# 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 ################################### GER_poor_iron_quality = { enable = { always = yes } icon = GFX_modifiers_SOV_civilian_labor_in_defense state_resource_steel = iron_ore_scale } ################################ ### ## ### # ## # # ### # # # # # # # ## # # # # # ## # #### # ## # # # # # # # # # # # # # ### ## ### ### # # # # ### ################################ ICE_the_icelandic_economy_modifier = { enable = { always = yes } icon = GFX_idea_tur_balkan_central_bank_wealthy_greece research_speed_factor = ICE_economy_research_speed_factor production_factory_max_efficiency_factor = ICE_economy_production_factory_max_efficiency_factor production_speed_buildings_factor = ICE_economy_production_speed_buildings_factor consumer_goods_factor = ICE_economy_consumer_goods_factor industrial_capacity_dockyard = ICE_economy_industrial_capacity_dockyard industrial_capacity_factory = ICE_economy_industrial_capacity_factory } ICE_transformation_of_nature_state_modifier = { enable = { always = yes } icon = GFX_modifiers_ETH_state_development #GFX_decision_generic_electricity state_production_speed_buildings_factor = 0.15 state_resources_factor = 0.1 local_factories = 0.15 } ################################################################## ################################################################## ################################################################## ## ## ####### ######## ## ## ### ## ## ### ## ## ## ## ## ## ## ## ## ## ## ## #### ## ## ## ## ## ## ## ## ## ## #### ## ## ## ## ## ######## ## ## ## ## ## ## ## #### ## ## ## ## ## ## ## ######### ## ## ### ## ## ## ## ## ## ## ## ## ## ## ## ####### ## ## ### ### ## ## ## ################################################################## ################################################################## ################################################################## #### State Modifiers #### ### Historical Democratic ### NOR_prep_his_dmod_1 = { enable = { NOR = { has_government = democratic } } remove_trigger = { NOR_prep_his_mod_remove_trigger = yes } icon = GFX_modifiers_generic_construction # Positive state_production_speed_industrial_complex_factor = 0.25 local_manpower = 0.1 # Negative state_production_speed_bunker_factor = -0.1 state_production_speed_coastal_bunker_factor = -0.1 } NOR_prep_his_dmod_2 = { enable = { NOR = { has_government = democratic } } remove_trigger = { NOR_prep_his_mod_remove_trigger = yes } icon = GFX_modifiers_generic_construction # Positive local_manpower = 0.1 state_production_speed_industrial_complex_factor = 0.25 state_production_speed_rail_way_factor = 0.15 state_resources_factor = 0.1 # Negative max_dig_in_factor = -0.2 state_production_speed_bunker_factor = -0.1 state_production_speed_coastal_bunker_factor = -0.1 state_production_speed_arms_factory_factor = -0.15 } NOR_prep_his_dmod_3 = { enable = { NOR = { has_government = democratic } } remove_trigger = { NOR_prep_his_mod_remove_trigger = yes } icon = GFX_modifiers_generic_construction # Positive local_manpower = 0.1 state_production_speed_industrial_complex_factor = 0.25 state_production_speed_rail_way_factor = 0.2 state_resources_factor = 0.1 state_production_speed_dockyard_factor = 0.15 state_production_speed_air_base_factor = 0.25 # Negative local_org_regain = -0.1 local_supplies = -0.1 max_dig_in_factor = -0.2 state_production_speed_bunker_factor = -0.1 state_production_speed_coastal_bunker_factor = -0.1 state_production_speed_arms_factory_factor = -0.15 } NOR_prep_resistance_dmod = { enable = { always = yes } icon = GFX_modifiers_generic_resistance resistance_activity = 0.2 resistance_growth = 0.15 resistance_decay = -0.2 } NOR_defend_state_dmod = { #Added when deploying Level 1 Prep enable = { always = yes } icon = GFX_modifiers_generic_defense remove_trigger = { NOR = { OR = { has_country_flag = NOR_going_dem_historical has_country_flag = NOR_going_dem_allied } OR = { has_defensive_war = no exists = no has_capitulated = yes } } } army_morale_factor = 0.1 dig_in_speed_factor = 0.25 max_dig_in_factor = 0.15 pocket_penalty = -0.25 } ### Fascist ### NOR_prep_fasc_dmod_1 = { enable = { always = yes } remove_trigger = { NOR_prep_fasc_mod_remove_trigger = yes } icon = GFX_modifiers_NOR_fascism # Positive recruitable_population_factor = 0.05 # Negative state_production_speed_buildings_factor = -0.15 local_factories = NOR_prep_fasc_dmod_factories #-0.2 local_supplies = NOR_prep_fasc_dmod_local_supplies #-0.15 } NOR_prep_fasc_dmod_2 = { enable = { always = yes } remove_trigger = { NOR_prep_fasc_mod_remove_trigger = yes } icon = GFX_modifiers_NOR_fascism # Positive recruitable_population_factor = 0.05 # Negative state_production_speed_buildings_factor = -0.15 local_factories = NOR_prep_fasc_dmod_factories #-0.15 local_supplies = NOR_prep_fasc_dmod_local_supplies #-0.15 } NOR_prep_fasc_dmod_3 = { enable = { always = yes } remove_trigger = { NOR_prep_fasc_mod_remove_trigger = yes } icon = GFX_modifiers_NOR_fascism # Positive recruitable_population_factor = 0.05 # Negative state_production_speed_buildings_factor = -0.15 local_factories = NOR_prep_fasc_dmod_factories #-0.12 local_supplies = NOR_prep_fasc_dmod_local_supplies #-0.15 } #### Monarchist ##### NOR_royal_defenses = { enable = { always = yes } remove_trigger = { NOR = { has_capitulated = yes } } icon = GFX_modifiers_NOR_monarchism state_production_speed_bunker_factor = 0.4 state_production_speed_coastal_bunker_factor = 0.4 state_production_speed_infrastructure_factor = -0.2 state_production_speed_industrial_complex_factor = -0.2 state_production_speed_arms_factory_factor = -0.2 } ### Country Modifiers ### NOR_independent_norway_dmod = { # Added at the start of the Civilian Industrial branch and improved throughout it enable = { NOR_AAT = yes } remove_trigger = { NOR = { is_subject = yes } } icon = GFX_idea_generic_morale_bonus political_power_factor = 0.1 # Making this one a number so I don't need to make a tooltip just for this. consumer_goods_factor = NOR.NOR_independent_norway_dmod_consumer_goods_factor #-0.1 production_speed_industrial_complex_factor = NOR.NOR_independent_norway_dmod_production_speed_industrial_complex_factor #0.15 then 0.30 production_speed_infrastructure_factor = NOR.NOR_independent_norway_dmod_production_speed_infrastructure_factor #0.2 research_speed_factor = NOR.NOR_independent_norway_dmod_research_speed_factor #0.05 then 0.1 production_speed_supply_node_factor = NOR.NOR_independent_norway_dmod_production_speed_supply_node #0.15 production_speed_naval_base_factor = NOR.NOR_independent_norway_dmod_modifier_production_speed_naval_base_factor #0.15 army_org_factor = NOR.NOR_independent_norway_dmod_army_org_factor #0.15 (A New Norway Focus) navy_org_factor = NOR.NOR_independent_norway_dmod_navy_org_factor #0.1 (A New Norway Focus) war_stability_factor = NOR.NOR_independent_norway_dmod_war_stability_factor #0.2 (A New Norway Focus) war_support_factor = NOR.NOR_independent_norway_dmod_war_support_factor #0.15 (A New Norway Focus) } NOR_army_air_force_dmod = { # Remeber to copy any change to the royal version. enable = { NOR_AAT = yes } icon = GFX_idea_air_support_focus air_mission_efficiency = 0.1 # Starting bonus air_mission_xp_gain_factor = 0.12 # Starting bonus license_air_purchase_cost = NOR.NOR_army_air_force_dmod_license_air_purchase_cost #-0.4 production_speed_air_base_factor = NOR.NOR_army_air_force_dmod_production_speed_air_base_factor #0.45 production_speed_anti_air_building_factor = NOR.NOR_army_air_force_dmod_production_speed_anti_air_building_factor #0.25 air_doctrine_cost_factor = NOR.NOR_army_air_force_dmod_air_doctrine_cost_factor #-0.1 then -0.2 air_ace_bonuses_factor = NOR.NOR_army_air_force_dmod_air_ace_bonuses_factor #0.15 air_ace_generation_chance_factor = NOR.NOR_army_air_force_dmod_air_ace_generation_chance_factor # 0.25 air_attack_factor = NOR.NOR_army_air_force_dmod_air_attack_factor #0.1 air_defence_factor = NOR.NOR_army_air_force_dmod_air_defence_factor #0.1 air_nav_efficiency = NOR.NOR_army_air_force_dmod_air_nav_efficiency #0.25 } NOR_royal_air_force_dmod = { #This is a duplicate of the army arforce one right above so we can change name icon = GFX_idea_NOR_luftforsvaret_ns enable = { NOR_AAT = yes } icon = GFX_idea_NOR_luftforsvaret_ns air_mission_efficiency = 0.1 # Starting bonus air_mission_xp_gain_factor = 0.12 # Starting bonus license_air_purchase_cost = NOR.NOR_army_air_force_dmod_license_air_purchase_cost #-0.4 production_speed_air_base_factor = NOR.NOR_army_air_force_dmod_production_speed_air_base_factor #0.45 production_speed_anti_air_building_factor = NOR.NOR_army_air_force_dmod_production_speed_anti_air_building_factor #0.25 air_doctrine_cost_factor = NOR.NOR_army_air_force_dmod_air_doctrine_cost_factor #-0.1 then -0.2 air_ace_bonuses_factor = NOR.NOR_army_air_force_dmod_air_ace_bonuses_factor #0.15 air_ace_generation_chance_factor = NOR.NOR_army_air_force_dmod_air_ace_generation_chance_factor # 0.25 air_attack_factor = NOR.NOR_army_air_force_dmod_air_attack_factor #0.1 air_defence_factor = NOR.NOR_army_air_force_dmod_air_defence_factor #0.1 air_nav_efficiency = NOR.NOR_army_air_force_dmod_air_nav_efficiency #0.25 } NOR_royal_navy_dmod = { icon = GFX_idea_NOR_royal_navy_dmod enable = { NOR_AAT = yes } icon = GFX_idea_NOR_royal_navy_dmod naval_coordination = 0.1 # Starting bonus naval_morale_factor = 0.1 # Starting bonus industrial_capacity_dockyard = NOR.NOR_royal_navy_dmod_industrial_capacity_dockyard convoy_escort_efficiency = NOR.NOR_royal_navy_dmod_convoy_escort_efficiency #0.3 naval_strike_attack_factor = NOR.NOR_royal_navy_dmod_naval_strike_attack_factor #0.25 naval_strike_targetting_factor = NOR.NOR_royal_navy_dmod_naval_strike_targetting_factor #0.2 spotting_chance = NOR.NOR_royal_navy_dmod_spotting_chance # 0.25 sortie_efficiency = NOR.NOR_royal_navy_dmod_sortie_efficiency #0.2 mines_planting_by_fleets_factor = NOR.NOR_royal_navy_dmod_mines_planting_by_fleets_factor # 0.35 naval_torpedo_reveal_chance_factor = NOR.NOR_royal_navy_dmod_naval_torpedo_reveal_chance_factor # 0.3 naval_doctrine_cost_factor = NOR.NOR_royal_navy_dmod_naval_doctrine_cost_factor # -0.15 experience_gain_navy = NOR.NOR_royal_navy_dmod_experience_gain_navy # 0.12 convoy_retreat_speed = NOR.NOR_royal_navy_dmod_convoy_retreat_speed # 0.2 } NOR_administrative_council_dmod = { # Added in the Historical side of the Fascist Path enable = { NOR_AAT = yes } remove_trigger = { NOR = { NOT = { has_government = fascism } } } icon = GFX_idea_generic_morale_bonus required_garrison_factor = -0.1 stability_factor = 0.05 consumer_goods_factor = -0.1 } NOR_oppressed_civilians_dmod = { enable = { NOR_AAT = yes } remove_trigger = { NOT = { has_government = fascism } } icon = GFX_idea_generic_oppression resistance_growth = -0.15 resistance_target = -0.1 stability_factor = 0.2 consumer_goods_factor = 0.1 conscription_factor = NOR.NOR_oppressed_civilians_dmod_recruitable_population_factor #0.15 } NOR_kingdom_of_norway_dmod = { enable = { NOR_AAT = yes } remove_trigger = { NOT = { has_government = neutrality } } icon = GFX_idea_generic_monarchist_uprising military_leader_cost_factor = -0.5 naval_defense_factor = 0.1 army_defence_against_major_factor = 0.15 consumer_goods_factor = NOR_kingdom_of_norway_dmod_consumer_goods_factor # -0.2 0.25 research_speed_factor = NOR_kingdom_of_norway_dmod_research_speed # 0.08 special_forces_min = NOR_kingdom_of_norway_dmod_special_forces_min # 0.20 special_forces_training_time_factor = NOR_kingdom_of_norway_dmod_special_forces_training_time_factor # -0.1 special_forces_defence_factor = NOR_kingdom_of_norway_dmod_special_forces_defence_factor #0.10 modifier_army_sub_unit_mountaineers_max_org_factor = NOR_kingdom_of_norway_dmod_modifier_army_sub_unit_mountaineers_max_org_factor #0.10 modifier_army_sub_unit_marine_max_org_factor = NOR_kingdom_of_norway_dmod_modifier_army_sub_unit_marine_max_org_factor #0.10 conscription_factor = NOR_kingdom_of_norway_dmod_recruitable_population_factor # 0.2 army_defence_factor = NOR_kingdom_of_norway_dmod_army_defence_factor # 0.2 army_morale_factor = NOR_kingdom_of_norway_dmod_army_morale_factor # 0.15 army_org_factor = NOR_kingdom_of_norway_dmod_army_org_factor # 0.15 justify_war_goal_time = NOR_kingdom_of_norway_dmod_justify_war_goal_time # -0.2 production_speed_coastal_bunker_factor = NOR_kingdom_of_norway_dmod_production_speed_coastal_bunker_factor # 0.35 production_speed_naval_base_factor = NOR_kingdom_of_norway_dmod_production_speed_naval_base_factor # 0.4 production_speed_dockyard_factor = NOR_kingdom_of_norway_dmod_production_speed_dockyard_factor # 0.2 naval_mines_damage_factor = NOR_kingdom_of_norway_dmod_naval_mines_damage_factor # 0.2 spotting_chance = NOR_kingdom_of_norway_dmod_spotting_chance # 0.35 navy_max_range_factor = NOR_kingdom_of_norway_dmod_navy_max_range_factor # 0.15 } SF_PARA_dispersed_drop = { enable = { always = yes } icon = GFX_idea_generic_air_bonus } SF_PARA_combat_drop = { enable = { always = yes } icon = GFX_idea_air_support_focus } SWE_folkhemmet = { enable = { always = yes } icon = GFX_idea_SWE_folkhemmet stability_factor = folkhemmet_stability production_speed_industrial_complex_factor = folkhemmet_civ production_speed_infrastructure_factor = folkhemmet_infra war_support_factor = folkhemmet_war_support production_speed_arms_factory_factor = folkhemmet_mil production_speed_dockyard_factor = folkhemmet_dockyard } SWE_folkhemmet_communism = { enable = { always = yes } icon = GFX_idea_SWE_folkhemmet stability_factor = folkhemmet_stability production_speed_industrial_complex_factor = folkhemmet_civ war_support_factor = folkhemmet_war_support production_speed_arms_factory_factor = folkhemmet_mil production_speed_dockyard_factor = folkhemmet_dockyard production_factory_max_efficiency_factor = folkhemmet_max_cap research_speed_factor = folkhemmet_research_speed } SWE_hygenic_housing_output_bonus = { enable = { always = yes } icon = GFX_modifiers_SWE_hygienic_housing state_production_speed_industrial_complex_factor = 0.1 } SWE_blown_up_mines = { enable = { always = yes } icon = GFX_modifiers_sabotaged_resource state_resources_factor = -1 } SWE_hygenic_housing_resource_bonus = { enable = { always = yes } icon = GFX_modifiers_SWE_hygienic_housing state_resources_factor = 0.12 } SWE_sami_trackers = { enable = { original_tag = SWE } icon = GFX_modifiers_SWE_sami_trackers army_speed_factor = 0.15 } SWE_bus = { #The bus icon = GFX_peace_conf_icons army_defence_factor = 0.05 } SWE_rationing_policies = { # icon = GFX_idea_raj_risk_of_famine base_fuel_gain_factor = SWE_rationing_fuel_gain war_stability_factor = SWE_rationing_war_stability_factor weekly_bombing_war_support = SWE_rationing_bombing_war_support consumer_goods_factor = SWE_rationing_consumer_goods } SWE_ball_bearing_food_exchange = { icon = GFX_idea_generic_agrarian_society stability_factor = SWE_ball_bearing_food_exchange_stab_factor weekly_manpower = SWE_ball_bearing_food_exchange_weekly_manpower } SWE_nordic_defense_council_military_overhead = { icon = GFX_idea_chi_incompetent_officers political_power_factor = SWE_nordic_defense_council_military_overhead_pp command_abilities_cost_factor = SWE_nordic_defense_council_military_overhead_cp_ability_cost command_power_gain_mult = SWE_nordic_defense_council_military_overhead_cp_gain planning_speed = SWE_nordic_defense_council_military_overhead_planning_speed } SWE_neither_death_nor_dishonor = { icon = GFX_idea_SWE_neither_death_nor_dishonor army_core_defence_factor = SWE_nordic_defense_council_military_core_defense_factor army_core_attack_factor = SWE_nordic_defense_council_military_core_attack_factor industrial_capacity_factory = SWE_nordic_defense_council_factory_capacity_factor industrial_capacity_dockyard = SWE_nordic_defense_council_dockyard_capacity_factor } SWE_the_cross_we_bear_idea = { icon = GFX_idea_scandinavian_defense_union org_loss_at_low_org_factor = SWE_cross_we_bear_org_loss_at_low_org_factor org_loss_when_moving = SWE_cross_we_bear_org_loss_when_moving special_forces_cap = SWE_cross_we_bear_org_special_forces_cap coordination_bonus = SWE_cross_we_bear_coordination_bonus army_morale_factor = SWE_cross_we_bear_army_morale_factor conscription = SWE_cross_we_bear_conscription } SWE_royal_visit_modifier = { #From neutrality path icon = GFX_modifiers_NOR_monarchism #Borrowing local_manpower = 0.25 } ################# ################# #### DENMARK #### ################# ################# #NATIONAL SPIRITS DEN_neglected_military_dynamic_modifier = { enable = { always = yes } icon = GFX_idea_generic_neglected_military remove_trigger = { check_variable = { DEN.DEN_neglected_military_mobilization_speed = 0 } check_variable = { DEN.DEN_neglected_military_surrender_limit = 0 } check_variable = { DEN.DEN_neglected_military_planning_speed = 0 } } mobilization_speed = DEN_neglected_military_mobilization_speed #-0.2 surrender_limit = DEN_neglected_military_surrender_limit #-0.2 planning_speed = DEN_neglected_military_planning_speed # -0.1 } DEN_economic_crisis_dynamic_modifier = { enable = { always = yes } icon = GFX_idea_generic_economic_crisis remove_trigger = { check_variable = { DEN.DEN_economic_crisis_monthly_population = 0 } check_variable = { DEN.DEN_economic_crisis_stability_weekly = 0 } check_variable = { DEN.DEN_economic_crisis_neutrality_drift = 0 } check_variable = { DEN.DEN_economic_crisis_democratic_drift = 0 } } monthly_population = DEN_economic_crisis_monthly_population #-0.1 stability_weekly = DEN_economic_crisis_stability_weekly #-0.001 neutrality_drift = DEN_economic_crisis_neutrality_drift #0.02 democratic_drift = DEN_economic_crisis_democratic_drift #-0.05 } DEN_industrial_capability_dynamic_modifier = { enable = { always = yes } icon = GFX_idea_SOV_second_five_year_plan local_resources_factor = DEN_industrial_capability_local_resources #0 consumer_goods_factor = DEN_industrial_capabilities_consumer_goods #0.3 global_building_slots_factor = DEN_industrial_capabilities_global_building_slots #0 line_change_production_efficiency_factor = DEN_industrial_capabilities_retention_efficiency #0 industrial_capacity_factory = DEN_industrial_capabilities_factory_output #-0.1 industrial_capacity_dockyard = DEN_industrial_capabilities_dockyard_output #-0.1 industry_repair_factor = DEN_industrial_capabilities_industry_repair #0 equipment_conversion_speed = DEN_industrial_capabilities_equipment_conversion #0 license_production_speed = DEN_industrial_capabilities_license_production #0 refit_speed = DEN_industrial_capabilities_refit_speed #0 repair_speed_factor = DEN_industrial_capabilities_ship_repair #0 min_export = DEN_industrial_capability_resources_to_market #0 } DEN_industrial_capability_dynamic_modifier_improved = { enable = { always = yes } icon = GFX_idea_SOV_third_five_year_plan local_resources_factor = DEN_industrial_capability_local_resources #0 consumer_goods_factor = DEN_industrial_capabilities_consumer_goods #0.3 global_building_slots_factor = DEN_industrial_capabilities_global_building_slots #0 line_change_production_efficiency_factor = DEN_industrial_capabilities_retention_efficiency #0 industrial_capacity_factory = DEN_industrial_capabilities_factory_output #-0.1 industrial_capacity_dockyard = DEN_industrial_capabilities_dockyard_output #-0.1 industry_repair_factor = DEN_industrial_capabilities_industry_repair #0 equipment_conversion_speed = DEN_industrial_capabilities_equipment_conversion #0 license_production_speed = DEN_industrial_capabilities_license_production #0 refit_speed = DEN_industrial_capabilities_refit_speed #0 repair_speed_factor = DEN_industrial_capabilities_ship_repair #0 min_export = DEN_industrial_capability_resources_to_market #0 } DEN_industrial_capability_dynamic_modifier_max_improved = { enable = { always = yes } icon = GFX_idea_generic_improved_industries local_resources_factor = DEN_industrial_capability_local_resources #0 consumer_goods_factor = DEN_industrial_capabilities_consumer_goods #0.3 global_building_slots_factor = DEN_industrial_capabilities_global_building_slots #0 line_change_production_efficiency_factor = DEN_industrial_capabilities_retention_efficiency #0 industrial_capacity_factory = DEN_industrial_capabilities_factory_output #-0.1 industrial_capacity_dockyard = DEN_industrial_capabilities_dockyard_output #-0.1 industry_repair_factor = DEN_industrial_capabilities_industry_repair #0 equipment_conversion_speed = DEN_industrial_capabilities_equipment_conversion #0 license_production_speed = DEN_industrial_capabilities_license_production #0 refit_speed = DEN_industrial_capabilities_refit_speed #0 repair_speed_factor = DEN_industrial_capabilities_ship_repair #0 min_export = DEN_industrial_capability_resources_to_market #0 } DEN_industrial_capability_dynamic_modifier_light_regulation = { enable = { always = yes } icon = GFX_idea_SOV_second_five_year_plan custom_modifier_tooltip = DEN_industrial_research_bonus_tt local_resources_factor = DEN_industrial_capability_local_resources #0 consumer_goods_factor = DEN_industrial_capabilities_consumer_goods #0.3 global_building_slots_factor = DEN_industrial_capabilities_global_building_slots #0 line_change_production_efficiency_factor = DEN_industrial_capabilities_retention_efficiency #0 industrial_capacity_factory = DEN_industrial_capabilities_factory_output #-0.1 industrial_capacity_dockyard = DEN_industrial_capabilities_dockyard_output #-0.1 industry_repair_factor = DEN_industrial_capabilities_industry_repair #0 equipment_conversion_speed = DEN_industrial_capabilities_equipment_conversion #0 license_production_speed = DEN_industrial_capabilities_license_production #0 refit_speed = DEN_industrial_capabilities_refit_speed #0 repair_speed_factor = DEN_industrial_capabilities_ship_repair #0 min_export = DEN_industrial_capability_resources_to_market #0 } DEN_industrial_capability_dynamic_modifier_light_regulation_improved = { enable = { always = yes } icon = GFX_idea_SOV_third_five_year_plan custom_modifier_tooltip = DEN_industrial_research_bonus_tt local_resources_factor = DEN_industrial_capability_local_resources #0 consumer_goods_factor = DEN_industrial_capabilities_consumer_goods #0.3 global_building_slots_factor = DEN_industrial_capabilities_global_building_slots #0 line_change_production_efficiency_factor = DEN_industrial_capabilities_retention_efficiency #0 industrial_capacity_factory = DEN_industrial_capabilities_factory_output #-0.1 industrial_capacity_dockyard = DEN_industrial_capabilities_dockyard_output #-0.1 industry_repair_factor = DEN_industrial_capabilities_industry_repair #0 equipment_conversion_speed = DEN_industrial_capabilities_equipment_conversion #0 license_production_speed = DEN_industrial_capabilities_license_production #0 refit_speed = DEN_industrial_capabilities_refit_speed #0 repair_speed_factor = DEN_industrial_capabilities_ship_repair #0 min_export = DEN_industrial_capability_resources_to_market #0 } DEN_industrial_capability_dynamic_modifier_light_regulation_max_improved = { enable = { always = yes } icon = GFX_idea_generic_improved_industries custom_modifier_tooltip = DEN_industrial_research_bonus_tt local_resources_factor = DEN_industrial_capability_local_resources #0 consumer_goods_factor = DEN_industrial_capabilities_consumer_goods #0.3 global_building_slots_factor = DEN_industrial_capabilities_global_building_slots #0 line_change_production_efficiency_factor = DEN_industrial_capabilities_retention_efficiency #0 industrial_capacity_factory = DEN_industrial_capabilities_factory_output #-0.1 industrial_capacity_dockyard = DEN_industrial_capabilities_dockyard_output #-0.1 industry_repair_factor = DEN_industrial_capabilities_industry_repair #0 equipment_conversion_speed = DEN_industrial_capabilities_equipment_conversion #0 license_production_speed = DEN_industrial_capabilities_license_production #0 refit_speed = DEN_industrial_capabilities_refit_speed #0 repair_speed_factor = DEN_industrial_capabilities_ship_repair #0 min_export = DEN_industrial_capability_resources_to_market #0 } DEN_war_preparations_dynamic_modifier = { enable = { always = yes } icon = GFX_idea_generic_stockpile_preparation production_lack_of_resource_penalty_factor = DEN_war_preparations_lack_of_resource_penalty #0 defensive_war_stability_factor = DEN_war_preparations_defensive_war_stability fuel_gain_factor = DEN_war_preparations_fuel_gain #0 max_fuel_factor = DEN_war_preparations_max_fuel #0 civilian_intel_to_others = DEN_war_preparations_civilian_intel_to_others army_intel_to_others = DEN_war_preparations_army_intel_to_others navy_intel_to_others = DEN_war_preparations_navy_intel_to_others weekly_casualties_war_support = DEN_war_preparations_weekly_casualties_war_support weekly_convoys_war_support = DEN_war_preparations_weekly_convoys_war_support weekly_bombing_war_support = DEN_war_preparations_weekly_bombing_war_support production_speed_fuel_silo_factor = DEN_war_preparations_fuel_silo_speed #0 offensive_war_stability_factor = DEN_war_preparations_offensive_war_stability } DEN_political_edicts_dynamic_modifier = { enable = { always = yes } icon = GFX_idea_generic_constitutional_guarantees remove_trigger = { check_variable = { DEN_political_edicts_drift_defence_factor = 0 } check_variable = { DEN_political_edicts_conscription_factor = 0 } check_variable = { DEN_political_edicts_operative_slot = 0 } } drift_defence_factor = DEN_political_edicts_drift_defence_factor #0 conscription_factor = DEN_political_edicts_conscription_factor #0 operative_slot = DEN_political_edicts_operative_slot #0 } DEN_occupation_laws_dynamic_modifier = { enable = { always = yes } icon = GFX_idea_DEN_occupation_laws remove_trigger = { is_subject = no } cic_to_overlord_factor = DEN_occupation_laws_cic_to_overlord mic_to_overlord_factor = DEN_occupation_laws_mic_to_overlord autonomy_manpower_share = DEN_occupation_laws_autonomy_manpower_share master_ideology_drift = DEN_occupation_laws_master_ideology_drift autonomy_gain = DEN_occupation_laws_autonomy_gain } DEN_resistance_dynamic_modifier = { #Make sure to change all effects for both versions enable = { always = yes } icon = GFX_idea_DEN_resistance air_mission_efficiency = DEN_resistance_air_mission_efficiency weekly_manpower = DEN_resistance_weekly_manpower mobilization_speed = DEN_resistance_mobilization_speed air_attack_factor = DEN_resistance_air_attack_factor air_agility_factor = DEN_resistance_air_agility_factor air_home_defence_factor = DEN_resistance_air_home_defence power_balance_weekly = DEN_resistance_power_balance_weekly naval_damage_factor = DEN_resistance_naval_damage naval_defense_factor = DEN_resistance_naval_defense naval_enemy_fleet_size_ratio_penalty_factor = DEN_resistance_enemy_fleet_size_ratio_penalty resistance_target_on_our_occupied_states = DEN_resistance_target_on_our_occupied_states compliance_growth_on_our_occupied_states = DEN_resistance_compliance_growth_on_our_occupied_states resistance_damage_to_garrison_on_our_occupied_states = DEN_resistance_damage_to_garrison_on_our_occupied_states } DEN_resistance_dynamic_modifier_improved = { #Make sure to change all effects for both versions enable = { always = yes } icon = GFX_idea_DEN_resistance custom_modifier_tooltip = DEN_targeted_attack_and_defense_tt #for targeted_modifier when it works air_mission_efficiency = DEN_resistance_air_mission_efficiency weekly_manpower = DEN_resistance_weekly_manpower mobilization_speed = DEN_resistance_mobilization_speed air_attack_factor = DEN_resistance_air_attack_factor air_agility_factor = DEN_resistance_air_agility_factor air_home_defence_factor = DEN_resistance_air_home_defence power_balance_weekly = DEN_resistance_power_balance_weekly naval_damage_factor = DEN_resistance_naval_damage naval_defense_factor = DEN_resistance_naval_defense naval_enemy_fleet_size_ratio_penalty_factor = DEN_resistance_enemy_fleet_size_ratio_penalty resistance_target_on_our_occupied_states = DEN_resistance_target_on_our_occupied_states compliance_growth_on_our_occupied_states = DEN_resistance_compliance_growth_on_our_occupied_states resistance_damage_to_garrison_on_our_occupied_states = DEN_resistance_damage_to_garrison_on_our_occupied_states } DEN_haeren_dynamic_modifier = { #Make sure to change all effects for all 3 versions enable = { always = yes } icon = GFX_idea_DEN_haeren_1 army_attack_against_minor_factor = DEN_haeren_army_attack_against_minor army_speed_factor = DEN_haeren_army_speed army_org_factor = DEN_haeren_army_org org_loss_when_moving = DEN_haeren_org_loss_when_moving