

文件位置
G:\Steam\steamapps\common\Hearts of Iron IV\history\common\modifiers
此文件用来修改全局变量
修改开局变量搜索
# ================== 难度修正 ==================
在你要游玩的难度下修改开局变量,可以配合我发布的另一篇文章一起食用。
钢铁雄心4,00_static_modifiers开局变量修改代码 - 哔哩哔哩
注:此文件为原文件翻译,官方未修改数据的版本。
# All global modifiers are here. They are applied from certain game-features.
# 所有全局修正器在此定义,应用于特定游戏机制
# Effects are fully scriptable here.
# 效果完全通过脚本实现
# These names can NOT be removed or changes, as the code uses them....
# 此处名称不可删除或更改,代码会直接调用....
_test_power_balance_mod = { # 测试用势力平衡修正
power_balance_daily = 0.02 # 每日势力平衡+0.02
}
weather_rain_light = { # on Region # 区域效果:小雨
air_accidents = 0.1 # 空军事故几率 +10%
air_detection = -0.1 # 对空探测 -10%
air_mission_efficiency = -0.1 # 空军任务效率 -10%
local_org_regain = -0.05 # 核心组织度恢复速率 -5%
naval_detection = -0.1 # 海军探测 -10%
naval_hit_chance = -0.05 # 海军命中率 -5%
naval_retreat_speed = 0.05 # 海军撤退速度 +5%
naval_speed_factor = -0.05 # 海军速度 -5%
naval_strike = -0.2 # 袭击舰艇 -20%
org_loss_when_moving = 0.05 # 移动中组织度损失 +5%
}
weather_rain_heavy = { # on Region # 区域效果:暴雨
air_accidents = 0.3 # 空军事故几率 +30%
air_bombing_targetting = -0.5 # 对地攻击瞄准 -50%
air_detection = -0.2 # 对空探测 -20%
air_mission_efficiency = -0.3 # 空军任务效率 -30%
carrier_traffic = -0.8 # 航母起降能力 -80%
local_org_regain = -0.15 # 核心组织度恢复速率 -15%
naval_detection = -0.2 # 海军探测 -20%
naval_hit_chance = -0.2 # 海军命中率 -20%
naval_retreat_speed = 0.1 # 海军撤退速度 +10%
naval_speed_factor = -0.1 # 海军速度 -10%
naval_strike = -0.4 # 袭击舰艇 -40%
org_loss_when_moving = 0.1 # 移动中组织度损失 +10%
positioning = -0.1 # 阵位 -10%
supply_consumption_factor = 0.1 # 补给消耗 +10%
supply_factor = -0.05 # 补给效率 -5%
}
weather_snow = { # on Region # 区域效果:降雪
air_accidents = 0.1 # 空军事故几率 +10%
air_detection = -0.15 # 对空探测 -15%
air_mission_efficiency = -0.1 # 空军任务效率 -10%
naval_detection = -0.15 # 海军探测 -15%
naval_hit_chance = -0.05 # 海军命中率 -5%
naval_retreat_speed = 0.05 # 海军撤退速度 +5%
naval_speed_factor = -0.05 # 海军速度 -5%
naval_strike = -0.3 # 袭击舰艇 -30%
org_loss_when_moving = 0.1 # 移动中组织度损失 +10%
positioning = -0.1 # 阵位 -10%
supply_factor = -0.10 # 补给效率 -10%
truck_attrition_factor = 0.3 # 卡车损耗 +30%
}
weather_blizzard = { # on Region # 区域效果:暴风雪
air_accidents = 0.3 # 空军事故几率 +30%
air_bombing_targetting = -0.7 # 对地攻击瞄准 -70%
air_detection = -0.3 # 对空探测 -30%
air_mission_efficiency = -0.3 # 空军任务效率 -30%
carrier_traffic = -1.0 # 航母起降能力 -100%
local_org_regain = -0.1 # 核心组织度恢复速率 -10%
naval_detection = -0.3 # 海军探测 -30%
naval_hit_chance = -0.1 # 海军命中率 -10%
naval_retreat_speed = 0.15 # 海军撤退速度 +15%
naval_speed_factor = -0.1 # 海军速度 -10%
naval_strike = -0.4 # 袭击舰艇 -40%
org_loss_when_moving = 0.25 # 移动中组织度损失 +25%
positioning = -0.2 # 阵位 -20%
supply_consumption_factor = 0.15 # 补给消耗 -20%
supply_factor = -0.25 # 补给效率 -25%
truck_attrition_factor = 1.0 # 卡车损耗 +100%
army_attack_speed_factor = -0.25 # 陆军攻击速度 -25%
}
weather_sandstorm = { # on Region # 区域效果:沙尘暴
