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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....
##########################################################################
# Difficulty Modifiers
##########################################################################
very_easy_player = {
supply_consumption = -0.5
research_points_modifier = 0.5
war_exhaustion = -0.1
leadership_modifier = 0.5
}
easy_player = {
supply_consumption = -0.25
research_points_modifier = 0.25
leadership_modifier = 0.25
}
hard_player = {
supply_consumption = 0.5
}
very_hard_player = {
supply_consumption = 1.0
}
very_easy_ai = {
land_organisation = -0.25
naval_organisation = -0.25
}
easy_ai = {
}
hard_ai = {
badboy = -0.02
research_points_modifier = 0.5
land_organisation = 0.25
naval_organisation = 0.25
leadership_modifier = 0.5
global_pop_militancy_modifier = -0.02
}
very_hard_ai = {
badboy = -0.05
research_points_modifier = 1.0
land_organisation = 0.5
naval_organisation = 0.5
leadership_modifier = 1.0
global_pop_militancy_modifier = -0.04
}
##########################################################################
# Provincial Static Modifiers
##########################################################################
overseas = {
}
coastal = {
}
non_coastal = {
}
coastal_sea = {
supply_limit = 10
}
sea_zone = {
max_attrition = 5 #Maximum Attrition is 5
supply_limit = 10
}
land_province = {
max_attrition = 5 #Maximum Attrition is 5
supply_limit = 5
}
blockaded = {
}
no_adjacent_controlled = {
}
core = {
}
has_siege = {
farm_rgo_eff = -0.5
mine_rgo_eff = -0.5
}
occupied = {
population_growth = -0.02
immigrant_attract = -1
}
nationalism = {
}
infrastructure = {
local_factory_throughput = 1 #each % of infra boost throughput 1%
local_rgo_output = 1 #each % of infra boost throughput 1%
farm_rgo_size = 0.3
mine_rgo_size = 0.3
supply_limit = 4
}
##########################################################################
# Global Static Modifiers
##########################################################################
base_values = {
supply_limit = 5
}
war = {
max_war_exhaustion = 100 #base max at war.
supply_consumption = -0.5
badboy = -0.033
}
peace = {
max_war_exhaustion = 50 #base max at peace.
supply_consumption = -0.5
war_exhaustion = -1
badboy = -0.1
}
disarming = {
badboy = -0.1
}
war_exhaustion = {
cb_generation_speed_modifier = -0.02
global_pop_consciousness_modifier = 0.001
}
badboy = {
prestige = -0.04
diplomatic_points_modifier = -0.01
cb_generation_speed_modifier = -0.02
}
debt_default_to = {
import_cost = 0.01
loan_interest = 0.01
}
bad_debter = {
loan_interest = 0.05
}
great_power = {
prestige = 0.05
research_points = 1.5
diplomatic_points_modifier = 1.0
leadership = 2.0
}
second_power = {
prestige = 0.025
research_points = 1.25
diplomatic_points_modifier = 0.25
leadership = 1.0
}
civ_nation = {
prestige = 0.01
research_points = 1
leadership = 0.5
}
unciv_nation = {
mobilisation_size = -0.1
diplomatic_points_modifier = -0.25
cb_generation_speed_modifier = 0.8
}
average_literacy = {
research_points = 4
leadership = 1
self_unciv_economic_modifier = -0.5
self_unciv_military_modifier = -0.5
}
# Popular Anxiety
# Two hidden hard-coded effects of plurality - goods demand increase & increase of consciousness from literacy
# https://vic2.paradoxwikis.com/POP_attitudes#Plurality
# Leader deaths = 5 anxiety, coronations = -3 anxiety (generic leader is -2 anxiety), births of heirs = -2, marriages of the ruler or their heir = -1, reform decisions = -1
plurality = {
global_pop_militancy_modifier = 0.001
}
generalised_debt_default = {
}
total_occupation = {
war_exhaustion = 0.05 #increased by war exhaustion.
}
total_blockaded = {
war_exhaustion = 0.5 #increased by war exhaustion.
}
in_bankrupcy = {
}