#NATIONAL SPIRITS #Divided Nation CZE_a_divided_nation_dynamic_modifier = { #National Spirit enable = { always = yes } icon = GFX_idea_CZE_divided_nation #Initial - These need to match the values of CZE_a_divided_nation_fake_ns if changed stability_factor = CZE_a_divided_nation_stability_factor #-0.15 drift_defence_factor = CZE_a_divided_nation_drift_defence_factor #-0.3 political_power_cost = CZE_a_divided_nation_political_power_cost #0.25 remove_trigger = { check_variable = { CZE_a_divided_nation_stability_factor > 0.01 #Anti-expilot protection, just to be extra safe } } } #Skoda Works CZE_skoda_works_dynamic_modifier = { #National Spirit enable = { always = yes } icon = GFX_idea_CZE_skoda_works #Initial custom_modifier_tooltip = CZE_skoda_works_dynamic_custom_modifier_tt #custom_modifier_tooltip = CZE_skoda_works_dynamic_custom_modifier_space_tt industrial_capacity_factory = CZE_skoda_works_dynamic_modifier_industrial_capacity_factory #0.05 #Future production_factory_max_efficiency_factor = CZE_skoda_works_dynamic_modifier_production_factory_max_efficiency_factor #0 production_factory_efficiency_gain_factor = CZE_skoda_works_dynamic_modifier_production_factory_efficiency_gain_factor #0 production_speed_buildings_factor = CZE_skoda_works_dynamic_modifier_production_speed_buildings_factor #0 production_speed_industrial_complex_factor = CZE_skoda_works_dynamic_modifier_production_speed_industrial_complex_factor #0 production_speed_arms_factory_factor = CZE_skoda_works_dynamic_modifier_production_speed_arms_factory_factor #0 production_speed_facility_factor = CZE_skoda_works_dynamic_modifier_production_speed_facility_factor #0 industrial_capacity_dockyard = CZE_skoda_works_dynamic_modifier_industrial_capacity_dockyard #0 production_speed_dockyard_factor = CZE_skoda_works_dynamic_modifier_production_speed_dockyard_factor #0 production_speed_synthetic_refinery_factor = CZE_skoda_works_dynamic_modifier_production_speed_synthetic_refinery_factor #0 fuel_gain_factor = CZE_skoda_works_dynamic_modifier_fuel_gain_factor #0 production_speed_infrastructure_factor = CZE_skoda_works_dynamic_modifier_production_speed_infrastructure_factor #0 production_speed_rail_way_factor = CZE_skoda_works_dynamic_modifier_production_speed_rail_way_factor #0 industry_air_damage_factor = CZE_skoda_works_dynamic_modifier_industry_air_damage_factor #0 line_change_production_efficiency_factor = CZE_skoda_works_dynamic_modifier_line_change_production_efficiency_factor #0 equipment_conversion_speed = CZE_skoda_works_dynamic_modifier_equipment_conversion_speed #0 production_factory_start_efficiency_factor = CZE_skoda_works_dynamic_modifier_production_factory_start_efficiency_factor #0 production_lack_of_resource_penalty_factor = CZE_skoda_works_dynamic_modifier_production_lack_of_resource_penalty_factor #0 production_speed_industrial_infrastructure_factor = CZE_skoda_works_dynamic_modifier_production_speed_industrial_infrastructure_factor #0 production_speed_energy_infrastructure_factor = CZE_skoda_works_dynamic_modifier_production_speed_energy_infrastructure_factor #0 out_of_power_impact_factor = CZE_skoda_works_dynamic_modifier_out_of_power_impact_factor #0 } #Czech Army CZE_ceskoslovenska_armada_dynamic_modifier = { #National Spirit enable = { always = yes } icon = GFX_idea_CZE_ceskoslovenska_armada #Initial - These need to match the values of CZE_ceskoslovenska_armada_fake_ns if changed training_time_factor = CZE_ceskoslovenska_armada_training_time_factor #0.10 experience_gain_army_unit_factor = CZE_ceskoslovenska_armada_experience_gain_army_unit_factor #0.05 army_org_factor = CZE_ceskoslovenska_armada_army_org_factor #-0.15 supply_combat_penalties_on_core_factor = CZE_ceskoslovenska_armada_supply_combat_penalties_on_core_factor #-0.10 out_of_supply_factor = CZE_ceskoslovenska_armada_out_of_supply_factor #0.10 #Future conscription_factor = CZE_ceskoslovenska_armada_conscription_factor #0 dig_in_speed_factor = CZE_ceskoslovenska_armada_dig_in_speed_factor #0 recon_factor_while_entrenched = CZE_ceskoslovenska_armada_recon_factor_while_entrenched #0 special_forces_out_of_supply_factor = CZE_ceskoslovenska_armada_special_forces_out_of_supply_factor #0 special_forces_cap = CZE_ceskoslovenska_armada_special_forces_cap #0 unit_artillery_brigade_design_cost_factor = CZE_ceskoslovenska_armada_unit_artillery_brigade_design_cost_factor #0 army_speed_factor = CZE_ceskoslovenska_armada_army_speed_factor #0 org_loss_when_moving = CZE_ceskoslovenska_armada_org_loss_when_moving #0 army_core_defence_factor = CZE_ceskoslovenska_armada_army_core_defence_factor #0 army_armor_speed_factor = CZE_ceskoslovenska_armada_army_armor_speed_factor #0 truck_attrition_factor = CZE_ceskoslovenska_armada_truck_attrition_factor #0 army_armor_attack_factor = CZE_ceskoslovenska_armada_army_armor_attack_factor #0 field_officer_promotion_penalty = CZE_ceskoslovenska_armada_field_officer_promotion_penalty #0 military_leader_cost_factor = CZE_ceskoslovenska_armada_military_leader_cost_factor #0 max_dig_in_factor = CZE_ceskoslovenska_armada_max_dig_in_factor #0 army_core_attack_factor = CZE_ceskoslovenska_armada_army_core_attack_factor #0 coordination_bonus = CZE_ceskoslovenska_armada_coordination_bonus #0 army_org_regain = CZE_ceskoslovenska_armada_army_regain #0 acclimatization_cold_climate_gain_factor = CZE_ceskoslovenska_armada_acclimatization_cold_climate_gain_factor #0 cas_damage_reduction = CZE_ceskoslovenska_armada_cas_damage_reduction #0 equipment_capture_factor = CZE_ceskoslovenska_armada_equipment_capture_factor #0 intel_from_combat_factor = CZE_ceskoslovenska_armada_intel_from_combat_factor #0 experience_gain_army_factor = CZE_ceskoslovenska_armada_experience_gain_army_factor #0 modifier_army_sub_unit_militia_defence_factor = CZE_ceskoslovenska_armada_modifier_army_sub_unit_militia_defence_factor #0 army_morale_factor = CZE_ceskoslovenska_armada_dynamic_modifier_army_morale_factor #0 command_power_gain_mult = CZE_ceskoslovenska_armada_dynamic_modifier_command_power_gain_mult #0 party_popularity_stability_factor = CZE_ceskoslovenska_armada_dynamic_modifier_party_popularity_stability_factor #0 mobilization_speed = CZE_ceskoslovenska_armada_dynamic_modifier_mobilization_speed #0 } #Czech Air Force CZE_ceskoslovenske_letectvo_dynamic_modifier = { #National Spirit enable = { always = yes } icon = GFX_idea_CZE_ceskoslovenska_letectvo #Initial air_untrained_pilots_penalty_factor = CZE_ceskoslovenske_letectvo_air_untrained_pilots_penalty_factor #-0.25 air_training_xp_gain_factor = CZE_ceskoslovenske_letectvo_air_training_xp_gain_factor #-0.05 air_volunteer_cap = CZE_ceskoslovenske_letectvo_dynamic_air_volunteer_cap #1 #Futrue air_accidents_factor = CZE_ceskoslovenske_letectvo_air_accidents_factor #0 air_ace_generation_chance_factor = CZE_ceskoslovenske_letectvo_air_ace_generation_chance_factor #0 ace_effectiveness_factor = CZE_ceskoslovenske_letectvo_ace_effectiveness_factor #0 production_speed_air_base_factor = CZE_ceskoslovenske_letectvo_production_speed_air_base_factor #0 production_speed_anti_air_building_factor = CZE_ceskoslovenske_letectvo_production_speed_anti_air_building_factor #0 air_home_defence_factor = CZE_ceskoslovenske_letectvo_air_home_defence_factor #0 air_superiority_efficiency = CZE_ceskoslovenske_letectvo_air_superiority_efficiency #0 air_weather_penalty = CZE_ceskoslovenske_letectvo_air_weather_penalty #0 air_wing_xp_loss_when_killed_factor = CZE_ceskoslovenske_letectvo_air_wing_xp_loss_when_killed_factor #0 air_range_factor = CZE_ceskoslovenske_letectvo_air_range_factor #0 air_strategic_bomber_bombing_factor = CZE_ceskoslovenske_letectvo_air_strategic_bomber_bombing_factor #0 air_cas_efficiency = CZE_ceskoslovenske_letectvo_air_cas_efficiency #0 air_attack_factor = CZE_ceskoslovenske_letectvo_air_attack_factor #0 air_night_penalty = CZE_ceskoslovenske_letectvo_air_night_penalty #0 } #Czech Navy CZE_ceskoslovenske_alecne_lodstvo_dynamic_modifier = { #National Spirit enable = { always = yes } icon = GFX_idea_CZE_ceskoslovenska_lodstvo #Initial experience_gain_navy_factor = CZE_ceskoslovenske_alecne_lodstvo_experience_gain_navy_factor #0.10 #Futrue navy_capital_ship_attack_factor = CZE_ceskoslovenske_alecne_lodstvo_navy_capital_ship_attack_factor #0 screening_without_screens = CZE_ceskoslovenske_alecne_lodstvo_screening_without_screens #0 navy_screen_attack_factor = CZE_ceskoslovenske_alecne_lodstvo_navy_screen_attack_factor #0 screening_efficiency = CZE_ceskoslovenske_alecne_lodstvo_screening_efficiency #0 convoy_raiding_efficiency_factor = CZE_ceskoslovenske_alecne_lodstvo_convoy_raiding_efficiency_factor #0 naval_torpedo_reveal_chance_factor = CZE_ceskoslovenske_alecne_lodstvo_naval_torpedo_reveal_chance_factor #0 naval_heavy_gun_hit_chance_factor = CZE_ceskoslovenske_alecne_lodstvo_naval_heavy_gun_hit_chance_factor #0 navy_capital_ship_defence_factor = CZE_ceskoslovenske_alecne_lodstvo_navy_capital_ship_defence_factor #0 navy_screen_defence_factor = CZE_ceskoslovenske_alecne_lodstvo_navy_screen_defence_factor #0 navy_submarine_defence_factor = CZE_ceskoslovenske_alecne_lodstvo_navy_submarine_defence_factor #0 sortie_efficiency = CZE_ceskoslovenske_alecne_lodstvo_sortie_efficiency #0 navy_max_range_factor = CZE_ceskoslovenske_alecne_lodstvo_navy_max_range_factor #0 } ##STATE MODIFIERS #A DIVIDED NATION STATE MODIFIERS CZE_sudetenland_german_state_modifier = { #State Modifier enable = { always = yes } icon = GFX_modifiers_CZE_sudetenland_separatism local_manpower = -0.25 mobilization_speed = -0.25 state_production_speed_buildings_factor = -0.25 army_core_defence_factor = -0.10 remove_trigger = { ROOT = { NOT = { OWNER = { original_tag = CZE } } } } } CZE_czech_state_modifier = { #State Modifier enable = { always = yes } icon = GFX_modifiers_CZE_worker_shortage