air_accidents = 0.6 # 空军事故几率 +60%
air_bombing_targetting = -1 # 对地攻击瞄准 -100%
air_detection = -0.9 # 对空探测 -90%
air_mission_efficiency = -0.5 # 空军任务效率 -50%
local_org_regain = -0.2 # 核心组织度恢复速率 -20%
naval_strike = -0.9 # 袭击舰艇 -90%
org_loss_when_moving = 0.25 # 移动中组织度损失 +25%
supply_factor = -0.15 # 补给效率 -15%
truck_attrition_factor = 3.0 # 卡车损耗 +300%
}
weather_arctic_water = { # on Region # 区域效果:极地水域
naval_attrition = 0.1 # 海军损耗 +10%
naval_retreat_speed = -0.05 # 海军撤退速度 +10%
navy_casualty_on_sink = 0.2 # 舰船沉没时人员伤亡 +20%
positioning = -0.2 # 阵位 +20%
}
weather_mud = { # on Province # 省份效果:泥泞
army_attack_factor = -0.4 # 陆军师攻击 -40%
army_speed_factor = -0.5 # 陆军师速度 -50%
attrition = 0.7 # 陆军师损耗 +70%
org_loss_when_moving = 0.25 # 移动中组织度损失 +25%
supply_factor = -0.15 # 补给效率 -15%
truck_attrition_factor = 5.0 # 卡车损耗 +500%
}
weather_extreme_cold = { # on Province # 省份效果:极寒
army_attack_factor = -0.2 # 陆军师攻击 -20%
breakthrough_factor = -0.3 # 突破 -20%
dig_in_speed_factor = -0.6 # 堑壕速度 -60%
local_org_regain = -0.05 # 核心组织度恢复速率 -5%
supply_factor = -0.15 # 补给效率 -15%
truck_attrition_factor = 1.0 # 卡车损耗 +100%
winter_attrition = 0.25 # 冬季损耗 +25%
}
weather_very_cold = { # on Province # 省份效果:严寒
army_attack_factor = -0.1 # 陆军师攻击 -10%
breakthrough_factor = -0.15 # 突破 -15%
dig_in_speed_factor = -0.3 # 堑壕速度 -30%
winter_attrition = 0.25 # 冬季损耗 +25%
}
weather_very_hot = { # on Province # 省份效果:酷热
heat_attrition = 0.1 # 炎热损耗 +10%
local_org_regain = -0.05 # 核心组织度恢复速率 -5%
supply_factor = -0.05 # 补给效率 -5%
}
weather_extreme_hot = { # on Province # 省份效果:极端高温
army_attack_factor = -0.1 # 陆军师攻击 -10%
heat_attrition = 0.2 # 炎热损耗 +20%
local_org_regain = -0.1 # 核心组织度恢复速率 -10%
supply_consumption_factor = 0.5 # 补给消耗 +50%
truck_attrition_factor = 0.1 # 卡车损耗 +10%
}
weather_ground_snow_medium = { # on Province # 省份效果:中等积雪
army_attack_factor = -0.2 # 陆军师攻击 -20%
army_speed_factor = -0.2 # 陆军师速度 -20%
army_attack_speed_factor = -0.25 # 陆军攻击速度 -25%
breakthrough_factor = -0.15 # 突破 -15%
org_loss_when_moving = 0.1 # 移动中组织度损失 +10%
supply_factor = -0.20 # 补给效率 -20%
truck_attrition_factor = 0.5 # 卡车损耗 +50%
dig_in_speed_factor = 0.05 # 堑壕速度 +5%
}
weather_ground_snow_high = { # on Province # 省份效果:厚积雪
army_attack_factor = -0.4 # 陆军师攻击 -40%
army_speed_factor = -0.5 # 陆军师速度 -50%
army_attack_speed_factor = -0.5 # 陆军攻击速度 -50%
breakthrough_factor = -0.3 # 突破 -30%
local_org_regain = -0.05 # 核心组织度恢复速率 -5%
org_loss_when_moving = 0.25 # 移动中组织度损失 +25%
supply_factor = -0.40 # 补给效率 -40%
truck_attrition_factor = 1.0 # 卡车损耗 +100%
dig_in_speed_factor = 0.15 # 堑壕速度 +15%
}
flooded = { # on Province # 省份效果:洪水
army_defence_factor = 0.5 # 陆军师防御 +50%
army_speed_factor = -0.5 # 陆军师速度 -50%
dig_in_speed_factor = -0.2 # 堑壕速度 -20%
org_loss_when_moving = 0.25 # 移动中组织度损失 +25%
supply_factor = -0.40 # 补给效率 -40%
truck_attrition_factor = 3.0 # 卡车损耗 +300%
}
unplanned_offensive = { # on Province # 省份效果:无计划进攻
