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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
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 = {
}

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