#name is also used for loc #modifier_id = { # #description to use in tooltip # tooltip = "bla_bla" # # #gfx entry & frame for law entry icon. both frame and gfx name can be ommited # #gfx entry can be omitted, in that case it will default to GFX_occupation_modifier_strip # icon = "GFX_bla_bla:1" # #small icon will be used for progress bars (GFX_occupation_modifier_small_strip is default gfx) # icon_small = "GFX_bla_bla_small:1" # # type = state_resistance_modifier # #type = core_resistance_modifier # #type = state_compliance_modifier # #type = core_compliancemodifier # # #for state modifiers, the scope will be the state, FROM/root will be the occuppier and from from will be the occuppied country # #for core modifiers, the scope/root will be the occuppier and from will be the occuppied country # # #percentage threshold to enable # threshold = 35 # # #margin to disable the modifier back. it will be disabled if current value < threshold - margin. # margin = 2 # # #if modifier is marked as dynamic it will not be added to states on default, similarly to the static once # #it will only be active once the threshold has been reached, and will be able to be added/removed from # #the state by the add_state_resistance_compliance_modifier and the remove_state_resistance_compliance_modifier # #only works for the modifier types state_resistance_modifier and state_compliance_modifier # is_dynamic = yes # # #if visible is false, the modifier will not show up anywhere # visible = { # # } # # #if enabled is false, the modifier won't be enabled even if it passes threshold (and will be disabled if it was enabled before) # enabled = { # # } # # #the effect will be called when modifier is enabled # on_enable = { # # } # # #the effect will be called when modifier is disabled # on_disable = { # # } # # #will be added to state if modifier is enabled # state_modifier = { # # } #} resistance_25 = { type = state_resistance_modifier icon = "GFX_occupation_resistance_modifier_strip:1" small_icon = "GFX_occupation_resistance_modifier_small_strip:1" threshold = 25 margin = 2 state_modifier = { resistance_garrison_penetration_chance = 0.5 } } resistance_50 = { type = state_resistance_modifier icon = "GFX_occupation_resistance_modifier_strip:2" small_icon = "GFX_occupation_resistance_modifier_small_strip:2" threshold = 50 margin = 2 state_modifier = { resistance_damage_to_garrison = 1 } } resistance_75 = { type = state_resistance_modifier icon = "GFX_occupation_resistance_modifier_strip:3" small_icon = "GFX_occupation_resistance_modifier_small_strip:3" threshold = 75 margin = 2 state_modifier = { army_speed_factor_for_controller = -0.5 local_supplies_for_controller = -0.5 attrition_for_controller = 0.3 disable_strategic_redeployment_for_controller = 1 } } resistance_90 = { type = core_resistance_modifier icon = "GFX_occupation_resistance_modifier_strip:4" small_icon = "GFX_occupation_resistance_modifier_small_strip:4" threshold = 90 margin = 2 alert_level = high alert_margin = 20 state_modifier = { local_factories = -0.03 } on_enable = { if = { limit = { RAJ = { has_completed_focus = RAJ_forward_bloc NOT = { has_dynamic_modifier = { modifier = idea_RAJ_famine_country } } } NOT = { var:occupied_country = { original_tag = DIP } } } #dont do anything } else = { custom_effect_tooltip = resistance_90_effect_tooltip hidden_effect = { # avoid effects that can effect state controllers here country_event = { id = occupied_countries.2 hours = 1 } } } } }