air_cas_present_factor = -0.75 # 空中支援存在系数 -75%
army_attack_factor = -0.9 # 陆军师攻击 -90%
army_speed_factor = -0.75 # 陆军师速度 -75%
ground_attack_factor = -0.75 # 地面攻击效率 -75%
local_org_regain = -0.5 # 核心组织度恢复速率 -75%
}
night = { # On province. Multiplied by amount of darkness. # 省份效果:夜晚(黑暗程度乘数)
air_bombing_targetting = -0.5 # 对地攻击瞄准 -50%
carrier_traffic = -1.0 # 航母起降能力 -100%
naval_hit_chance = -0.25 # 海军命中率 -25%
naval_retreat_speed = 0.1 # 海军撤退速度 +10%
air_attack_factor = -0.50 # 海军对空攻击 -50%
}
# ================== 占领区抵抗 ==================
# The following is multiplied by local resistance strength.
# 以下内容受本地抵抗强度乘数影响。
resistance_effect_base = { # 抵抗效果基础值
# todo - spy defense # 待实现功能:间谍防御
}
resistance_effect = { # 实际抵抗效果
#local_supplies = -0.5 # 当地补给能力 -50%(注释状态)
#local_intel_to_enemies = 10 # 敌人获取的情报 +10(注释状态)
#local_factory_sabotage = 0.75 # 破坏建设几率 +75%(注释状态)
#attrition = 0.25 # 陆军师损耗 +25%(注释状态)
}
# For compliance base + effect * compliance_level will be applied as a modifier.
# 修正值 = 基础合规值 + 效果系数 × 合规等级
compliance_effect_base = { # 顺从度基础效果
#local_factories = -0.7 # 当地工厂数-75%(注释状态)
#local_manpower = -0.75 # 当地人力 -75%(注释状态)
#local_resources = -0.75 # 当地资源-75%(注释状态)
}
compliance_effect = { # 实际顺从效果
local_factories = 0.65 # 当地工厂数+65%
local_non_core_manpower = 0.18 # 非核心领土人力 +18%
local_resources = 0.65 #was 0.6 # 当地资源 +65%(原值+60%)
}
# ================== 占领非核心地区惩罚 ==================
# On States that are owned by a non-core country
# 地区拥有者没有该地区核心的惩罚
non_core = { # 适用于非核心地区的基本惩罚
}
# On States that are controlled by a non-core country
# 非国家核心地区控制者惩罚
non_core_controller = { # 非核心领土控制者惩罚
#local_building_slots_factor = -0.5 # 当地最大工厂数 -50%(注释状态)
local_factories = -0.75 # 当地工厂数-75%
#local_manpower = -0.75 # 当地人力 -75%(注释状态)
local_resources = -0.65 # 当地资源 -65%
}
lacking_consumer_goods = { # 消费品短缺状态
}
gain_focus = { # 国策增益效果
political_power_cost = 1 # 每日消耗的政治点数 +1
}
#license production
# ================== 许可装备生产 ==================
ROM_license_german_equipment = { # 罗马尼亚德国装备许可
valid_relation_trigger = { # 生效条件
FROM = { # 来源国条件
NOT = { has_war_with = ROOT } # 未与当前国家交战
}
}
license_purchase_cost = 0 #base cost reduction # 生产许可购买花费 0
ai_license_acceptance = 20 #more to AI acceptance value. # AI接受生产许可度 +20
license_production_speed = 0.25 #speed increase for being a license # 许可装备生产速度 +25%
license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level #许可装备生产科技差距速度惩罚 +25%
}
ROM_foreign_motor_company = { # 罗马尼亚外国汽车公司许可
valid_relation_trigger = { # 来源国条件
FROM = {
NOT = { has_war_with = ROOT } # 未与当前国家交战
}
}
license_purchase_cost = 0 #base cost reduction # 生产许可购买花费 0
ai_license_acceptance = 20 #more to AI acceptance value. # AI接受生产许可度 +20
license_production_speed = 0.1 #speed increase for being a license # 许可装备生产速度 +10%
license_tech_difference_speed = 0.1 #less cost increase for each tech level between the license and own tech level #许可装备生产科技差距速度 +10%
