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  1. # All global modifiers are here. They are applied from certain game-features.
  2. # Effects are fully scriptable here.
  3. # These names can NOT be removed or changes, as the code uses them....
  4.  
  5. weather_rain_light = { # on Region
  6. air_detection = -0.1
  7. naval_detection = -0.1
  8. naval_hit_chance = -0.05
  9. naval_speed_factor = -0.05
  10. naval_strike = -0.2
  11. air_accidents = 0.1
  12. air_mission_efficiency = -0.1
  13. naval_retreat_speed = 0.05
  14.  
  15. local_org_regain = -0.05
  16. }
  17. weather_rain_heavy = { # on Region
  18. air_detection = -0.2
  19. naval_detection = -0.2
  20. naval_hit_chance = -0.1
  21. naval_speed_factor = -0.1
  22. carrier_traffic = -1.0
  23. naval_strike = -0.4
  24. air_accidents = 0.3
  25. air_bombing_targetting = -0.5
  26. local_org_regain = -0.2
  27. air_mission_efficiency = -0.3
  28. naval_retreat_speed = 0.1
  29. positioning = -0.1
  30. }
  31. weather_snow = { # on Region
  32. air_detection = -0.15
  33. naval_detection = -0.15
  34. naval_hit_chance = -0.05
  35. naval_speed_factor = -0.05
  36. naval_strike = -0.3
  37. air_accidents = 0.1
  38. local_org_regain = -0.05
  39. air_mission_efficiency = -0.1
  40. naval_retreat_speed = 0.05
  41. positioning = -0.1
  42. }
  43. weather_blizzard = { # on Region
  44. air_detection = -0.3
  45. naval_detection = -0.3
  46. naval_hit_chance = -0.1
  47. naval_speed_factor = -0.1
  48. carrier_traffic = -1.0
  49. naval_strike = -0.4
  50. air_accidents = 0.3
  51. air_bombing_targetting = -0.7
  52. local_org_regain = -0.3
  53. air_mission_efficiency = -0.3
  54. naval_retreat_speed = 0.15
  55. positioning = -0.2
  56. }
  57. weather_sandstorm = { # on Region
  58. air_detection = -0.9
  59. air_accidents = 0.6
  60. naval_strike = -0.9
  61. air_bombing_targetting = -1
  62. local_org_regain = -0.5
  63. air_mission_efficiency = -0.5
  64. }
  65.  
  66. weather_arctic_water = { # on Region
  67. navy_casualty_on_sink = 0.2
  68. naval_attrition = 0.1
  69. naval_retreat_speed = -0.05
  70. positioning = -0.2
  71. }
  72.  
  73. weather_mud = { # on Province
  74. attrition = 0.7
  75. army_speed_factor = -0.5
  76. army_attack_factor = -0.4
  77. }
  78. weather_extreme_cold = { # on Province
  79. winter_attrition = 0.2
  80. dig_in_speed_factor = -0.6
  81. local_org_regain = -0.05
  82. army_attack_factor = -0.2
  83. }
  84. weather_very_cold = { # on Province
  85. winter_attrition = 0.1
  86. dig_in_speed_factor = -0.3
  87. army_attack_factor = -0.1
  88. }
  89. weather_very_hot = { # on Province
  90. heat_attrition = 0.1
  91. local_org_regain = -0.05
  92. }
  93. weather_extreme_hot = { # on Province
  94. heat_attrition = 0.2
  95. local_org_regain = -0.1
  96. supply_consumption_factor = 0.5
  97. army_attack_factor = -0.1
  98. }
  99. weather_ground_snow_medium = { # on Province
  100. army_speed_factor = -0.1
  101. army_attack_factor = -0.1
  102. }
  103. weather_ground_snow_high = { # on Province
  104. army_speed_factor = -0.25
  105. local_org_regain = -0.05
  106. army_attack_factor = -0.3
  107. naval_retreat_speed = 0.1
  108. }
  109.  
