00_static_modifiers.txt

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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....

##########################################################################
# Handicap Modifiers for human player
##########################################################################

difficulty_very_easy_player = {
	global_manpower_modifier = 0.5
	manpower_recovery_speed = 0.50
	land_forcelimit_modifier = 0.5
	naval_forcelimit_modifier = 0.5
	global_regiment_cost = -0.33
	global_ship_cost = -0.33
	inflation_reduction = 0.05
	global_unrest = -5
	war_exhaustion = -0.05
	core_creation = -0.25
	advisor_pool = 1
	diplomatic_upkeep = 1
	free_leader_pool = 1
	diplomatic_reputation = 2
	interest = -2
	improve_relation_modifier = 0.10
	ae_impact = -0.33
	yearly_corruption = -1.0
}

difficulty_easy_player = {
	manpower_recovery_speed = 0.50
	global_unrest = -5
	interest = -2
	ae_impact = -0.33
	yearly_corruption = -1.0
}

difficulty_normal_player = {
}

difficulty_hard_player = {
}

difficulty_very_hard_player = {
}

##########################################################################
# Handicap Modifiers for AI
##########################################################################

difficulty_very_easy_ai = {
}

difficulty_easy_ai = {
}

difficulty_normal_ai = {
}

difficulty_hard_ai = {
	manpower_recovery_speed = 0.50
	global_unrest = -1
	war_exhaustion = -0.05
	interest = -2
	ae_impact = -0.33
}

difficulty_very_hard_ai = {
	manpower_recovery_speed = 0.50
	global_manpower_modifier = 0.5
	land_forcelimit_modifier = 0.5
	naval_forcelimit_modifier = 0.5
	global_regiment_cost = -0.33
	global_ship_cost = -0.33
	inflation_reduction = 0.05
	global_unrest = -2
	war_exhaustion = -0.05
	core_creation = -0.25
	idea_cost = -0.25
	interest = -2
	improve_relation_modifier = 0.5
	development_cost = -0.2
	build_cost = -0.25
	ae_impact = -0.33
}


##########################################################################
# Provincial Static Modifiers
##########################################################################

city = {
	local_tax_modifier = 0.25
	allowed_num_of_buildings = 2
	local_sailors_modifier = 0.25
	garrison_growth = 0.05
}

port = {
	local_institution_spread = 0.10
}

in_state = {
	local_institution_spread = 0.10
}

coastal = {
	supply_limit_modifier = 0.5
	province_trade_power_modifier = 0.25
}

seat_in_parliament = {
	local_manpower_modifier = 0.1
	local_sailors_modifier = 0.05
	local_tax_modifier = 0.1
	local_production_efficiency = 0.1
}

non_coastal = {
}

coastal_sea = {
	local_naval_engagement_modifier = 0.10
}

tropical = {
	local_colonial_growth = -10
	supply_limit_modifier = -0.3
	local_hostile_attrition = 2
	
	local_development_cost = 0.15

	picture = "climate_tropical"
}

arctic = {
	local_colonial_growth = -10
	supply_limit_modifier = -0.4
	local_hostile_attrition = 1
	
	allowed_num_of_buildings = -1
	local_development_cost = 0.5

	picture = "climate_arctic"
}

arid = {
	local_colonial_growth = -10
	supply_limit_modifier = -0.2
	local_hostile_attrition = 1
	
	local_development_cost = 0.15
	
	picture = "climate_arid"
}

sea_zone = {
	max_attrition = 5						#Maximum Attrition is 5
}

land_province = {
	max_attrition = 5						#Maximum Attrition is 5
	local_manpower_modifier = 0.25			#25% of manpower.
}

mild_winter = {
	local_hostile_attrition = 1
	supply_limit_modifier = -0.1
	
	picture = "winter_mild"
}

normal_winter = {
	local_hostile_attrition = 2
	supply_limit_modifier = -0.2
	
	picture = "winter_normal"
}

severe_winter = {
	local_hostile_attrition = 3
	supply_limit_modifier = -0.3
	
	picture = "winter_severe"
}

blockaded = {
	regiment_recruit_speed = 0.2
	ship_recruit_speed = 0.2				
	trade_goods_size_modifier = -0.5
	province_trade_power_modifier = -0.75
}

no_adjacent_controlled = {
	local_colonial_growth = -5
}

provincial_tax_income = {
	regiment_recruit_speed = -0.01
}

provincial_production_size = {
	trade_goods_size = 0.2
	ship_recruit_speed = -0.01		
}

manpower = {
	garrison_growth = 0.01					#1% increase from manpower.	
}

sailors = {
}

# Caps at 600
horde_development = {
	horde_unity = -3
}

province_razed = {
	picture = "province_razed"
}

development = {
	allowed_num_of_buildings = 0.1
	supply_limit_modifier = 0.02
	local_missionary_strength = -0.001
	land_forcelimit	= 0.1			# special case, affected by autonomy
	naval_forcelimit = 0.1			# special case, affected by autonomy & set to 0 by code if not port
	local_sailors = 25			# special case, affected by autonomy & set to 0 by code if not port
	province_trade_power_value = 0.2
}

development_scaled = {
	local_development_cost = 0.03
}

capital_city = {
	fort_level = 1
}

# Multiplied in provinces of same religion.
patriarch_authority_local = {
	local_unrest = -3
	local_manpower_modifier = 0.33
}

