Professional Documents
Culture Documents
#
# Effects are fully scriptable here.
# The names can NOT be removed or changed since the code references them
##########################################################################
# Difficulty Modifiers
##########################################################################
very_easy_player = {
fertility = 0.5
land_morale = 0.5
}
easy_player = {
fertility = 0.25
land_morale = 0.25
}
normal_player = {
}
hard_player = {
}
very_hard_player = {
land_morale = -0.25
}
very_easy_ai = {
land_morale = -0.25
}
easy_ai = {
}
normal_ai = {
}
hard_ai = {
land_morale = 0.25
global_tax_modifier = 0.1
levy_reinforce_rate = 0.5
}
very_hard_ai = {
land_morale = 0.5
global_tax_modifier = 0.2
levy_reinforce_rate = 1.0
}
##########################################################################
# Provincial Static Modifiers
##########################################################################
province_base_values = {
supply_limit = 5 # 5K troops
}
coastal = {
}
non_coastal = {
}
coastal_sea = {
}
sea_zone = {
max_attrition = 0.05
}
land_province = {
max_attrition = 0.05
}
mild_winter = {
supply_limit = -2
max_attrition = 0.1
}
normal_winter = {
supply_limit = -3
max_attrition = 0.15
}
severe_winter = {
supply_limit = -5
max_attrition = 0.2
}
out_of_supply =
{
max_attrition = 0.1
}
no_adjacent_controlled = {
}
# Isolated county
county_isolated = {
local_revolt_risk = 0.04
}
new_administration = {
levy_reinforce_rate = -0.7
local_tax_modifier = -0.3
icon = 19
}
recently_conquered = {
levy_size = -2
levy_reinforce_rate = -1
local_tax_modifier = -1
icon = 19
}
occupied = {
levy_size = -2
levy_reinforce_rate = -1
local_tax_modifier = -1.5
icon = 19
}
occupied_different_culture = {
levy_size = -0.25
levy_reinforce_rate = -0.25
local_tax_modifier = -0.25
icon = 20
}
occupied_different_culturegroup = {
levy_size = -0.5
levy_reinforce_rate = -0.5
local_tax_modifier = -0.5
icon = 20
}
occupied_different_religion = {
levy_size = -0.5
levy_reinforce_rate = -0.5
local_tax_modifier = -0.5
icon = 35
}
occupied_different_religiongroup = {
levy_size = -2
levy_reinforce_rate = -0.5
local_tax_modifier = -0.75
icon = 35
}
looted_modifier = {
local_tax_modifier = -0.25
icon = 24
}
maintaining_mercenary_band = {
levy_size = -0.025
levy_reinforce_rate = -0.10
max_manpower_mult = -0.1
manpower_growth = -0.1
icon = 31
}
maintaining_mercenary_band_2 = {
levy_size = -0.05
levy_reinforce_rate = -0.20
max_manpower_mult = -0.1
manpower_growth = -0.1
icon = 31
}
maintaining_mercenary_band_3 = {
levy_size = -0.075
levy_reinforce_rate = -0.30
max_manpower_mult = -0.1
manpower_growth = -0.1
icon = 31
}
maintaining_mercenary_band_4 = {
levy_size = -0.1
levy_reinforce_rate = -0.40
max_manpower_mult = -0.1
manpower_growth = -0.1
icon = 31
}
maintaining_mercenary_band_5 = {
levy_size = -0.125
levy_reinforce_rate = -0.50
max_manpower_mult = -0.1
manpower_growth = -0.1
icon = 31
}
maintaining_mercenary_band_6 = {
levy_size = -0.15
levy_reinforce_rate = -0.60
max_manpower_mult = -0.1
manpower_growth = -0.1
icon = 31
}
maintaining_mercenary_band_7 = {
levy_size = -0.175
levy_reinforce_rate = -0.70
max_manpower_mult = -0.1
manpower_growth = -0.1
icon = 31
}
occupied_tutorial = {
icon = 19
levy_size = -2
garrison_size = -0.9
}
troops_tutorial = {
icon = 19
levy_size = 4
}
under_siege = {
}
revolt_risk = {
local_tax_modifier = -0.01
}
foreign_rebels = {
local_revolt_risk = 0.05
icon = 1
}
jizya_tax = {
local_tax_modifier = 0.25
icon = 4
}
settled_adventurer = {
icon = 1
}
##########################################################################
# Combat Static Modifiers
##########################################################################
river_crossing = {
icon = 2
archers_defensive = -0.1
