# How the terrain affects the probability of elements. # In all elements "value" is treated as chance increase. # Only in Temperature, the "value" is treated as degrees Celsius increase. terrain_modifiers = { no_phenomenon = { } mud = { terrain = { type = "mountain" value = -0.3 } terrain = { type = "plains" value = 0.5 } terrain = { type = "marsh" value = 0.9 } terrain = { type = "desert" value = 0.1 } terrain = { type = "jungle" value = 0.2 } } rain_light = { terrain = { type = "jungle" value = 0.2 } } rain_heavy = { terrain = { type = "jungle" value = 0.2 } } snow = { terrain = { type = "mountain" value = 0.8 } terrain = { type = "desert" value = -1.0 } terrain = { type = "urban" value = -0.4 } } blizzard = { terrain = { type = "mountain" value = 0.8 } terrain = { type = "desert" value = -1.0 } terrain = { type = "urban" value = -0.4 } } sandstorm = { #dudududu terrain = { type = "desert" value = 0.8 } terrain = { type = "mountain" value = -1.0 } } temperature = { #terrain = { type = "desert" value = 10.0 } ##Not unless we make separate day/night temp bonus terrain = { type = "mountain" value = -7.0 } terrain = { type = "hills" value = -3.0 } terrain = { type = "forest" value = -1.0 } terrain = { type = "urban" value = 3.0 } terrain = { type = "jungle" value = 5.0 } } } settings = { temperature = { temperature_variation = 2.0 # how much temperature change can vary each update max_temperature_change = 6.0 # maximum temperature change temperature_neighbor_smoothing = 0.3 # [0-1] make temperature be like province neighbors temperature_change_neighbor_smoothing = 0.5 # [0-1] make temperature change be like province neighbors # Temperature range when should apply static modifiers weather_extreme_cold = { -100.0 -12.0 } weather_very_cold = { -12.0 -4.0 } weather_very_hot = { 20.0 28.0 } weather_extreme_hot = { 28.0 100.0 } ### # Old thresholds - if adjusting extremes, these should probably go back ### #weather_extreme_cold = { -100.0 -25.0 } #weather_very_cold = { -25.0 -15.0 } #weather_very_hot = { 27.0 32.0 } #weather_extreme_hot = { 32.0 100.0 } } mud = { # Amount of water collected by rain increases probability of mud water_gain_on_rain_light = 0.5 water_gain_on_rain_heavy = 1.8 water_gain_max = 200.0 water_gain_min = 5.0 # cutoff # (for text descriptions) - When rain gain reach max level, it'll be X cm of water. (fe. max 60.0*0.2 = 12cm of rainfall) water_gain_to_cm = 0.2 # When not raining, high temperature increases water drying speed. Starts low because the soil should natuarally drain some water even in northern climates. water_dryout_temperature = { 2.0 38.0 } water_dryout_multiplier = { 0.0005 0.4 } # When temperature goes below, the mud disappears (it gets frozen). min_temperature = -1.0 } #Provinces with a static modifiers with this ID gets the mud effect applied on the map visual_mud_effects = { flooded } snowing = { # Amount of snow collected affects the visual snow on the map snow_gain_on_snowing = 1.0 snow_gain_on_blizzard = 5.0 snow_gain_max = 80.0 # Visual fix, so even tiny amount of snow can be visible. (0-255) snow_visual_min = 128 # (for text descriptions) - When snow gain reach max level, it'll be X cm of snow. (fe. max 80.0*2.1 = 168cm of snow) snow_gain_to_cm = 2.1 # When not snowing, high temperature increases snow melting speed. snow_melt_temperature = { 0.0 12.0 } snow_melt_multiplier = { 0.001 0.9 } # Max temperature allowed for snowing / min temperature for highest chance of snowing. temperature = { 1.0 -4.0 } weather_ground_snow_medium = { 20.0 40.0 } weather_ground_snow_high = { 40.0 1000.0 } } arctic_water = { arctic_water_temperature = { -5.0 0.0 } arctic_water_end_temperature = { 1.0 5.0 } } # Increase chance of X if was already X before. Decrease otherwise. chance_increase = { mud = { 15.0 0.10 } } # How many days this weather will go on once started. Random interval [min, max], weighted towards lower numbers (by picking smallest of two random numbers). duration = { no_phenomenon = { 5 12 } rain_light = { 5 20 } rain_heavy = { 2 15 } snow = { 5 20 } blizzard = { 2 15 } sandstorm = { 2 10 } } # Performance tweaking performance = { provinces_per_update = 584 regions_per_update = 7 init_run_passes = 14 texture_refresh_freq = 2.0 } } weather_effects = { rain_light = { weather_effect = { entity = rain_entity fading_entity = rain_clouds_entity } weather_effect = { entity = rain_small_entity fading_entity = rain_small_clouds_entity small = yes } } rain_heavy = { weather_effect = { entity = lightning_storm_entity fading_entity = lightning_storm_clouds_entity } weather_effect = { entity = lightning_storm_small_entity fading_entity = lightning_storm_small_clouds_entity small = yes } } snow = { weather_effect = { entity = snow_entity fading_entity = snow_clouds_entity } weather_effect = { entity = snow_small_entity fading_entity = snow_small_clouds_entity small = yes } } blizzard = { weather_effect = { entity = snow_storm_entity fading_entity = snow_storm_clouds_entity } weather_effect = { entity = snow_storm_small_entity fading_entity = snow_storm_small_clouds_entity small = yes } } sandstorm = { weather_effect = { entity = sandstorm_entity } } }