and turned into 0.2/0.12 in this NS) production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor #0 industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor #-0.15 #OPTIONAL IMPROVEMENTS production_speed_arms_factory_factor = SOV_fyp_production_speed_arms_factory_factor #0.10 -> Shift to Armaments Production line_change_production_efficiency_factor = SOV_fyp_line_change_production_efficiency_factor #0.1 -> Industrial Modernization production_factory_start_efficiency_factor = SOV_fyp_production_factory_start_efficiency_factor #0.05 -> Optimize Production Lines industrial_capacity_factory = SOV_fyp_industrial_capacity_factory #0.05 -> Steel Casting Industry / Shift to Armaments Production industrial_capacity_dockyard = SOV_fyp_industrial_capacity_dockyard #0.05 -> Steel Casting Industry fuel_gain_factor_from_states = SOV_fyp_fuel_gain_factor_from_states #0.05 -> Oil Production production_oil_factor = SOV_fyp_production_oil_factor #0.05 -> Oil Production #INITIAL -> Fourth Five Year Plan industry_repair_factor = SOV_fyp_industry_repair_factor #0.1 } #Second Five Year Plan does not need an alternative SOV_third_five_year_plan_dynamic_modifier_alt = { #NATIONAL SPIRIT - Basic enable = { always = yes } icon = GFX_idea_SOV_third_five_year_plan_ccp_2d_sov_compatibility # New GFX entry pointing to the original icon, so it can be safely overwritten by CCP 2D Sov Art without impacting other content using the same icon #PREVIOUS -> Third Five Year Plan production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor #-0.1 production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor #0.05 consumer_goods_factor = SOV_fyp_consumer_goods_factor #0.1 production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor #0.05 #INITIAL industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor #-0.15 #EXTRA IMPROVEMENTS local_resources_factor = SOV_fyp_local_resources_factor #0.10 -> Increase State Reserves } SOV_third_five_year_plan_civilian_dynamic_modifier_alt = { #NATIONAL SPIRIT - Civilian enable = { always = yes } icon = GFX_idea_SOV_third_five_year_plan_civilian_ccp_2d_sov_compatibility # New GFX entry pointing to the original icon, so it can be safely overwritten by CCP 2D Sov Art without impacting other content using the same icon #PREVIOUS production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor #-0.1 production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor #0.05 consumer_goods_factor = SOV_fyp_consumer_goods_factor #0.008 production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor #0.1 industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor #-0.15 #EXTRA IMPROVEMENTS local_resources_factor = SOV_fyp_local_resources_factor #0.10 -> Increase State Reserves line_change_production_efficiency_factor = SOV_fyp_line_change_production_efficiency_factor #0.1 -> Industrial Modernization industrial_capacity_factory = SOV_fyp_industrial_capacity_factory #0.05 -> Steel Casting Industry / Shift to Armaments Production industrial_capacity_dockyard = SOV_fyp_industrial_capacity_dockyard #0.05 -> Steel Casting Industry fuel_gain_factor_from_states = SOV_fyp_fuel_gain_factor_from_states #0.05 -> Oil Production production_oil_factor = SOV_fyp_production_oil_factor #0.05 -> Oil Production } SOV_third_five_year_plan_military_dynamic_modifier_alt = { #NATIONAL SPIRIT - Military enable = { always = yes } icon = GFX_idea_SOV_third_five_year_plan_military_ccp_2d_sov_compatibility # New GFX entry pointing to the original icon, so it can be safely overwritten by CCP 2D Sov Art without impacting other content using the same icon #PREVIOUS production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor #-0.1 (turned to 0 with Optmize Production Lines) production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor #0.05 consumer_goods_factor = SOV_fyp_consumer_goods_factor #0.1 production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor #0 industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor #-0.15 #INITIAL -> Shift to Armaments Production production_speed_arms_factory_factor = SOV_fyp_production_speed_arms_factory_factor #0.10 #EXTRA IMPROVEMENTS local_resources_factor = SOV_fyp_local_resources_factor #0.10 -> Increase State Reserves