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欧陆风云四00_static_modifiers修改

# 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
##########################################################################

player_handicap = {
land_forcelimit_modifier = 0.5
global_regiment_cost = -0.1
global_ship_cost = -0.1
inflation_reduction = 0.05
global_revolt_risk = -2
war_exhaustion = -0.05
core_creation = -0.25
advisor_pool = 1
diplomatic_upkeep = 5
free_leader_pool = 1
merchants = 30
colonists = 20
diplomats = 20
missionaries = 20
stability_cost_modifier = -0.99
global_manpower_modifier = 2
global_revolt_risk = -10
max_war_exhaustion = 10
global_spy_defence = 10
badboy = -1000
infantry_cost = -0.99
cavalry_cost = -0.99
artillery_cost = -0.99
bigship_cost = -0.99
lightship_cost = -0.99
galley_cost = -0.99
build_cost = -0.99
merchant_cost = -0.99
colonist_cost = -0.99
leader_naval_manuever = 600
army_tradition = 10
navy_tradition = 10
global_tax_modifier = 2
global_trade_income_modifier = 2
global_ship_recruit_speed = -100
global_regiment_recruit_speed = -100
merchant_compete_chance = 2.5
colonist_placement_chance = 2.5
missionary_placement_chance = 2.5
spy_efficiency = 2.5
global_colonial_growth = 300
range = 100
colonist_time = -1
advisor_pool = 10
core_creation = -100
fabricate_claims_time = -10
spy_offence = 2.5
global_missionary_strength = 10
dip_tech_cost_modifier = -2
mil_tech_cost_modifier = -2
adm_tech_cost_modifier = -2
technology_cost = -2
global_missionary_strength = 10
naval_maintenance_modifier = -0.99
land_maintenance_modifier = -0.99
trade_range_modifier = 10
production_efficiency = 1
naval_forcelimit_modifier = 10
land_forcelimit_modifier = 5
tolerance_heretic = 5
infantry_power = 0.5
cavalry_power = 0.5
recover_navy_morale_speed

= 1
recover_army_morale_speed = 1
reinforce_speed = 1
leader_siege = 10
leader_shock = 10
leader_land_manuever = 10
trade_efficiency = 1
trade_steering = 1
global_foreign_trade_power = 2
diplomatic_upkeep = 100
prestige = 5
legitimacy = 10
land_morale = 6
discipline = 2
relations_decay_of_me = 100
diplomatic_reputation = 100
unjustified_demands = -5
}

ai_handicap = {
global_manpower_modifier = 0.5
land_forcelimit_modifier = 0.5
global_regiment_cost = -0.1
global_ship_cost = -0.1
inflation_reduction = 0.05
global_revolt_risk = -2
war_exhaustion = -0.05
core_creation = -0.25
advisor_pool = 1
diplomatic_upkeep = 1
free_leader_pool = 1
}


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

city = {
local_tax_modifier = 0.25
trade_goods_size = 1.0
fort_level = 1
}

overseas = {
local_tax_modifier = -0.90 #90% penalty if overseas.
local_spy_defence = -0.05 #5% penalty on defending in overseas.
regiment_recruit_speed = 0.5 #50% longer time to build troops
ship_recruit_speed = 1.0 #100% longer time to build troops
garrison_growth = -0.05 #5% penalty on garrison growth
local_manpower_modifier = -0.5 #50% penalty on manpower.
}

coastal = {
supply_limit = 1
province_trade_power_value = 1.5
}

non_coastal = {
province_trade_power_value = 1.0
}

coastal_sea = {
supply_limit = 5
}

tropical = {
local_colonist_placement_chance = -0.1 #10% penalty
local_colonial_growth = -10 #Harsh population growth
attrition = 5 #Attrition increased by 5 weights
max_attrition = 5 #Maximum Attrition is increased by 5
}

arctic = {
local_colonist_placement_chance = -0.1 #10% penalty
local_colonial_growth = -10 #Harsh population growth
attrition = 5 #Attrition increased by 5 weights
max_attrition = 5 #Maximum Attrition is increased by 5
}

arid = {
local_colonist_placement_chance = -0.1 #10% penalty
local_colonial_growth = -10 #Harsh population growth
attrition = 5 #Attrition increased by 5 weights
max_attrition = 5 #Maximum Attrition is increased by 5
}

