0% found this document useful (0 votes)
195 views10 pages

Game Weather Modifiers Guide

The document contains definitions for various global modifiers that are applied in the game from certain features. Weather conditions, regional effects, compliance levels, war support, difficulty settings, and more are included. Each modifier blocks define penalties and bonuses that impact areas like detection, organization, research, and more. The names of the modifiers cannot be changed as the game code references them.

Uploaded by

朱奥晗
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
195 views10 pages

Game Weather Modifiers Guide

The document contains definitions for various global modifiers that are applied in the game from certain features. Weather conditions, regional effects, compliance levels, war support, difficulty settings, and more are included. Each modifier blocks define penalties and bonuses that impact areas like detection, organization, research, and more. The names of the modifiers cannot be changed as the game code references them.

Uploaded by

朱奥晗
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 10

# 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
naval_retreat_speed = 0.05

local_org_regain = -0.05
}
weather_rain_heavy = { # on Region
air_detection = -0.2
naval_detection = -0.2
naval_hit_chance = -0.2
naval_speed_factor = -0.1
carrier_traffic = -0.8
naval_strike = -0.4
air_accidents = 0.3
air_bombing_targetting = -0.5
local_org_regain = -0.2
air_mission_efficiency = -0.3
naval_retreat_speed = 0.1
positioning = -0.1
}
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
naval_retreat_speed = 0.05
positioning = -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
naval_strike = -0.4
air_accidents = 0.3
air_bombing_targetting = -0.7
local_org_regain = -0.3
air_mission_efficiency = -0.3
naval_retreat_speed = 0.15
positioning = -0.2
}
weather_sandstorm = { # on Region
air_detection = -0.9
air_accidents = 0.6
naval_strike = -0.9
air_bombing_targetting = -1
local_org_regain = -0.5
air_mission_efficiency = -0.5
}

weather_arctic_water = { # on Region
navy_casualty_on_sink = 0.2
naval_attrition = 0.1
naval_retreat_speed = -0.05
positioning = -0.2
}

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 = -0.2
}
weather_very_cold = { # on Province
winter_attrition = 0.1
dig_in_speed_factor = -0.3
army_attack_factor = -0.1
}
weather_very_hot = { # on Province
heat_attrition = 0.1
local_org_regain = -0.05
}
weather_extreme_hot = { # on Province
heat_attrition = 0.2
local_org_regain = -0.1
supply_consumption_factor = 0.5
army_attack_factor = -0.1
}
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
naval_retreat_speed = 0.1
}

flooded = { # on Province
army_speed_factor = -0.5
army_defence_factor = 0.5
dig_in_speed_factor = 0.2
}

unplanned_offensive = { # on Province
army_speed_factor = -0.75
army_attack_factor = -0.9
local_org_regain = -0.5
air_cas_present_factor = -0.75
ground_attack_factor = -0.75
}

night = { # On province. Multiplied by amount of darkness.


naval_hit_chance = -0.25
carrier_traffic = -1.0
air_bombing_targetting = -0.5
naval_retreat_speed = 0.1
}

# The following is multiplied by local resistance strength.


resistance_effect_base = {
# todo - spy defense
}

resistance_effect = {
#local_supplies = -0.5
#local_intel_to_enemies = 10
#local_factory_sabotage = 0.75
#attrition = 0.25
}

# For compliance base + effect * compliance_level will be applied as a modifier.


compliance_effect_base = {
#local_factories = -0.75
#local_manpower = -0.75
#local_resources = -0.75
}

compliance_effect = {
local_factories = 0.65
local_non_core_manpower = 0.18
local_resources = 0.60
}

# On States that are owned by a non-core country


non_core = {
}

# On States that are controlled by a non-core country


non_core_controller = {
local_building_slots_factor = -0.5

local_factories = -0.75
#local_manpower = -0.75
local_resources = -0.65
}

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.

FRA_coordinate_rearmament = {
valid_relation_trigger = {
FROM = {
is_in_faction_with = ROOT
}
}
license_purchase_cost = 0
ai_license_acceptance = 100 #more to AI acceptance value.
license_production_speed = 0.25
license_tech_difference_speed = 0.25
}

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
}

# applies when stability > 50%


stability_good_modifier = {
industrial_capacity_factory = 0.20
industrial_capacity_dockyard = 0.20
consumer_goods_factor = -0.05
political_power_factor = 0.1
}

# applies when stability < 50%


stability_bad_modifier = {
industrial_capacity_factory = -0.50
industrial_capacity_dockyard = -0.50
political_power_factor = -0.2
}

war_support_good_modifier = {
mobilization_speed = 0.30 #in 1/1000 of 1 %
army_core_attack_factor = 0.1
army_core_defence_factor = 0.1
command_power_gain_mult = 0.5
}

war_support_bad_modifier = {
mobilization_speed = -0.500 # Reduce mobilization speed by half.
#army_noncore_attack_factor = -0.50 # Attacking or defending on non-core
takes a huge penalty.
#army_noncore_defence_factor = -0.50
command_power_gain_mult = -0.95
surrender_limit = -0.3
}

attache_sent = {
war_support_factor = 0.1
}

# Difficulty modifiers

diff_very_easy_player = {
production_factory_max_efficiency_factor = 0.3
research_speed_factor = 0.15
political_power_factor = 0.5
production_lack_of_resource_penalty_factor = -0.8
army_fuel_consumption_factor = -0.5
air_fuel_consumption_factor = -0.5
navy_fuel_consumption_factor = -0.5
}

diff_easy_player = {
production_factory_max_efficiency_factor = 0.2
research_speed_factor = 0.07
political_power_factor = 0.25
production_lack_of_resource_penalty_factor = -0.3
army_fuel_consumption_factor = -0.25
air_fuel_consumption_factor = -0.25
navy_fuel_consumption_factor = -0.25
}