army_attack_factor = DEN_haeren_army_attack army_defence_factor = DEN_haeren_army_defence army_core_attack_factor = DEN_haeren_army_core_attack army_core_defence_factor = DEN_haeren_army_core_defence army_armor_attack_factor = DEN_haeren_army_armor_attack army_armor_defence_factor = DEN_haeren_army_armor_defence army_artillery_defence_factor = DEN_haeren_army_artillery_defence army_artillery_attack_factor = DEN_haeren_army_artillery_attack army_attack_against_major_factor = DEN_haeren_army_attack_against_major army_defence_against_major_factor = DEN_haeren_army_defence_against_major } DEN_haeren_dynamic_modifier_improved = { #Make sure to change all effects for all 3 versions enable = { always = yes } icon = GFX_idea_DEN_haeren_2 army_attack_against_minor_factor = DEN_haeren_army_attack_against_minor army_speed_factor = DEN_haeren_army_speed army_org_factor = DEN_haeren_army_org org_loss_when_moving = DEN_haeren_org_loss_when_moving army_attack_factor = DEN_haeren_army_attack army_defence_factor = DEN_haeren_army_defence army_core_attack_factor = DEN_haeren_army_core_attack army_core_defence_factor = DEN_haeren_army_core_defence army_armor_attack_factor = DEN_haeren_army_armor_attack army_armor_defence_factor = DEN_haeren_army_armor_defence army_artillery_defence_factor = DEN_haeren_army_artillery_defence army_artillery_attack_factor = DEN_haeren_army_artillery_attack army_attack_against_major_factor = DEN_haeren_army_attack_against_major army_defence_against_major_factor = DEN_haeren_army_defence_against_major } DEN_haeren_dynamic_modifier_max_improved = { #Make sure to change all effects for all 3 versions enable = { always = yes } icon = GFX_idea_DEN_haeren_3 army_attack_against_minor_factor = DEN_haeren_army_attack_against_minor army_speed_factor = DEN_haeren_army_speed army_org_factor = DEN_haeren_army_org org_loss_when_moving = DEN_haeren_org_loss_when_moving army_attack_factor = DEN_haeren_army_attack army_defence_factor = DEN_haeren_army_defence army_core_attack_factor = DEN_haeren_army_core_attack army_core_defence_factor = DEN_haeren_army_core_defence army_armor_attack_factor = DEN_haeren_army_armor_attack army_armor_defence_factor = DEN_haeren_army_armor_defence army_artillery_defence_factor = DEN_haeren_army_artillery_defence army_artillery_attack_factor = DEN_haeren_army_artillery_attack army_attack_against_major_factor = DEN_haeren_army_attack_against_major army_defence_against_major_factor = DEN_haeren_army_defence_against_major } DEN_sovaernet_dynamic_modifier = { #Make sure to change all effects for all 3 versions enable = { always = yes } icon = GFX_idea_DEN_sovaernet_1 naval_coordination = DEN_sovaernet_naval_coordination naval_detection = DEN_sovaernet_naval_detection navy_org_factor = DEN_sovaernet_navy_org naval_morale_factor = DEN_sovaernet_naval_morale navy_anti_air_attack_factor = DEN_sovaernet_navy_anti_air navy_capital_ship_defence_factor = DEN_sovaernet_capital_ship_defence navy_screen_attack_factor = DEN_sovaernet_navy_screen_attack navy_screen_defence_factor = DEN_sovaernet_navy_screen_defence naval_accidents_chance = DEN_sovaernet_naval_accidents screening_efficiency = DEN_sovaernet_screening_efficiency positioning = DEN_sovaernet_positioning naval_critical_score_chance_factor = DEN_sovaernet_naval_critical_score_chance } DEN_sovaernet_dynamic_modifier_improved = { #Make sure to change all effects for all 3 versions enable = { always = yes } icon = GFX_idea_DEN_sovaernet_2 naval_coordination = DEN_sovaernet_naval_coordination naval_detection = DEN_sovaernet_naval_detection navy_org_factor = DEN_sovaernet_navy_org naval_morale_factor = DEN_sovaernet_naval_morale navy_anti_air_attack_factor = DEN_sovaernet_navy_anti_air navy_capital_ship_defence_factor = DEN_sovaernet_capital_ship_defence navy_screen_attack_factor = DEN_sovaernet_navy_screen_attack navy_screen_defence_factor = DEN_sovaernet_navy_screen_defence naval_accidents_chance = DEN_sovaernet_naval_accidents screening_efficiency = DEN_sovaernet_screening_efficiency positioning = DEN_sovaernet_positioning naval_critical_score_chance_factor = DEN_sovaernet_naval_critical_score_chance } DEN_sovaernet_dynamic_modifier_max_improved = { #Make sure to change all effects for all 3 versions enable = { always = yes } icon = GFX_idea_DEN_sovaernet_3 naval_coordination = DEN_sovaernet_naval_coordination naval_detection = DEN_sovaernet_naval_detection navy_org_factor = DEN_sovaernet_navy_org naval_morale_factor = DEN_sovaernet_naval_morale navy_anti_air_attack_factor = DEN_sovaernet_navy_anti_air navy_capital_ship_defence_factor = DEN_sovaernet_capital_ship_defence navy_screen_attack_factor = DEN_sovaernet_navy_screen_attack navy_screen_defence_factor = DEN_sovaernet_navy_screen_defence naval_accidents_chance = DEN_sovaernet_naval_accidents screening_efficiency = DEN_sovaernet_screening_efficiency positioning = DEN_sovaernet_positioning naval_critical_score_chance_factor = DEN_sovaernet_naval_critical_score_chance } DEN_flyvevabnet_dynamic_modifier = { #Make sure to change all effects for all 3 versions enable = { always = yes } icon = GFX_idea_DEN_flyvevabnet_1 air_bombing_targetting = DEN_flyvevabnet_air_bombing_targetting #bombers air_ace_generation_chance_factor = DEN_flyvevabnet_ace_generation_chance #skolen air_strategic_bomber_bombing_factor = DEN_flyvevabnet_strategic_bomber #bombers air_escort_efficiency = DEN_flyvevabnet_escort_efficiency #fighter air_intercept_efficiency = DEN_flyvevabnet_intercept_efficiency #fighter air_cas_efficiency = DEN_flyvevabnet_cas_efficiency #cas air_mission_efficiency = DEN_flyvevabnet_mission_efficiency #skolen naval_strike_targetting_factor = DEN_flyvevabnet_naval_strike_targetting #naval air_accidents_factor = DEN_flyvevabnet_air_accidents #kommando air_agility_factor = DEN_flyvevabnet_air_agility #skolen ground_attack_factor = DEN_flyvevabnet_ground_attack #cas air_night_penalty = DEN_flyvevabnet_air_night_penalty #kommando air_weather_penalty = DEN_flyvevabnet_air_weather_penalty #kommando } DEN_flyvevabnet_dynamic_modifier_improved = { #Make sure to change all effects for all 3 versions enable = { always = yes } icon = GFX_idea_DEN_flyvevabnet_2 air_bombing_targetting = DEN_flyvevabnet_air_bombing_targetting #bombers air_ace_generation_chance_factor = DEN_flyvevabnet_ace_generation_chance #skolen air_strategic_bomber_bombing_factor = DEN_flyvevabnet_strategic_bomber #bombers air_escort_efficiency = DEN_flyvevabnet_escort_efficiency #fighter air_intercept_efficiency = DEN_flyvevabnet_intercept_efficiency #fighter air_cas_efficiency = DEN_flyvevabnet_cas_efficiency #cas air_mission_efficiency = DEN_flyvevabnet_mission_efficiency #skolen naval_strike_targetting_factor = DEN_flyvevabnet_naval_strike_targetting #naval air_accidents_factor = DEN_flyvevabnet_air_accidents #kommando air_agility_factor = DEN_flyvevabnet_air_agility #skolen ground_attack_factor = DEN_flyvevabnet_ground_attack #cas air_night_penalty = DEN_flyvevabnet_air_night_penalty #kommando air_weather_penalty = DEN_flyvevabnet_air_weather_penalty #kommando } DEN_flyvevabnet_dynamic_modifier_max_improved = { #Make sure to change all effects for all 3 versions enable = { always = yes } icon = GFX_idea_DEN_flyvevabnet_3 air_bombing_targetting = DEN_flyvevabnet_air_bombing_targetting #bombers air_ace_generation_chance_factor = DEN_flyvevabnet_ace_generation_chance #skolen air_strategic_bomber_bombing_factor = DEN_flyvevabnet_strategic_bomber #bombers air_escort_efficiency = DEN_flyvevabnet_escort_efficiency #fighter air_intercept_efficiency = DEN_flyvevabnet_intercept_efficiency #fighter air_cas_efficiency = DEN_flyvevabnet_cas_efficiency #cas air_mission_efficiency = DEN_flyvevabnet_mission_efficiency #skolen naval_strike_targetting_factor = DEN_flyvevabnet_naval_strike_targetting #naval air_accidents_factor = DEN_flyvevabnet_air_accidents #kommando air_agility_factor = DEN_flyvevabnet_air_agility #skolen ground_attack_factor = DEN_flyvevabnet_ground_attack #cas air_night_penalty = DEN_flyvevabnet_air_night_penalty #kommando air_weather_penalty = DEN_flyvevabnet_air_weather_penalty #kommando } #### STATE MODIFIERS #### DEN_development_projects_state_modifier = { enable = { always = yes } icon = GFX_modifiers_ETH_state_development remove_trigger = { ROOT = { NOT = { is_core_of = ROOT.controller } } # ROOT refers to the state on which the modifier is added } state_production_speed_industrial_complex_factor = 0.15 state_production_speed_synthetic_refinery_factor = 0.15 state_production_speed_infrastructure_factor = 0.15 state_production_speed_rail_way_factor = 0.15 local_building_slots = 2 } DEN_development_projects_mainland_state_modifier = { enable = { always = yes } icon = GFX_modifiers_ETH_state_development remove_trigger = { ROOT = { NOT = { is_core_of = ROOT.controller } } # ROOT refers to the state on which the modifier is added } state_production_speed_industrial_complex_factor = 0.1 state_production_speed_synthetic_refinery_factor = 0.1 state_production_speed_infrastructure_factor = 0.1 state_production_speed_rail_way_factor = 0.1 local_building_slots = 2 } DEN_military_projects_state_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_military_industry remove_trigger = { ROOT = { NOT = { is_core_of = ROOT.controller } } # ROOT refers to the state on which the modifier is added } state_production_speed_arms_factory_factor = 0.1 state_production_speed_dockyard_factor = 0.1 state_production_speed_air_base_factor = 0.1 state_production_speed_naval_base_factor = 0.1 state_production_speed_supply_node_factor = 0.1 } DEN_home_guard_state_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_military_plans #TODO_DANNE CHANGE! remove_trigger = { ROOT = { NOT = { is_core_of = ROOT.controller } } # ROOT refers to the state on which the modifier is added } army_core_attack_factor = 0.05 army_core_defence_factor = 0.1 dig_in_speed_factor = 0.2 max_dig_in_factor = 0.1 recon_factor = 0.1 enemy_army_speed_factor = -0.1 enemy_local_supplies = -0.1 enemy_attrition = 0.1 } DEN_pan_scandinavianism_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_military_plans #TODO_DANNE CHANGE! remove_trigger = { # ROOT refers to the state on which the modifier is added ROOT = { controller = { NOT = { original_tag = DEN }} } } non_core_manpower = 0.25 state_resources_factor = 0.15 production_speed_industrial_complex_factor = 0.1 production_speed_infrastructure_factor = 0.1 production_speed_arms_factory_factor = 0.1 dig_in_speed_factor = 0.1 max_dig_in_factor = 0.1 compliance_growth = 0.1 } ################################################################################################### ################################################################################################### ################################################################################################### ######## #### ## ## ## ### ## ## ######## ## ## ### ## ## ## ## ### ## ## ## ## ## #### ## ## ## ## #### ## ## ## ###### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## #### ## ######### ## #### ## ## ## ## ## ### ## ## ## ## ### ## ## ## #### ## ## ######## ## ## ## ## ######## ################################################################################################### ################################################################################################### ################################################################################################### ############################# ##### NATIONAL SPIRITS ###### ############################# FIN_finnish_army = { enable = { always = yes } icon = GFX_idea_FIN_finnish_army experience_gain_army_factor = FIN_finnish_army_experience_gain_army_factor #0.05 land_reinforce_rate = FIN_finnish_army_land_reinforce_rate #0.05 acclimatization_cold_climate_gain_factor = FIN_finnish_army_acclimatization_cold_climate_gain_factor #0.05 army_spirit_category_type_cost_factor = FIN_finnish_army_army_spirit_category_type_cost_factor #-0.1 #LATER MODIFIERS custom_modifier_tooltip = FIN_finnish_army_dynamic_modifier_tt #Bonuses applied via hidden NS or tech (molotov_cocktails_tech) dig_in_speed_factor = FIN_finnish_army_dig_in_speed_factor #0.05 max_dig_in_factor = FIN_finnish_army_max_dig_in_factor #0.1 training_time_factor = FIN_finnish_army_training_time_factor #-0.1 mobilization_speed = FIN_finnish_army_mobilization_speed #0.1 conscription_factor = FIN_finnish_army_conscription_factor #0.1 cas_damage_reduction = FIN_finnish_army_cas_damage_reduction #0.15 winter_attrition_factor = FIN_finnish_army_winter_attrition_factor #-0.15 army_org_factor = FIN_finnish_army_army_org_factor #0.1 special_forces_cap = FIN_finnish_army_special_forces_cap #0.15 breakthrough_factor = FIN_finnish_army_breakthrough_factor #0.05 special_forces_out_of_supply_factor = FIN_finnish_army_special_forces_out_of_supply_factor #-0.1 equipment_capture_factor = FIN_finnish_army_equipment_capture_factor #0.3 equipment_conversion_speed = FIN_finnish_army_equipment_conversion_speed #0.3 production_lack_of_resource_penalty_factor = FIN_finnish_army_production_lack_of_resource_penalty_factor #-0.15 supply_combat_penalties_on_core_factor = FIN_finnish_army_supply_combat_penalties_on_core_factor #-0.15 org_loss_when_moving = FIN_finnish_army_org_loss_when_moving #-0.15 recon_factor_while_entrenched = FIN_finnish_army_recon_factor_while_entrenched #0.1 army_attack_speed_factor = FIN_finnish_army_army_attack_speed_factor #0.1 intel_from_combat_factor = FIN_finnish_army_intel_from_combat_factor #0.1 initiative_factor = FIN_finnish_army_initiative_factor #0.02 modifier_army_sub_unit_long_range_patrol_support_attack_factor = FIN_finnish_army_modifier_army_sub_unit_long_range_patrol_support_attack_factor modifier_army_sub_unit_long_range_patrol_support_defence_factor = FIN_finnish_army_modifier_army_sub_unit_long_range_patrol_support_defence_factor } FIN_finnish_airforce = { enable = { always = yes } icon = GFX_idea_FIN_finnish_airforce #Needs to match any hidden NS associated to this, such as FIN_hidden_cas_production_ns, FIN_hidden_fighter_production_ns and FIN_hidden_naval_bomber_production_ns experience_gain_air_factor = FIN_finnish_airforce_experience_gain_air_factor #0.05 air_weather_penalty = FIN_finnish_airforce_air_weather_penalty #-0.05 air_untrained_pilots_penalty_factor = FIN_finnish_airforce_air_untrained_pilots_penalty_factor #-0.2 air_spirit_category_type_cost_factor = FIN_finnish_airforce_air_spirit_category_type_cost_factor #-0.1 #LATER MODIFIERS custom_modifier_tooltip = FIN_finnish_airforce_dynamic_modifier_tt #Bonuses applied via hidden NS (FIN_hidden_cas_production_ns, FIN_hidden_fighter_production_ns, FIN_hidden_naval_bomber_production_ns) air_ace_generation_chance_factor = FIN_finnish_airforce_air_ace_generation_chance_factor #0.1 air_home_defence_factor = FIN_finnish_airforce_air_home_defence_factor #0.1 ace_effectiveness_factor = FIN_finnish_airforce_ace_effectiveness_factor #0.1 air_mission_efficiency = FIN_finnish_airforce_air_mission_efficiency #0.05 naval_strike_targetting_factor = FIN_finnish_airforce_naval_strike_targetting_factor #0.1 air_cas_efficiency = FIN_finnish_airforce_air_cas_efficiency #0.1 air_superiority_efficiency = FIN_finnish_airforce_air_superiority_efficiency #0.1 } FIN_finnish_navy = { enable = { always = yes } icon = GFX_idea_FIN_finnish_navy #Needs to match any hidden NS associated to this, such as FIN_hidden_dd_and_coastal_defense_production_ns and FIN_hidden_dd_and_coastal_defense_production_ns_no_mtg experience_gain_navy_factor = FIN_finnish_navy_experience_gain_navy_factor #0.05 mines_planting_by_fleets_factor = FIN_finnish_navy_mines_planting_by_fleets_factor #0.05 navy_anti_air_attack_factor = FIN_finnish_navy_navy_anti_air_attack_factor #0.05 navy_spirit_category_type_cost_factor = FIN_finnish_navy_navy_spirit_category_type_cost_factor #-0.1 #LATER MODIFIERS custom_modifier_tooltip = FIN_finnish_navy_dynamic_modifier_tt #Bonuses applied via hidden NS (FIN_hidden_cas_production_ns, FIN_hidden_fighter_production_ns, FIN_hidden_naval_bomber_production_ns) convoy_retreat_speed = FIN_finnish_navy_convoy_retreat_speed #0.1 refit_speed = FIN_finnish_navy_refit_speed #0.1 spotting_chance = FIN_finnish_navy_spotting_chance #0.05 repair_speed_factor = FIN_finnish_navy_repair_speed_factor #0.1 production_speed_dockyard_factor = FIN_finnish_navy_production_speed_dockyard_factor #0.1 industrial_capacity_dockyard = FIN_finnish_navy_industrial_capacity_dockyard #0.1 extra_marine_supply_grace = FIN_finnish_navy_extra_marine_supply_grace #48 naval_invasion_capacity = FIN_finnish_navy_naval_invasion_capacity #15 naval_mines_effect_reduction = FIN_finnish_navy_naval_mines_effect_reduction #0.15 experience_gain_navy_unit_factor = FIN_finnish_navy_experience_gain_navy_unit_factor #0.1 naval_coordination = FIN_finnish_navy_naval_coordination #0.05 naval_equipment_upgrade_xp_cost = FIN_finnish_navy_naval_equipment_upgrade_xp_cost #-0.1 } FIN_fascist_regime = { enable = { always = yes } icon = GFX_idea_FIN_a_fascist_regime war_support_factor = FIN_fascist_regime_war_support_factor #0.05 send_volunteer_size = FIN_fascist_regime_send_volunteer_size #3 #LATER MODIFIERS army_org_factor = FIN_fascist_regime_army_org_factor #0.05 max_command_power = FIN_fascist_regime_max_command_power #25 special_forces_cap = FIN_fascist_regime_special_forces_cap #0.3 special_forces_no_supply_grace = FIN_fascist_regime_special_forces_no_supply_grace #24 special_forces_out_of_supply_factor = FIN_fascist_regime_special_forces_out_of_supply_factor #-0.15 special_forces_attack_factor = FIN_fascist_regime_special_forces_attack_factor #0.10 special_forces_training_time_factor = FIN_fascist_regime_special_forces_training_time_factor #0.2 justify_war_goal_time = FIN_fascist_regime_justify_war_goal_time # -0.35 military_industrial_organization_research_bonus = FIN_fascist_regime_military_industrial_organization_research_bonus #0.1 consumer_goods_factor = FIN_fasicst_regime_consumer_goods_factor #-0.1 } ############################ ##### STATE MODIFIERS ###### ############################ FIN_mannerheim_line_expansion_modifier = { enable = { always = yes } icon = GFX_modifiers_SOV_civilian_labor_in_defense remove_trigger = { ROOT = { NOT = { is_core_of = ROOT.controller } } # ROOT refers to the state on which the modifier is added } army_core_defence_factor = 0.05 production_speed_bunker_factor = 0.1 production_speed_coastal_bunker_factor = 0.1 local_supplies = 0.1 } FIN_motti_tactics_modifier = { #Gets removed via on_action enable = { always = yes } icon = GFX_modifiers_FIN_motti_tactics_modifier army_speed_factor_for_controller = 0.15 attrition_for_controller = -0.1 local_supplies_for_controller = 0.15 equipment_capture_for_controller = 0.5 enemy_army_speed_factor = -0.15 enemy_local_supplies = -0.15 enemy_attrition = 0.15 enemy_truck_attrition_factor = 0.15 } FIN_weapon_caches_modifier = { #Gets removed via on_action enable = { always = yes } icon = GFX_modifiers_FIN_weapon_caches starting_compliance = -0.5 resistance_decay = -0.5 resistance_target = 0.15 resistance_damage_to_garrison = 0.35 resistance_garrison_penetration_chance = 0.25 local_non_core_supply_impact_factor = 0.25 } FIN_anti_soviet_sentiment = { enable = { always = yes } icon = GFX_modifiers_generic_fascist_corporatism local_factory_sabotage = 0.1 local_manpower = -0.2 local_supplies = -0.2 state_resources_factor = -0.2 } FIN_confederation_of_finno_russian_republics_dm = { enable = { always = yes } icon = GFX_modifiers_FIN_confederated_finno_russian_republics remove_trigger = { # ROOT refers to the state on which the modifier is added ROOT = { controller = { OR = { NOT = { original_tag = FIN } is_subject = yes } } } } compliance_gain = 0.25 } ########################################################### ########################################################### ########################################################### ## ## ####### ######## ######## #### ###### ### ## ## ## ## ## ## ## ## ## ## #### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ######## ## ## ## ## ## #### ## ## ## ## ## ## ## ## ## ### ## ## ## ## ## ## ## ## ## ## ## ####### ## ## ######## #### ###### ########################################################### ########################################################### ########################################################### ############################ ##### STATE MODIFIERS ###### ############################ NORDIC_efficient_resource_extraction = { enable = { always = yes } icon = GFX_modifiers_generic_construction state_resources_factor = 0.1 } NORDIC_military_industry_hub_leader_dmod = { enable = { always = yes } icon = GFX_modifiers_generic_military_industry production_speed_arms_factory_factor = 0.3 } NORDIC_military_industry_hub_member_dmod = { enable = { always = yes } icon = GFX_modifiers_generic_military_industry production_speed_arms_factory_factor = 0.2 } ############################ #### COUNTRY MODIFIERS ##### ############################ NORDIC_airforces_originator_dmod = { enable = { always = yes } icon = GFX_idea_generic_air_bonus remove_trigger = { NORDIC_basic_joint_trigger = no } experience_gain_air = 0.2 air_cas_present_factor = NORDIC_airforces_originator_dmod_cas_factor #0.25 air_strategic_bomber_bombing_factor = NORDIC_airforces_originator_dmod_strat_bombing_factor #0.35 