# All global modifiers are here. They are applied from certain game-features. # Effects are fully scriptable here. # These names can NOT be removed or changes, as the code uses them.... _test_power_balance_mod = { power_balance_daily = 0.02 } weather_rain_light = { # on Region air_accidents = 0.1 air_detection = -0.1 air_mission_efficiency = -0.1 local_org_regain = -0.05 naval_detection = -0.1 naval_hit_chance = -0.05 naval_retreat_speed = 0.05 naval_speed_factor = -0.05 naval_strike = -0.2 org_loss_when_moving = 0.05 } weather_rain_heavy = { # on Region air_accidents = 0.3 air_bombing_targetting = -0.5 air_detection = -0.2 air_mission_efficiency = -0.3 carrier_traffic = -0.8 local_org_regain = -0.15 naval_detection = -0.2 naval_hit_chance = -0.2 naval_retreat_speed = 0.1 naval_speed_factor = -0.1 naval_strike = -0.4 org_loss_when_moving = 0.1 positioning = -0.1 supply_consumption_factor = 0.1 supply_factor = -0.05 } weather_snow = { # on Region air_accidents = 0.1 air_detection = -0.15 air_mission_efficiency = -0.1 naval_detection = -0.15 naval_hit_chance = -0.05 naval_retreat_speed = 0.05 naval_speed_factor = -0.05 naval_strike = -0.3 org_loss_when_moving = 0.1 positioning = -0.1 supply_factor = -0.10 truck_attrition_factor = 0.3 } weather_blizzard = { # on Region air_accidents = 0.3 air_bombing_targetting = -0.7 air_detection = -0.3 air_mission_efficiency = -0.3 carrier_traffic = -1.0 local_org_regain = -0.1 naval_detection = -0.3 naval_hit_chance = -0.1 naval_retreat_speed = 0.15 naval_speed_factor = -0.1 naval_strike = -0.4 org_loss_when_moving = 0.25 positioning = -0.2 supply_consumption_factor = 0.15 supply_factor = -0.25 truck_attrition_factor = 1.0 army_attack_speed_factor = -0.25 } weather_sandstorm = { # on Region air_accidents = 0.6 air_bombing_targetting = -1 air_detection = -0.9 air_mission_efficiency = -0.5 local_org_regain = -0.2 naval_strike = -0.9 org_loss_when_moving = 0.25 supply_factor = -0.15 truck_attrition_factor = 3.0 } weather_arctic_water = { # on Region naval_attrition = 0.1 naval_retreat_speed = -0.05 navy_casualty_on_sink = 0.2 positioning = -0.2 } weather_mud = { # on Province army_attack_factor = -0.4 army_speed_factor = -0.5 attrition = 0.7 org_loss_when_moving = 0.25 supply_factor = -0.15 truck_attrition_factor = 5.0 } weather_extreme_cold = { # on Province army_attack_factor = -0.2 breakthrough_factor = -0.3 dig_in_speed_factor = -0.6 local_org_regain = -0.05 supply_factor = -0.15 truck_attrition_factor = 1.0 winter_attrition = 0.4 } weather_very_cold = { # on Province army_attack_factor = -0.1 breakthrough_factor = -0.15 dig_in_speed_factor = -0.3 winter_attrition = 0.25 } weather_very_hot = { # on Province heat_attrition = 0.1 local_org_regain = -0.05 supply_factor = -0.05 } weather_extreme_hot = { # on Province army_attack_factor = -0.1 heat_attrition = 0.2 local_org_regain = -0.1 supply_consumption_factor = 0.5 truck_attrition_factor = 0.1 } weather_ground_snow_medium = { # on Province army_attack_factor = -0.2 army_speed_factor = -0.3 army_attack_speed_factor = -0.35 breakthrough_factor = -0.15 org_loss_when_moving = 0.1 supply_factor = -0.20 truck_attrition_factor = 0.5 dig_in_speed_factor = 0.05 } weather_ground_snow_high = { # on Province army_attack_factor = -0.4 army_speed_factor = -0.7 army_attack_speed_factor = -0.75 breakthrough_factor = -0.4 local_org_regain = -0.05 org_loss_when_moving = 0.25 supply_factor = -0.40 truck_attrition_factor = 1.0 dig_in_speed_factor = 0.15 } flooded = { # on Province army_defence_factor = 0.5 army_speed_factor = -0.5 dig_in_speed_factor = -0.2 org_loss_when_moving = 0.25 supply_factor = -0.40 truck_attrition_factor = 3.0 } unplanned_offensive = { # on Province air_cas_present_factor = -0.75 army_attack_factor = -0.9 army_speed_factor = -0.75 ground_attack_factor = -0.75 local_org_regain = -0.5 } night = { # On province. Multiplied by amount of darkness. air_bombing_targetting = -0.5 carrier_traffic = -1.0 naval_hit_chance = -0.25 naval_retreat_speed = 0.1 air_attack_factor = -0.50 } # The following is multiplied by local resistance strength. resistance_effect_base = { # todo - spy defense } resistance_effect = { #local_supplies = -0.5 #local_intel_to_enemies = 10 #local_factory_sabotage = 0.75 #attrition = 0.25 } # For compliance base + effect * compliance_level will be applied as a