diff_normal_player = {
}

diff_hard_player = {
production_factory_max_efficiency_factor = -0.2
research_speed_factor = -0.15
political_power_factor = -0.1
}

diff_very_hard_player = {
production_factory_max_efficiency_factor = -0.3
research_speed_factor = -0.30
political_power_factor = -0.15
}

diff_very_easy_ai = {
}

diff_easy_ai = {

diff_normal_ai = {
}

diff_hard_ai = {
army_fuel_consumption_factor = -0.25
air_fuel_consumption_factor = -0.25
navy_fuel_consumption_factor = -0.25
}

diff_very_hard_ai = {
army_fuel_consumption_factor = -0.5
air_fuel_consumption_factor = -0.5
navy_fuel_consumption_factor = -0.5
}

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_speed_factor = 0.1
production_lack_of_resource_penalty_factor = -0.3

# fuel
army_fuel_consumption_factor = -0.40
air_fuel_consumption_factor = -0.40
navy_fuel_consumption_factor = -0.40

# xp gain
experience_gain_air_factor = 0.25
experience_gain_army_factor = 0.25
experience_gain_navy_factor = 0.25
air_mission_xp_gain_factor = 0.25
experience_gain_army_unit_factor = 0.10
experience_gain_navy_unit_factor = 0.10
}

naval_mines_effect = {
naval_accidents_chance = 0.15
naval_speed_factor = -0.8
naval_invasion_penalty = 0.5
}

air_wing_experience_bonus_max = {
air_attack_factor = 0.2
#air_defence_factor = 0.2
air_agility_factor = 0.3
air_night_penalty = -0.2
#air_weather_penalty = -0.3
}

air_wing_experience_malus_min = {
air_attack_factor = -0.15
#air_defence_factor = -0.15
air_agility_factor = -0.15
air_night_penalty = 0.15
#air_weather_penalty = 0.15
}

ship_experience_bonus_max = {
naval_damage_factor = 0.3
naval_defense_factor = 0.2
}

ship_experience_malus_min = {
naval_damage_factor = -0.1
naval_defense_factor = -0.1
}

carrier_experience_bonus_max = {
fighter_sortie_efficiency = 0.2
}

carrier_experience_malus_min = {
fighter_sortie_efficiency = -0.1
}

pride_of_the_fleet = {
experience_gain_navy_unit_factor = 0.25
critical_receive_chance = -0.5
}

pride_of_the_fleet_country = {
war_support_factor = 0.05
}

pride_of_the_fleet_sunk_temporary = {
# country
war_support_factor = -0.10
}

water_modifier_shark_infested = {
navy_casualty_on_sink = 0.6
}

screening_bonus = {
naval_retreat_speed = 0.2
convoy_retreat_speed = 0.2
naval_hit_chance = 0.4
}

capital_screening_bonus = {
naval_retreat_speed = 0.2
sortie_efficiency = 0.1
}

country_is_at_peace = {
decryption_power_factor = -0.5
}

country_is_at_war = {

# targeted modifiers that will apply when you have fully decrypted a country's
cipher
passive_decryption_modifier = {
air_detection = 0.05
air_intercept_efficiency = 0.25
civilian_intel_decryption_bonus = 10
army_intel_decryption_bonus = 10
navy_intel_decryption_bonus = 10
airforce_intel_decryption_bonus = 10
}

# targeted modifiers that will apply when you have activated your active decryption
bonuses against a country
active_decryption_modifier = {
# attack_bonus_against = 0.15
defense_bonus_against = 0.15
breakthrough_bonus_against = 0.15
naval_invasion_prep_speed = 0.5
naval_invasion_penalty = -0.15
planning_speed = 0.5
civilian_intel_decryption_bonus = 50
army_intel_decryption_bonus = 50
navy_intel_decryption_bonus = 50
airforce_intel_decryption_bonus = 50
}

# modifiers applied to allied divisions entering the intel network


intel_network_state_level_bonus = {
amphibious_invasion_defence = 1
planning_speed = 0.5
}

# modifiers applied to enemy divisions in an intel network


intel_network_state_level_penalty = {
max_planning_factor = -1
max_dig_in = -1
}

# modifiers enabled by the creation of the intelligence agency


created_intelligence_agency = {
operative_slot = 1
new_operative_slot_bonus = 3
}

# Modifiers enabled at state level when an operative is assigned to the root out
resistance mission
root_out_resistance_mission_modifier = {
resistance_target = -0.1
}

# modifiers active when an operative has the nationality of the nation it is


performing a mission in.
operative_nationality_mission = {
intel_network_gain_factor = 0.3
own_operative_detection_chance_factor = -0.1
}

# modifiers active when an operative has the nationalty of the operation's target
operative_nationality_operation = {
# NOTE: all modifiers used here need to be pre-defined in
modifier_definitions if dynamic
operation_outcome = 0.1
operation_cost = -0.1
}

#LaR Compliance

FRA_host_the_german_exiles = {
valid_relation_trigger = {
ROOT = {
has_government = communism
}
}
compliance_gain = 0.25
}

FRA_reorganized_departments = {
valid_relation_trigger = {
ROOT = {
has_government = neutrality
}
}
compliance_gain = 0.25
}

GER_rescued_mussolini = {
valid_relation_trigger = {
ROOT = {
has_government = fascism
}
}
compliance_gain = 0.5
}

FRA_carry_the_revolution_south = {
valid_relation_trigger = {
ROOT = {
has_government = communism
}
}
compliance_gain = 0.4
}

You might also like