# 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 or unit leaders # will only updated daily, unless forced by force_update_dynamic_modifier effect ###### COUNTRY MODIFIERS AFG_subsistence_economy_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_generic_agrarian_society production_factory_efficiency_gain_factor = AFG_economy_production_efficiency_gain_factor production_factory_max_efficiency_factor = AFG_economy_production_max_efficiency_factor industrial_capacity_factory = AFG_economy_industrial_capacity_factor stability_factor = AFG_stability_factor_dm } AFG_economic_regionalism = { #STATE MODIFIER enable = { always = yes } icon = GFX_modifiers_BRA_neglected_state state_production_speed_buildings_factor = AFG_state_development_production_speed # $MODIFIER_STATE_PRODUCTION_SPEED_BUILDINGS_FACTOR$ state_resources_factor = AFG_state_development_state_resources_factor state_production_speed_infrastructure_factor = AFG_state_production_speed_infrastructure_factor remove_trigger = { NOT = { OWNER = { original_tag = AFG } } } } AFG_electrification_modifier = { enable = { always = yes } remove_trigger = { ROOT = { NOT = { OWNER = { original_tag = AFG } } # ROOT refers to the state on which the modifier is added } } icon = GFX_modifiers_ETH_state_development state_production_speed_buildings_factor = 0.2 state_resources_factor = 0.2 local_building_slots_factor = 0.2 state_production_speed_infrastructure_factor = 0.2 } AFG_quami_modifier = { enable = { always = yes } icon = GFX_idea_AFG_quami modifier_army_sub_unit_irregular_infantry_defence_factor = AFG_modifier_army_sub_unit_irregular_infantry_defence_factor modifier_army_sub_unit_irregular_infantry_speed_factor = AFG_modifier_army_sub_unit_irregular_infantry_speed_factor modifier_army_sub_unit_irregular_infantry_max_org_factor = AFG_modifier_army_sub_unit_irregular_infantry_max_org_factor modifier_army_sub_unit_irregular_infantry_attack_factor = AFG_modifier_army_sub_unit_irregular_infantry_attack_factor conscription_factor = AFG_conscription_factor #MODIFIER_CAVALRY_ATTACK_FACTOR = AFG_MODIFIER_CAVALRY_ATTACK_FACTOR #MODIFIER_CAVALRY_DEFENCE_FACTOR = AFG_MODIFIER_CAVALRY_DEFENCE_FACTOR modifier_army_sub_unit_cavalry_attack_factor = AFG_modifier_army_sub_unit_cavalry_attack_factor modifier_army_sub_unit_cavalry_defence_factor = AFG_modifier_army_sub_unit_cavalry_defence_factor modifier_army_sub_unit_cavalry_speed_factor = AFG_modifier_army_sub_unit_cavalry_speed_factor special_forces_cap = AFG_special_forces_cap experience_gain_army_factor = AFG_experience_gain_army_factor training_time_factor = AFG_training_time_factor max_planning_factor = AFG_max_planning_factor planning_speed = AFG_planning_speed acclimatization_cold_climate_gain_factor = AFG_acclimatization_cold_climate_gain_factor acclimatization_hot_climate_gain_factor = AFG_acclimatization_hot_climate_gain_factor conscription = AFG_conscription army_core_defence_factor = AFG_army_core_defence_factor army_defence_factor = AFG_army_defence_factor supply_consumption_factor = AFG_army_supply_consumption_factor #was AFG_army_supply_consumption_factor supply_combat_penalties_on_core_factor = AFG_army_supply_combat_penalties_on_core_factor } AFG_nufus_modifier = { enable = { always = yes } icon = GFX_idea_AFG_adopt_nufus experience_gain_army_factor = AFG_experience_gain_army_factor army_org_factor = AFG_army_org_factor army_core_defence_factor = AFG_army_core_defence_factor army_armor_defence_factor = AFG_army_armor_defence_factor army_armor_attack_factor = AFG_army_armor_attack_factor army_artillery_attack_factor = AFG_army_artillery_attack_factor army_artillery_defence_factor = AFG_army_artillery_defence_factor conscription_factor = AFG_conscription_factor training_time_factor = AFG_training_time_factor conscription = AFG_conscription army_defence_factor = AFG_army_defence_factor army_attack_factor = AFG_army_attack_factor special_forces_cap = AFG_special_forces_cap special_forces_out_of_supply_factor = AFG_special_forces_out_of_supply_factor extra_marine_supply_grace = AFG_extra_marine_supply_grace max_planning_factor = AFG_max_planning_factor planning_speed = AFG_planning_speed max_command_power_mult = AFG_max_command_power_mult command_power_gain_mult = AFG_command_power_gain_mult acclimatization_cold_climate_gain_factor = AFG_acclimatization_cold_climate_gain_factor acclimatization_hot_climate_gain_factor = AFG_acclimatization_hot_climate_gain_factor supply_consumption_factor = AFG_army_supply_consumption_factor supply_combat_penalties_on_core_factor = AFG_army_supply_combat_penalties_on_core_factor } AFG_border_resistance_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_resistance resistance_growth = 0.2 } AFG_amanullah_insurection_modifier = { enable = { always = yes } icon = GFX_idea_generic_fascism_drift_bonus stability_factor = AFG_amanullah_modifier_stability_factor fascism_drift = AFG_amanullah_modifier_fascism_drift army_core_defence_factor = AFG_amanullah_modifier_core_defense_factor army_core_attack_factor = AFG_amanullah_modifier_core_attack_factor } AFG_look_to_the_past_modifier = { enable = { always = yes } icon = GFX_idea_PER_islamic_traditions_ns stability_factor = AFG_look_to_the_past_modifier_stability_factor war_support_factor = AFG_look_to_the_past_modifier_war_support_factor army_core_defence_factor = AFG_look_to_the_past_modifier_core_defense_factor army_core_attack_factor = AFG_look_to_the_past_modifier_core_attack_factor research_speed_factor = AFG_look_to_the_past_modifier_research_speed_factor } AFG_1923_constitution_modifier = { enable = { always = yes } icon = GFX_idea_generic_constitutional_guarantees stability_factor = AFG_1923_const_modifier_stability_factor # = -0.1 mobilization_laws_cost_factor = AFG_1923_const_modifier_mobilization_laws_cost_factor # = -0.25 political_advisor_cost_factor = AFG_1923_const_modifier_political_advisor_cost_factor # = -0.25 production_speed_industrial_complex_factor = AFG_1923_const_modifier_production_speed_industrial_complex_factor # = 0.1 research_speed_factor = AFG_1923_const_modifier_research_speed_factor # = 0 production_factory_efficiency_gain_factor = AFG_1923_const_modifier_production_factory_efficiency_gain_factor # = 0 production_factory_max_efficiency_factor = AFG_1923_const_modifier_production_factory_max_efficiency_factor # = 0 fascism_drift = 0.03 army_core_defence_factor = 0.1 army_core_attack_factor = 0.05 } AFG_resistance_active_here = { enable = { always = yes } remove_trigger = { OWNER = { NOT = { original_tag = SOV } } } icon = GFX_modifiers_generic_military_plans local_manpower = -0.1 } AFG_disgruntled_minority = { enable = { always = yes } remove_trigger = { NOT = { OWNER = { original_tag = AFG } } } icon = GFX_modifiers_generic_resistance local_manpower = -0.4 local_supplies = -0.2 local_resources_factor = -0.2 } AFG_arranged_expansion_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_fascist_corporatism custom_modifier_tooltip = AFG_arranged_expansion_modifier_tt } #RAJ idea_RAJ_independence_movement = { #STATE MODIFIER enable = { is_subject = yes } icon = GFX_idea_RAJ_independence_movement resistance_activity = RAJ_resistance_activity_independence_movement resistance_target = RAJ_resistance_target_independence_movement autonomy_gain = RAJ_autonomy_gain_independence_movement communism_drift = RAJ_communism_drift_independence_movement } idea_RAJ_indian_air_force = { enable = { always = yes } icon = GFX_idea_generic_air_bonus experience_gain_air = RAJ_indian_air_force_xp_gain air_mission_xp_gain_factor = RAJ_indian_air_mission_xp_gain_factor air_training_xp_gain_factor = RAJ_indian_air_training_xp_gain_factor air_accidents_factor = RAJ_indian_air_air_accidents_factor air_cas_present_factor = RAJ_indian_air_air_cas_present_factor air_cas_efficiency = RAJ_indian_air_air_cas_efficiency air_agility_factor = RAJ_indian_air_air_agility_factor } idea_RAJ_royal_indian_navy = { enable = { always = yes } icon = GFX_idea_generic_navy_bonus experience_gain_navy = RAJ_royal_indian_navy_xp_gain } idea_RAJ_tea_exports = { enable = { is_subject_of = ENG } icon = GFX_idea_stiff_upper_lip autonomy_gain = RAJ_autonomy_gain_tea_exports production_speed_buildings_factor = RAJ_building_speed_tea_exports } idea_RAJ_agrarian_society = { icon = GFX_idea_generic_agrarian_society #experience_gain_army_factor = RAJ_agrarian_society_experience_gain_army_factor conscription_factor = RAJ_agrarian_society_conscription_factor mobilization_laws_cost_factor = RAJ_agrarian_society_mobilization_laws_cost_factor mobilization_speed = RAJ_agrarian_society_mobilization_speed } #Added on states if invaded idea_RAJ_resistant_to_occupation = { icon = GFX_modifiers_FIN_weapon_caches compliance_growth = -0.25 local_manpower = -0.33 remove_trigger = { CONTROLLER = { is_raj_or_raj_inheritor = yes } } } idea_RAJ_sikh_approval = { icon = GFX_modifiers_RAJ_sikh_approval state_production_speed_buildings_factor = 0.15 local_supplies = 0.2 local_manpower = 0.3 remove_trigger = { CONTROLLER = { AND = { NOT = { is_raj_or_raj_inheritor = yes } NOT = { is_subject_of = RAJ } } } } } idea_RAJ_sikh_approval_1 = { icon = GFX_modifiers_RAJ_sikh_approval state_production_speed_buildings_factor = 0.15 local_supplies = 0.2 local_manpower = 0.15 remove_trigger = { CONTROLLER = { AND = { NOT = { is_raj_or_raj_inheritor = yes } NOT = { is_subject_of = RAJ } } } } } idea_RAJ_sikh_approval_2 = { icon = GFX_modifiers_RAJ_sikh_approval state_production_speed_buildings_factor = 0.15 local_supplies = 0.2 remove_trigger = { CONTROLLER = { AND = { NOT = { is_raj_or_raj_inheritor = yes } NOT = { is_subject_of = RAJ } } } } } idea_RAJ_indian_railways = { icon = GFX_idea_ARG_invest_in_railways production_speed_rail_way_factor = RAJ_indian_railway_production_speed_rail_way_factor production_speed_supply_node_factor = RAJ_indian_railway_production_speed_supply_node_factor production_speed_infrastructure_factor = RAJ_indian_railway_production_speed_infrastructure_factor industrial_capacity_factory = RAJ_indian_railway_industrial_capacity_factory stability_factor = RAJ_indian_railway_stability_factor } idea_RAJ_funded_by_princely_states = { icon = GFX_idea_generic_improved_industries production_speed_industrial_complex_factor = RAJ_hindu_mahasabha_released } idea_RAJ_mughal_influence = { icon = GFX_modifiers_RAJ_mughal_influence local_building_slots_factor = 0.35 local_manpower = 1.25 army_core_defence_factor = 0.15 remove_trigger = { CONTROLLER = { NOT = { is_raj_or_raj_inheritor = yes } } } } idea_RAJ_five_year_plan = { icon = GFX_idea_man_five_year_plan_industry stability_factor = RAJ_fyp_stability_factor production_speed_buildings_factor = RAJ_fyp_production_speed_buildings_factor consumer_goods_factor = RAJ_fyp_consumer_goods_factor research_speed_factor = RAJ_fyp_research_speed_factor production_speed_industrial_complex_factor = RAJ_fyp_production_speed_industrial_complex_factor production_speed_arms_factory_factor = RAJ_fyp_production_speed_arms_factory_factor production_speed_dockyard_factor = RAJ_fyp_production_speed_dockyard_factor production_factory_efficiency_gain_factor = RAJ_fyp_production_factory_efficiency_gain_factor production_factory_max_efficiency_factor = RAJ_fyp_production_factory_max_efficiency_factor local_resources_factor = RAJ_fyp_local_resources_factor production_lack_of_resource_penalty_factor = RAJ_fyp_production_lack_of_resource_penalty_factor line_change_production_efficiency_factor = RAJ_fyp_line_change_production_efficiency_factor production_factory_start_efficiency_factor = RAJ_fyp_production_factory_start_efficiency_factor industry_air_damage_factor = RAJ_fyp_industry_air_damage_factor global_building_slots_factor = RAJ_fyp_global_building_slots_factor industrial_capacity_factory = RAJ_fyp_industrial_capacity_factory compliance_growth = RAJ_fyp_compliance_growth supply_consumption_factor = RAJ_fyp_supply_consumption_factor } # RAJ Loyalist Branch RAJ_a_loyal_government = { enable = { always = yes } icon = GFX_idea_RAJ_loyal_government #Starting political_power_factor = RAJ_a_loyal_government_political_power_factor #0.05 master_ideology_drift = RAJ_a_loyal_government_master_ideology_drift #0.3 #Later consumer_goods_factor = RAJ_a_loyal_government_consumer_goods_factor #-0.1 political_advisor_cost_factor = RAJ_a_loyal_government_political_advisor_cost_factor #-0.5 party_popularity_stability_factor = RAJ_a_loyal_government_party_popularity_stability_factor #0.1 resistance_target = RAJ_a_loyal_government_resistance_target resistance_damage_to_garrison = RAJ_a_loyal_government_resistance_damage_to_garrison extra_trade_to_overlord_factor = RAJ_a_loyal_government_extra_trade_to_overlord_factor conscription_factor = RAJ_a_loyal_government_conscription_factor research_speed_factor = RAJ_a_loyal_government_research_speed_factor industrial_capacity_dockyard = RAJ_a_loyal_government_industrial_capacity_dockyard industrial_capacity_factory = RAJ_a_loyal_government_industrial_capacity_factory } RAJ_indian_gentlemen_officers_goe = { #Uses vars from the DM below, since it is a precursor DM enable = { always = yes } icon = GFX_idea_raj_indian_gentlemen_officers #Starting org_loss_when_moving = RAJ_south_east_asia_command_dm_org_loss_when_moving #-0.1 army_org_regain = RAJ_south_east_asia_command_dm_army_org_regain #0.05 experience_gain_army_factor = RAJ_south_east_asia_command_dm_experience_gain_army_factor #0.15 } RAJ_south_east_asia_command_dm = { #This is an upgrade from Indian Gentlement Officers above, so it replaces it taking its bonuses and improves further enable = { always = yes } icon = GFX_idea_raj_indian_gentlemen_officers #Starting org_loss_when_moving = RAJ_south_east_asia_command_dm_org_loss_when_moving #-0.1 army_org_regain = RAJ_south_east_asia_command_dm_army_org_regain #0.15 experience_gain_army_factor = RAJ_south_east_asia_command_dm_experience_gain_army_factor #0.15 max_command_power = RAJ_south_east_asia_command_dm_max_command_power #50 command_power_gain = RAJ_south_east_asia_command_dm_command_power_gain #0.2 special_forces_cap = RAJ_south_east_asia_command_dm_special_forces_cap #0.25 #Later extra_marine_supply_grace = RAJ_south_east_asia_command_dm_extra_marine_supply_grace shore_bombardment_bonus = RAJ_south_east_asia_command_dm_shore_bombardment_bonus modifier_army_sub_unit_marine_attack_factor = RAJ_south_east_asia_command_dm_modifier_army_sub_unit_marine_attack_factor #Spec Offensive army_attack_speed_factor = RAJ_south_east_asia_command_dm_army_attack_speed_factor breakthrough_factor = RAJ_south_east_asia_command_dm_breakthrough_factor coordination_bonus = RAJ_south_east_asia_command_dm_coordination_bonus max_planning_factor = RAJ_south_east_asia_command_dm_max_planning_factor #Spec Defensive max_dig_in_factor = RAJ_south_east_asia_command_dm_max_dig_in_factor recon_factor_while_entrenched = RAJ_south_east_asia_command_dm_recon_factor_while_entrenched army_core_defence_factor = RAJ_south_east_asia_command_dm_army_core_defence_factor army_core_attack_factor = RAJ_south_east_asia_command_dm_army_core_attack_factor #Spec Air air_mission_efficiency = RAJ_south_east_asia_command_dm_air_mission_efficiency navy_anti_air_attack_factor = RAJ_south_east_asia_command_dm_navy_anti_air_attack_factor air_ace_generation_chance_factor = RAJ_south_east_asia_command_dm_air_ace_generation_chance_factor static_anti_air_hit_chance_factor = RAJ_south_east_asia_command_dm_static_anti_air_hit_chance_factor #Spec Naval industrial_capacity_dockyard = RAJ_south_east_asia_command_dm_industrial_capacity_dockyard navy_org_factor = RAJ_south_east_asia_command_dm_navy_org_factor naval_coordination = RAJ_south_east_asia_command_dm_naval_coordination naval_morale_factor = RAJ_south_east_asia_command_dm_naval_morale_factor } # RAJ Loyalist Branch - State Modifiers RAJ_fortified_position = { enable = { always = yes } icon = GFX_modifiers_generic_defense remove_trigger = { # ROOT refers to the state on which the modifier is added ROOT = { controller = { NOT = { original_tag = RAJ } NOT = { is_in_faction_with = RAJ } } } } local_supplies = 0.15 enemy_attrition = 0.15 enemy_army_speed_factor = -0.3 } #IRAN PER_airforce_modifier = { enable = { always = yes } icon = GFX_idea_generic_air_fighter air_doctrine_cost_factor = PER_airforce_modifier_air_doctrine_cost_factor air_ace_generation_chance_factor = PER_airforce_modifier_air_ace_generation_chance_factor air_range_factor = PER_airforce_modifier_air_range_factor air_superiority_efficiency = PER_airforce_modifier_air_superiority_efficiency air_intercept_efficiency = PER_airforce_modifier_air_intercept_efficiency air_mission_xp_gain_factor = PER_airforce_modifier_air_mission_xp_gain_factor air_agility_factor = PER_airforce_modifier_air_agility_factor ground_attack_factor = PER_airforce_modifier_ground_attack_factor experience_gain_air = PER_airforce_modifier_experience_gain_air industrial_capacity_factory = PER_army_modifier_industrial_capacity_factory_airfoce conscription_factor = PER_airforce_modifier_conscription_factor air_strategic_bomber_bombing_factor = PER_airforce_modifier_air_strategic_bomber_bombing_factor air_cas_present_factor = PER_airforce_modifier_air_cas_present_factor air_defence_factor = PER_airforce_modifier_air_defence_factor } PER_legacy_of_greatness_modifier = { enable = { always = yes } icon = GFX_idea_PER_legacy_of_greatness_modifier political_power_factor = PER_legacy_pp research_speed_factor = PER_legacy_research production_speed_industrial_complex_factor = PER_legacy_civ stability_factor = PER_legacy_stability consumer_goods_factor = PER_legacy_consumer_goods industrial_capacity_factory = PER_legacy_industrial_capacity_factory production_speed_infrastructure_factor = PER_legacy_infra production_factory_efficiency_gain_factor = PER_legacy_factory_efficiency conscription = PER_legacy_conscription } PER_offensive_tactics_modifier = { enable = { always = yes } icon = GFX_idea_generic_war_preparation modifier_army_sub_unit_infantry_attack_factor = PER_sub_unit_infantry_attack_factor modifier_army_sub_unit_irregular_infantry_attack_factor = PER_sub_unit_infantry_irregular_attack_factor army_defence_factor = PER_army_defence_factor } PER_defensive_maneuvers_modifier = { enable = { always = yes } icon = GFX_idea_generic_wall_line modifier_army_sub_unit_infantry_defence_factor = PER_sub_unit_infantry_defence_factor modifier_army_sub_unit_irregular_infantry_defence_factor = PER_sub_unit_infantry_irregular_defence_factor army_attack_factor = PER_army_attack_factor } PER_state_local_defensive_dynamic_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_military_plans army_defence_factor = 0.25 army_artillery_defence_factor = 0.25 } PER_opposition_modifier = { icon = GFX_idea_EST_democratic_opposition political_power_factor = PER_opposition_political_power_factor research_speed_factor = PER_opposition_research_speed_factor stability_factor = PER_opposition_stability_factor conscription_factor = PER_opposition_conscription_factor fascism_drift = PER_opposition_fascism_drift communism_drift = PER_opposition_communism_drift democratic_drift = PER_opposition_democratic_drift army_core_defence_factor = PER_army_core_defence_factor