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- # 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....
- weather_rain_light = { # on Region
- air_detection = -0.1
- naval_detection = -0.1
- naval_hit_chance = -0.05
- naval_speed_factor = -0.05
- naval_strike = -0.2
- air_accidents = 0.1
- air_mission_efficiency = -0.1
- naval_retreat_speed = 0.05
- local_org_regain = -0.05
- }
- weather_rain_heavy = { # on Region
- air_detection = -0.2
- naval_detection = -0.2
- naval_hit_chance = -0.1
- naval_speed_factor = -0.1
- carrier_traffic = -1.0
- naval_strike = -0.4
- air_accidents = 0.3
- air_bombing_targetting = -0.5
- local_org_regain = -0.2
- air_mission_efficiency = -0.3
- naval_retreat_speed = 0.1
- positioning = -0.1
- }
- weather_snow = { # on Region
- air_detection = -0.15
- naval_detection = -0.15
- naval_hit_chance = -0.05
- naval_speed_factor = -0.05
- naval_strike = -0.3
- air_accidents = 0.1
- local_org_regain = -0.05
- air_mission_efficiency = -0.1
- naval_retreat_speed = 0.05
- positioning = -0.1
- }
- weather_blizzard = { # on Region
- air_detection = -0.3
- naval_detection = -0.3
- naval_hit_chance = -0.1
- naval_speed_factor = -0.1
- carrier_traffic = -1.0
- naval_strike = -0.4
- air_accidents = 0.3
- air_bombing_targetting = -0.7
- local_org_regain = -0.3
- air_mission_efficiency = -0.3
- naval_retreat_speed = 0.15
- positioning = -0.2
- }
- weather_sandstorm = { # on Region
- air_detection = -0.9
- air_accidents = 0.6
- naval_strike = -0.9
- air_bombing_targetting = -1
- local_org_regain = -0.5
- air_mission_efficiency = -0.5
- }
- weather_arctic_water = { # on Region
- navy_casualty_on_sink = 0.2
- naval_attrition = 0.1
- naval_retreat_speed = -0.05
- positioning = -0.2
- }
- weather_mud = { # on Province
- attrition = 0.7
- army_speed_factor = -0.5
- army_attack_factor = -0.4
- }
- weather_extreme_cold = { # on Province
- winter_attrition = 0.2
- dig_in_speed_factor = -0.6
- local_org_regain = -0.05
- army_attack_factor = -0.2
- }
- weather_very_cold = { # on Province
- winter_attrition = 0.1
- dig_in_speed_factor = -0.3
- army_attack_factor = -0.1
- }
- weather_very_hot = { # on Province
- heat_attrition = 0.1
- local_org_regain = -0.05
- }
- weather_extreme_hot = { # on Province
- heat_attrition = 0.2
- local_org_regain = -0.1
- supply_consumption_factor = 0.5
- army_attack_factor = -0.1
- }
- weather_ground_snow_medium = { # on Province
- army_speed_factor = -0.1
- army_attack_factor = -0.1
- }
- weather_ground_snow_high = { # on Province
- army_speed_factor = -0.25
- local_org_regain = -0.05
- army_attack_factor = -0.3
- naval_retreat_speed = 0.1
- }
- flooded = { # on Province
- army_speed_factor = -0.5
- army_defence_factor = 0.5
- dig_in_speed_factor = 0.2
- }
- night = { # On province. Multiplied by amount of darkness.
- naval_hit_chance = -0.25
- carrier_traffic = -1.0
- air_bombing_targetting = -0.5
- naval_retreat_speed = 0.1
- }
- occupation_policy_1 = { # Gentlest
- resistance_tick = -0.6
- local_resources = -0.3
- local_manpower = -0.7
- local_factories = -0.6
- }
- occupation_policy_2 = { # Gentle
- resistance_tick = -0.4
- local_resources = -0.2
- local_manpower = -0.8
- local_factories = -0.4
- occupation_cost = 0.01
- }
- occupation_policy_3 = { # Harsh
- resistance_tick = -0.2
- local_resources = -0.1
- local_manpower = -0.9
- local_factories = -0.2
- occupation_cost = 0.02
- }
- occupation_policy_4 = { # Harshest
- #resistance_tick = 0.0
- #local_resources = 0.0
- local_manpower = -1.0
- #local_factories = 0.0
- occupation_cost = 0.04
- }
- # The following is multiplied by local resistance strength.
- resistance_effect = {
- local_supplies = -0.5
- local_intel_to_enemies = 1
- local_factory_sabotage = 0.75
- attrition = 0.25
- }
- # On States
- non_core = {
- local_building_slots_factor = -0.5
- }
- 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.
- }
- 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
- }
- # applies when stability > 50%
- stability_good_modifier = {
- #production_speed_industrial_complex_factor = 0.2
- #production_speed_arms_factory_factor = 0.2
- production_speed_buildings_factor = 0.2
- industrial_capacity_factory = 0.2
- industrial_capacity_dockyard = 0.2
- army_org_factor = 0.1
- political_power_gain = 0.1
- }
- # applies when stability < 50%
- stability_bad_modifier = {
- #production_speed_industrial_complex_factor = -0.4
- #production_speed_arms_factory_factor = -0.4
- production_speed_buildings_factor = -0.4
- industrial_capacity_factory = -0.2
- industrial_capacity_dockyard = -0.2
- army_org_factor = -0.1
- political_power_cost = 0.1
- stability_weekly = 0.005
- }
- 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
- }
- 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
- }
- 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
- }
- diff_normal_player = {
- }
- diff_hard_player = {
- production_factory_max_efficiency_factor = -0.2
- research_speed_factor = -0.15
- political_power_factor = -0.1
- }
- diff_very_hard_player = {
- production_factory_max_efficiency_factor = 1
- production_factory_efficiency_gain_factor = 5.5
- line_change_production_efficiency_factor = 5.5
- global_building_slots_factor = 25.00
- production_speed_buildings_factor = 25.0
- local_resources_factor = 1
- industry_repair_factor = 0.5
- political_power_factor = 5.0
- }
- diff_very_easy_ai = {
- }
- diff_easy_ai = {
- }
- diff_normal_ai = {
- }
- diff_hard_ai = {
- army_fuel_consumption_factor = -0.25
- air_fuel_consumption_factor = -0.25
- navy_fuel_consumption_factor = -0.25
- }
- diff_very_hard_ai = {
- army_fuel_consumption_factor = -0.5
- air_fuel_consumption_factor = -0.5
- navy_fuel_consumption_factor = -0.5
- }
- 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
- experience_gain_army_unit_factor = 0.10
- experience_gain_navy_unit_factor = 0.10
- }
- naval_mines_effect = {
- naval_accidents_chance = 0.15
- naval_speed_factor = -0.8
- 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_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_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
- naval_hit_chance = 0.4
- }
- capital_screening_bonus = {
- naval_retreat_speed = 0.2
- sortie_efficiency = 0.1
- }
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