Professional Documents
Culture Documents
#
# 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
factory_output = 0.20
}
easy_player = {
supply_consumption = -0.25
research_points_modifier = 0.25
leadership_modifier = 0.25
factory_output = 0.10
}
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
factory_output = 0.10
}
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
factory_output = 0.20
}
##########################################################################
# 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%
supply_limit = 4
}
##########################################################################
# Global Static Modifiers
##########################################################################
base_values = {
supply_limit = 5
}
war = {
max_war_exhaustion = 100 #base max at war.
supply_consumption = -0.5
#war_exhaustion = 0.1
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 = {
factory_throughput = -0.01
RGO_throughput = -0.01
cb_generation_speed_modifier = -0.02
}
badboy = {
global_pop_consciousness_modifier = 0.001
}
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
}
plurality = {
research_points_modifier = 0.02
}
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 = {
}