army_core_attack_factor = PER_army_core_attack_factor } PER_technological_modifier = { icon = GFX_idea_generic_research_bonus research_speed_factor = PER_technological_modifier_research_speed_factor special_project_speed_factor = PER_technological_modifier_special_project_speed_factor production_speed_air_facility_factor = PER_technological_modifier_production_cost_air_facility_factor production_speed_land_facility_factor = PER_technological_modifier_production_cost_land_facility_factor production_speed_naval_facility_factor = PER_technological_modifier_production_cost_naval_facility_factor production_speed_nuclear_facility_factor = PER_technological_modifier_production_cost_nuclear_facility_factor } idea_RAJ_famine_state = { icon = GFX_modifiers_RAJ_famine_state remove_trigger = { owner = { NOT = { original_tag = RAJ is_subject_of = RAJ } } } army_speed_factor = -0.5 resistance_target = 1 compliance_growth = -1 army_core_defence_factor = -0.25 } idea_RAJ_famine_country = { icon = GFX_idea_RAJ_state_of_famine_country political_power_factor = RAJ_famine_political_power_factor stability_factor = RAJ_famine_stability_factor war_support_factor = RAJ_famine_stability_factor #scale the same as stab } idea_RAJ_epidemic = { icon = GFX_modifiers_RAJ_famine_state remove_trigger = { owner = { NOT = { original_tag = RAJ is_subject_of = RAJ } } } political_power_factor = RAJ_famine_political_power_factor stability_factor = RAJ_famine_stability_factor } idea_RAJ_war_taxes = { icon = GFX_idea_RAJ_taxes production_speed_arms_factory_factor = RAJ_war_taxes_mil war_support_factor = RAJ_war_taxes_war_support stability_factor = RAJ_war_taxes_stability remove_trigger = { ROOT = { has_war = no } } } idea_RAJ_aden_treaty_port = { enable = { always = yes } remove_trigger = { ROOT = { NOT = { OWNER = { original_tag = RAJ } } # ROOT refers to the state on which the modifier is added } } icon = GFX_modifiers_RAJ_aden_treaty_port compliance_gain = 0.1 resistance_target = -0.15 } idea_RAJ_eic_taxes = { enable = { always = yes } icon = GFX_idea_RAJ_taxes consumer_goods_factor = RAJ_eic_taxes_consumer_goods } idea_RAJ_eic_dividends_investment = { enable = { always = yes } icon = GFX_idea_RAJ_issue_bonds_on_the_stock_market production_factory_max_efficiency_factor = RAJ_eic_dividends_investment_efficiency_max production_speed_buildings_factor = RAJ_eic_dividends_investment_building_speed } PER_stand_with_giants_modifier = { enable = { always = yes } icon = GFX_idea_PER_stand_with_giants_modifier political_power_factor = PER_giants_pp research_speed_factor = PER_giants_research production_speed_industrial_complex_factor = PER_giants_civ stability_factor = PER_giants_stability consumer_goods_factor = PER_giants_consumer_goods industrial_capacity_factory = PER_giants_industrial_capacity_factory production_speed_infrastructure_factor = PER_giants_infra production_factory_efficiency_gain_factor = PER_giants_factory_efficiency conscription_factor = PER_giants_conscription production_speed_arms_factory_factor = PER_giants_mils training_time_factor = PER_giants_training_time } KUR_resistance_modifier = { enable = { always = yes } icon = GFX_modifiers_tur_kurdish_separatism remove_trigger = { ROOT = { OWNER = { OR = { tag = KUR has_cosmetic_tag = IRQ_kurdistan_tag has_cosmetic_tag = greater_kurdistan } } } } resistance_growth = 0.2 local_supplies = -0.15 local_manpower = -0.3 local_resources_factor = -0.5 } IRQ_shia_resistance_modifier = { enable = { always = yes } icon = GFX_modifiers_tur_traditionalist_insurgency remove_trigger = { ROOT = { OWNER = { NOT = { original_tag = IRQ } } } } local_manpower = -0.35 state_production_speed_buildings_factor = -0.15 disable_strategic_redeployment = 1 } PER_resistance_modifier = { enable = { always = yes } icon = GFX_modifiers_bul_macedonian_revolutionaries remove_trigger = { ROOT = { OWNER = { original_tag = PER } } } local_supplies = -0.15 local_manpower = -0.3 local_resources_factor = -0.5 } PER_promoting_resistance_here = { enable = { always = yes } icon = GFX_modifiers_bul_macedonian_revolutionaries remove_trigger = { ROOT = { OWNER = { original_tag = PER } } } resistance_damage_to_garrison = 0.15 resistance_activity = 0.2 resistance_growth = 0.5 resistance_target = 0.8 compliance_growth = -0.1 } PER_opposition_cell = { enable = { always = yes } icon = GFX_modifiers_generic_resistance remove_trigger = { ROOT.owner = { has_civil_war = yes } } custom_modifier_tooltip = PER_opposition_cell_tt } PER_special_units_division_idea = { enable = { always = yes } icon = GFX_idea_PER_special_units_division_idea special_forces_cap = PER_special_units_special_forces special_forces_training_time_factor = PER_spec_force_training } #### IRAQ #### IRQ_royal_army_modifier = { #This will be obsolete but removing the id