  110. flooded = { # on Province
  111. army_speed_factor = -0.5
  112. army_defence_factor = 0.5
  113. dig_in_speed_factor = 0.2
  114. }
  115.  
  116. night = { # On province. Multiplied by amount of darkness.
  117. naval_hit_chance = -0.25
  118. carrier_traffic = -1.0
  119. air_bombing_targetting = -0.5
  120. naval_retreat_speed = 0.1
  121. }
  122.  
  123. occupation_policy_1 = { # Gentlest
  124. resistance_tick = -0.6
  125. local_resources = -0.3
  126. local_manpower = -0.7
  127. local_factories = -0.6
  128. }
  129. occupation_policy_2 = { # Gentle
  130. resistance_tick = -0.4
  131. local_resources = -0.2
  132. local_manpower = -0.8
  133. local_factories = -0.4
  134. occupation_cost = 0.01
  135. }
  136. occupation_policy_3 = { # Harsh
  137. resistance_tick = -0.2
  138. local_resources = -0.1
  139. local_manpower = -0.9
  140. local_factories = -0.2
  141. occupation_cost = 0.02
  142. }
  143. occupation_policy_4 = { # Harshest
  144. #resistance_tick = 0.0
  145. #local_resources = 0.0
  146. local_manpower = -1.0
  147. #local_factories = 0.0
  148. occupation_cost = 0.04
  149. }
  150.  
  151. # The following is multiplied by local resistance strength.
  152. resistance_effect = {
  153. local_supplies = -0.5
  154. local_intel_to_enemies = 1
  155. local_factory_sabotage = 0.75
  156. attrition = 0.25
  157. }
  158.  
  159. # On States
  160. non_core = {
  161. local_building_slots_factor = -0.5
  162. }
  163.  
  164.  
  165.  
  166. lacking_consumer_goods = {
  167. }
  168.  
  169. gain_focus = {
  170. political_power_cost = 1
  171. }
  172.  
  173. #license production
  174.  
  175. ROM_license_german_equipment = {
  176. valid_relation_trigger = {
  177. FROM = {
  178. NOT = { has_war_with = ROOT }
  179. }
  180. }
  181.  
  182. license_purchase_cost = 0 #base cost reduction
  183. ai_license_acceptance = 20 #more to AI acceptance value.
  184. license_production_speed = 0.25 #speed increase for being a license
  185. license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level
  186. }
  187.  
  188. ROM_foreign_motor_company = {
  189. valid_relation_trigger = {
  190. FROM = {
  191. NOT = { has_war_with = ROOT }
  192. }
  193. }
  194.  
  195. license_purchase_cost = 0 #base cost reduction
  196. ai_license_acceptance = 20 #more to AI acceptance value.
  197. license_production_speed = 0.1 #speed increase for being a license
  198. license_tech_difference_speed = 0.1 #less cost increase for each tech level between the license and own tech level
  199. }
  200.  
  201. HUN_dynastic_ties_license = {
  202. valid_relation_trigger = {
  203. FROM = {
  204. NOT = { has_war_with = ROOT }
  205. }
  206. }
  207.  
  208. license_purchase_cost = 0 #base cost reduction
  209. ai_license_acceptance = 50 #more to AI acceptance value.
  210.  
  211. }
  212.  
  213. YUG_western_license = {
  214. valid_relation_trigger = {
  215. FROM = {
  216. NOT = { has_war_with = ROOT }
  217. }
  218. }
  219. ai_license_acceptance = 20 #more to AI acceptance value.
  220.  
  221. }
  222.  
  223. HUN_stubborn_fools = {
  224. valid_relation_trigger = {
  225. FROM = {
  226. NOT = { is_in_faction_with = ROOT }
  227. }
  228. }
  229. ai_license_acceptance = -50 #penalty to AI acceptance
  230.  
  231. }
  232.  
  233. ROM_military_modernization = {
  234. valid_relation_trigger = {
  235. FROM = {
  236. NOT = { has_war_with = ROOT }
  237. }
  238. }
  239.  