modifier. compliance_effect_base = { #local_factories = -0.75 #local_manpower = -0.75 #local_resources = -0.75 } compliance_effect = { local_factories = 0.65 local_non_core_manpower = 0.18 local_resources = 0.65 #was 0.6 } # On States that are owned by a non-core country non_core = { } # On States that are controlled by a non-core country non_core_controller = { #local_building_slots_factor = -0.5 local_factories = -0.75 #local_manpower = -0.75 local_resources = -0.65 } lacking_consumer_goods = { } gain_focus = { political_power_cost = 1 } #license production ROM_license_german_equipment = { valid_relation_trigger = { FROM = { NOT = { has_war_with = ROOT } } } license_purchase_cost = 0 #base cost reduction ai_license_acceptance = 20 #more to AI acceptance value. license_production_speed = 0.25 #speed increase for being a license license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level } ROM_foreign_motor_company = { valid_relation_trigger = { FROM = { NOT = { has_war_with = ROOT } } } license_purchase_cost = 0 #base cost reduction ai_license_acceptance = 20 #more to AI acceptance value. license_production_speed = 0.1 #speed increase for being a license license_tech_difference_speed = 0.1 #less cost increase for each tech level between the license and own tech level } HUN_dynastic_ties_license = { valid_relation_trigger = { FROM = { NOT = { has_war_with = ROOT } } } license_purchase_cost = 0 #base cost reduction ai_license_acceptance = 50 #more to AI acceptance value. } YUG_western_license = { valid_relation_trigger = { FROM = { NOT = { has_war_with = ROOT } } } ai_license_acceptance = 20 #more to AI acceptance value. } FRA_coordinate_rearmament = { valid_relation_trigger = { FROM = { is_in_faction_with = ROOT } } license_purchase_cost = 0 ai_license_acceptance = 100 #more to AI acceptance value. license_production_speed = 0.25 license_tech_difference_speed = 0.25 } HUN_stubborn_fools = { valid_relation_trigger = { FROM = { NOT = { is_in_faction_with = ROOT } } } ai_license_acceptance = -50 #penalty to AI acceptance } ROM_military_modernization = { valid_relation_trigger = { FROM = { NOT = { has_war_with = ROOT } } } license_purchase_cost = 0 #base cost reduction ai_license_acceptance = 60 #more to AI acceptance value. license_production_speed = 0.25 #speed increase for being a license license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level } free_license = { valid_relation_trigger = { FROM = { NOT = { has_war_with = ROOT } } } license_purchase_cost = 0 #no base cost } ITA_military_agreements = { valid_relation_trigger = { FROM = { OR = { is_in_faction_with = ROOT has_government = ROOT } } } license_purchase_cost = 0 #base cost reduction ai_license_acceptance = 20 #more to AI acceptance value. license_production_speed = 0.25 #speed increase for being a license license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level } # applies when stability > 50% stability_good_modifier = { industrial_capacity_factory = 0.20 industrial_capacity_dockyard = 0.20 consumer_goods_factor = -0.20 political_power_factor = 0.1 } # applies when stability < 50% stability_bad_modifier = { industrial_capacity_factory = -0.50 industrial_capacity_dockyard = -0.50 political_power_factor = -0.2 } war_support_good_modifier = { mobilization_speed = 0.30 #in 1/1000 of 1 % army_core_attack_factor = 0.1 army_core_defence_factor = 0.1 command_power_gain_mult = 0.5 } war_support_bad_modifier = { mobilization_speed = -0.500 # Reduce mobilization speed by half. #army_noncore_attack_factor = -0.50 # Attacking or defending on non-core takes a huge penalty. #army_noncore_defence_factor = -0.50 command_power_gain_mult = -0.95 surrender_limit = -0.3 } war_support_during_war = { #Applied during war, scaled from 0-100% with war support, not split. stability_factor = -0.3 } attache_sent = { war_support_factor = 0.1 } # Difficulty modifiers diff_very_easy_player = { production_factory_max_efficiency_factor = 0.3 research_speed_factor = 0.15 political_power_factor = 0.5 production_lack_of_resource_penalty_factor = -0.8 army_fuel_consumption_factor = -0.5 air_fuel_consumption_factor = -0.5 navy_fuel_consumption_factor = -0.5 supply_consumption_factor = -0.1 no_supply_grace = 72 } diff_easy_player = { production_factory_max_efficiency_factor = 0.2 research_speed_factor = 0.07 