}
HUN_dynastic_ties_license = { # 匈牙利王朝联系许可
valid_relation_trigger = { # 生效条件
FROM = { # 来源国条件
NOT = { has_war_with = ROOT } # 未与当前国家交战
}
}
license_purchase_cost = 0 #base cost reduction # 生产许可购买花费 0
ai_license_acceptance = 50 #more to AI acceptance value. # AI接受生产许可度 +50
}
YUG_western_license = { # 南斯拉夫西方许可
valid_relation_trigger = { # 生效条件
FROM = { # 来源国条件
NOT = { has_war_with = ROOT } # 未与当前国家交战
}
}
ai_license_acceptance = 20 #more to AI acceptance value. # AI接受生产许可度 +20
}
FRA_coordinate_rearmament = { # 法国协同重整军备
valid_relation_trigger = { # 生效条件
FROM = { # 来源国条件
is_in_faction_with = ROOT # 同阵营国家
}
}
license_purchase_cost = 0 # 生产许可购买花费 0
ai_license_acceptance = 100 #more to AI acceptance value. # AI接受生产许可度 +100
license_production_speed = 0.25 # 许可装备生产速度 +25%
license_tech_difference_speed = 0.25 #许可装备生产科技差距速度 +25%
}
HUN_stubborn_fools = { # 匈牙利顽固分子惩罚
valid_relation_trigger = { # 生效条件
FROM = { # 来源国条件
NOT = { is_in_faction_with = ROOT } # 非同阵营国家
}
}
ai_license_acceptance = -50 #penalty to AI acceptance # AI接受生产许可度 -50
}
ROM_military_modernization = { # 罗马尼亚军事现代化
valid_relation_trigger = { # 生效条件
FROM = { # 来源国条件
NOT = { has_war_with = ROOT } # 未与当前国家交战
}
}
license_purchase_cost = 0 #base cost reduction # 生产许可购买花费 0
ai_license_acceptance = 60 #more to AI acceptance value. # AI接受生产许可度 +60
license_production_speed = 0.25 #speed increase for being a license # 许可装备生产速度 +25%
license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level #许可装备生产科技差距速度 +25%
}
free_license = { # 免费许可证
valid_relation_trigger = { # 生效条件
FROM = { # 来源国条件
NOT = { has_war_with = ROOT } # 未与当前国家交战
}
}
license_purchase_cost = 0 #no base cost # 生产许可购买花费 0
}
ITA_military_agreements = { # 意大利军事协议
valid_relation_trigger = { # 生效条件
FROM = { # 来源国条件
OR = {
is_in_faction_with = ROOT # 同阵营国家
has_government = ROOT # 同意识形态国家
}
}
}
license_purchase_cost = 0 #base cost reduction # 生产许可购买花费 0
ai_license_acceptance = 20 #more to AI acceptance value. # AI接受生产许可度 +20
license_production_speed = 0.25 #speed increase for being a license # 许可装备生产速度 +25%
license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level # 科技差距惩罚降低25%
}
# ================== 稳定度修正 ==================
# applies when stability > 50%
# 当稳定度>50%时生效
stability_good_modifier = { # 高稳定度增益修正
industrial_capacity_factory = 0.20 # 工厂产出 +20%
industrial_capacity_dockyard = 0.20 # 海军船坞产出 +20%
consumer_goods_factor = -0.20 # 消费品需求 -20%
political_power_factor = 0.1 # 政治点数 +10%
}
# applies when stability < 50%
# 当稳定度<50%时生效
stability_bad_modifier = { # 低稳定度惩罚修正
industrial_capacity_factory = -0.50 # 工厂产出-50%
industrial_capacity_dockyard = -0.50 # 海军船坞产出 -50%
political_power_factor = -0.2 # 政治点数 -20%
}
war_support_good_modifier = { # 高战争支持度增益修正
mobilization_speed = 0.30 #in 1/1000 of 1 % # 动员速度 +30%
army_core_attack_factor = 0.1 # 陆军师核心领土攻击 +10%