  240. license_purchase_cost = 0 #base cost reduction
  241. ai_license_acceptance = 60 #more to AI acceptance value.
  242. license_production_speed = 0.25 #speed increase for being a license
  243. license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level
  244. }
  245.  
  246. free_license = {
  247. valid_relation_trigger = {
  248. FROM = {
  249. NOT = { has_war_with = ROOT }
  250. }
  251. }
  252. license_purchase_cost = 0 #no base cost
  253. }
  254.  
  255. # applies when stability > 50%
  256. stability_good_modifier = {
  257. #production_speed_industrial_complex_factor = 0.2
  258. #production_speed_arms_factory_factor = 0.2
  259. production_speed_buildings_factor = 0.2
  260. industrial_capacity_factory = 0.2
  261. industrial_capacity_dockyard = 0.2
  262. army_org_factor = 0.1
  263. political_power_gain = 0.1
  264. }
  265.  
  266. # applies when stability < 50%
  267. stability_bad_modifier = {
  268. #production_speed_industrial_complex_factor = -0.4
  269. #production_speed_arms_factory_factor = -0.4
  270. production_speed_buildings_factor = -0.4
  271. industrial_capacity_factory = -0.2
  272. industrial_capacity_dockyard = -0.2
  273. army_org_factor = -0.1
  274. political_power_cost = 0.1
  275. stability_weekly = 0.005
  276. }
  277.  
  278. war_support_good_modifier = {
  279. mobilization_speed = 0.30 #in 1/1000 of 1 %
  280. army_core_attack_factor = 0.1
  281. army_core_defence_factor = 0.1
  282. command_power_gain_mult = 0.5
  283. }
  284.  
  285. war_support_bad_modifier = {
  286. mobilization_speed = -0.500 # Reduce mobilization speed by half.
  287. #army_noncore_attack_factor = -0.50 # Attacking or defending on non-core takes a huge penalty.
  288. #army_noncore_defence_factor = -0.50
  289. command_power_gain_mult = -0.95
  290. surrender_limit = -0.3
  291. }
  292.  
  293.  
  294. attache_sent = {
  295. war_support_factor = 0.1
  296. }
  297.  
  298. # Difficulty modifiers
  299.  
  300. diff_very_easy_player = {
  301. production_factory_max_efficiency_factor = 0.3
  302. research_speed_factor = 0.15
  303. political_power_factor = 0.5
  304. production_lack_of_resource_penalty_factor = -0.8
  305. army_fuel_consumption_factor = -0.5
  306. air_fuel_consumption_factor = -0.5
  307. navy_fuel_consumption_factor = -0.5
  308. }
  309.  
  310. diff_easy_player = {
  311. production_factory_max_efficiency_factor = 0.2
  312. research_speed_factor = 0.07
  313. political_power_factor = 0.25
  314. production_lack_of_resource_penalty_factor = -0.3
  315. army_fuel_consumption_factor = -0.25
  316. air_fuel_consumption_factor = -0.25
  317. navy_fuel_consumption_factor = -0.25
  318. }
  319.  
  320. diff_normal_player = {
  321. }
  322.  
  323. diff_hard_player = {
  324. production_factory_max_efficiency_factor = -0.2
  325. research_speed_factor = -0.15
  326. political_power_factor = -0.1
  327. }
  328.  
  329. diff_very_hard_player = {
  330. production_factory_max_efficiency_factor = 1
  331. production_factory_efficiency_gain_factor = 5.5
  332. line_change_production_efficiency_factor = 5.5
  333. global_building_slots_factor = 25.00
  334. production_speed_buildings_factor = 25.0
  335. local_resources_factor = 1
  336. industry_repair_factor = 0.5
  337. political_power_factor = 5.0
  338.  
  339. }
  340.  
  341. diff_very_easy_ai = {
  342. }
  343.  
  344. diff_easy_ai = {
  345.  
  346. }
  347.  