political_power_factor = 0.25 production_lack_of_resource_penalty_factor = -0.3 army_fuel_consumption_factor = -0.25 air_fuel_consumption_factor = -0.25 navy_fuel_consumption_factor = -0.25 supply_consumption_factor = -0.05 no_supply_grace = 48 } diff_normal_player = { no_supply_grace = 36 } diff_hard_player = { production_factory_max_efficiency_factor = -0.2 research_speed_factor = -0.15 political_power_factor = -0.1 supply_consumption_factor = 0.05 no_supply_grace = 24 } diff_very_hard_player = { production_factory_max_efficiency_factor = -0.3 research_speed_factor = -0.30 political_power_factor = -0.15 supply_consumption_factor = 0.1 } diff_very_easy_ai = { peace_score_ratio_transferred_to_players = 0.25 } diff_easy_ai = { no_supply_grace = 24 peace_score_ratio_transferred_to_players = 0.1 } diff_normal_ai = { no_supply_grace = 36 } diff_hard_ai = { army_fuel_consumption_factor = -0.25 air_fuel_consumption_factor = -0.25 navy_fuel_consumption_factor = -0.25 no_supply_grace = 48 } diff_very_hard_ai = { army_fuel_consumption_factor = -0.5 air_fuel_consumption_factor = -0.5 navy_fuel_consumption_factor = -0.5 no_supply_grace = 72 } diff_strong_ai_generic = { # fightyness dig_in_speed_factor = 0.25 planning_speed = 0.25 supply_consumption_factor = -0.25 army_morale_factor = 0.15 land_reinforce_rate = 0.02 # defensivness army_core_attack_factor = 0.15 army_core_defence_factor = 0.15 attrition = -0.075 # production/research production_factory_max_efficiency_factor = 0.15 production_factory_efficiency_gain_factor = 0.25 industrial_capacity_dockyard = 0.2 political_power_factor = 0.25 research_speed_factor = 0.1 production_lack_of_resource_penalty_factor = -0.3 # fuel army_fuel_consumption_factor = -0.40 air_fuel_consumption_factor = -0.40 navy_fuel_consumption_factor = -0.40 # xp gain experience_gain_air_factor = 0.25 experience_gain_army_factor = 0.25 experience_gain_navy_factor = 0.25 air_mission_xp_gain_factor = 0.25 experience_gain_army_unit_factor = 0.10 experience_gain_navy_unit_factor = 0.10 } naval_mines_effect = { naval_accidents_chance = 0.05 naval_speed_factor = 0 naval_invasion_penalty = 0.5 } air_wing_experience_bonus_max = { air_attack_factor = 0.2 #air_defence_factor = 0.2 air_agility_factor = 0.3 air_night_penalty = -0.2 air_accidents_factor = -1.0 #air_weather_penalty = -0.3 } air_wing_experience_malus_min = { air_attack_factor = -0.15 #air_defence_factor = -0.15 air_agility_factor = -0.15 air_night_penalty = 0.15 air_accidents_factor = 0.5 #air_weather_penalty = 0.15 } ship_experience_bonus_max = { naval_damage_factor = 0.3 naval_defense_factor = 0.2 } ship_experience_malus_min = { naval_damage_factor = -0.1 naval_defense_factor = -0.1 } carrier_experience_bonus_max = { fighter_sortie_efficiency = 0.2 } carrier_experience_malus_min = { fighter_sortie_efficiency = -0.1 } pride_of_the_fleet = { experience_gain_navy_unit_factor = 0.25 critical_receive_chance = -0.5 } pride_of_the_fleet_country = { war_support_factor = 0.05 } pride_of_the_fleet_sunk_temporary = { # country war_support_factor = -0.10 } water_modifier_shark_infested = { navy_casualty_on_sink = 0.6 } screening_bonus = { naval_retreat_speed = 0.2 convoy_retreat_speed = 0.2 naval_hit_chance = 0.4 } capital_screening_bonus = { naval_retreat_speed = 0.2 sortie_efficiency = 0.1 } country_is_at_peace = { decryption_power_factor = -0.5 } country_is_at_war = { } # targeted modifiers that will apply when you have fully decrypted a country's cipher passive_decryption_modifier = { air_detection = 0.05 air_intercept_efficiency = 0.25 civilian_intel_decryption_bonus = 10 army_intel_decryption_bonus = 10 navy_intel_decryption_bonus = 10 airforce_intel_decryption_bonus = 10 } # targeted modifiers that will apply when you have activated your active decryption bonuses against a country active_decryption_modifier = { # attack_bonus_against = 0.15 defense_bonus_against = 0.15 breakthrough_bonus_against = 0.15 naval_invasion_prep_speed = 0.5 naval_invasion_penalty = -0.15 planning_speed = 0.5 civilian_intel_decryption_bonus = 50 army_intel_decryption_bonus = 50 navy_intel_decryption_bonus = 50 airforce_intel_decryption_bonus = 50 } # modifiers applied to allied divisions entering the intel network intel_network_state_level_bonus = { amphibious_invasion_defence = 1 planning_speed = 0.5 } # modifiers applied to enemy