# 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 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 air_accidents = 0.3 air_bombing_targetting = -0.5 local_org_regain = -0.2 air_mission_efficiency = -0.3 } 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 } 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 air_accidents = 0.3 air_bombing_targetting = -0.7 local_org_regain = -0.3 air_mission_efficiency = -0.3 } weather_sandstorm = { # on Region air_detection = -0.9 air_accidents = 0.6 air_bombing_targetting = -1 local_org_regain = -0.5 air_mission_efficiency = -0.5 } 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 = -0.1 } weather_very_cold = { # on Province winter_attrition = 0.1 dig_in_speed_factor = -0.3 } weather_very_hot = { # on Province heat_attrition = 0.1 } weather_extreme_hot = { # on Province heat_attrition = 0.2 local_org_regain = -0.05 } 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 } night = { # On province. Multiplied by amount of darkness. naval_hit_chance = -0.25 carrier_traffic = -1.0 air_bombing_targetting = -0.5 } 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 } # Difficulty modifiers diff_easy_player = { production_factory_max_efficiency_factor = 0.2 research_time_factor = -0.05 political_power_factor = 0.25 production_lack_of_resource_penalty_factor = -0.3 } diff_normal_player = { } diff_hard_player = { production_factory_max_efficiency_factor = -0.2 research_time_factor = 0.10 political_power_factor = -0.25 } diff_easy_ai = { } diff_normal_ai = { } diff_hard_ai = { } 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_time_factor = -0.1 production_lack_of_resource_penalty_factor = -0.3 # 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 }