light_infantry_defensive = -0.1
pikemen_defensive = -0.15
heavy_infantry_defensive = -0.15
light_cavalry_defensive = -0.125
knights_defensive = -0.15
horse_archers_defensive = -0.125
archers_offensive = -0.05
light_infantry_offensive = -0.1
pikemen_offensive = -0.15
heavy_infantry_offensive = -0.15
light_cavalry_offensive = -0.125
knights_offensive = -0.15
horse_archers_offensive = -0.075
}
major_river_crossing = {
icon = 2
archers_defensive = -0.2
light_infantry_defensive = -0.2
pikemen_defensive = -0.3
heavy_infantry_defensive = -0.3
light_cavalry_defensive = -0.25
knights_defensive = -0.3
horse_archers_defensive = -0.25
archers_offensive = -0.1
light_infantry_offensive = -0.2
pikemen_offensive = -0.3
heavy_infantry_offensive = -0.3
light_cavalry_offensive = -0.25
knights_offensive = -0.3
horse_archers_offensive = -0.15
}
strait_crossing = {
icon = 3
archers_defensive = -0.15
light_infantry_defensive = -0.15
pikemen_defensive = -0.3
heavy_infantry_defensive = -0.3
light_cavalry_defensive = -0.2
knights_defensive = -0.3
horse_archers_defensive = -0.2
archers_offensive = -0.1
light_infantry_offensive = -0.15
pikemen_offensive = -0.3
heavy_infantry_offensive = -0.3
light_cavalry_offensive = -0.2
knights_offensive = -0.3
horse_archers_offensive = -0.2
}
amphibious_landing = {
icon = 4
archers_defensive = -0.15
light_infantry_defensive = -0.15
pikemen_defensive = -0.2
heavy_infantry_defensive = -0.2
light_cavalry_defensive = -0.175
knights_defensive = -0.2
horse_archers_defensive = -0.175
archers_offensive = -0.1
light_infantry_offensive = -0.15
pikemen_offensive = -0.2
heavy_infantry_offensive = -0.2
light_cavalry_offensive = -0.175
knights_offensive = -0.2
horse_archers_offensive = -0.125
}
defenderbonus_mountain = {
icon = 1
archers_defensive = 1.0
light_infantry_defensive = 1.0
pikemen_defensive = 0.5
heavy_infantry_defensive = 0.5
archers_offensive = 0.5
light_infantry_offensive = 1.0
}
defenderbonus_hills = {
icon = 1
archers_defensive = 0.5
light_infantry_defensive = 0.3
pikemen_defensive = 0.2
heavy_infantry_defensive = 0.2
horse_archers_defensive = 0.15
light_cavalry_defensive = 0.15
archers_offensive = 0.2
pikemen_offensive = 0.1
horse_archers_offensive = 0.10
}
defenderbonus_jungle = {
icon = 1
archers_defensive = 0.3
light_infantry_defensive = 0.5
pikemen_defensive = 0.2
heavy_infantry_defensive = 0.1
horse_archers_defensive = -0.25
light_infantry_offensive = 0.5
heavy_infantry_offensive = 0.1
pikemen_offensive = 0.1
horse_archers_offensive = -0.15
}
defenderbonus_forest = {
icon = 1
archers_defensive = 0.3
light_infantry_defensive = 0.3
pikemen_defensive = 0.1
heavy_infantry_defensive = 0.1
light_infantry_offensive = 0.3
heavy_infantry_offensive = 0.1
pikemen_offensive = 0.1
}
defenderbonus_desert = {
icon = 1
horse_archers_defensive = 0.15
light_cavalry_defensive = 0.15
camel_cavalry_defensive = 0.50
horse_archers_offensive = 0.15
light_cavalry_offensive = 0.15
camel_cavalry_offensive = 0.50
}
personally_leading_troops = {
land_morale = 0.15
}
##########################################################################
# Attribute Mods: Multiplied by the value (including councillor and spouse
additions)
##########################################################################
static_diplomacy_mod = {
monthly_character_prestige = 0.01
}
static_intrigue_mod = {
}
static_stewardship_mod = {
global_tax_modifier = 0.02
}
static_martial_mod = {
land_organisation = 0.01
}
static_learning_mod = {
monthly_character_piety = 0.02
}
##########################################################################
# Realm Static Modifiers
##########################################################################
base_values = {
land_organisation = 0.2 #20% morale recovery.