will mess up save games? enable = { always = yes } icon = GFX_IRQ_royal_army_modifier experience_gain_army_factor = IRQ_experience_gain_army_factor army_org_factor = IRQ_army_org_factor army_core_defence_factor = IRQ_army_core_defence_factor army_core_attack_factor = IRQ_army_core_attack_factor army_armor_defence_factor = IRQ_army_armor_defence_factor army_armor_attack_factor = IRQ_army_armor_attack_factor army_artillery_attack_factor = IRQ_army_artillery_attack_factor army_artillery_defence_factor = IRQ_army_artillery_defence_factor conscription_factor = IRQ_conscription_factor training_time_factor = IRQ_training_time_factor conscription = IRQ_conscription army_defence_factor = IRQ_army_defence_factor army_attack_factor = IRQ_army_attack_factor special_forces_cap = IRQ_special_forces_cap special_forces_out_of_supply_factor = IRQ_special_forces_out_of_supply_factor extra_marine_supply_grace = IRQ_extra_marine_supply_grace max_planning_factor = IRQ_max_planning_factor planning_speed = IRQ_planning_speed max_command_power_mult = IRQ_max_command_power_mult command_power_gain_mult = IRQ_command_power_gain_mult acclimatization_cold_climate_gain_factor = IRQ_acclimatization_cold_climate_gain_factor acclimatization_hot_climate_gain_factor = IRQ_acclimatization_hot_climate_gain_factor motorized_attack_factor = IRQ_motorized_attack_factor mechanized_attack_factor = IRQ_mechanized_attack_factor modifier_army_sub_unit_cavalry_attack_factor = IRQ_modifier_army_sub_unit_cavalry_attack_factor modifier_army_sub_unit_cavalry_defence_factor = IRQ_modifier_army_sub_unit_cavalry_defence_factor modifier_army_sub_unit_cavalry_speed_factor = IRQ_modifier_army_sub_unit_cavalry_speed_factor } IRQ_royal_army_modifier_IRQ = { #This is for the name only, no scripted loc for ideas enable = { always = yes } icon = GFX_IRQ_royal_army_modifier experience_gain_army_factor = IRQ_experience_gain_army_factor army_org_factor = IRQ_army_org_factor army_core_defence_factor = IRQ_army_core_defence_factor army_core_attack_factor = IRQ_army_core_attack_factor army_armor_defence_factor = IRQ_army_armor_defence_factor army_armor_attack_factor = IRQ_army_armor_attack_factor army_artillery_attack_factor = IRQ_army_artillery_attack_factor army_artillery_defence_factor = IRQ_army_artillery_defence_factor conscription_factor = IRQ_conscription_factor training_time_factor = IRQ_training_time_factor conscription = IRQ_conscription army_defence_factor = IRQ_army_defence_factor army_attack_factor = IRQ_army_attack_factor special_forces_cap = IRQ_special_forces_cap special_forces_out_of_supply_factor = IRQ_special_forces_out_of_supply_factor extra_marine_supply_grace = IRQ_extra_marine_supply_grace max_planning_factor = IRQ_max_planning_factor planning_speed = IRQ_planning_speed max_command_power_mult = IRQ_max_command_power_mult command_power_gain_mult = IRQ_command_power_gain_mult acclimatization_cold_climate_gain_factor = IRQ_acclimatization_cold_climate_gain_factor acclimatization_hot_climate_gain_factor = IRQ_acclimatization_hot_climate_gain_factor motorized_attack_factor = IRQ_motorized_attack_factor mechanized_attack_factor = IRQ_mechanized_attack_factor modifier_army_sub_unit_cavalry_attack_factor = IRQ_modifier_army_sub_unit_cavalry_attack_factor modifier_army_sub_unit_cavalry_defence_factor = IRQ_modifier_army_sub_unit_cavalry_defence_factor modifier_army_sub_unit_cavalry_speed_factor = IRQ_modifier_army_sub_unit_cavalry_speed_factor } IRQ_royal_army_modifier_KUR = { #This is for the name only, no scripted loc for ideas enable = { always = yes } icon = GFX_IRQ_royal_army_modifier experience_gain_army_factor = IRQ_experience_gain_army_factor army_org_factor = IRQ_army_org_factor army_core_defence_factor = IRQ_army_core_defence_factor army_core_attack_factor = IRQ_army_core_attack_factor army_armor_defence_factor = IRQ_army_armor_defence_factor army_armor_attack_factor = IRQ_army_armor_attack_factor army_artillery_attack_factor = IRQ_army_artillery_attack_factor army_artillery_defence_factor = IRQ_army_artillery_defence_factor conscription_factor = IRQ_conscription_factor training_time_factor = IRQ_training_time_factor conscription = IRQ_conscription army_defence_factor = IRQ_army_defence_factor army_attack_factor = IRQ_army_attack_factor special_forces_cap = IRQ_special_forces_cap special_forces_out_of_supply_factor = IRQ_special_forces_out_of_supply_factor extra_marine_supply_grace = IRQ_extra_marine_supply_grace max_planning_factor = IRQ_max_planning_factor planning_speed = IRQ_planning_speed max_command_power_mult = IRQ_max_command_power_mult command_power_gain_mult = IRQ_command_power_gain_mult acclimatization_cold_climate_gain_factor = IRQ_acclimatization_cold_climate_gain_factor acclimatization_hot_climate_gain_factor = IRQ_acclimatization_hot_climate_gain_factor