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Static Modifiers

This document contains modifiers that are applied in the game to difficulty levels, provinces, combat, attributes, realms, and settlement types. It includes modifiers for player and AI difficulty, province terrain and culture, river and terrain crossings in combat, character attributes, realm war and peace status, and the base values of castles, cities, temples and trade posts in the game. The majority of the modifiers adjust values like tax, troop numbers and composition, attrition, and morale for different in-game situations and locations.

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Thuc Tran
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0% found this document useful (0 votes)
104 views

Static Modifiers

This document contains modifiers that are applied in the game to difficulty levels, provinces, combat, attributes, realms, and settlement types. It includes modifiers for player and AI difficulty, province terrain and culture, river and terrain crossings in combat, character attributes, realm war and peace status, and the base values of castles, cities, temples and trade posts in the game. The majority of the modifiers adjust values like tax, troop numbers and composition, attrition, and morale for different in-game situations and locations.

Uploaded by

Thuc Tran
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
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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 = -0.2
heavy_infantry_defensive = -0.2
light_cavalry_defensive = -0.172
knights_defensive = -0.2
horse_archers_defensive = -0.172

archers_offensive = -0.1
light_infantry_offensive = -0.15
pikemen_offensive = -0.2
heavy_infantry_offensive = -0.2
light_cavalry_offensive = -0.172
knights_offensive = -0.2
horse_archers_offensive = -0.125
}

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 = 0.3
light_infantry_defensive = 0.1
pikemen_defensive = 0.2
heavy_infantry_defensive = 0.1
horse_archers_defensive = 0.25

archers_offensive = 0.2
pikemen_offensive = 0.1
horse_archers_offensive = 0.15
}

defenderbonus_hills = {
icon = 1
archers_defensive = 0.2
pikemen_defensive = 0.1
horse_archers_defensive = 0.15

archers_offensive = 0.15
pikemen_offensive = 0.05
horse_archers_offensive = 0.10
}

defenderbonus_jungle = {
icon = 1
archers_defensive = 0.3
light_infantry_defensive = 0.1
pikemen_defensive = 0.2
heavy_infantry_defensive = 0.1
horse_archers_defensive = -0.25

light_infantry_offensive = 0.1
heavy_infantry_offensive = 0.1
pikemen_offensive = 0.1
horse_archers_offensive = -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.
global_tax_modifier = -0.10
}

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 = {
}

# 70+
age_very_old = {
}

#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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