production_factory_start_efficiency_factor = SOV_fyp_production_factory_start_efficiency_factor #0.05 -> Optimize Production Lines industrial_capacity_factory = SOV_fyp_industrial_capacity_factory #0.05 -> Steel Casting Industry / Shift to Armaments Production industrial_capacity_dockyard = SOV_fyp_industrial_capacity_dockyard #0.05 -> Steel Casting Industry fuel_gain_factor_from_states = SOV_fyp_fuel_gain_factor_from_states #0.05 -> Oil Production production_oil_factor = SOV_fyp_production_oil_factor #0.05 -> Oil Production } SOV_fourth_five_year_plan_dynamic_modifier_alt = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_fourth_five_year_plan #PREVIOUS production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor #0 production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor #0.1 (0.2 with Civilian focus) consumer_goods_factor = SOV_fyp_consumer_goods_factor #0.06/0.08 (and turned into 0.2/0.12 in this NS) production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor #0 industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor #-0.15 #OPTIONAL IMPROVEMENTS production_speed_arms_factory_factor = SOV_fyp_production_speed_arms_factory_factor #0.10 -> Shift to Armaments Production line_change_production_efficiency_factor = SOV_fyp_line_change_production_efficiency_factor #0.1 -> Industrial Modernization production_factory_start_efficiency_factor = SOV_fyp_production_factory_start_efficiency_factor #0.05 -> Optimize Production Lines industrial_capacity_factory = SOV_fyp_industrial_capacity_factory #0.05 -> Steel Casting Industry / Shift to Armaments Production industrial_capacity_dockyard = SOV_fyp_industrial_capacity_dockyard #0.05 -> Steel Casting Industry fuel_gain_factor_from_states = SOV_fyp_fuel_gain_factor_from_states #0.05 -> Oil Production production_oil_factor = SOV_fyp_production_oil_factor #0.05 -> Oil Production #INITIAL -> Fourth Five Year Plan industry_repair_factor = SOV_fyp_industry_repair_factor #0.1 } SOV_ussr_academy_of_sciences_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_ussr_academy_of_sciences_ccp_2d_sov_compatibility research_speed_factor = SOV_academy_of_sciences_research_speed_factor #0.01 } SOV_ussr_academy_of_sciences_dynamic_modifier_alt = { #Alternative for non-commies (need this due to scripted loc not working here) enable = { always = yes } icon = GFX_idea_SOV_ussr_academy_of_sciences_ccp_2d_sov_compatibility research_speed_factor = SOV_academy_of_sciences_research_speed_factor #0.01 } SOV_soviet_airforce_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_airforce_ccp_2d_sov_compatibility #INITIAL air_accidents_factor = SOV_soviet_airforce_air_accidents_factor #0.75 air_ace_generation_chance_factor = SOV_soviet_airforce_air_ace_generation_chance_factor #-0.5 air_night_penalty = SOV_soviet_airforce_air_night_penalty #0.3 air_weather_penalty = SOV_soviet_airforce_air_weather_penalty #0.3 air_wing_xp_loss_when_killed_factor = SOV_soviet_airforce_air_wing_xp_loss_when_killed_factor #0.3 air_mission_xp_gain_factor = SOV_soviet_airforce_air_mission_xp_gain_factor #0.1 air_training_xp_gain_factor = SOV_soviet_airforce_air_training_xp_gain_factor #-0.1 #FUTURE aircraft_manufacturer_cost_factor = SOV_soviet_airforce_aircraft_manufacturer_cost_factor #-0.25 -> Expand the Aircraft Industry air_range_factor = SOV_soviet_airforce_air_range_factor #0.05 -> Modernize Aircraft Factories air_fuel_consumption_factor = SOV_soviet_airforce_air_fuel_consumption_factor #-0.05 -> Modernize Aircraft Factories / +0.1 Intensify Pilot Program air_agility_factor = SOV_soviet_airforce_air_agility_factor #0.05 -> Modernize Aircraft Factories air_strategic_bomber_night_penalty = SOV_soviet_airforce_air_strategic_bomber_night_penalty #-0.1 -> Raskova's Aviation Group air_cas_present_factor = SOV_soviet_airforce_air_cas_present_factor #0.1 -> Ground Support strategic_bomb_visibility = SOV_soviet_airforce_strategic_bomb_visibility #-0.1 -> Long Range Aircraft air_mission_efficiency = SOV_soviet_airforce_air_mission_efficiency #0.1 -> The Modern War in the Skies air_nav_efficiency = SOV_soviet_airforce_air_nav_efficiency #0.1 -> Expand the Morskaya Aviatsiya } SOV_soviet_airforce_aircraft_production_focus_dynamic_modifier = { #NATIONAL SPIRIT - Same version as the previous one, but with a custom tooltip to communicate aircraft production bonuses enable = { always = yes } icon = GFX_idea_SOV_red_airforce_ccp_2d_sov_compatibility #INITIAL air_accidents_factor = SOV_soviet_airforce_air_accidents_factor #0.75 air_ace_generation_chance_factor = SOV_soviet_airforce_air_ace_generation_chance_factor #-0.5 air_night_penalty = SOV_soviet_airforce_air_night_penalty #0.3 air_weather_penalty = SOV_soviet_airforce_air_weather_penalty #0.3 air_wing_xp_loss_when_killed_factor = SOV_soviet_airforce_air_wing_xp_loss_when_killed_factor #0.3 air_mission_xp_gain_factor = SOV_soviet_airforce_air_mission_xp_gain_factor #0.1 air_training_xp_gain_factor = SOV_soviet_airforce_air_training_xp_gain_factor #-0.1 custom_modifier_tooltip = SOV_soviet_airforce_aircraft_production_focus_tt #Equipment modifiers (more aircraft production) applied via hidden NS -> Increase Aircraft Production #FUTURE aircraft_manufacturer_cost_factor = SOV_soviet_airforce_aircraft_manufacturer_cost_factor #-0.25 -> Expand the Aircraft Industry air_range_factor = SOV_soviet_airforce_air_range_factor #0.05 -> Modernize Aircraft Factories air_fuel_consumption_factor = SOV_soviet_airforce_air_fuel_consumption_factor #-0.05 -> Modernize Aircraft Factories / +0.1 Intensify Pilot Program air_agility_factor = SOV_soviet_airforce_air_agility_factor #0.05 -> Modernize Aircraft Factories air_strategic_bomber_night_penalty = SOV_soviet_airforce_air_strategic_bomber_night_penalty #-0.1 -> Raskova's Aviation Group air_cas_present_factor = SOV_soviet_airforce_air_cas_present_factor #0.1 -> Ground Support strategic_bomb_visibility = SOV_soviet_airforce_strategic_bomb_visibility #-0.1 -> Long Range Aircraft air_mission_efficiency = SOV_soviet_airforce_air_mission_efficiency #0.1 -> The Modern War in the Skies air_nav_efficiency = SOV_soviet_airforce_air_nav_efficiency #0.1 -> Expand the Morskaya Aviatsiya } SOV_soviet_airforce_dynamic_modifier_alt = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_airforce_alt_ccp_2d_sov_compatibility #INITIAL air_accidents_factor = SOV_soviet_airforce_air_accidents_factor #0.75 air_ace_generation_chance_factor = SOV_soviet_airforce_air_ace_generation_chance_factor #-0.5 air_night_penalty = SOV_soviet_airforce_air_night_penalty #0.3 air_weather_penalty = SOV_soviet_airforce_air_weather_penalty #0.3 air_wing_xp_loss_when_killed_factor = SOV_soviet_airforce_air_wing_xp_loss_when_killed_factor #0.3 air_mission_xp_gain_factor = SOV_soviet_airforce_air_mission_xp_gain_factor #0.1 air_training_xp_gain_factor = SOV_soviet_airforce_air_training_xp_gain_factor #-0.1 #FUTURE aircraft_manufacturer_cost_factor = SOV_soviet_airforce_aircraft_manufacturer_cost_factor #-0.25 -> Expand the Aircraft Industry air_range_factor = SOV_soviet_airforce_air_range_factor #0.05 -> Modernize Aircraft Factories air_fuel_consumption_factor = SOV_soviet_airforce_air_fuel_consumption_factor #-0.05 -> Modernize Aircraft Factories / +0.1 Intensify Pilot Program air_agility_factor = SOV_soviet_airforce_air_agility_factor #0.05 -> Modernize Aircraft Factories air_strategic_bomber_night_penalty = SOV_soviet_airforce_air_strategic_bomber_night_penalty #-0.1 -> Raskova's Aviation Group air_cas_present_factor = SOV_soviet_airforce_air_cas_present_factor #0.1 -> Ground Support strategic_bomb_visibility = SOV_soviet_airforce_strategic_bomb_visibility #-0.1 -> Long Range Aircraft air_mission_efficiency = SOV_soviet_airforce_air_mission_efficiency #0.1 -> The Modern War in the Skies air_nav_efficiency = SOV_soviet_airforce_air_nav_efficiency #0.1 -> Expand the Morskaya Aviatsiya } SOV_soviet_airforce_aircraft_production_focus_dynamic_modifier_alt = { #NATIONAL SPIRIT - Same version as the previous one, but with a custom tooltip to communicate aircraft production bonuses enable = { always = yes } icon = GFX_idea_SOV_red_airforce_alt_ccp_2d_sov_compatibility #INITIAL air_accidents_factor = SOV_soviet_airforce_air_accidents_factor #0.75 air_ace_generation_chance_factor = SOV_soviet_airforce_air_ace_generation_chance_factor #-0.5 air_night_penalty = SOV_soviet_airforce_air_night_penalty #0.3 air_weather_penalty = SOV_soviet_airforce_air_weather_penalty #0.3 