motorized_attack_factor = IRQ_motorized_attack_factor mechanized_attack_factor = IRQ_mechanized_attack_factor modifier_army_sub_unit_cavalry_attack_factor = IRQ_modifier_army_sub_unit_cavalry_attack_factor modifier_army_sub_unit_cavalry_defence_factor = IRQ_modifier_army_sub_unit_cavalry_defence_factor modifier_army_sub_unit_cavalry_speed_factor = IRQ_modifier_army_sub_unit_cavalry_speed_factor } IRQ_air_force_modifier = { #This will be obsolete but removing the id will mess up save games? enable = { always = yes } icon = GFX_IRQ_air_force_modifier air_accidents_factor = IRQ_air_accidents_factor air_ace_generation_chance_factor = IRQ_air_ace_generation_chance_factor air_weather_penalty = IRQ_air_weather_penalty air_training_xp_gain_factor = IRQ_air_training_xp_gain_factor air_manpower_requirement_factor = IRQ_air_manpower_requirement_factor air_agility_factor = IRQ_air_agility_factor air_nav_efficiency = IRQ_air_nav_efficiency air_cas_efficiency = IRQ_air_cas_efficiency air_strategic_bomber_bombing_factor = IRQ_air_strategic_bomber_bombing_factor air_range_factor = IRQ_air_range_factor air_fuel_consumption_factor = IRQ_air_fuel_consumption_factor air_superiority_efficiency = IRQ_air_superiority_efficiency } IRQ_air_force_modifier_IRQ = { #This is for the name only, no scripted loc for ideas enable = { always = yes } icon = GFX_IRQ_air_force_modifier air_accidents_factor = IRQ_air_accidents_factor air_ace_generation_chance_factor = IRQ_air_ace_generation_chance_factor air_weather_penalty = IRQ_air_weather_penalty air_training_xp_gain_factor = IRQ_air_training_xp_gain_factor air_manpower_requirement_factor = IRQ_air_manpower_requirement_factor air_agility_factor = IRQ_air_agility_factor air_nav_efficiency = IRQ_air_nav_efficiency air_cas_efficiency = IRQ_air_cas_efficiency air_strategic_bomber_bombing_factor = IRQ_air_strategic_bomber_bombing_factor air_range_factor = IRQ_air_range_factor air_fuel_consumption_factor = IRQ_air_fuel_consumption_factor air_superiority_efficiency = IRQ_air_superiority_efficiency } IRQ_air_force_modifier_KUR = { #This is for the name only, no scripted loc for ideas enable = { always = yes } icon = GFX_IRQ_air_force_modifier air_accidents_factor = IRQ_air_accidents_factor air_ace_generation_chance_factor = IRQ_air_ace_generation_chance_factor air_weather_penalty = IRQ_air_weather_penalty air_training_xp_gain_factor = IRQ_air_training_xp_gain_factor air_manpower_requirement_factor = IRQ_air_manpower_requirement_factor air_agility_factor = IRQ_air_agility_factor air_nav_efficiency = IRQ_air_nav_efficiency air_cas_efficiency = IRQ_air_cas_efficiency air_strategic_bomber_bombing_factor = IRQ_air_strategic_bomber_bombing_factor air_range_factor = IRQ_air_range_factor air_fuel_consumption_factor = IRQ_air_fuel_consumption_factor air_superiority_efficiency = IRQ_air_superiority_efficiency } IRQ_navy_modifier = { #This will be obsolete but removing the id will mess up save games? enable = { always = yes } icon = GFX_IRQ_navy_modifier refit_speed = IRQ_navy_refit_speed repair_speed_factor = IRQ_navy_repair_speed_factor experience_gain_navy_factor = IRQ_experience_gain_navy mines_planting_by_fleets_factor = IRQ_mines_planting_by_fleets_factor navy_anti_air_attack_factor = IRQ_navy_anti_air_attack_factor navy_spirit_category_type_cost_factor = IRQ_navy_spirit_category_type_cost_factor convoy_retreat_speed = IRQ_convoy_retreat_speed spotting_chance = IRQ_spotting_chance production_speed_dockyard_factor = IRQ_production_speed_dockyard_factor industrial_capacity_dockyard = IRQ_industrial_capacity_dockyard extra_marine_supply_grace = IRQ_extra_marine_supply_grace naval_invasion_capacity = IRQ_naval_invasion_capacity naval_mines_effect_reduction = IRQ_naval_mines_effect_reduction experience_gain_navy_unit_factor = IRQ_experience_gain_navy_unit_factor naval_coordination = IRQ_naval_coordination naval_equipment_upgrade_xp_cost = IRQ_naval_equipment_upgrade_xp_cost naval_morale_factor = IRQ_naval_morale_factor screening_efficiency = IRQ_screening_efficiency convoy_escort_efficiency = IRQ_convoy_escort_efficiency navy_capital_ship_defence_factor = IRQ_navy_capital_ship_defence_factor naval_accidents_chance = IRQ_naval_accidents_chance navy_screen_defence_factor = IRQ_navy_screen_defence_factor production_speed_coastal_bunker_factor = IRQ_production_speed_coastal_bunker_factor } IRQ_navy_modifier_IRQ = { #This is for the name only, no scripted loc for ideas enable = { always = yes } icon = GFX_IRQ_navy_modifier refit_speed = IRQ_navy_refit_speed repair_speed_factor = IRQ_navy_repair_speed_factor experience_gain_navy_factor = IRQ_experience_gain_navy mines_planting_by_fleets_factor = IRQ_mines_planting_by_fleets_factor navy_anti_air_attack_factor = IRQ_navy_anti_air_attack_factor