# 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 # Army Modifiers ETH_army_1_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ETH_army max_dig_in = ETH_army_max_dig_in_factor # $MODIFIER_MAX_DIG_IN$ dig_in_speed_factor = ETH_army_dig_in_speed_factor # &MODIFIER_DIG_IN_SPEED_FACTOR$ experience_gain_army_factor = ETH_army_experience_gain_army_factor # experience_loss_factor = ETH_army_experience_loss_factor # TODO_TA re-apply or remove army_defence_factor = ETH_army_army_defence_factor army_org_factor = ETH_army_army_org_factor # $MODIFIER_ARMY_ORG_FACTOR$ modifier_army_sub_unit_infantry_attack_factor = ETH_army_modifier_army_sub_unit_infantry_attack_factor modifier_army_sub_unit_infantry_defence_factor = ETH_army_modifier_army_sub_unit_infantry_defence_factor modifier_army_sub_unit_infantry_speed_factor = ETH_army_modifier_army_sub_unit_infantry_speed_factor modifier_army_sub_unit_irregular_infantry_attack_factor = ETH_army_modifier_army_sub_unit_irregular_infantry_attack_factor supply_consumption_factor = ETH_army_supply_consumption_factor # later stuff cas_damage_reduction = ETH_army_cas_damage_reduction equipment_capture_factor = ETH_army_equipment_capture_factor modifier_army_sub_unit_irregular_infantry_defence_factor = ETH_modifier_army_sub_unit_irregular_infantry_defence_factor modifier_army_sub_unit_irregular_infantry_speed_factor = ETH_modifier_army_sub_unit_irregular_infantry_speed_factor modifier_army_sub_unit_irregular_infantry_max_org_factor = ETH_modifier_army_sub_unit_irregular_infantry_max_org_factor } ETH_army_2_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ETH_army_2 max_dig_in = ETH_army_max_dig_in_factor dig_in_speed_factor = ETH_army_dig_in_speed_factor experience_gain_army_factor = ETH_army_experience_gain_army_factor # experience_loss_factor = ETH_army_experience_loss_factor # TODO_TA re-apply or remove army_defence_factor = ETH_army_army_defence_factor army_org_factor = ETH_army_army_org_factor modifier_army_sub_unit_infantry_attack_factor = ETH_army_modifier_army_sub_unit_infantry_attack_factor modifier_army_sub_unit_infantry_defence_factor = ETH_army_modifier_army_sub_unit_infantry_defence_factor modifier_army_sub_unit_infantry_speed_factor = ETH_army_modifier_army_sub_unit_infantry_speed_factor modifier_army_sub_unit_irregular_infantry_attack_factor = ETH_army_modifier_army_sub_unit_irregular_infantry_attack_factor supply_consumption_factor = ETH_army_supply_consumption_factor # later stuff cas_damage_reduction = ETH_army_cas_damage_reduction equipment_capture_factor = ETH_army_equipment_capture_factor modifier_army_sub_unit_irregular_infantry_defence_factor = ETH_modifier_army_sub_unit_irregular_infantry_defence_factor modifier_army_sub_unit_irregular_infantry_speed_factor = ETH_modifier_army_sub_unit_irregular_infantry_speed_factor modifier_army_sub_unit_irregular_infantry_max_org_factor = ETH_modifier_army_sub_unit_irregular_infantry_max_org_factor } ETH_army_3_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ETH_army_3 max_dig_in = ETH_army_max_dig_in_factor dig_in_speed_factor = ETH_army_dig_in_speed_factor experience_gain_army_factor = ETH_army_experience_gain_army_factor # experience_loss_factor = ETH_army_experience_loss_factor # TODO_TA re-apply or remove army_defence_factor = ETH_army_army_defence_factor army_org_factor = ETH_army_army_org_factor modifier_army_sub_unit_infantry_attack_factor = ETH_army_modifier_army_sub_unit_infantry_attack_factor modifier_army_sub_unit_infantry_defence_factor = ETH_army_modifier_army_sub_unit_infantry_defence_factor modifier_army_sub_unit_infantry_speed_factor = ETH_army_modifier_army_sub_unit_infantry_speed_factor modifier_army_sub_unit_irregular_infantry_attack_factor = ETH_army_modifier_army_sub_unit_irregular_infantry_attack_factor supply_consumption_factor = ETH_army_supply_consumption_factor # later stuff cas_damage_reduction = ETH_army_cas_damage_reduction equipment_capture_factor = ETH_army_equipment_capture_factor modifier_army_sub_unit_irregular_infantry_defence_factor = ETH_modifier_army_sub_unit_irregular_infantry_defence_factor modifier_army_sub_unit_irregular_infantry_speed_factor = ETH_modifier_army_sub_unit_irregular_infantry_speed_factor modifier_army_sub_unit_irregular_infantry_max_org_factor = ETH_modifier_army_sub_unit_irregular_infantry_max_org_factor } # Navy Modifiers ETH_navy_1_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ETH_navy #INITIAL # naval_coordination = ETH_navy_naval_coordination # TODO_TA re-apply or remove # screening_efficiency = ETH_navy_screening_efficiency # TODO_TA re-apply or remove repair_speed_factor = ETH_navy_repair_speed_factor naval_doctrine_cost_factor = ETH_navy_naval_doctrine_cost_factor refit_ic_cost = ETH_navy_refit_ic_cost } # Navy Modifiers ETH_navy_2_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ETH_navy_2 #INITIAL # naval_coordination = ETH_navy_naval_coordination # TODO_TA re-apply or remove # screening_efficiency = ETH_navy_screening_efficiency # TODO_TA re-apply or remove repair_speed_factor = ETH_navy_repair_speed_factor naval_doctrine_cost_factor = ETH_navy_naval_doctrine_cost_factor refit_ic_cost = ETH_navy_refit_ic_cost } # Navy Modifiers ETH_navy_3_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ETH_navy_3 #INITIAL # naval_coordination = ETH_navy_naval_coordination # TODO_TA re-apply or remove # screening_efficiency = ETH_navy_screening_efficiency # TODO_TA re-apply or remove repair_speed_factor = ETH_navy_repair_speed_factor naval_doctrine_cost_factor = ETH_navy_naval_doctrine_cost_factor refit_ic_cost = ETH_navy_refit_ic_cost } # Air Modifiers ETH_airforce_1_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ETH_airforce #INITIAL enemy_army_bonus_air_superiority_factor = ETH_airforce_enemy_army_bonus_air_superiority_factor air_doctrine_cost_factor = ETH_airforce_air_doctrine_cost_factor air_accidents_factor = ETH_airforce_air_accidents_factor air_attack_factor = ETH_airforce_air_attack_factor } ETH_airforce_2_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ETH_airforce #INITIAL enemy_army_bonus_air_superiority_factor = ETH_airforce_enemy_army_bonus_air_superiority_factor air_doctrine_cost_factor = ETH_airforce_air_doctrine_cost_factor air_accidents_factor = ETH_airforce_air_accidents_factor air_attack_factor = ETH_airforce_air_attack_factor } ETH_airforce_3_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ETH_airforce #INITIAL enemy_army_bonus_air_superiority_factor = ETH_airforce_enemy_army_bonus_air_superiority_factor air_doctrine_cost_factor = ETH_airforce_air_doctrine_cost_factor air_accidents_factor = ETH_airforce_air_accidents_factor air_attack_factor = ETH_airforce_air_attack_factor } # Corrupt Bureaucracy ETH_corrupt_bureaucracy_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ETH_corrupt_bureaucracy research_speed_factor = ETH_bureaucracy_research_speed_factor # $MODIFIER_RESEARCH_SPEED_FACTOR$ production_speed_buildings_factor = ETH_bureaucracy_production_speed_buildings_factor # $MODIFIER_PRODUCTION_SPEED_BUILDINGS_FACTOR$ production_factory_max_efficiency_factor = ETH_bureaucracy_production_factory_max_efficiency_factor # $MODIFIER_PRODUCTION_FACTORY_MAX_EFFICIENCY$ } # Industrialization ETH_industrialization_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_man_five_year_plan_industry industrial_capacity_dockyard = ETH_industrialization_industrial_capacity_dockyard # $MODIFIER_INDUSTRIAL_CAPACITY_DOCKYARD_FACTOR$ industrial_capacity_factory = ETH_industrialization_industrial_capacity_factory # $MODIFIER_INDUSTRIAL_CAPACITY_FACTOR$ line_change_production_efficiency_factor = ETH_industrialization_line_change_production_efficiency_factor # $MODIFIER_LINE_CHANGE_PRODUCTION_EFFICIENCY_FACTOR$ consumer_goods_factor = ETH_industrialization_consumer_goods_factor # $MODIFIER_CONSUMER_GOODS_FACTOR$ # Later industry_air_damage_factor = ETH_industrialization_industry_air_damage_factor # $MODIFIER_INDUSTRY_AIR_DAMAGE_FACTOR@ industry_repair_factor = ETH_industrialization_industry_repair_factor # $MODIFIER_INDUSTRY_REPAIR_FACTOR$ production_factory_max_efficiency_factor = ETH_production_factory_max_efficiency_factor # $MODIFIER_PRODUCTION_FACTORY_MAX_EFFICIENCY$ air_equipment_upgrade_xp_cost = ETH_air_equipment_upgrade_xp_cost # $MODIFIER_AIR_EQUIPMENT_UPGRADE_XP_COST$ land_equipment_upgrade_xp_cost = ETH_land_equipment_upgrade_xp_cost # $MODIFIER_LAND_EQUIPMENT_UPGRADE_XP_COST$ production_speed_buildings_factor = ETH_production_speed_buildings_factor # $MODIFIER_PRODUCTION_SPEED_BUILDINGS_FACTOR$ } # International Red Cross ETH_international_red_cross_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ETH_international_red_cross army_morale_factor = ETH_irc_morale_factor enemy_army_bonus_air_superiority_factor = ETH_irc_enemy_army_bonus_air_superiority_factor # from communist branch industry_repair_factor = ETH_communist_factory_repair_factor # $MODIFIER_INDUSTRY_REPAIR_FACTOR$ } #### STATE MODIDIFERS ETH_state_development_dynamic_modifier = { #STATE MODIFIER enable = { always = yes } icon = GFX_modifiers_ETH_state_development state_production_speed_buildings_factor = ETH_state_development_production_speed # $MODIFIER_STATE_PRODUCTION_SPEED_BUILDINGS_FACTOR$ local_building_slots_factor = ETH_state_development_local_building_slots_factor # $MODIFIER_LOCAL_BUILDING_SLOTS$ # Later local_factories = ETH_state_development_local_factories state_resources_factor = ETH_state_development_state_resources_factor } ETH_state_decentralization_dynamic_modifier = { enable = { always = yes } remove_trigger = { ROOT = { NOT = { OWNER = { original_tag = ETH } } # ROOT refers to the state on which the modifier is added } } icon = GFX_modifiers_ETH_state_decentralization local_building_slots_factor = ETH_state_decentralization_building_slots production_speed_infrastructure_factor = ETH.ETH_state_decentralization_infrastructure state_resources_factor = ETH.ETH_state_decentralization_resources army_defence_factor = ETH.ETH_state_decentralization_defence army_attack_factor = ETH.ETH_state_decentralization_attack recruitable_population_factor = ETH.ETH_state_decentralization_recruitable_population army_speed_factor = ETH.ETH_state_decentralization_army_speed } ETH_state_local_offensive_dynamic_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_military_plans army_attack_factor = 0.25 breakthrough_factor = 0.5 } ETH_state_local_retreat_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_military_plans army_attack_factor = -0.15 army_speed_factor = -0.25 } ETH_state_last_stand_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_military_plans army_core_defence_factor = 0.15 supply_consumption_factor = -0.25 } ETH_arranged_expansion_modifier = { enable = { always = yes } icon = GFX_modifiers_ETH_arranged_territorial_expansion custom_modifier_tooltip = ETH_arranged_expansion_modifier_tt } ETH_state_supporting_resistance_modifier = { enable = { always = yes } icon = GFX_modifiers_bul_macedonian_revolutionaries resistance_damage_to_garrison = 0.15 resistance_activity = 0.2 resistance_growth = 0.5 resistance_target = 0.8 compliance_growth = -0.1 } ### African Union/Organization of Unity ### ETH_operative_modifier = { enable = { always = yes} operative_slot = 1 } african_union_central_bank_modifier = { enable = { always = yes } icon = GFX_idea_chi_hyper_inflation4 stability_factor = org_africa_central_bank_stability_factor #-0.05 production_speed_industrial_complex_factor = org_africa_central_bank_industrial_complex_factor #-0.1 production_speed_infrastructure_factor = org_africa_central_bank_infrastructure_factor #-0.1 } african_union_executive_council_modifier = { enable = { always = yes } icon = GFX_idea_generic_constitutional_guarantees political_power_gain = -0.1 stability_factor = 0.05 } african_union_defense_agreement_modifier = { enable = { always = yes } icon = GFX_idea_chi_army_corruption3 army_defence_factor = 0.1 } ################################### #### ######## ### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## #### ## ## ## ## ## ## ## ## ######### ## ## ## ## ## ## ## ## #### ## ## ## ######## ## ################################### ###### COUNTRY MODIFIERS (NATIONAL SPIRITS) ##### # RICOSTRUZIONE INDUSTRIALE ITA_ricostruzione_industriale_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_third_five_year_plan_civilian #ANY CHANGE IN THESE INITIAL MODIFIERS NEEDS TO BE APPLIED TO THE FAKE NS FOR BOOKMARKS! production_speed_industrial_complex_factor = ITA_iri_production_speed_industrial_complex_factor #0.05 industrial_concern_cost_factor = ITA_iri_industrial_concern_cost_factor #-0.35 tank_manufacturer_cost_factor = ITA_iri_tank_manufacturer_cost_factor #-0.15 materiel_manufacturer_cost_factor = ITA_iri_materiel_manufacturer_cost_factor #-0.15 aircraft_manufacturer_cost_factor = ITA_iri_aircraft_manufacturer_cost_factor #-0.15 naval_manufacturer_cost_factor = ITA_iri_naval_manufacturer_cost_factor #-0.15 # later stuff production_speed_arms_factory_factor = ITA_iri_production_speed_arms_factory_factor #0.025 consumer_goods_factor = ITA_iri_consumer_goods_factor #-0.05 local_resources_factor = ITA_iri_local_resources_factor #0.1 production_speed_infrastructure_factor = ITA_iri_production_speed_infrastructure_factor #0.1 production_speed_dockyard_factor = ITA_iri_production_speed_dockyard_factor #0.1 #DANNES STUFF conversion_cost_civ_to_mil_factor = ITA_iri_conversion_cost_civ_to_mil_factor } # MILITARY INDUSTRY ITA_military_industry_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_SOV_third_five_year_plan_military #Icon needs to match the one in ITA_hidden_research_penalties_ns (NS icon shows up in Tech tab) production_factory_start_efficiency_factor = ITA_military_industry_dm_production_factory_start_efficiency_factor # -0.05 production_factory_max_efficiency_factor = ITA_military_industry_dm_factory_max_efficiency_factor # -0.1 production_factory_efficiency_gain_factor = ITA_military_industry_dm_production_factory_efficiency_gain_factor # -0.05 industrial_capacity_factory = ITA_military_industry_dm_industrial_capacity_factory #-0.1 custom_modifier_tooltip = ITA_military_industry_dynamic_modifier_tt #Research Penalties applied via hidden NS ITA_hidden_research_penalties_ns # later stuff line_change_production_efficiency_factor = ITA_military_industry_dm_line_change_production_efficiency_factor #0.1 production_lack_of_resource_penalty_factor = ITA_military_industry_dm_production_lack_of_resource_penalty_factor #0.1 equipment_upgrade_xp_cost = ITA_military_industry_dm_equipment_upgrade_xp_cost #-0.1 industrial_capacity_dockyard = ITA_military_industry_dm_industrial_capacity_dockyard #0.05 air_equipment_upgrade_xp_cost = ITA_military_industry_air_equipment_upgrade_xp_cost #-0.1/+0.1 } # REGIO ESERCITO ITA_regio_esercito_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regio_esercito_1 #ANY CHANGE IN THESE INITIAL MODIFIERS NEEDS TO BE APPLIED TO THE FAKE NS FOR BOOKMARKS! max_dig_in_factor = ITA_re_army_max_dig_in_factor #0.1 land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor #0.1 army_speed_factor = ITA_re_army_speed_factor #-0.1 army_org_factor = ITA_re_army_army_org_factor #-0.1 org_loss_when_moving = ITA_re_org_loss_when_moving #0.15 # later stuff army_morale_factor = ITA_re_army_morale_factor #0.05 army_leader_cost_factor = ITA_re_army_leader_cost_factor #-0.15 experience_gain_factor = ITA_re_experience_gain_factor #0.1 modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor #0.05 army_core_defence_factor = ITA_re_army_core_defence_factor #0.05 modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor # 0.05 modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor #0.03 unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor #-0.25 unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor #-0.25 special_forces_cap = ITA_re_special_forces_cap # 0.5 special_forces_attack_factor = ITA_re_special_forces_attack_factor #0.03 special_forces_defence_factor = ITA_re_special_forces_defence_factor #0.03 modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor #0.05 modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor #0.05 modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor #0.05 modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor #0.05 modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor #0.05 modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor #0.05 modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor #0.05 special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor # 0.1 conscription_factor = ITA_re_conscription_factor #0.1 promote_cost_factor = ITA_re_promote_cost_factor #-0.2 command_power_gain_mult = ITA_re_command_power_gain_mult #0.15 non_core_manpower = ITA_re_non_core_manpower #0.15 army_attack_factor = ITA_re_army_attack_factor #0.05 modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor #0.05 max_command_power_mult = ITA_re_max_command_power_mult #0.15 supply_node_range = ITA_re_supply_node_range #0.1 supply_consumption_factor = ITA_re_supply_consumption_factor #-0.05 acclimatization_hot_climate_gain_factor = ITA_re_acclimatization_hot_climate_gain_factor #0.15 heat_attrition_factor = ITA_re_heat_attrition_factor #-0.1 modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor #SP Stuff (Gotterdammerung) sp_land_land_cruiser_speed_factor = ITA_re_sp_land_land_cruiser_speed_factor #DANNES STUFF army_infantry_attack_factor = ITA_re_infantry_attack motorized_attack_factor = ITA_re_motorized_attack mechanized_attack_factor = ITA_re_mechanized_attack out_of_supply_factor = ITA_re_out_of_supply army_armor_attack_factor = ITA_re_armor_attack modifier_army_sub_unit_irregular_infantry_max_org_factor = ITA_re_irregular_org } ITA_regio_esercito_2_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regio_esercito_2 max_dig_in_factor = ITA_re_army_max_dig_in_factor #0.1 land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor #0.1 army_speed_factor = ITA_re_army_speed_factor #-0.1 army_org_factor = ITA_re_army_army_org_factor #-0.1 org_loss_when_moving = ITA_re_org_loss_when_moving #0.15 # later stuff army_morale_factor = ITA_re_army_morale_factor #0.05 army_leader_cost_factor = ITA_re_army_leader_cost_factor #-0.15 experience_gain_factor = ITA_re_experience_gain_factor #0.1 modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor #0.05 army_core_defence_factor = ITA_re_army_core_defence_factor #0.05 modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor # 0.05 modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor #0.03 unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor #-0.25 unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor #-0.25 special_forces_cap = ITA_re_special_forces_cap # 0.5 special_forces_attack_factor = ITA_re_special_forces_attack_factor #0.03 special_forces_defence_factor = ITA_re_special_forces_defence_factor #0.03 modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor #0.05 modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor #0.05 modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor #0.05 modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor #0.05 modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor #0.05 modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor #0.05 modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor #0.05 special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor # 0.1 conscription_factor = ITA_re_conscription_factor #0.1 promote_cost_factor = ITA_re_promote_cost_factor #-0.2 command_power_gain_mult = ITA_re_command_power_gain_mult #0.15 non_core_manpower = ITA_re_non_core_manpower #0.15 army_attack_factor = ITA_re_army_attack_factor #0.05 modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor #0.05 max_command_power_mult = ITA_re_max_command_power_mult #0.15 supply_node_range = ITA_re_supply_node_range #0.1 supply_consumption_factor = ITA_re_supply_consumption_factor #-0.05 acclimatization_hot_climate_gain_factor = ITA_re_acclimatization_hot_climate_gain_factor #0.15 heat_attrition_factor = ITA_re_heat_attrition_factor #-0.1 modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor #SP Stuff (Gotterdammerung) sp_land_land_cruiser_speed_factor = ITA_re_sp_land_land_cruiser_speed_factor #DANNES STUFF army_infantry_attack_factor = ITA_re_infantry_attack motorized_attack_factor = ITA_re_motorized_attack mechanized_attack_factor = ITA_re_mechanized_attack out_of_supply_factor = ITA_re_out_of_supply army_armor_attack_factor = ITA_re_armor_attack modifier_army_sub_unit_irregular_infantry_max_org_factor = ITA_re_irregular_org } ITA_regio_esercito_3_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regio_esercito_3 max_dig_in_factor = ITA_re_army_max_dig_in_factor #0.1 land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor #0.1 army_speed_factor = ITA_re_army_speed_factor #-0.1 army_org_factor = ITA_re_army_army_org_factor #-0.1 org_loss_when_moving = ITA_re_org_loss_when_moving #0.15 # later stuff army_morale_factor = ITA_re_army_morale_factor #0.05 army_leader_cost_factor = ITA_re_army_leader_cost_factor #-0.15 experience_gain_factor = ITA_re_experience_gain_factor #0.1 modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor #0.05 army_core_defence_factor = ITA_re_army_core_defence_factor #0.05 modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor # 0.05 modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor #0.03 unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor #-0.25 unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor #-0.25 special_forces_cap = ITA_re_special_forces_cap # 0.5 special_forces_attack_factor = ITA_re_special_forces_attack_factor #0.03 special_forces_defence_factor = ITA_re_special_forces_defence_factor #0.03 modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor #0.05 modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor #0.05 modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor #0.05 modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor #0.05 modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor #0.05 modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor #0.05 modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor #0.05 special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor # 0.1 conscription_factor = ITA_re_conscription_factor #0.1 promote_cost_factor = ITA_re_promote_cost_factor #-0.2 command_power_gain_mult = ITA_re_command_power_gain_mult #0.15 non_core_manpower = ITA_re_non_core_manpower #0.15 army_attack_factor = ITA_re_army_attack_factor #0.05 modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor #0.05 max_command_power_mult = ITA_re_max_command_power_mult #0.15 supply_node_range = ITA_re_supply_node_range #0.1 supply_consumption_factor = ITA_re_supply_consumption_factor #-0.05 acclimatization_hot_climate_gain_factor = ITA_re_acclimatization_hot_climate_gain_factor #0.15 heat_attrition_factor = ITA_re_heat_attrition_factor #-0.1 modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor #SP Stuff (Gotterdammerung) sp_land_land_cruiser_speed_factor = ITA_re_sp_land_land_cruiser_speed_factor #DANNES STUFF army_infantry_attack_factor = ITA_re_infantry_attack motorized_attack_factor = ITA_re_motorized_attack mechanized_attack_factor = ITA_re_mechanized_attack out_of_supply_factor = ITA_re_out_of_supply army_armor_attack_factor = ITA_re_armor_attack modifier_army_sub_unit_irregular_infantry_max_org_factor = ITA_re_irregular_org } #### ALTERNATIVE NAMES #### # ALT NAME ITA_regio_esercito_alt_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regio_esercito_1 #ANY CHANGE IN THESE INITIAL MODIFIERS NEEDS TO BE APPLIED TO THE FAKE NS FOR BOOKMARKS! max_dig_in_factor = ITA_re_army_max_dig_in_factor #0.1 land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor #0.1 army_speed_factor = ITA_re_army_speed_factor #-0.1 army_org_factor = ITA_re_army_army_org_factor #-0.1 org_loss_when_moving = ITA_re_org_loss_when_moving #0.15 # later stuff army_morale_factor = ITA_re_army_morale_factor #0.05 army_leader_cost_factor = ITA_re_army_leader_cost_factor #-0.15 experience_gain_factor = ITA_re_experience_gain_factor #0.1 modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor #0.05 army_core_defence_factor = ITA_re_army_core_defence_factor #0.05 modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor # 0.05 modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor #0.03 unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor #-0.25 unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor #-0.25 special_forces_cap = ITA_re_special_forces_cap # 0.5 special_forces_attack_factor = ITA_re_special_forces_attack_factor #0.03 special_forces_defence_factor = ITA_re_special_forces_defence_factor #0.03 modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor #0.05 modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor #0.05 modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor #0.05 modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor #0.05 modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor #0.05 modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor #0.05 modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor #0.05 special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor # 0.1 conscription_factor = ITA_re_conscription_factor #0.1 promote_cost_factor = ITA_re_promote_cost_factor #-0.2 command_power_gain_mult = ITA_re_command_power_gain_mult #0.15 non_core_manpower = ITA_re_non_core_manpower #0.15 army_attack_factor = ITA_re_army_attack_factor #0.05 modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor #0.05 max_command_power_mult = ITA_re_max_command_power_mult #0.15 supply_node_range = ITA_re_supply_node_range #0.1 supply_consumption_factor = ITA_re_supply_consumption_factor #-0.05 acclimatization_hot_climate_gain_factor = ITA_re_acclimatization_hot_climate_gain_factor #0.15 heat_attrition_factor = ITA_re_heat_attrition_factor #-0.1 modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor #SP Stuff (Gotterdammerung) sp_land_land_cruiser_speed_factor = ITA_re_sp_land_land_cruiser_speed_factor #DANNES STUFF army_infantry_attack_factor = ITA_re_infantry_attack motorized_attack_factor = ITA_re_motorized_attack mechanized_attack_factor = ITA_re_mechanized_attack out_of_supply_factor = ITA_re_out_of_supply army_armor_attack_factor = ITA_re_armor_attack modifier_army_sub_unit_irregular_infantry_max_org_factor = ITA_re_irregular_org } ### ALT NAME ### ITA_regio_esercito_2_alt_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regio_esercito_2 max_dig_in_factor = ITA_re_army_max_dig_in_factor #0.1 land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor #0.1 army_speed_factor = ITA_re_army_speed_factor #-0.1 army_org_factor = ITA_re_army_army_org_factor #-0.1 org_loss_when_moving = ITA_re_org_loss_when_moving #0.15 # later stuff army_morale_factor = ITA_re_army_morale_factor #0.05 army_leader_cost_factor = ITA_re_army_leader_cost_factor #-0.15 experience_gain_factor = ITA_re_experience_gain_factor #0.1 modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor #0.05 army_core_defence_factor = ITA_re_army_core_defence_factor #0.05 modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor # 0.05 modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor #0.03 unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor #-0.25 unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor #-0.25 special_forces_cap = ITA_re_special_forces_cap # 0.5 special_forces_attack_factor = ITA_re_special_forces_attack_factor #0.03 special_forces_defence_factor = ITA_re_special_forces_defence_factor #0.03 modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor #0.05 modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor #0.05 modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor #0.05 modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor #0.05 modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor #0.05 modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor #0.05 modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor #0.05 special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor # 0.1 conscription_factor = ITA_re_conscription_factor #0.1 promote_cost_factor = ITA_re_promote_cost_factor #-0.2 command_power_gain_mult = ITA_re_command_power_gain_mult #0.15 non_core_manpower = ITA_re_non_core_manpower #0.15 army_attack_factor = ITA_re_army_attack_factor #0.05 modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor #0.05 max_command_power_mult = ITA_re_max_command_power_mult #0.15 supply_node_range = ITA_re_supply_node_range #0.1 supply_consumption_factor = ITA_re_supply_consumption_factor #-0.05 acclimatization_hot_climate_gain_factor = ITA_re_acclimatization_hot_climate_gain_factor #0.15 heat_attrition_factor = ITA_re_heat_attrition_factor #-0.1 modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor #SP Stuff (Gotterdammerung) sp_land_land_cruiser_speed_factor = ITA_re_sp_land_land_cruiser_speed_factor #DANNES STUFF army_infantry_attack_factor = ITA_re_infantry_attack motorized_attack_factor = ITA_re_motorized_attack mechanized_attack_factor = ITA_re_mechanized_attack out_of_supply_factor = ITA_re_out_of_supply army_armor_attack_factor = ITA_re_armor_attack modifier_army_sub_unit_irregular_infantry_max_org_factor = ITA_re_irregular_org } ### ALT NAME ### ITA_regio_esercito_3_alt_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regio_esercito_3 max_dig_in_factor = ITA_re_army_max_dig_in_factor #0.1 land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor #0.1 army_speed_factor = ITA_re_army_speed_factor #-0.1 army_org_factor = ITA_re_army_army_org_factor #-0.1 org_loss_when_moving = ITA_re_org_loss_when_moving #0.15 # later stuff army_morale_factor = ITA_re_army_morale_factor #0.05 army_leader_cost_factor = ITA_re_army_leader_cost_factor #-0.15 experience_gain_factor = ITA_re_experience_gain_factor #0.1 modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor #0.05 army_core_defence_factor = ITA_re_army_core_defence_factor #0.05 modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor # 0.05 modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor #0.03 unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor #-0.25 unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor #-0.25 special_forces_cap = ITA_re_special_forces_cap # 0.5 special_forces_attack_factor = ITA_re_special_forces_attack_factor #0.03 special_forces_defence_factor = ITA_re_special_forces_defence_factor #0.03 modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor #0.05 modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor #0.05 modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor #0.05 modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor #0.05 modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor #0.05 modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor #0.05 modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor #0.05 special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor # 0.1 conscription_factor = ITA_re_conscription_factor #0.1 promote_cost_factor = ITA_re_promote_cost_factor #-0.2 command_power_gain_mult = ITA_re_command_power_gain_mult #0.15 non_core_manpower = ITA_re_non_core_manpower #0.15 army_attack_factor = ITA_re_army_attack_factor #0.05 modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor #0.05 max_command_power_mult = ITA_re_max_command_power_mult #0.15 supply_node_range = ITA_re_supply_node_range #0.1 supply_consumption_factor = ITA_re_supply_consumption_factor #-0.05 acclimatization_hot_climate_gain_factor = ITA_re_acclimatization_hot_climate_gain_factor #0.15 heat_attrition_factor = ITA_re_heat_attrition_factor #-0.1 modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor #SP Stuff (Gotterdammerung) sp_land_land_cruiser_speed_factor = ITA_re_sp_land_land_cruiser_speed_factor #DANNES STUFF army_infantry_attack_factor = ITA_re_infantry_attack motorized_attack_factor = ITA_re_motorized_attack mechanized_attack_factor = ITA_re_mechanized_attack out_of_supply_factor = ITA_re_out_of_supply army_armor_attack_factor = ITA_re_armor_attack modifier_army_sub_unit_irregular_infantry_max_org_factor = ITA_re_irregular_org } # REGIA AERONAUTICA ITA_regia_aeronautica_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regia_aeronautica_1 air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor #0.1 army_bonus_air_superiority_factor = ITA_ra_air_superiority_bonus_in_combat #0.05 air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor #0.1 air_nav_efficiency = ITA_ra_air_nav_efficiency #-0.1 air_night_penalty = ITA_ra_air_night_penalty #-0.15 air_weather_penalty = ITA_ra_air_weather_penalty #-0.15 air_accidents_factor = ITA_ra_air_accidents_factor #0.05 # later stuff air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor #0.1 strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility #-o.1 air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor #0.05 air_range_factor = ITA_ra_air_range_factor #0.05 air_superiority_efficiency = ITA_ra_air_superiority_efficiency # 0.05 air_intercept_efficiency = ITA_ra_air_intercept_efficiency # 0.05 air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor #0.05 #SP Stuff (Gotterdammerung) sp_air_intercontinental_bomber_speed_factor = ITA_ra_sp_air_intercontinental_bomber_speed_factor sp_air_mothership_aircraft_speed_factor = ITA_ra_sp_air_mothership_aircraft_speed_factor #DANNES STUFF air_agility_factor = ITA_ra_air_agility_factor ground_attack_factor = ITA_ra_ground_attack_factor air_cas_present_factor = ITA_ra_air_cas_present_factor air_mission_efficiency = ITA_ra_air_mission_efficiency air_attack_factor = ITA_ra_air_attack } ITA_regia_aeronautica_2_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regia_aeronautica_2 air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor #0.1 army_bonus_air_superiority_factor = ITA_ra_air_superiority_bonus_in_combat #0.05 air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor #0.1 air_nav_efficiency = ITA_ra_air_nav_efficiency #-0.1 air_night_penalty = ITA_ra_air_night_penalty #-0.15 air_weather_penalty = ITA_ra_air_weather_penalty #-0.15 air_accidents_factor = ITA_ra_air_accidents_factor #0.05 # later stuff air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor #0.1 strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility #-o.1 air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor #0.05 air_range_factor = ITA_ra_air_range_factor #0.05 air_superiority_efficiency = ITA_ra_air_superiority_efficiency # 0.05 air_intercept_efficiency = ITA_ra_air_intercept_efficiency # 0.05 air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor #0.05 #SP Stuff (Gotterdammerung) sp_air_intercontinental_bomber_speed_factor = ITA_ra_sp_air_intercontinental_bomber_speed_factor sp_air_mothership_aircraft_speed_factor = ITA_ra_sp_air_mothership_aircraft_speed_factor #DANNES STUFF air_agility_factor = ITA_ra_air_agility_factor ground_attack_factor = ITA_ra_ground_attack_factor air_cas_present_factor = ITA_ra_air_cas_present_factor air_mission_efficiency = ITA_ra_air_mission_efficiency air_attack_factor = ITA_ra_air_attack } ITA_regia_aeronautica_3_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regia_aeronautica_3 air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor #0.1 army_bonus_air_superiority_factor = ITA_ra_air_superiority_bonus_in_combat #0.05 air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor #0.1 air_nav_efficiency = ITA_ra_air_nav_efficiency #-0.1 air_night_penalty = ITA_ra_air_night_penalty #-0.15 air_weather_penalty = ITA_ra_air_weather_penalty #-0.15 air_accidents_factor = ITA_ra_air_accidents_factor #0.05 # later stuff air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor #0.1 strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility #-o.05 air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor #0.05 air_range_factor = ITA_ra_air_range_factor #0.05 air_superiority_efficiency = ITA_ra_air_superiority_efficiency # 0.05 air_intercept_efficiency = ITA_ra_air_intercept_efficiency # 0.05 air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor #0.05 #SP Stuff (Gotterdammerung) sp_air_intercontinental_bomber_speed_factor = ITA_ra_sp_air_intercontinental_bomber_speed_factor sp_air_mothership_aircraft_speed_factor = ITA_ra_sp_air_mothership_aircraft_speed_factor #DANNES STUFF air_agility_factor = ITA_ra_air_agility_factor ground_attack_factor = ITA_ra_ground_attack_factor air_cas_present_factor = ITA_ra_air_cas_present_factor air_mission_efficiency = ITA_ra_air_mission_efficiency air_attack_factor = ITA_ra_air_attack } ### ALTERNATIVE NAMES ### #ALT NAME ITA_regia_aeronautica_alt_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regia_aeronautica_1 air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor #0.1 army_bonus_air_superiority_factor = ITA_ra_air_superiority_bonus_in_combat #0.05 air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor #0.1 air_nav_efficiency = ITA_ra_air_nav_efficiency #-0.1 air_night_penalty = ITA_ra_air_night_penalty #-0.15 air_weather_penalty = ITA_ra_air_weather_penalty #-0.15 air_accidents_factor = ITA_ra_air_accidents_factor #0.05 # later stuff air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor #0.1 strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility #-o.1 air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor #0.05 air_range_factor = ITA_ra_air_range_factor #0.05 air_superiority_efficiency = ITA_ra_air_superiority_efficiency # 0.05 air_intercept_efficiency = ITA_ra_air_intercept_efficiency # 0.05 air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor #0.05 #SP Stuff (Gotterdammerung) sp_air_intercontinental_bomber_speed_factor = ITA_ra_sp_air_intercontinental_bomber_speed_factor sp_air_mothership_aircraft_speed_factor = ITA_ra_sp_air_mothership_aircraft_speed_factor #DANNES STUFF air_agility_factor = ITA_ra_air_agility_factor ground_attack_factor = ITA_ra_ground_attack_factor air_cas_present_factor = ITA_ra_air_cas_present_factor air_mission_efficiency = ITA_ra_air_mission_efficiency air_attack_factor = ITA_ra_air_attack } #ALT NAME ITA_regia_aeronautica_2_alt_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regia_aeronautica_2 air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor #0.1 army_bonus_air_superiority_factor = ITA_ra_air_superiority_bonus_in_combat #0.05 air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor #0.1 air_nav_efficiency = ITA_ra_air_nav_efficiency #-0.1 air_night_penalty = ITA_ra_air_night_penalty #-0.15 air_weather_penalty = ITA_ra_air_weather_penalty #-0.15 air_accidents_factor = ITA_ra_air_accidents_factor #0.05 # later stuff air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor #0.1 strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility #-o.1 air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor #0.05 air_range_factor = ITA_ra_air_range_factor #0.05 air_superiority_efficiency = ITA_ra_air_superiority_efficiency # 0.05 air_intercept_efficiency = ITA_ra_air_intercept_efficiency # 0.05 air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor #0.05 #SP Stuff (Gotterdammerung) sp_air_intercontinental_bomber_speed_factor = ITA_ra_sp_air_intercontinental_bomber_speed_factor sp_air_mothership_aircraft_speed_factor = ITA_ra_sp_air_mothership_aircraft_speed_factor #DANNES STUFF air_agility_factor = ITA_ra_air_agility_factor ground_attack_factor = ITA_ra_ground_attack_factor air_cas_present_factor = ITA_ra_air_cas_present_factor air_mission_efficiency = ITA_ra_air_mission_efficiency air_attack_factor = ITA_ra_air_attack } #ALT NAME ITA_regia_aeronautica_3_alt_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regia_aeronautica_3 air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor #0.1 army_bonus_air_superiority_factor = ITA_ra_air_superiority_bonus_in_combat #0.05 air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor #0.1 air_nav_efficiency = ITA_ra_air_nav_efficiency #-0.1 air_night_penalty = ITA_ra_air_night_penalty #-0.15 air_weather_penalty = ITA_ra_air_weather_penalty #-0.15 air_accidents_factor = ITA_ra_air_accidents_factor #0.05 # later stuff air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor #0.1 strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility #-o.05 air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor #0.05 air_range_factor = ITA_ra_air_range_factor #0.05 air_superiority_efficiency = ITA_ra_air_superiority_efficiency # 0.05 air_intercept_efficiency = ITA_ra_air_intercept_efficiency # 0.05 air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor #0.05 #SP Stuff (Gotterdammerung) sp_air_intercontinental_bomber_speed_factor = ITA_ra_sp_air_intercontinental_bomber_speed_factor sp_air_mothership_aircraft_speed_factor = ITA_ra_sp_air_mothership_aircraft_speed_factor #DANNES STUFF air_agility_factor = ITA_ra_air_agility_factor ground_attack_factor = ITA_ra_ground_attack_factor air_cas_present_factor = ITA_ra_air_cas_present_factor air_mission_efficiency = ITA_ra_air_mission_efficiency air_attack_factor = ITA_ra_air_attack } # REGIA MARINA ITA_regia_marina_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regia_marina_1 naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack #0.1 screening_efficiency = ITA_rm_screening_efficiency #0.05 naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor #0.1 naval_coordination = ITA_rm_naval_coordination #-0.05 naval_detection = ITA_rm_naval_detection #-0.1 spotting_chance = ITA_rm_spotting_chance #-0.1 # later stuff convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor #0.05 naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor #0.1 navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor #0.1 navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor #0.05 naval_morale_factor = ITA_rm_naval_morale_factor #0.1 strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss #-0.05 special_forces_cap = ITA_rm_special_forces_cap # 0.02 amphibious_invasion = ITA_rm_amphibious_invasion #0.05 naval_invasion_division_cap = ITA_rm_naval_invasion_capacity #2 invasion_preparation = ITA_rm_invasion_preparation #-0.1 naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor #0.05 naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor #0.02 sub_retreat_speed = ITA_rm_sub_retreat_speed #0.05 navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor #0.05 decryption_factor = ITA_rm_decryption_factor #0.05 navy_intel_factor = ITA_rm_navy_intel_factor #0.1 naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed #0.15 #SP Stuff (Gotterdammerung) sp_naval_ice_carrier_speed_factor = ITA_rm_sp_naval_ice_carrier_speed_factor } ITA_regia_marina_2_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regia_marina_2 naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack #0.1 screening_efficiency = ITA_rm_screening_efficiency #0.05 naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor #0.1 naval_coordination = ITA_rm_naval_coordination #-0.05 naval_detection = ITA_rm_naval_detection #-0.1 spotting_chance = ITA_rm_spotting_chance #-0.1 # later stuff convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor #0.05 naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor #0.1 navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor #0.1 navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor #0.05 naval_morale_factor = ITA_rm_naval_morale_factor #0.1 strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss #-0.05 special_forces_cap = ITA_rm_special_forces_cap # 0.02 amphibious_invasion = ITA_rm_amphibious_invasion #0.05 naval_invasion_division_cap = ITA_rm_naval_invasion_capacity #2 invasion_preparation = ITA_rm_invasion_preparation #-0.1 naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor #0.05 naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor #0.02 sub_retreat_speed = ITA_rm_sub_retreat_speed #0.05 navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor #0.05 decryption_factor = ITA_rm_decryption_factor #0.05 navy_intel_factor = ITA_rm_navy_intel_factor #0.1 naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed #0.15 #SP Stuff (Gotterdammerung) sp_naval_ice_carrier_speed_factor = ITA_rm_sp_naval_ice_carrier_speed_factor } ITA_regia_marina_3_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regia_marina_3 naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack #0.1 screening_efficiency = ITA_rm_screening_efficiency #0.05 naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor #0.1 naval_coordination = ITA_rm_naval_coordination #-0.05 naval_detection = ITA_rm_naval_detection #-0.1 spotting_chance = ITA_rm_spotting_chance #-0.1 # later stuff convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor #0.05 naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor #0.1 navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor #0.1 navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor #0.05 naval_morale_factor = ITA_rm_naval_morale_factor #0.1 strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss #-0.05 special_forces_cap = ITA_rm_special_forces_cap # 0.02 amphibious_invasion = ITA_rm_amphibious_invasion #0.05 naval_invasion_division_cap = ITA_rm_naval_invasion_capacity #2 invasion_preparation = ITA_rm_invasion_preparation #-0.1 naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor #0.05 naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor #0.02 sub_retreat_speed = ITA_rm_sub_retreat_speed #0.05 navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor #0.05 decryption_factor = ITA_rm_decryption_factor #0.05 navy_intel_factor = ITA_rm_navy_intel_factor #0.1 naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed #0.15 #SP Stuff (Gotterdammerung) sp_naval_ice_carrier_speed_factor = ITA_rm_sp_naval_ice_carrier_speed_factor } ### ALTERNATIVE NAMES ### #ALT NAME ITA_regia_marina_alt_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regia_marina_1 naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack #0.1 screening_efficiency = ITA_rm_screening_efficiency #0.05 naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor #0.1 naval_coordination = ITA_rm_naval_coordination #-0.05 naval_detection = ITA_rm_naval_detection #-0.1 spotting_chance = ITA_rm_spotting_chance #-0.1 # later stuff convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor #0.05 naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor #0.1 navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor #0.1 navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor #0.05 naval_morale_factor = ITA_rm_naval_morale_factor #0.1 strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss #-0.05 special_forces_cap = ITA_rm_special_forces_cap # 0.02 amphibious_invasion = ITA_rm_amphibious_invasion #0.05 naval_invasion_division_cap = ITA_rm_naval_invasion_capacity #2 invasion_preparation = ITA_rm_invasion_preparation #-0.1 naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor #0.05 naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor #0.02 sub_retreat_speed = ITA_rm_sub_retreat_speed #0.05 navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor #0.05 decryption_factor = ITA_rm_decryption_factor #0.05 navy_intel_factor = ITA_rm_navy_intel_factor #0.1 naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed #0.15 #SP Stuff (Gotterdammerung) sp_naval_ice_carrier_speed_factor = ITA_rm_sp_naval_ice_carrier_speed_factor } #ALT NAME ITA_regia_marina_2_alt_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regia_marina_2 naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack #0.1 screening_efficiency = ITA_rm_screening_efficiency #0.05 naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor #0.1 naval_coordination = ITA_rm_naval_coordination #-0.05 naval_detection = ITA_rm_naval_detection #-0.1 spotting_chance = ITA_rm_spotting_chance #-0.1 # later stuff convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor #0.05 naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor #0.1 navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor #0.1 navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor #0.05 naval_morale_factor = ITA_rm_naval_morale_factor #0.1 strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss #-0.05 special_forces_cap = ITA_rm_special_forces_cap # 0.02 amphibious_invasion = ITA_rm_amphibious_invasion #0.05 naval_invasion_division_cap = ITA_rm_naval_invasion_capacity #2 invasion_preparation = ITA_rm_invasion_preparation #-0.1 naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor #0.05 naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor #0.02 sub_retreat_speed = ITA_rm_sub_retreat_speed #0.05 navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor #0.05 decryption_factor = ITA_rm_decryption_factor #0.05 navy_intel_factor = ITA_rm_navy_intel_factor #0.1 naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed #0.15 #SP Stuff (Gotterdammerung) sp_naval_ice_carrier_speed_factor = ITA_rm_sp_naval_ice_carrier_speed_factor } #ALT NAME ITA_regia_marina_3_alt_dynamic_modifier = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_ITA_regia_marina_3 naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack #0.1 screening_efficiency = ITA_rm_screening_efficiency #0.05 naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor #0.1 naval_coordination = ITA_rm_naval_coordination #-0.05 naval_detection = ITA_rm_naval_detection #-0.1 spotting_chance = ITA_rm_spotting_chance #-0.1 # later stuff convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor #0.05 naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor #0.1 navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor #0.1 navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor #0.05 naval_morale_factor = ITA_rm_naval_morale_factor #0.1 strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss #-0.05 special_forces_cap = ITA_rm_special_forces_cap # 0.02 amphibious_invasion = ITA_rm_amphibious_invasion #0.05 naval_invasion_division_cap = ITA_rm_naval_invasion_capacity #2 invasion_preparation = ITA_rm_invasion_preparation #-0.1 naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor #0.05 naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor #0.02 sub_retreat_speed = ITA_rm_sub_retreat_speed #0.05 navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor #0.05 decryption_factor = ITA_rm_decryption_factor #0.05 navy_intel_factor = ITA_rm_navy_intel_factor #0.1 naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed #0.15 #SP Stuff (Gotterdammerung) sp_naval_ice_carrier_speed_factor = ITA_rm_sp_naval_ice_carrier_speed_factor } ITA_international_aid = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_generic_goods_red_bonus consumer_goods_factor = ITA_consumer_goods_from_leftist_aid } ITA_peace_keepers_of_europe = { #NATIONAL SPIRIT enable = { always = yes } icon = GFX_idea_can_wartime_prices_and_trade_board consumer_goods_factor = ITA_peace_keepers_consumer_goods_factor war_support_factor = ITA_peace_keepers_war_support_factor weekly_manpower = ITA_peace_keepers_weekly_manpower } ###### STATE MODIFIERS ##### ITA_italian_highways_modifier = { enable = { always = yes } icon = GFX_modifiers_SOV_civilian_labor_in_defense state_production_speed_infrastructure_factor = 0.25 } ITA_libyan_railway_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_railways state_production_speed_rail_way_factor = 0.25 compliance_gain = 0.01 } ITA_pacified_italian_east_africa_modifier = { enable = { always = yes } icon = GFX_modifiers_SOV_factory_worker_militias state_production_speed_rail_way_factor = 0.1 state_production_speed_infrastructure_factor = 0.1 resistance_decay = 0.1 } ITA_fronte_militare_clandestino_modifier = { #In a RSI state enable = { always = yes } remove_trigger = { ROOT = { is_controlled_by = RDS } # ROOT refers to the state on which the modifier is added } icon = GFX_modifiers_SOV_invaders_must_die #INITIAL (FRONTE MILITARE CLANDESTINO) required_garrison_factor = 2.ITA_fronte_militare_clandestino_required_garrison_factor #0.15 resistance_growth_on_our_occupied_states = 2.ITA_fronte_militare_clandestino_resistance_growth_on_our_occupied_states #0.1 #GAPPISTI resistance_damage_to_garrison_on_our_occupied_states = 2.ITA_fronte_militare_clandestino_resistance_damage_to_garrison_on_our_occupied_states #0.1 resistance_target_on_our_occupied_states = 2.ITA_fronte_militare_clandestino_resistance_target_on_our_occupied_states #0.1 #PARTISAN REPUBLICS compliance_growth_on_our_occupied_states = 2.ITA_fronte_militare_clandestino_compliance_growth_on_our_occupied_states #-0.1 } ITA_cooperatives_for_intensive_exploitation_dm = { enable = { always = yes } remove_trigger = { # ROOT refers to the state on which the modifier is added ROOT = { OR = { NOT = { is_controlled_by = ITA } controller = { OR = { has_government = neutrality has_government = fascism } } } } } icon = GFX_modifiers_generic_supply compliance_growth = 0.01 state_resources_factor = 0.2 local_supplies = 0.1 } ITA_anti_colonialism_sentiment = { enable = { always = yes } remove_trigger = { # ROOT refers to the state on which the modifier is added ROOT = { OR = { is_core_of = controller controller = { OR = { NOT = { has_country_flag = ITA_refused_decolonization_flag } capital_scope = { is_on_continent = africa } } } } } } icon = GFX_modifiers_bul_macedonian_revolutionaries resistance_target = 0.15 resistance_damage_to_garrison = 0.15 local_factory_sabotage = 0.15 local_resources = -0.15 } ITA_mafia_on_the_rise_no_lar = { enable = { always = yes } remove_trigger = { # ROOT refers to the state on which the modifier is added ROOT = { is_controlled_by = ITA controller = { has_completed_focus = ITA_cooperate_with_the_mafia } } } icon = GFX_modifiers_ITA_mafia_on_the_rise state_resources_factor = -0.15 local_supplies_for_controller = -0.15 state_production_speed_buildings_factor = -0.15 local_non_core_supply_impact_factor = 0.15 } ITA_mafia_on_the_rise = { enable = { always = yes } remove_trigger = { # ROOT refers to the state on which the modifier is added ROOT = { is_controlled_by = ITA controller = { has_completed_focus = ITA_cooperate_with_the_mafia } } } icon = GFX_modifiers_ITA_mafia_on_the_rise local_intel_to_enemies = 0.25 state_resources_factor = -0.15 local_supplies_for_controller = -0.15 state_production_speed_buildings_factor = -0.15 enemy_operative_detection_chance_factor_over_occupied_tag = -0.15 local_non_core_supply_impact_factor = 0.15 } ITA_established_mafia_no_lar = { enable = { always = yes } remove_trigger = { # ROOT refers to the state on which the modifier is added ROOT = { NOT = { is_controlled_by = ITA } } } icon = GFX_modifiers_ITA_established_mafia state_resources_factor = 0.15 local_supplies_for_controller = 0.15 state_production_speed_buildings_factor = -0.10 } ITA_established_mafia = { enable = { always = yes } remove_trigger = { # ROOT refers to the state on which the modifier is added ROOT = { NOT = { is_controlled_by = ITA } } } icon = GFX_modifiers_ITA_established_mafia local_intel_to_enemies = 0.15 state_resources_factor = 0.15 local_supplies_for_controller = 0.15 state_production_speed_buildings_factor = -0.10 enemy_operative_detection_chance_factor_over_occupied_tag = 0.15 } ITA_novus_ordo_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_military_industry local_non_core_manpower = 0.25 state_resources_factor = 0.15 compliance_growth = 0.1 resistance_decay = 0.05 state_production_speed_arms_factory_factor = 0.2 local_factories = 0.5 } ITA_expanded_corporatism_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_fascist_corporatism state_resources_factor = 0.1 local_factories = 0.2 local_supplies = 0.1 compliance_growth = 0.05 } ################################################################################################### ################################################################################################### ################################################################################################### ###### ## ## #### ######## ######## ######## ######## ## ### ## ## ######## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## #### ## ## ## ###### ## ## ## ## ## ## ###### ######## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ######### ## #### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ### ## ## ###### ### ### #### ## ######## ######## ## ## ######## ## ## ## ## ######## ################################################################################################### ################################################################################################### ################################################################################################### SWI_dormant_citizen_militia = { enable = { always = yes } remove_trigger = { ROOT = { has_country_flag = SWI_militias_turned_into_regulars } } icon = GFX_idea_prc_low_popular_support3 modifier_army_sub_unit_militia_attack_factor = -0.5 modifier_army_sub_unit_militia_defence_factor = -0.5 modifier_army_sub_unit_militia_speed_factor = -0.5 modifier_army_sub_unit_militia_max_org_factor = -0.5 modifier_army_sub_unit_militia_org_recovery_cap_factor = -0.7 } SWI_active_citizen_militia = { enable = { always = yes } remove_trigger = { ROOT = { has_country_flag = SWI_militias_turned_into_regulars } } icon = GFX_idea_generic_manpower_bonus industrial_capacity_factory = SWI_citizen_militia_industrial_capacity_factory industrial_capacity_dockyard = SWI_citizen_militia_industrial_capacity_dockyard production_speed_buildings_factor = SWI_citizen_militia_production_speed_buildings_factor training_time_factor = SWI_citizen_militia_training_time_factor civilian_factory_use = SWI_citizen_militia_civ_factory_use } SWI_fake_active_citizen_militia_for_the_tooltip = { # I swear this is the last time I use Dynamic Modifiers enable = { always = yes } icon = GFX_idea_generic_manpower_bonus industrial_capacity_factory = -0.1 industrial_capacity_dockyard = -0.1 production_speed_buildings_factor = -0.1 training_time_factor = 0.1 civilian_factory_use = 1 } SWI_gold_trade_with_switzerland = { enable = { NOT = { has_war_with = SWI } } icon = GFX_idea_SPR_seize_the_gold_reserves consumer_goods_factor = SWI_gold_trade_consumer_goods_factor production_speed_buildings_factor = SWI_gold_trade_building_speed_factor research_speed_factor = SWI_gold_trade_research_speed_factor production_lack_of_resource_penalty_factor = SWI_gold_trade_lack_of_resource_penalty_factor production_factory_max_efficiency_factor = SWI_gold_trade_factory_max_efficiency_factor } SWI_swiss_gold_market = { enable = { always = yes } icon = GFX_idea_SPR_seize_the_gold_reserves consumer_goods_factor = SWI_gold_trade_consumer_goods_factor production_speed_buildings_factor = SWI_gold_trade_building_speed_factor research_speed_factor = SWI_gold_trade_research_speed_factor production_lack_of_resource_penalty_factor = SWI_gold_trade_lack_of_resource_penalty_factor production_factory_max_efficiency_factor = SWI_gold_trade_factory_max_efficiency_factor } SWI_seized_gold = { enable = { always = yes } icon = GFX_idea_SPR_seize_the_gold_reserves consumer_goods_factor = SWI_gold_seized_consumer_goods_factor production_speed_buildings_factor = SWI_gold_seized_building_speed_factor research_speed_factor = SWI_gold_seized_research_speed_factor production_lack_of_resource_penalty_factor = SWI_gold_seized_lack_of_resource_penalty_factor production_factory_max_efficiency_factor = SWI_gold_seized_factory_max_efficiency_factor } SWI_stole_our_gold_reserves = { enable = { always = yes } icon = GFX_idea_usa_great_depression_3 consumer_goods_factor = SWI_gold_seized_bad_consumer_goods_factor production_speed_buildings_factor = SWI_gold_seized_bad_building_speed_factor research_speed_factor = SWI_gold_seized_bad_research_speed_factor production_lack_of_resource_penalty_factor = SWI_gold_seized_bad_lack_of_resource_penalty_factor production_factory_max_efficiency_factor = SWI_gold_seized_bad_factory_max_efficiency_factor } #### State Modifiers #### SWI_attack_from_the_mountains = { enable = { always = yes } army_attack_factor = 2 state_production_speed_bunker_factor = -0.35 icon = GFX_modifiers_generic_military_plans } SWI_frontier_defense = { enable = { always = yes} icon = GFX_modifiers_SOV_invaders_must_die army_defence_factor = 1.5 } SWI_heer_und_haus_mod = { enable = { always = yes } icon = GFX_modifiers_SWI_spiritual_resistance resistance_activity = 0.3 resistance_growth = 0.2 resistance_decay = -0.3 } SWI_Ortswehren_dynamic_mod = { enable = { always = yes } icon = GFX_modifiers_generic_military_plans army_defence_factor = 0.25 land_reinforce_rate = 0.03 fortification_collateral_chance = -0.2 cas_damage_reduction = 0.1 max_dig_in_factor = 0.2 } SWI_citizen_supply_mandate_mod = { enable = { always = yes } icon = GFX_modifiers_generic_military_plans local_supplies = 0.5 } SWI_alpine_redoubt_dynamic_modifier = { enable = { always = yes } icon = GFX_modifiers_generic_defense army_defence_factor = 0.2 enemy_army_bonus_air_superiority_factor = -0.15 cas_damage_reduction = 0.1 state_production_speed_bunker_factor = 0.35 production_speed_anti_air_building_factor = 0.2 } SWI_infrastructure_rigged_to_blow = { enable = { always = yes } icon = GFX_modifiers_SOV_civilian_labor_in_defense state_production_speed_buildings_factor = -0.15 }