air_intercept_efficiency = NORDIC_airforces_originator_dmod_intercept_efficiency #0.25 air_superiority_efficiency = NORDIC_airforces_originator_dmod_superiority_efficiency #0.25 air_range_factor = NORDIC_airforces_originator_dmod_range_factor # 0.3 production_speed_air_base_factor = NORDIC_airforces_originator_dmod_air_base_production # 0.3 air_accidents_factor = NORDIC_airforces_originator_dmod_air_accidents_factor # -0.4 custom_modifier_tooltip = NORDIC_airforces_dmod_production_cost_TT custom_modifier_tooltip = NORDIC_airforces_dmod_naval_TT } NORDIC_airforces_member_dmod = { enable = { always = yes } icon = GFX_idea_generic_air_bonus remove_trigger = { NORDIC_basic_joint_trigger = no } experience_gain_air = 0.1 air_cas_present_factor = NORDIC_airforces_member_dmod_cas_factor #0.15 air_strategic_bomber_bombing_factor = NORDIC_airforces_member_dmod_strat_bombing_factor #0.2 air_intercept_efficiency = NORDIC_airforces_member_dmod_intercept_efficiency #0.15 air_superiority_efficiency = NORDIC_airforces_member_dmod_superiority_efficiency #0.15 air_range_factor = NORDIC_airforces_member_dmod_range_factor # 0.2 production_speed_air_base_factor = NORDIC_airforces_member_dmod_air_base_production # 0.2 air_accidents_factor = NORDIC_airforces_member_dmod_air_accidents_factor # -0.25 custom_modifier_tooltip = NORDIC_airforces_dmod_production_cost_TT # 0.15 custom_modifier_tooltip = NORDIC_airforces_dmod_naval_TT #0.2 } NORDIC_navy_originator_dmod = { enable = { always = yes } icon = GFX_idea_generic_navy_bonus remove_trigger = { NORDIC_basic_joint_trigger = no } experience_gain_navy = 0.2 naval_doctrine_cost_factor = NORDIC_navy_originator_dmod_naval_doctrine_cost_factor #-0.10 repair_speed_factor = NORDIC_navy_originator_dmod_naval_repair_speed_factor # 0.35 navy_leader_cost_factor = NORDIC_navy_originator_dmod_navy_leader_cost_factor # - 0.30 } NORDIC_navy_member_dmod = { enable = { always = yes } icon = GFX_idea_generic_navy_bonus remove_trigger = { NORDIC_basic_joint_trigger = no } experience_gain_navy = 0.1 naval_doctrine_cost_factor = NORDIC_navy_member_dmod_naval_doctrine_cost_factor # -0.075 repair_speed_factor = NORDIC_navy_member_dmod_naval_repair_speed_factor # 0.25 navy_leader_cost_factor = NORDIC_navy_member_dmod_navy_leader_cost_factor # -0.2 } NORDIC_mil_industry_originator_dmod = { enable = { always = yes } icon = GFX_idea_generic_production_bonus remove_trigger = { NORDIC_basic_joint_trigger = no } production_factory_max_efficiency_factor = 0.1 production_speed_arms_factory_factor = NORDIC_mil_industry_originator_production_speed_arms_factory_factor # 0.15 production_factory_efficiency_gain_factor = NORDIC_mil_industry_originator_dmod_efficiency_gain_factor # 0.2 equipment_conversion_speed = NORDIC_mil_industry_originator_dmod_equipment_conversion_speed # 0.25 production_factory_start_efficiency_factor = NORDIC_mil_industry_originator_dmod_start_efficiency_factor # 0.2 } NORDIC_mil_industry_member_dmod = { enable = { always = yes } icon = GFX_idea_generic_production_bonus remove_trigger = { NORDIC_basic_joint_trigger = no } production_factory_max_efficiency_factor = 0.1 production_speed_arms_factory_factor = NORDIC_mil_industry_member_production_speed_arms_factory_factor # 0.1 production_factory_efficiency_gain_factor = NORDIC_mil_industry_member_dmod_efficiency_gain_factor # 0.1 equipment_conversion_speed = NORDIC_mil_industry_member_dmod_equipment_conversion_speed # 0.15 production_factory_start_efficiency_factor = NORDIC_mil_industry_member_dmod_start_efficiency_factor # 0.1 } NORDIC_democratic_alliance_leader_dmod = { enable = { always = yes } icon = GFX_idea_NORDIC_nordic_council remove_trigger = { NORDIC_basic_joint_trigger = no } democratic_drift = 0.025 production_speed_buildings_factor = 0.15 consumer_goods_factor = 0.2 research_speed_factor = NORDIC_democratic_alliance_leader_dmod_research # 0.075 training_time_factor = NORDIC_democratic_alliance_leader_dmod_training_time # 0.12 production_factory_start_efficiency_factor = NORDIC_democratic_alliance_leader_dmod_prod_eff_start # 0.2 war_support_factor = NORDIC_democratic_alliance_leader_dmod_war_support # -0.15 } NORDIC_democratic_alliance_member_dmod = { enable = { always = yes } icon = GFX_idea_NORDIC_nordic_council remove_trigger = { NORDIC_basic_joint_trigger = no } democratic_drift = 0.015 production_speed_buildings_factor = 0.10 consumer_goods_factor = 0.12 research_speed_factor = NORDIC_democratic_alliance_member_dmod_research # 0.05 training_time_factor = NORDIC_democratic_alliance_member_dmod_training_time # 0.08 production_factory_start_efficiency_factor = NORDIC_democratic_alliance_member_dmod_prod_eff_start # 0.15 war_support_factor = NORDIC_democratic_alliance_member_dmod_war_support # -0.1 } NORDIC_communist_alliance_leader_dmod = { enable = { always = yes } icon = GFX_idea_NORDIC_northern_union remove_trigger = { NORDIC_basic_joint_trigger = no } communism_drift = 0.025 weekly_manpower = 350 dig_in_speed_factor = -0.15 production_factory_max_efficiency_factor = NORDIC_communist_alliance_leader_dmod_max_eff # 0.15 max_planning_factor = NORDIC_communist_alliance_leader_dmod_max_planning # -0.1 research_speed_factor = NORDIC_communist_alliance_leader_dmod_research # 0.075 production_lack_of_resource_penalty_factor = NORDIC_communist_alliance_leader_dmod_resource_penalty # 0.1 } NORDIC_communist_alliance_member_dmod = { enable = { always = yes } icon = GFX_idea_NORDIC_northern_union remove_trigger = { NORDIC_basic_joint_trigger = no } communism_drift = 0.015 weekly_manpower = 200 dig_in_speed_factor = -0.10 production_factory_max_efficiency_factor = NORDIC_democratic_alliance_member_dmod_max_eff # 0.1 max_planning_factor = NORDIC_communist_alliance_member_dmod_max_planning # -0.08 research_speed_factor = NORDIC_communist_alliance_member_dmod_research # 0.05 production_lack_of_resource_penalty_factor = NORDIC_communist_alliance_member_dmod_resource_penalty # 0.06 } NORDIC_monarchist_alliance_leader_dmod = { enable = { always = yes } icon = GFX_idea_NORDIC_kalmar_league remove_trigger = { NORDIC_basic_joint_trigger = no } neutrality_drift = 0.015 political_power_gain = 0.7 research_speed_factor = -0.03 production_factory_efficiency_gain_factor = NORDIC_monarchist_alliance_leader_dmod_prod_eff_gain # 0.25 production_speed_buildings_factor = NORDIC_monarchist_alliance_leader_dmod_construction # -0.1 army_org_factor = NORDIC_monarchist_alliance_leader_dmod_max_org # 0.2 fascism_drift = NORDIC_monarchist_alliance_leader_dmod_drift_defense # -0.15 } NORDIC_monarchist_alliance_member_dmod = { enable = { always = yes } icon = GFX_idea_NORDIC_kalmar_league remove_trigger = { NORDIC_basic_joint_trigger = no } neutrality_drift = 0.015 political_power_gain = 0.4 research_speed_factor = -0.02 production_factory_efficiency_gain_factor = NORDIC_monarchist_alliance_member_dmod_prod_eff_gain # 0.17 production_speed_buildings_factor = NORDIC_monarchist_alliance_member_dmod_construction # -0.7 army_org_factor = NORDIC_monarchist_alliance_member_dmod_max_org # 0.12 fascism_drift = NORDIC_monarchist_alliance_member_dmod_drift_defense # -0.1 }