air_wing_xp_loss_when_killed_factor = SOV_soviet_airforce_air_wing_xp_loss_when_killed_factor #0.3 air_mission_xp_gain_factor = SOV_soviet_airforce_air_mission_xp_gain_factor #0.1 air_training_xp_gain_factor = SOV_soviet_airforce_air_training_xp_gain_factor #-0.1 custom_modifier_tooltip = SOV_soviet_airforce_aircraft_production_focus_tt #Equipment modifiers (more aircraft production) applied via hidden NS -> Increase Aircraft Production #FUTURE aircraft_manufacturer_cost_factor = SOV_soviet_airforce_aircraft_manufacturer_cost_factor #-0.25 -> Expand the Aircraft Industry air_range_factor = SOV_soviet_airforce_air_range_factor #0.05 -> Modernize Aircraft Factories air_fuel_consumption_factor = SOV_soviet_airforce_air_fuel_consumption_factor #-0.05 -> Modernize Aircraft Factories / +0.1 Intensify Pilot Program air_agility_factor = SOV_soviet_airforce_air_agility_factor #0.05 -> Modernize Aircraft Factories air_strategic_bomber_night_penalty = SOV_soviet_airforce_air_strategic_bomber_night_penalty #-0.1 -> Raskova's Aviation Group air_cas_present_factor = SOV_soviet_airforce_air_cas_present_factor #0.1 -> Ground Support strategic_bomb_visibility = SOV_soviet_airforce_strategic_bomb_visibility #-0.1 -> Long Range Aircraft air_mission_efficiency = SOV_soviet_airforce_air_mission_efficiency #0.1 -> The Modern War in the Skies air_nav_efficiency = SOV_soviet_airforce_air_nav_efficiency #0.1 -> Expand the Morskaya Aviatsiya } SOV_the_red_fleet_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_navy_ccp_2d_sov_compatibility #INITIAL refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost #-0.05 repair_speed_factor = SOV_red_fleet_repair_speed_factor #0.05 #FUTURE naval_coordination = SOV_red_fleet_naval_coordination #0.1 -> Advanced Manevuers navy_visibility = SOV_red_fleet_navy_visibility #-0.05 -> Advanced Manevuers positioning = SOV_red_fleet_positioning #0.1 -> Advanced Manevuers screening_efficiency = SOV_red_fleet_screening_efficiency #0.1 -> Advanced Manevuers naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity #10 -> Marines invasion_preparation = SOV_red_fleet_invasion_preparation #-0.1 -> Marines special_forces_cap = SOV_red_fleet_special_forces_cap #0.1 -> Marines } SOV_the_red_fleet_surface_1_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_navy_ccp_2d_sov_compatibility #INITIAL refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost #-0.05 repair_speed_factor = SOV_red_fleet_repair_speed_factor #0.05 custom_modifier_tooltip = SOV_the_red_fleet_surface_1_tt #The production bonus is handled via hidden NS, but it is communicated here #FUTURE naval_coordination = SOV_red_fleet_naval_coordination #0.1 -> Advanced Manevuers navy_visibility = SOV_red_fleet_navy_visibility #-0.05 -> Advanced Manevuers positioning = SOV_red_fleet_positioning #0.1 -> Advanced Manevuers screening_efficiency = SOV_red_fleet_screening_efficiency #0.1 -> Advanced Manevuers naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity #10 -> Marines invasion_preparation = SOV_red_fleet_invasion_preparation #-0.1 -> Marines special_forces_cap = SOV_red_fleet_special_forces_cap #0.1 -> Marines } SOV_the_red_fleet_surface_2_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_navy_ccp_2d_sov_compatibility #INITIAL refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost #-0.05 repair_speed_factor = SOV_red_fleet_repair_speed_factor #0.05 custom_modifier_tooltip = SOV_the_red_fleet_surface_2_tt #The production bonus is handled via hidden NS, but it is communicated here #FUTURE naval_coordination = SOV_red_fleet_naval_coordination #0.1 -> Advanced Manevuers navy_visibility = SOV_red_fleet_navy_visibility #-0.05 -> Advanced Manevuers positioning = SOV_red_fleet_positioning #0.1 -> Advanced Manevuers screening_efficiency = SOV_red_fleet_screening_efficiency #0.1 -> Advanced Manevuers naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity #10 -> Marines invasion_preparation = SOV_red_fleet_invasion_preparation #-0.1 -> Marines special_forces_cap = SOV_red_fleet_special_forces_cap #0.1 -> Marines } SOV_the_red_fleet_submarine_1_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_navy_ccp_2d_sov_compatibility #INITIAL refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost #-0.05 repair_speed_factor = SOV_red_fleet_repair_speed_factor #0.05 custom_modifier_tooltip = SOV_the_red_fleet_submarine_1_tt #The production bonus is handled via hidden NS, but it is communicated here #FUTURE naval_coordination = SOV_red_fleet_naval_coordination #0.1 -> Advanced Manevuers navy_visibility = SOV_red_fleet_navy_visibility #-0.05 -> Advanced Manevuers positioning = SOV_red_fleet_positioning #0.1 -> Advanced Manevuers screening_efficiency = SOV_red_fleet_screening_efficiency #0.1 -> Advanced Manevuers naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity #10 -> Marines invasion_preparation = SOV_red_fleet_invasion_preparation #-0.1 -> Marines special_forces_cap = SOV_red_fleet_special_forces_cap #0.1 -> Marines } SOV_the_red_fleet_submarine_2_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_navy_ccp_2d_sov_compatibility #INITIAL refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost #-0.05 repair_speed_factor = SOV_red_fleet_repair_speed_factor #0.05 custom_modifier_tooltip = SOV_the_red_fleet_submarine_2_tt #The production bonus is handled via hidden NS, but it is communicated here #FUTURE naval_coordination = SOV_red_fleet_naval_coordination #0.1 -> Advanced Manevuers navy_visibility = SOV_red_fleet_navy_visibility #-0.05 -> Advanced Manevuers positioning = SOV_red_fleet_positioning #0.1 -> Advanced Manevuers screening_efficiency = SOV_red_fleet_screening_efficiency #0.1 -> Advanced Manevuers naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity #10 -> Marines invasion_preparation = SOV_red_fleet_invasion_preparation #-0.1 -> Marines special_forces_cap = SOV_red_fleet_special_forces_cap #0.1 -> Marines } SOV_the_red_fleet_dynamic_modifier_alt = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_navy_alt_ccp_2d_sov_compatibility #INITIAL refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost #-0.05 repair_speed_factor = SOV_red_fleet_repair_speed_factor #0.05 #FUTURE naval_coordination = SOV_red_fleet_naval_coordination #0.1 -> Advanced Manevuers navy_visibility = SOV_red_fleet_navy_visibility #-0.05 -> Advanced Manevuers positioning = SOV_red_fleet_positioning #0.1 -> Advanced Manevuers screening_efficiency = SOV_red_fleet_screening_efficiency #0.1 -> Advanced Manevuers naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity #10 -> Marines invasion_preparation = SOV_red_fleet_invasion_preparation #-0.1 -> Marines special_forces_cap = SOV_red_fleet_special_forces_cap #0.1 -> Marines } SOV_the_red_fleet_surface_1_dynamic_modifier_alt = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_navy_alt_ccp_2d_sov_compatibility #INITIAL refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost #-0.05 repair_speed_factor = SOV_red_fleet_repair_speed_factor #0.05 custom_modifier_tooltip = SOV_the_red_fleet_surface_1_tt #The production bonus is handled via hidden NS, but it is communicated here #FUTURE naval_coordination = SOV_red_fleet_naval_coordination #0.1 -> Advanced Manevuers navy_visibility = SOV_red_fleet_navy_visibility #-0.05 -> Advanced Manevuers positioning = SOV_red_fleet_positioning #0.1 -> Advanced Manevuers screening_efficiency = SOV_red_fleet_screening_efficiency #0.1 -> Advanced Manevuers naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity #10 -> Marines invasion_preparation = SOV_red_fleet_invasion_preparation #-0.1 -> Marines special_forces_cap = SOV_red_fleet_special_forces_cap #0.1 -> Marines } SOV_the_red_fleet_surface_2_dynamic_modifier_alt = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_navy_alt_ccp_2d_sov_compatibility #INITIAL refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost #-0.05 repair_speed_factor = SOV_red_fleet_repair_speed_factor #0.05 custom_modifier_tooltip = SOV_the_red_fleet_surface_2_tt #The production bonus is handled via hidden NS, but it is communicated here #FUTURE naval_coordination = SOV_red_fleet_naval_coordination #0.1 -> Advanced Manevuers navy_visibility = SOV_red_fleet_navy_visibility #-0.05 -> Advanced Manevuers positioning = SOV_red_fleet_positioning #0.1 -> Advanced Manevuers screening_efficiency = SOV_red_fleet_screening_efficiency #0.1 -> Advanced Manevuers naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity #10 -> Marines