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# All global modifiers are here. They are applied from certain game-features.

#
# 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 = {
}

# Another culture in the same culture group


same_culture_group = {
local_revolt_risk = 0.01
}

# A culture in another culture group


non_accepted_culture = {
local_revolt_risk = 0.02
}

# Another religion in the same religion group


same_religion_group = {
local_revolt_risk = 0.01
}

# A religion in another religion group


different_religion = {
local_revolt_risk = 0.02
}

# County vs Count is heresy vs parent religion


county_heresy = {
local_revolt_risk = 0.03
}

# Nomads: Pressure from minor Clans to form another Major Clan


# Multiplied by the number counties held above the required proportion (see define
MIN_CLAN_LAND_PROPORTION)
nomad_ruling_clan_too_powerful = {
local_revolt_risk = 0.04
}

# 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 for Nomads if the province is in the artctic, hills, or mountains


nomad_horse_defensive_modifier = {
light_cavalry_defensive = 0.05
knights_defensive = 0.05
horse_archers_defensive = 0.05
}

# Applied to tribal holdings if you're of the wrong religion group


tribal_wrong_religion_group_modifier = {
levy_size = -0.25
garrison_size = -0.25
local_tax_modifier = -0.25
}

# 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
}

# Applied to tribal holdings if you're of the wrong religion


tribal_wrong_religion_modifier = {
levy_size = -0.15
garrison_size = -0.15
local_tax_modifier = -0.15
}

# Applied to tribal holdings if you're of the wrong culture grup


tribal_wrong_culture_group_modifier = {
levy_size = -0.25
garrison_size = -0.25
local_tax_modifier = -0.25
}

# Applied to tribal holdings if you're of the wrong culture


tribal_wrong_culture_modifier = {
levy_size = -0.15
garrison_size = -0.15
local_tax_modifier = -0.15
}

###########################################################################
# #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 independent


capital_county_independent_holder = {
levy_size = 0.5
}

# 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


independent
capital_duchy_independent_holder = {
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
}

# Applied to your holdings in the dejure kingdom your capital is in


capital_kingdom = {
}

# Applied to your holdings in the dejure empire your capital is in


capital_empire = {
}

# Applied to your holdings not in the dejure empire your capital is in


outside_capital_empire = {
}

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