  348. diff_normal_ai = {
  349. }
  350.  
  351. diff_hard_ai = {
  352. army_fuel_consumption_factor = -0.25
  353. air_fuel_consumption_factor = -0.25
  354. navy_fuel_consumption_factor = -0.25
  355. }
  356.  
  357. diff_very_hard_ai = {
  358. army_fuel_consumption_factor = -0.5
  359. air_fuel_consumption_factor = -0.5
  360. navy_fuel_consumption_factor = -0.5
  361. }
  362.  
  363.  
  364. diff_strong_ai_generic = {
  365. # fightyness
  366. dig_in_speed_factor = 0.25
  367. planning_speed = 0.25
  368. supply_consumption_factor = -0.25
  369. army_morale_factor = 0.15
  370. land_reinforce_rate = 0.02
  371.  
  372. # defensivness
  373. army_core_attack_factor = 0.15
  374. army_core_defence_factor = 0.15
  375.  
  376. attrition = -0.075
  377.  
  378. # production/research
  379. production_factory_max_efficiency_factor = 0.15
  380. production_factory_efficiency_gain_factor = 0.25
  381. industrial_capacity_dockyard = 0.2
  382. political_power_factor = 0.25
  383. research_speed_factor = 0.1
  384. production_lack_of_resource_penalty_factor = -0.3
  385.  
  386. # fuel
  387. army_fuel_consumption_factor = -0.40
  388. air_fuel_consumption_factor = -0.40
  389. navy_fuel_consumption_factor = -0.40
  390.  
  391. # xp gain
  392. experience_gain_air_factor = 0.25
  393. experience_gain_army_factor = 0.25
  394. experience_gain_navy_factor = 0.25
  395. experience_gain_army_unit_factor = 0.10
  396. experience_gain_navy_unit_factor = 0.10
  397. }
  398.  
  399. naval_mines_effect = {
  400. naval_accidents_chance = 0.15
  401. naval_speed_factor = -0.8
  402. naval_invasion_penalty = 0.5
  403. }
  404.  
  405. air_wing_experience_bonus_max = {
  406. air_attack_factor = 0.2
  407. #air_defence_factor = 0.2
  408. air_agility_factor = 0.3
  409. air_night_penalty = -0.2
  410. #air_weather_penalty = -0.3
  411. }
  412.  
  413. air_wing_experience_malus_min = {
  414. air_attack_factor = -0.15
  415. #air_defence_factor = -0.15
  416. air_agility_factor = -0.15
  417. air_night_penalty = 0.15
  418. #air_weather_penalty = 0.15
  419. }
  420.  
  421. ship_experience_bonus_max = {
  422. naval_damage_factor = 0.3
  423. naval_defense_factor = 0.2
  424. }
  425.  
  426. ship_experience_malus_min = {
  427. naval_damage_factor = -0.1
  428. naval_defense_factor = -0.1
  429. }
  430.  
  431. carrier_experience_bonus_max = {
  432. fighter_sortie_efficiency = 0.2
  433. }
  434.  
  435. carrier_experience_malus_min = {
  436. fighter_sortie_efficiency = -0.1
  437. }
  438.  
  439. pride_of_the_fleet = {
  440. experience_gain_navy_unit_factor = 0.25
  441. critical_receive_chance = -0.5
  442. }
  443.  
  444. pride_of_the_fleet_country = {
  445. war_support_factor = 0.05
  446. }
  447.  
  448. pride_of_the_fleet_sunk_temporary = {
  449. # country
  450. war_support_factor = -0.10
  451. }
  452.  
  453. water_modifier_shark_infested = {
  454. navy_casualty_on_sink = 0.6
  455. }
  456.  
  457. screening_bonus = {
  458. naval_retreat_speed = 0.2
  459. naval_hit_chance = 0.4
  460. }
  461.  
  462. capital_screening_bonus = {
  463. naval_retreat_speed = 0.2
  464. sortie_efficiency = 0.1
  465. }
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