invasion_preparation = SOV_red_fleet_invasion_preparation #-0.1 -> Marines special_forces_cap = SOV_red_fleet_special_forces_cap #0.1 -> Marines } SOV_the_red_fleet_submarine_1_dynamic_modifier_alt = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_navy_alt_ccp_2d_sov_compatibility #INITIAL refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost #-0.05 repair_speed_factor = SOV_red_fleet_repair_speed_factor #0.05 custom_modifier_tooltip = SOV_the_red_fleet_submarine_1_tt #The production bonus is handled via hidden NS, but it is communicated here #FUTURE naval_coordination = SOV_red_fleet_naval_coordination #0.1 -> Advanced Manevuers navy_visibility = SOV_red_fleet_navy_visibility #-0.05 -> Advanced Manevuers positioning = SOV_red_fleet_positioning #0.1 -> Advanced Manevuers screening_efficiency = SOV_red_fleet_screening_efficiency #0.1 -> Advanced Manevuers naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity #10 -> Marines invasion_preparation = SOV_red_fleet_invasion_preparation #-0.1 -> Marines special_forces_cap = SOV_red_fleet_special_forces_cap #0.1 -> Marines } SOV_the_red_fleet_submarine_2_dynamic_modifier_alt = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_navy_alt_ccp_2d_sov_compatibility #INITIAL refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost #-0.05 repair_speed_factor = SOV_red_fleet_repair_speed_factor #0.05 custom_modifier_tooltip = SOV_the_red_fleet_submarine_2_tt #The production bonus is handled via hidden NS, but it is communicated here #FUTURE naval_coordination = SOV_red_fleet_naval_coordination #0.1 -> Advanced Manevuers navy_visibility = SOV_red_fleet_navy_visibility #-0.05 -> Advanced Manevuers positioning = SOV_red_fleet_positioning #0.1 -> Advanced Manevuers screening_efficiency = SOV_red_fleet_screening_efficiency #0.1 -> Advanced Manevuers naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity #10 -> Marines invasion_preparation = SOV_red_fleet_invasion_preparation #-0.1 -> Marines special_forces_cap = SOV_red_fleet_special_forces_cap #0.1 -> Marines } SOV_defense_industry_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_defense_industry_ccp_2d_sov_compatibility #INITIAL conversion_cost_civ_to_mil_factor = SOV_defense_industry_conversion_cost_civ_to_mil_factor #-0.2 production_factory_max_efficiency_factor = SOV_defense_industry_production_factory_max_efficiency_factor #0.05 production_factory_efficiency_gain_factor = SOV_defense_industry_production_factory_efficiency_gain_factor #-0.05 line_change_production_efficiency_factor = SOV_defense_industry_line_change_production_efficiency_factor #-0.1 #FUTURE tank_manufacturer_cost_factor = SOV_defense_industry_tank_manufacturer_cost_factor #-0.25 -> Tank Designer focus land_equipment_upgrade_xp_cost = SOV_defense_industry_land_equipment_upgrade_xp_cost #-0.1 -> Tankograd materiel_manufacturer_cost_factor = SOV_defense_industry_materiel_manufacturer_cost_factor #-0.25 -> Equipment Designers focus breakthrough_factor = SOV_defense_industry_breakthrough_factor #0.05 -> PC of Mortar Armament army_artillery_defence_factor = SOV_defense_industry_army_artillery_defence_factor #0.05 -> PC of Mortar Armament production_speed_coastal_bunker_factor = SOV_defense_industry_production_speed_coastal_bunker_factor #0.05 -> Military Engineering University production_speed_bunker_factor = SOV_defense_industry_production_speed_bunker_factor #0.05 -> Military Engineering University max_dig_in_factor = SOV_defense_industry_max_dig_in_factor #0.05 -> Military Engineering University } SOV_the_red_army_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_army_ccp_2d_sov_compatibility #INITIAL mobilization_laws_cost_factor = SOV_the_red_army_mobilization_laws_cost_factor #-0.1 army_org_factor = SOV_the_red_army_army_org_factor #-0.15 Meant to represent army disgruntledness land_mastery_gain_factor = SOV_the_red_army_mastery_loss_factor #-0.50 experience_loss_factor = SOV_the_red_army_experience_loss_factor #0.25 #FUTURE mobilization_speed = SOV_the_red_army_mobilization_speed #0.05 -> Strengthen the Mobilization Plan conscription_factor = SOV_the_red_army_conscription_factor #0.03 -> Strengthen the Mobilization Plan modifier_army_sub_unit_cavalry_speed_factor = SOV_the_red_army_modifier_army_sub_unit_cavalry_speed_factor # 0.05 -> Restore Cossack Units cavalry_attack_factor = SOV_the_red_army_cavalry_attack_factor #0.05 -> Restore Cossack Units training_time_factor = SOV_the_red_army_training_time_factor #-0.1 -> Cohesion First heat_attrition_factor = SOV_the_red_army_heat_attrition_factor #-0.1 -> An Adaptable Army winter_attrition_factor = SOV_the_red_army_winter_attrition_factor #-0.1 -> An Adaptable Army acclimatization_cold_climate_gain_factor = SOV_the_red_army_acclimatization_cold_climate_gain_factor #0.15 -> An Adaptable Army acclimatization_hot_climate_gain_factor = SOV_the_red_army_acclimatization_hot_climate_gain_factor #0.15 -> An Adaptable Army terrain_trait_xp_gain_factor = SOV_the_red_army_terrain_trait_xp_gain_factor #0.15 -> An Adaptable Army unit_infantry_design_cost_factor = SOV_the_red_army_unit_infantry_design_cost_factor #-0.1 unit_artillery_brigade_design_cost_factor = SOV_the_red_army_unit_artillery_brigade_design_cost_factor #-0.1 army_org_regain = SOV_the_red_army_army_org_regain #0.1 -> Barrier Troops special_forces_cap = SOV_the_red_army_special_forces_cap # 0.1 -> The Glory of the Red Army land_doctrine_cost_factor = SOV_the_red_army_land_doctrine_cost_factor # -0.1 -> The Glory of the Red Army cas_damage_reduction = SOV_the_red_army_cas_damage_reduction #0.05 -> Experts in Camouflage max_dig_in = SOV_the_red_army_max_dig_in #5 -> Experts in Camouflage dig_in_speed_factor = SOV_the_red_army_dig_in_speed_factor #0.05 -> Experts in Camouflage operative_slot = SOV_the_red_army_operative_slot #1 -> Organization of the Partisans max_command_power_mult = SOV_the_red_army_max_command_power_mult #0.1 -> Depoliticize the Military } SOV_the_red_army_dynamic_modifier_alt = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_red_army_alt_ccp_2d_sov_compatibility #INITIAL mobilization_laws_cost_factor = SOV_the_red_army_mobilization_laws_cost_factor #-0.1 army_org_factor = SOV_the_red_army_army_org_factor #-0.15 Meant to represent army disgruntledness land_mastery_gain_factor = SOV_the_red_army_mastery_loss_factor #-0.50 experience_loss_factor = SOV_the_red_army_experience_loss_factor #0.25 #FUTURE mobilization_speed = SOV_the_red_army_mobilization_speed #0.05 -> Strengthen the Mobilization Plan conscription_factor = SOV_the_red_army_conscription_factor #0.03 -> Strengthen the Mobilization Plan modifier_army_sub_unit_cavalry_speed_factor = SOV_the_red_army_modifier_army_sub_unit_cavalry_speed_factor # 0.05 -> Restore Cossack Units cavalry_attack_factor = SOV_the_red_army_cavalry_attack_factor #0.05 -> Restore Cossack Units training_time_factor = SOV_the_red_army_training_time_factor #-0.1 -> Cohesion First heat_attrition_factor = SOV_the_red_army_heat_attrition_factor #-0.1 -> An Adaptable Army winter_attrition_factor = SOV_the_red_army_winter_attrition_factor #-0.1 -> An Adaptable Army acclimatization_cold_climate_gain_factor = SOV_the_red_army_acclimatization_cold_climate_gain_factor #0.15 -> An Adaptable Army acclimatization_hot_climate_gain_factor = SOV_the_red_army_acclimatization_hot_climate_gain_factor #0.15 -> An Adaptable Army terrain_trait_xp_gain_factor = SOV_the_red_army_terrain_trait_xp_gain_factor #0.15 -> An Adaptable Army unit_infantry_design_cost_factor = SOV_the_red_army_unit_infantry_design_cost_factor #-0.1 unit_artillery_brigade_design_cost_factor = SOV_the_red_army_unit_artillery_brigade_design_cost_factor #-0.1 army_org_regain = SOV_the_red_army_army_org_regain #0.1 -> Barrier Troops special_forces_cap = SOV_the_red_army_special_forces_cap # 0.1 -> The Glory of the Red Army land_doctrine_cost_factor = SOV_the_red_army_land_doctrine_cost_factor # -0.1 -> The Glory of the Red Army cas_damage_reduction = SOV_the_red_army_cas_damage_reduction #0.05 -> Experts in Camouflage max_dig_in = SOV_the_red_army_max_dig_in #5 -> Experts in Camouflage dig_in_speed_factor = SOV_the_red_army_dig_in_speed_factor #0.05 -> Experts in Camouflage operative_slot = SOV_the_red_army_operative_slot #1 -> Organization of the Partisans max_command_power_mult = SOV_the_red_army_max_command_power_mult #0.1 -> Depoliticize the Military } SOV_the_politburo_good_dynamic_modifier = { enable = { always = yes } icon = GFX_idea_SOV_the_politburo_ccp_2d_sov_compatibility #INITIAL drift_defence_factor = SOV_the_politburo_drift_defence_factor #0.05 #FUTURE defensive_war_stability_factor = SOV_the_politburo_defensive_war_stability_factor #-0.25 -> Socialism in One Country communism_drift = SOV_the_politburo_communism_drift #0.05 -> Socialism in One Country political_power_factor = SOV_the_politburo_political_power_factor #0.05 -> The Stalin Constitution economy_cost_factor = SOV_the_politburo_economy_cost_factor #0.2 -> Secure the Administration trade_laws_cost_factor = SOV_the_politburo_trade_laws_cost_factor #-0.2 -> Secure the Administration mobilization_laws_cost_factor = SOV_the_politburo_mobilization_laws_cost_factor #-0.2 -> Secure the Administration consumer_goods_factor = SOV_the_politburo_good_consumer_goods_factor #0.05 -> Collectivization Process production_speed_buildings_factor = SOV_the_politburo_production_speed_buildings_factor #0.05 -> Collectivization Process global_building_slots_factor = SOV_the_politburo_global_building_slots_factor #0.1 -> Collectivization Process max_surrender_limit_offset = SOV_the_politburo_max_surrender_limit_offset #0.05 -> The Workers Dictatorship max_command_power = SOV_the_politburo_max_command_power # 20 -> Organization, Centralization, Discipline mobilization_speed = SOV_the_politburo_mobilization_speed # 0.1 -> Organization, Centralization, Discipline operative_slot = SOV_the_politburo_operative_slot # 1 -> Behead the Snake political_advisor_cost_factor = SOV_the_politburo_political_advisor_cost_factor #-0.15 -> Freedom of Debate, Unity of Action opinion_gain_monthly_same_ideology_factor = SOV_the_politburo_opinion_gain_monthly_same_ideology_factor #0.25 -> The Construction of Communism } SOV_factionalism_modifier = { enable = { always = yes } icon = GFX_idea_SOV_factionalism_modifier political_power_factor = SOV_factionalism_political_power_factor # -0.1 The Left Opposition, the Right opposition political_advisor_cost_factor = SOV_factionalism_political_advisor_cost_factor # 0.2 -> Cooperation Against stalin party_popularity_stability_factor = SOV_factionalism_popularity_stability_cost_factor # -0.15 -> Cooperation Against stalin overlord_trade_cost_factor = SOV_factionalism_overlord_trade_cost_factor global_building_slots_factor = SOV_factionalism_building_slots_factor custom_modifier_tooltip = SOV_factionalism_modifier_tt } SOV_opposition_popular_support = { enable = { has_civil_war = yes } icon = GFX_idea_FRA_scw_intervention_republicans_focus surrender_limit = SOV_surrender_modifier custom_modifier_tooltip = SOV_opposition_popular_support_tt } SOV_planned_economy_dynamic_modifier = { enable = { always = yes } icon = GFX_idea_eng_for_the_good_of_the_revolution industrial_capacity_factory = SOV_planned_economy_industrial_capacity_factory_initial #+0.01% (extra +0.01% per puppet - max +0.1%) production_lack_of_resource_penalty_factor = SOV_planned_economy_production_lack_of_resource_penalty_factor_initial #-0.01% (extra -0.01% per puppet - max -0.1%) party_popularity_stability_factor = SOV_planned_economy_party_popularity_stability_factor # +15% -> Victory Over Devastation max_surrender_limit_offset = SOV_planned_economy_max_surrender_limit_offset # +10% -> Victory Over Devastation industry_repair_factor = SOV_planned_economy_industry_repair_factor # +10% -> Victory Over Devastation consumer_goods_factor = SOV_planned_economy_consumer_goods_factor #-2%-> Victory Over Devastation } SOV_capital_of_the_tsars = { enable = { always = yes } icon = GFX_modifiers_SOV_capital_of_the_tsars state_production_speed_buildings_factor = 0.25 } RAJ_agrarian_society_dynamic = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_generic_agrarian_society conscription_factor = RAJ_agrarian_society_value } RAJ_industrialized_personnel = { enable = { always = yes } icon = GFX_modifiers_generic_military_plans state_resources_factor = 0.15 state_production_speed_buildings_factor = 0.15 } PAR_protected_by_humaita = { enable = { PAR = { controls_province = 2173 } } icon = GFX_modifiers_SOV_defend_moscow local_org_regain = 0.15 recruitable_population_factor = 0.25 army_core_defence_factor = 0.1 supply_factor = 0.15 } malaria = { icon = GFX_modifiers_SOV_defend_moscow }