# 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_...
prostownik11