#for the country
patriarch_authority_global = {
	global_missionary_strength = 0.02
}

colony_level = {
	local_colonist_placement_chance = -0.01	
	local_tax_modifier = 0.02
}

native_assimilation = {
	trade_goods_size = 0.05
}

native_aggressiveness = {
	#local_colonist_placement_chance = -0.005
}

core = {
	local_tax_modifier = 0.75				#90% more in a core
	local_manpower_modifier = 0.75			#75% more in a core
	local_sailors_modifier = 0.75
}

non_core = {
}

march_bonus = {
	global_manpower_modifier = 0.25
	land_forcelimit_modifier = 0.30
	naval_forcelimit_modifier = 0.30
	defensiveness = 0.2
	fort_maintenance_modifier = -0.20
	manpower_recovery_speed = 0.20
}

same_culture_group = {
	local_tax_modifier = -0.15				#10% penalty if same culture group but nothing else. Not applied if the controller is the Union Tag of the culture group, or has culture_group_union set.
	local_manpower_modifier = -0.15
	local_sailors_modifier = -0.1
}

non_accepted_culture = {
	local_tax_modifier = -0.33	
	local_missionary_strength = -0.02
	local_manpower_modifier = -0.33
	local_sailors_modifier = -0.2
	local_unrest = 2					#1% revolt risk!	
}

accepted_culture_demoted = {
	local_unrest = 5
}

# Special modifier to the above, for non-tribal republics
non_accepted_culture_republic = {
	local_tax_modifier = 0.1
	local_manpower_modifier = 0.1
	local_sailors_modifier = 0.05
	local_unrest = -0.5
}

occupied = {
	local_tax_modifier = -0.5
	trade_goods_size_modifier = -0.5
	province_trade_power_modifier = -0.5
	local_manpower_modifier = -0.5
	local_sailors_modifier = -0.5
	local_institution_spread = -0.1
}

under_siege = {
	trade_goods_size_modifier = -0.25
	province_trade_power_modifier = -0.25
	local_institution_spread = -0.1
}

looted = {
	trade_goods_size_modifier = -0.25
	local_tax_modifier = -0.25				#25% less tax income.
	regiment_recruit_speed = 0.3
	ship_recruit_speed = 0.3
	supply_limit_modifier = -0.1
	local_sailors_modifier = -0.5
	local_institution_spread = -0.33

}

scorched_earth = {
	trade_goods_size_modifier = -0.33
	local_tax_modifier = -0.5				# 50% less tax income.
	local_defensiveness = 0.25
	supply_limit_modifier = -0.5			# 50% lower supply limits.
	local_autonomy = 0.01
	local_institution_spread = -0.50
}


slaves_raided = {
	picture = "raided_for_slaves"
}


# Multiplied with positive religious tolerance
tolerance = {
	local_unrest = -1
}

# Multiplied with negative religious tolerance
intolerance = {
	local_unrest = -1.25
	local_tax_modifier = 0.1
	trade_goods_size_modifier = 0.10
}

unrest = {
	regiment_recruit_speed = 0.1			#10% longer time to build troops for each rr
	ship_recruit_speed = 0.1
}

nationalism = {
	local_unrest = 0.5					#for each year revolt risk!
}

harsh_treatment = {
	local_unrest = -10
}

local_autonomy_multiplicative = {
	local_manpower_modifier = -1.0
	local_sailors_modifier = -1.0
	local_tax_modifier = -1.0
	local_production_efficiency = -1.0
	province_trade_power_modifier = -0.5
	land_forcelimit_modifier = -1.0
	naval_forcelimit_modifier = -1.0
}

local_autonomy = {
}



recent_uprising = {
	local_unrest = -100
}


friendly_regiments = {
	local_unrest = -1.0				#-1% for each friendly regiment in the province.
}

active_missionary = {
	local_unrest = 6					# 6% revolt risk!
	local_institution_spread = -0.10
}

# Core province of the owner's culture group, while fighting a defensive war
national_defense = {
	local_unrest = -5
}


resource_depleted = {
	local_tax_modifier = -0.50				# penalty when migrant have been there recently.
}

in_trade_company = {
	province_trade_power_modifier = 1
	naval_forcelimit = 0.5
	local_manpower_modifier = -1
	local_sailors_modifier = -1
	local_tax_modifier = -0.50
	local_missionary_strength = -1
	local_institution_spread = 0.10

}




##########################################################################
# Global Static Modifiers
##########################################################################

base_values = {
	merc_maintenance_modifier = 1.5
	merchants = 2							#Start with 2 merchants
	diplomats = 2							#Start with 2 diplomats..
	missionaries = 1						#1 missionary
	army_tradition_decay = 0.05				#lose 5% yearly
	navy_tradition_decay = 0.05				#lose 5% yearly
	prestige_decay = 0.05					#lose 5% prestige each year
	tolerance_own = 3
	diplomatic_upkeep = 4
	tolerance_heathen = -3
	tolerance_heretic = -2
	mercenary_cost = 0.5
	global_missionary_strength = 0.02
	global_manpower = 10.0
	advisor_pool = 3
	colonist_placement_chance = 0.05
	free_leader_pool = 1
	republican_...
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