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

land_province = {
max_attrition = 5 #Maximum Attrition is 5
garrison_growth = 0.1 #10% base growth
local_manpower_modifier = 0.25 #25% of manpower.
}

mild_winter = {
attrition = 2 #Attrition increased by 2 weights
max_attrition = 2 #Maximum Attrition is increased by 2
}

normal_winter = {
attrition = 5 #Attrition increased by 5 weights
max_attrition = 5 #Maximum Attrition is increased by 5
}

severe_winter = {
attrition = 10 #Attrition increased by 10 weights
max_attrition = 10 #Maximum Attrition is increased by 1

0
}

out_of_supply = {
max_attrition = 10 #Maximum Attrition is increased by 10
}

non_patrolled = {
local_tariffs = -0.75
local_tax_modifier = -0.33
trade_goods_size = -0.33
}

blockaded_base = {
regiment_recruit_speed = 0.2
ship_recruit_speed = 0.2
}

#these are scaled with the current values, so late game blockades will be just as efficient..
blockaded_scaled = {
local_tariffs = -1.0
local_tax_modifier = -0.75
trade_goods_size = -0.5
province_trade_power_modifier = -0.50
}

no_adjacent_controlled = {
local_colonial_growth = -5
}

provincial_tax_income = {
local_missionary_strength = -0.005 # penalty for each tax-income
supply_limit = 0.2 #20% weight for each tax-income
local_spy_defence = 0.01 #1% for each tax income.
regiment_recruit_speed = -0.01 #1% shorter time to build troops for each cash.
ship_recruit_speed = -0.01
trade_goods_size = 0.01
papal_influence = 0.05

}


capital_city = {
local_manpower_modifier = 0.1 #10% bonus on manpower.
tax_income = 2 #Extra income bonus
garrison_growth = 0.1 #10% bonus on garrison growth
}

# Multiplied in provinces of same religion.
patriarch_authority = {
local_revolt_risk = -3
local_manpower_modifier = 0.33
local_tax_modifier = -0.33
}

colony_level = {
local_colonist_placement_chance = 0.04 #4% chance for each level. (up to 40% bonus)
local_tax_modifier = 0.02
trade_goods_size = 0.1
}


native_aggressiveness = {
local_colonist_placement_chance = -0.005
}

native_presence = {
trade_goods_size = 0.1
}

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

non_core = {
#no current effects.
}

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
}

non_accepted_culture = {
local_tax_modifier = -0.33
local_missionary_strength = -0.02
local_manpower_modifier = -0.33
local_revolt_risk = 2 #1% revolt risk!

}

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

occupied = {
local_revolt_risk = 1 #1% revolt risk for each year occupied.
minimum_revolt_risk = 1
trade_goods_size = -0.25
}

under_siege = {
trade_goods_size = -0.25
}

looted = {
trade_goods_size = -0.10
max_attrition = 5 #Maximum Attrition is increased by 5
local_tax_modifier = -0.5 #50% less tax income.
regiment_recruit_speed = 0.3
ship_recruit_speed = 0.3
}

scorched_earth = {
trade_goods_size = -0.33
max_attrition = 10 # Maximum Attrition is increased by 10
local_tax_modifier = -0.75 # 75% less tax income.
attrition = 10
}

# Multiplied w

ith positive religious tolerance
tolerance = {
local_revolt_risk = -1
}

# Multiplied with negative religious tolerance
intolerance = {
local_revolt_risk = -1.25
local_tax_modifier = 0.1
trade_goods_size = 0.10

}

revolt_risk = {
local_tax_modifier = -0.04 #-4% for each rr
local_spy_defence = -0.01 #reduce defence by 1%
regiment_recruit_speed = 0.1 #10% longer time to build troops for each rr
ship_recruit_speed = 0.1
trade_goods_size = -0.05
}

nationalism = {
local_revolt_risk = 0.3 #0.3% for each year revolt risk!
minimum_revolt_risk = 0.3 #0.3% for each year revolt risk!
}

harsh_treatment = {
local_revolt_risk = -5
minimum_revolt_risk = -5
}


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

friendly_regiments = {
local_revolt_risk = -1.0 #-1% for each friendly regiment in the province.
minimum_revolt_risk = -0.5 #same here
}

active_missionary = {
local_revolt_risk = 6 # 6% revolt risk!
}

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


##########################################################################
# 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
tolerance_heathen = -3
tolerance_heretic = -2
mercenary_cost = 0.5
global_missionary_strength = 0.02
global_manpower = 1.0
land_forcelimit = 3
naval_forcelimit = 2
diplomatic_upkeep = 4
advisor_pool = 3
colonist_placement_chance = 0.05
free_leader_pool = 1
republican_tradition = 0.01
}