divisions in an intel network intel_network_state_level_penalty = { max_planning_factor = -1 max_dig_in = -5 } # modifiers enabled by the creation of the intelligence agency created_intelligence_agency = { operative_slot = 1 new_operative_slot_bonus = 3 } # Modifiers enabled at state level when an operative is assigned to the root out resistance mission root_out_resistance_mission_modifier = { resistance_target = -0.1 } # modifiers active when an operative has the nationality of the nation it is performing a mission in. operative_nationality_mission = { intel_network_gain_factor = 0.3 own_operative_detection_chance_factor = -0.1 } # modifiers active when an operative has the nationalty of the operation's target operative_nationality_operation = { # NOTE: all modifiers used here need to be pre-defined in modifier_definitions if dynamic operation_outcome = 0.1 operation_cost = -0.1 } #LaR Compliance FRA_host_the_german_exiles = { valid_relation_trigger = { ROOT = { has_government = communism } } compliance_gain = 0.25 } FRA_reorganized_departments = { valid_relation_trigger = { ROOT = { has_government = neutrality } } compliance_gain = 0.25 } GER_rescued_mussolini = { valid_relation_trigger = { ROOT = { has_government = fascism } } compliance_gain = 0.5 } FRA_carry_the_revolution_south = { valid_relation_trigger = { ROOT = { has_government = communism } } compliance_gain = 0.4 } SOV_soviet_chinese_relations = { valid_relation_trigger = { FROM = { NOT = { has_war_with = ROOT } } } license_purchase_cost = 0 #base cost reduction ai_license_acceptance = 20 #more to AI acceptance value. license_production_speed = 0.25 #speed increase for being a license license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level } SOV_face_western_fascism_static = { valid_relation_trigger = { FROM = { has_war_with = ROOT } } attack_bonus_against = 0.1 defense_bonus_against = 0.1 } SOV_for_the_common_good_relation = { #For Right Oppo allies valid_relation_trigger = { FROM = { NOT = { has_war_with = ROOT } } } ai_license_acceptance = 20 #more to AI acceptance value. license_production_speed = 0.25 #speed increase for being a license license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level } ### BBA ETH_league_of_nations_volunteer_resolution = { send_volunteers_tension = -0.5 send_volunteer_divisions_required = -0.75 send_volunteer_factor = 0.25 } ETH_support_spain_static_modifier = { send_volunteers_tension = -0.5 send_volunteer_divisions_required = -0.75 send_volunteer_factor = 0.5 } ### AAT NORDIC_allow_lendlease = { lend_lease_tension = -0.5 } NORDIC_allow_volunteers = { send_volunteers_tension = -0.5 send_volunteer_divisions_required = -0.65 } NORDIC_allow_more_volunteers = { send_volunteer_factor = 0.5 } NORDIC_allow_more_planes = { air_volunteer_cap = 2 } FIN_organized_support_for_finland = { send_volunteer_size = 3 air_volunteer_cap = 1 } ### SOUTH AMERICA ### CHL_from_support_chile_static_modifier = { send_volunteers_tension = -0.6 send_volunteer_divisions_required = -0.9 send_volunteer_factor = 0.6 } # This is scaled based on support ratio naval_general_support = { max_organisation = 0.2 navy_max_range_factor = 0.2 naval_morale_factor = 0.2 } # This is scaled based on support ratio naval_repair_support = { naval_critical_effect_factor = -0.25 naval_ship_recovery_chance = 0.1 naval_attrition = -0.075 } ### SEA JAP_support_ethiopia_static_modifier = { send_volunteers_tension = -0.5 send_volunteer_divisions_required = -0.25 send_volunteer_factor = 0.25 } the_great_wall = { dig_in_speed_factor = 0.15 max_dig_in_factor = 0.1 } ### PfOT CZE_license_equipment_agreement = { valid_relation_trigger = { FROM = { exists = yes NOT = { has_war_with = ROOT } } } license_purchase_cost = 0 #base cost reduction ai_license_acceptance = 50 #more to AI acceptance value. license_production_speed = 0.25 #speed increase for being a license license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level } CZE_i_am_agreeable_to_license = { #I just like to license things valid_relation_trigger = { FROM = { exists = yes NOT = { has_war_with = ROOT} } } ai_license_acceptance = 45 #more to AI acceptance value. license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level license_production_speed = 0.05 #speed increase for being a license } CZE_usurp_the_mantle = { compliance_gain = 0.25 }