state_production_speed_industrial_complex_factor = -0.10 state_production_speed_arms_factory_factor = -0.10 local_factory_energy_consumption = 0.1 remove_trigger = { ROOT = { NOT = { OWNER = { original_tag = CZE } } } } } CZE_tesinko_polish_state_modifier = { #State Modifier enable = { always = yes } icon = GFX_modifiers_CZE_polish_separatism local_manpower = -0.25 local_building_slots_factor = -0.50 remove_trigger = { ROOT = { NOT = { OWNER = { original_tag = CZE } } } } } CZE_slovakia_state_modifier = { #State Modifier enable = { always = yes } icon = GFX_modifiers_CZE_uneven_economic_development state_production_speed_buildings_factor = -0.25 local_resources = -0.25 remove_trigger = { ROOT = { NOT = { OWNER = { original_tag = CZE } } } } } CZE_hungarian_state_modifier = { #State Modifier enable = { always = yes } icon = GFX_modifiers_CZE_hungarian_separatism local_resources = -0.10 local_manpower = -0.10 army_core_defence_factor = -0.10 remove_trigger = { ROOT = { NOT = { OWNER = { original_tag = CZE } } } } } CZE_ukrainian_state_modifier = { #State Modifier enable = { always = yes } icon = GFX_modifiers_CZE_uneven_economic_development state_production_speed_buildings_factor = -0.10 local_building_slots_factor = -0.50 remove_trigger = { ROOT = { NOT = { OWNER = { original_tag = CZE } } } } } #END A DIVIDED NATION STATE MODIFIERS# CZE_first_sudetenland_fortification_program = { #State Modifier enable = { always = yes } icon = GFX_modifiers_generic_defense state_bunker_max_level_terrain_limit = 1 } CZE_fifth_sudetenland_fortification_network = { #State Modifier enable = { always = yes } icon = GFX_modifiers_SOV_armored_battery local_supplies_for_controller = 0.1 enemy_attrition = 0.1 } CZE_first_sudetenland_fortification_program_GD = { #State Modifier, same as above with extra flavor modifier for GD enable = { always = yes } icon = GFX_modifiers_generic_defense state_bunker_max_level_terrain_limit = 1 state_production_speed_stronghold_network_factor = 0.10 } CZE_sudetenland_paramilitaries_modifier = { #State Modifier enable = { always = yes } icon = GFX_modifiers_generic_resistance army_core_defence_factor = -0.10 state_repair_speed_bunker_factor = -0.10 local_intel_to_enemies = 0.10 remove_trigger = { ROOT = { NOT = { CONTROLLER = { original_tag = CZE } } } } } CZE_economic_investment_in_state_modifier = { #State Modifier enable = { always = yes } icon = GFX_modifiers_ETH_state_development state_production_speed_infrastructure_factor = 0.15 state_production_speed_rail_way_factor = 0.15 remove_trigger = { ROOT = { NOT = { OWNER = { original_tag = CZE } } } } } CZE_central_bohemia_modifier = { #State Modifier enable = { always = yes } icon = GFX_modifiers_CZE_economic_investment_in_state local_building_slots_factor = 0.20 local_factory_energy_consumption = -0.05 #state_production_speed_rail_way_factor = 0.10 remove_trigger = { ROOT = { NOT = { OWNER = { OR = { original_tag = CZE original_tag = SLO } } } } } } CZE_balance_industrial_development = { #State Modifier enable = { always = yes } icon = GFX_modifiers_CZE_economic_investment_in_state local_building_slots_factor = 0.10 state_production_speed_infrastructure_factor = 0.10 local_resources = 0.1 remove_trigger = { ROOT = { NOT = { OWNER = { OR = { original_tag = CZE