# AI 'cheats' that compensate for flaws in its long-term decision making, removing these may severely cripple the AI
ai_nation = {
diplomats = 1 # ai has to reserve a diplomat for short term action so it gets an extra to put it on equal footing with player
free_leader_pool = 1 # ai can't plan for wars the same way the player can, so needs to keep more leaders on hand in peacetime
}

war_taxes = {
land_maintenance_modifier = -0.20
naval_maintenance_modifier = -0.20
war_exhaustion = 0.12
war_exhaustion_cost = 0.1
}

stability = {
global_trade_power = 0.01 #1% chance each step.
global_spy_defence = 0.05 #-15 to +15% modifier
}

positive_stability = {
global_revolt_risk = -1 #-1% revolt risk each step
global_tax_modifier = 0.1 #10% for each positive stab
global_missionary_strength = 0.005
temples_influence = 0.02
stability_cost_modifier = 0.50

}

negative_stability = {
global_revolt_risk = -2 #-1% EXTRA revolt risk eac

h step
legitimacy = 1
interest = -1
}

cancelled_loan = {
#no effects
}

bank_loan = {
#no effects
}

inflation = {
build_cost = 0.01 #1% for each inflation step.
infantry_cost = 0.01 #1% for each inflation step
cavalry_cost = 0.01 #1% for each inflation step
artillery_cost = 0.01 #1% for each inflation step
heavy_ship_cost = 0.01 #1% for each inflation step
light_ship_cost = 0.01 #1% for each inflation step
galley_cost = 0.01 #1% for each inflation step
transport_cost = 0.01 #1% for each inflation step
advisor_cost = 0.01 #1% for each inflation step
mercenary_cost = 0.01 #1% for each inflation step
}

bankruptcy = {
global_revolt_risk = 3 #revolt risk increased by 1 during bankruptcy effects.
interest = 10
land_morale = -2
naval_morale = -2
reinforce_speed = -0.25 #Slower reinforce
bureaucrats_influence = 0.25
manpower_recovery_speed = -1.0
advisor_cost = 1.0
}

war = {
}

peace = {
war_exhaustion = -0.1
papal_influence = 0.5
}

call_for_peace = {
war_exhaustion = 0.008
}

war_exhaustion = {
global_revolt_risk = 1 #increase revolt risk
global_regiment_recruit_speed = 0.1
global_ship_recruit_speed = 0.1
core_creation = 0.03
temples_influence = -0.05
manpower_recovery_speed = -0.01
defensiveness = -0.02
land_morale = -0.04
naval_morale = -0.04
}

regency_council = {
legitimacy = -2
}

trade_efficiency = {
global_trade_power = 0.5 #0.5 for each 1% of TE
}

production_efficiency = {
colonist_placement_chance = 0.2 #0.2 for each 1% of PE (ie, if 100% PE, 20% bonus added.)
}

trade_refusal = {
trade_efficiency = -0.05
}

mercantilism = {
global_prov_trade_power_modifier = 2.0
}

army_tradition = {
recover_army_morale_speed = 0.1
land_morale = 0.5
manpower_recovery_speed = 0.5
temples_influence = 0.1
}

navy_tradition = {
recover_navy_morale_speed = 0.1
naval_morale = 0.5
trade_steering = 1.0
enuchs_influence = 0.1
}

positive_piety = {
land_morale = 1.0
global_missionary_strength = 0.03
defensiveness = 0.50
}