}
war = {
}
peace = {
}
pretender_modifier = {
}
##########################################################################
# Settlement Base Modifiers
##########################################################################
castle = {
tax_income = 4
fort_level = 3
build_cost_modifier = 500
build_time_modifier = 730
light_infantry = 60
heavy_infantry = 150
light_cavalry = 15
levy_reinforce_rate = 1.25
land_organisation = 0.2
}
city = {
tax_income = 12
fort_level = 0
light_infantry = 75
archers = 40
build_cost_modifier = 500
build_time_modifier = 730
land_organisation = 0.2
}
temple = {
tax_income = 8
heavy_infantry = 45
light_infantry = 45
archers = 40
build_cost_modifier = 500
build_time_modifier = 730
levy_reinforce_rate = 0.25
land_organisation = 0.2
}
trade_post = {
tax_income = 6
fort_level = 0
levy_size = 0
light_infantry = 50
archers = 50
build_cost_modifier = 150
build_time_modifier = 365
land_organisation = 0.2
}
family_palace = {
tax_income = 10
fort_level = 0
light_infantry = 40
archers = 10
galleys = 25
levy_reinforce_rate = 1.25
land_organisation = 0.2
}
tribal = {
tax_income = 0.5
fort_level = 1
light_infantry = 100
heavy_infantry = 5
archers = 20
levy_reinforce_rate = 1.5
land_organisation = 0.2
build_cost_modifier = 25 # cost per empty holding slot
build_time_modifier = 365
}
nomad = {
tax_income = 0
fort_level = 1
levy_size = -3
light_infantry = 160
heavy_infantry = 40
levy_reinforce_rate = 0
land_organisation = 0
}
fort = {
tax_income = 0
fort_level = 2
levy_size = 0
build_cost_modifier = 20
build_time_modifier = 20
light_infantry = 30
heavy_infantry = 75
light_cavalry = 7
levy_reinforce_rate = 2
land_organisation = 0.2
}
hospital = {
tax_income = 0
hospital_level = 1
fort_level = 0
levy_size = 0
build_cost_modifier = 100
build_time_modifier = 365
land_organisation = 0.2
}
##########################################################################
# Culture Static Modifiers
##########################################################################
# The name of these must be specified in the culture itself, except for the holding
modifiers
default_culture_modifier = {
}
##########################################################################
# Age Static Modifiers
##########################################################################
# 0-15
age_child = {
}
# 16-19
age_teen = {
}
# 20-29
age_young = {
}
# 30-49
age_adult = {
}
# 50-69
age_old = {
combat_rating = -15
}
# 70+
age_very_old = {
combat_rating = -35
}
#MNM Modifier
##########################################################################
# Job Action Modifiers
##########################################################################
statecraft_liege_mod = {
threat_decay_speed = 0.01
}
apostate_liege_mod = {
monthly_character_piety = 0.030
}
organize_army_liege_mod = {
retinue_maintenence_cost = -0.01 # only one of the two is used, the
appropriate one for your government type
horde_maintenence_cost = -0.01
}
##########################################################################
# #MNM Modifier
##########################################################################
successful_mission = {
society_influence = 1
static_modifier_cap = 10 #How many you can stack together
}
failed_mission = {
society_influence = -1
static_modifier_cap = 10
}
##########################################################################
# #Government modifiers
##########################################################################
# Applied for Nomads if the province is in the steppe, desert, and plains
nomad_horse_offensive_modifier = {
light_cavalry_offensive = 0.05
knights_offensive = 0.05
horse_archers_offensive = 0.05
}
# Applied to tribal holdings if you're of the reformed version of the religion and
the province isn't, or vice versa
tribal_wrong_religion_reformed_modifier = {
levy_size = -0.1
garrison_size = -0.1
local_tax_modifier = -0.1
}
###########################################################################
# #Liege levy modifiers
##########################################################################
# Of the following, the one highest up that is applicable will be applied. E.G.,
capital_county overrides capital_duchy
# Applied to your holdings in your capital province if you're a count and a vassal
capital_county_vassal_count = {
}
# Applied to your holdings in your capital province if you're above count level and
a vassal
capital_county_vassal = {
levy_size = 0.25
}
# Applied to your holdings in the dejure duchy your capital is in if you're not
independent
capital_duchy_vassal = {
levy_size = 0.15
}