original_tag = SLO original_tag = RUT } } } } } } CZE_industrial_subsidies = { #State Modifier enable = { always = yes } icon = GFX_modifiers_CZE_industrial_subsidies state_production_speed_buildings_factor = 0.10 local_factory_energy_consumption = -0.05 remove_trigger = { ROOT = { NOT = { OWNER = { OR = { original_tag = CZE original_tag = SLO original_tag = RUT } } } } } } CZE_river_monitor_fleet = { #State Modifier enable = { always = yes } icon = GFX_modifiers_SOV_armored_battery remove_trigger = { CZE = { OR = { has_capitulated = yes exists = no NOT = { any_core_state = { is_controlled_by = PREV } } } } } army_core_defence_factor = 0.10 resistance_growth_on_our_occupied_states = 0.10 resistance_damage_to_garrison_on_our_occupied_states = 0.10 enemy_local_supplies = -0.10 enemy_army_speed_factor = -0.10 } CZE_enemy_intelligence_collaborators = { #State Modifier enable = { always = yes } icon = GFX_MODIFIER_STRAT_BOMBING_VISIBILITY remove_trigger = { CZE = { OR = { has_capitulated = yes exists = no NOT = { any_core_state = { is_controlled_by = PREV } } } } } local_intel_to_enemies = 0.25 enemy_intel_network_gain_factor_over_occupied_tag = 0.25 enemy_operative_detection_chance_factor_over_occupied_tag = -0.25 state_repair_speed_infrastructure_factor = -0.25 state_repair_speed_supply_node_factor = -0.25 } CZE_enemy_intelligence_collaborators_no_lar = { #State Modifier enable = { always = yes } icon = GFX_MODIFIER_STRAT_BOMBING_VISIBILITY remove_trigger = { CZE = { OR = { has_capitulated = yes exists = no NOT = { any_core_state = { is_controlled_by = PREV } } } } } local_intel_to_enemies = 0.25 state_repair_speed_infrastructure_factor = -0.25 state_repair_speed_supply_node_factor = -0.25 } CZE_nationalist_protests = { #State Modifier enable = { always = yes } icon = GFX_modifiers_generic_resistance remove_trigger = { CZE = { OR = { has_capitulated = yes exists = no NOT = { any_core_state = { is_controlled_by = PREV } } } } } local_manpower = -0.25 state_production_speed_buildings_factor = -0.25 mobilization_speed = -0.25 } CZE_rut_comprise_agreement_modifier = { #State Modifier enable = { always = yes } icon = GFX_MODIFIER_MAX_PLANNING remove_trigger = { CZE_RUT_is_not_its_own_thing = yes CZE = { OR = { has_capitulated = yes exists = no NOT = { any_core_state = { is_controlled_by = PREV } } } } } local_manpower = 0.50 state_production_speed_buildings_factor = -0.25 mobilization_speed = 0.25 } CZE_improve_cross_border_rail_connections_modifier = { #State Modifier enable = { always = yes } icon = GFX_modifiers_generic_railways remove_trigger = { } state_production_speed_infrastructure_factor = 0.10 state_production_speed_rail_way_factor = 0.10 } #Raids sokolov_raided_limited_success_modifier = { enable = { always = yes } icon = GFX_modifiers_BEL_eben_emael_raided state_repair_speed_bunker_factor = -0.05 land_bunker_effectiveness_factor = -0.05 } sokolov_raided_success_modifier = { enable = { always = yes } icon = GFX_modifiers_BEL_eben_emael_raided land_bunker_effectiveness_factor = -0.25 state_repair_speed_bunker_factor = -0.25 } sokolov_raided_critical_modifier = { enable = { always = yes } icon = GFX_modifiers_BEL_eben_emael_raided land_bunker_effectiveness_factor = -0.50 state_repair_speed_bunker_factor = -0.50 }