#For convenience, its multiplied by negative piety in code.
negative_piety = {
technology_cost = -0.1
global_manpower_modifier = 0.25
global_tax_modifier = 0.25
}

defender_of_faith = {
land_morale = 0.5 #0.5 extra land morale
naval_morale = 0.5 #0.5 extra land morale
technology_cost = 0.05
war_exhaustion = -0.025 #quicker recovery
papal_influence = 2
prestige = 1 #1% extra prestige yearly
missionaries = 1
}

emperor = {
spy_offence = 0.05 #minor bonus on spies.
advisor_pool = 1
diplomatic_upkeep = 2
free_leader_pool = 1
}

states_in_hre = { #bonuses for each state with capital in HRE.. as emperor
land_forcelimit = 0.5 #each state increases forcelimit by 0.5
global_manpower = 0.05 #each gives 0.5 MP to the emperor.
prestige = 0.05
}

member_in_hre =

{
prestige = 0.2
diplomatic_reputation = 2
}

#for each non-core if in the empire, and also a prince.
occupied_imperial = {
prestige = -1
legitimacy = -0.5
}

num_of_marriages = {
legitimacy = 0.10
heir_chance = 0.05

}

# Multiplied by current Legitimacy - 50
legitimacy = {
global_revolt_risk = -6
tolerance_own = 2
tolerance_heathen = 2
tolerance_heretic = 2
diplomatic_reputation = 5

}

luck = {
global_trade_power = 0.1
colonist_placement_chance = 0.05
global_missionary_strength = 0.01
leader_fire = 1
leader_shock = 1
mil_tech_cost_modifier = -0.02
dip_tech_cost_modifier = -0.02
adm_tech_cost_modifier = -0.02
spy_offence = 0.05
stability_cost_modifier = -0.10
defensiveness = 0.25
advisor_pool = 1
free_leader_pool = 1
heir_chance = 0.25
global_revolt_risk = -1
legitimacy = 1
republican_tradition = 0.01
}

over_extension = {
global_foreign_trade_power = -1.0
stability_cost_modifier = 0.5
papal_influence = -2
mercenary_cost = 0.5
diplomatic_reputation = -2
relations_decay_of_me = -0.25
global_revolt_risk = 5
bureaucrats_influence = 0.5
}

prestige = {
global_trade_power = 0.15 #+15/-15 total bonus from prestige.
land_morale = 0.5
naval_morale = 0.5
global_spy_defence = 0.1 #+10/-10
defensiveness = 0.1 #+10/-10
mercenary_cost = -0.33 #-33 to +33%
legitimacy = 1.0
relations_decay_of_me = 1.0
papal_influence = 1

}

land_maintenance = {
land_morale = 2.0
}

naval_maintenance = {
naval_morale = 2.0
}

republican_tradition = {
global_revolt_risk = -3
}

inverse_republican_tradition = {
stability_cost_modifier = 2.0
}


curia_controller = {
diplomats = 1 #1 extra diplomat as curia controller
prestige = 1 #1% extra prestige yearly
stability_cost_modifier = -0.05 #5% cheaper stability
papal_influence = 2
advisor_pool = 2
free_leader_pool = 1
}

religious_unity = {
papal_influence = 5
}

inverse_religious_unity = {
stability_cost_modifier = 1.0 #more expensive to recover stability
global_revolt_risk = 2
}

controlled_cardinals = { #bonuses for each controlled cardinal
prestige = 0.2 #15 cardinals increases prestige by 2.8% yearly.
papal_influence = 0.2
legitimacy = 0.5
technology_cost = -0.01
}

total_occupation = {
war_exhaustion = 0.005 #increased by war exhaustion.
}

total_blockaded = {
war_exhaustion = 0.10 #increased by war exhaustion.
}

uncontested_cores = {
prestige = -0.3
}


production_leader = {
trade_goods_size = 0.10
}


western_influences = {
stability_cost_modifier = 2.0
advisor_cost = 0.5
}


##################################################################################################
# Scripted and used from Diplomatic System
##################################################################################################

spies_infiltrated = {
spy_offence = -0.25

#25% worse spies.
}

foreign_support_for_rebels = {
local_revolt_risk = 3 #3% revolt risk!
}


discontent_sowed = {
stability_cost_modifier = 0.50
global_revolt_risk = 1
}


##################################################
# Tutorial only
##################################################

tutorial_colonial_range = {
range = 0.1
}

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