navy_spirit_category_type_cost_factor = IRQ_navy_spirit_category_type_cost_factor convoy_retreat_speed = IRQ_convoy_retreat_speed spotting_chance = IRQ_spotting_chance production_speed_dockyard_factor = IRQ_production_speed_dockyard_factor industrial_capacity_dockyard = IRQ_industrial_capacity_dockyard extra_marine_supply_grace = IRQ_extra_marine_supply_grace naval_invasion_capacity = IRQ_naval_invasion_capacity naval_mines_effect_reduction = IRQ_naval_mines_effect_reduction experience_gain_navy_unit_factor = IRQ_experience_gain_navy_unit_factor naval_coordination = IRQ_naval_coordination naval_equipment_upgrade_xp_cost = IRQ_naval_equipment_upgrade_xp_cost naval_morale_factor = IRQ_naval_morale_factor screening_efficiency = IRQ_screening_efficiency convoy_escort_efficiency = IRQ_convoy_escort_efficiency navy_capital_ship_defence_factor = IRQ_navy_capital_ship_defence_factor naval_accidents_chance = IRQ_naval_accidents_chance navy_screen_defence_factor = IRQ_navy_screen_defence_factor production_speed_coastal_bunker_factor = IRQ_production_speed_coastal_bunker_factor } IRQ_navy_modifier_KUR = { #This is for the name only, no scripted loc for ideas enable = { always = yes } icon = GFX_IRQ_navy_modifier refit_speed = IRQ_navy_refit_speed repair_speed_factor = IRQ_navy_repair_speed_factor experience_gain_navy_factor = IRQ_experience_gain_navy mines_planting_by_fleets_factor = IRQ_mines_planting_by_fleets_factor navy_anti_air_attack_factor = IRQ_navy_anti_air_attack_factor navy_spirit_category_type_cost_factor = IRQ_navy_spirit_category_type_cost_factor convoy_retreat_speed = IRQ_convoy_retreat_speed spotting_chance = IRQ_spotting_chance production_speed_dockyard_factor = IRQ_production_speed_dockyard_factor industrial_capacity_dockyard = IRQ_industrial_capacity_dockyard extra_marine_supply_grace = IRQ_extra_marine_supply_grace naval_invasion_capacity = IRQ_naval_invasion_capacity naval_mines_effect_reduction = IRQ_naval_mines_effect_reduction experience_gain_navy_unit_factor = IRQ_experience_gain_navy_unit_factor naval_coordination = IRQ_naval_coordination naval_equipment_upgrade_xp_cost = IRQ_naval_equipment_upgrade_xp_cost naval_morale_factor = IRQ_naval_morale_factor screening_efficiency = IRQ_screening_efficiency convoy_escort_efficiency = IRQ_convoy_escort_efficiency navy_capital_ship_defence_factor = IRQ_navy_capital_ship_defence_factor naval_accidents_chance = IRQ_naval_accidents_chance navy_screen_defence_factor = IRQ_navy_screen_defence_factor production_speed_coastal_bunker_factor = IRQ_production_speed_coastal_bunker_factor } IRQ_river_navy = { #STATE MODIFIER remove_trigger = { IRQ = { has_capitulated = yes } } icon = GFX_MODIFIER_NAVAL_INVASION_DIVISION_CAP army_core_defence_factor = 0.1 resistance_target = 0.1 resistance_growth_on_our_occupied_states = 0.15 resistance_damage_to_garrison_on_our_occupied_states = 0.1 } SSB_saadabad_pact = { enable = { always = yes } icon = GFX_idea_PER_saadabad_pact production_speed_infrastructure_factor = SSB_production_speed_infrastructure_factor trade_opinion_factor = SSB_trade_opinion_factor production_speed_arms_factory_factor = SSB_production_speed_arms_factory_factor war_support_factor = SSB_war_support_factor stability_factor = SSB_stability_factor experience_gain_army = SSB_experience_gain_army experience_gain_air = SSB_experience_gain_air experience_gain_navy = SSB_experience_gain_navy country_resource_oil = SSB_country_resource_oil country_resource_chromium = SSB_country_resource_chromium army_defence_against_major_factor = SSB_army_defence_against_major_factor army_defence_against_minor_factor = SSB_army_defence_against_minor_factor conscription_factor = SSB_conscription_factor intelligence_agency_defense = SSB_intelligence_agency_defense production_factory_efficiency_gain_factor = SSB_production_factory_efficiency_gain_factor production_factory_max_efficiency_factor = SSB_production_factory_max_efficiency_factor acclimatization_hot_climate_gain_factor = SSB_acclimatization_hot_climate_gain_factor heat_attrition_factor = SSB_heat_attrition_factor special_forces_cap = SSB_special_forces_cap local_resources_factor = SSB_local_resources_factor justify_war_goal_time = SSB_justify_war_goal_time opinion_gain_monthly = SSB_opinion_gain_monthly annex_cost_factor = SSB_annex_cost_factor political_power_factor = SSB_political_power_factor agency_upgrade_time = SSB_agency_upgrade_time } idea_RAJ_rural_development = { icon = GFX_modifiers_SOV_civilian_labor_in_defense state_resources_factor = 0.15 state_production_speed_buildings_factor = 0.15 local_building_slots = 2 } idea_RAJ_large_scale_urbanization = { icon = GFX_modifiers_generic_construction local_manpower = 0.15 local_supplies = 0.2 state_production_speed_buildings_factor = 0.25 local_building_slots_factor = 0.25 }