army_core_defence_factor = 0.1 # 陆军师核心领土防御 +10%
command_power_gain_mult = 0.5 # 每日指挥点数增长乘数 +50%
}
war_support_bad_modifier = { # 低战争支持度惩罚修正
mobilization_speed = -0.500 # Reduce mobilization speed by half. # 动员速度 -50%
#army_noncore_attack_factor = -0.50 # Attacking or defending on non-core takes a huge penalty. # 陆军师非核心领土攻击 -50%(注释状态)
#army_noncore_defence_factor = -0.50 #陆军师非核心领土防御 -50%(注释状态)
command_power_gain_mult = -0.95 # 每日指挥点数增长乘数 -95%
surrender_limit = -0.3 # 投降界限 -30%
}
war_support_during_war = { #Applied during war, scaled from 0-100% with war support, not split. # 战争期间支持度动态修正
stability_factor = -0.3 # 稳定度 -30%
}
attache_sent = { # 派遣军事顾问效果
war_support_factor = 0.1 # 战争支持度 +10%
}
# Difficulty modifiers
# ================== 难度修正 ==================
diff_very_easy_player = { # 平民难度玩家修正
production_factory_max_efficiency_factor = 0.3 # 生产效率上限 +30.00%
research_speed_factor = 0.15 # 科研速度 +15%
political_power_factor = 0.5 # 政治点数 +50%
production_lack_of_resource_penalty_factor = -0.8 # 缺乏战略资源惩罚 -80%
army_fuel_consumption_factor = -0.5 # 陆军燃料消耗 -50%
air_fuel_consumption_factor = -0.5 # 空军燃料消耗 -50%
navy_fuel_consumption_factor = -0.5 # 海军燃料消耗 -50%
supply_consumption_factor = -0.1 # 补给消耗 -10%
no_supply_grace = 72 # 携行补给 +72.0 小时
}
diff_easy_player = { # 新兵难度玩家修正
production_factory_max_efficiency_factor = 0.2 # 生产效率上限 +20.00%
research_speed_factor = 0.07 # 科研速度 +7%
political_power_factor = 0.25 # 政治点数 +25%
production_lack_of_resource_penalty_factor = -0.3 # 缺乏战略资源惩罚 -30%
army_fuel_consumption_factor = -0.25 # 陆军燃料消耗 -25%
air_fuel_consumption_factor = -0.25 # 空军燃料消耗 -25%
navy_fuel_consumption_factor = -0.25 # 海军燃料消耗 -25%
supply_consumption_factor = -0.05 # 补给消耗 -5%
no_supply_grace = 48 # 携行补给 +48.0 小时
}
diff_normal_player = { # 正规兵难度玩家修正
no_supply_grace = 36 # 携行补给 +36.0 小时
}
diff_hard_player = { # 老兵难度玩家修正
production_factory_max_efficiency_factor = -0.2 # 生产效率上限 -20.00%
research_speed_factor = -0.15 # 科研速度 -15%
political_power_factor = -0.1 # 政治点数 -10%
supply_consumption_factor = 0.05 # 补给消耗 +5%
no_supply_grace = 24 # 携行补给 +24.0 小时
}
diff_very_hard_player = { # 王牌难度玩家修正
production_factory_max_efficiency_factor = -0.3 # 生产效率上限 -30.00%
research_speed_factor = -0.30 # 科研速度 -30%
political_power_factor = -0.15 # 政治点数 -15%
supply_consumption_factor = 0.1 # 补给消耗 +10%
}
diff_very_easy_ai = { # 平民难度AI修正
peace_score_ratio_transferred_to_players = 0.25 # 转交给玩家的谈和分数 +25%
}
diff_easy_ai = { # 新兵难度AI修正
no_supply_grace = 24 # 携行补给 +24.0 小时
peace_score_ratio_transferred_to_players = 0.1 # 转交给玩家的谈和分数 +10%
}
diff_normal_ai = { # 正规兵难度AI修正
no_supply_grace = 36
}
diff_hard_ai = { # 老兵难度AI修正
army_fuel_consumption_factor = -0.25 # 陆军燃料消耗 -25%
air_fuel_consumption_factor = -0.25 # 空军燃料消耗 -25%
navy_fuel_consumption_factor = -0.25 # 海军燃料消耗 -25%
no_supply_grace = 48 # 携行补给 +48.0 小时
}
diff_very_hard_ai = { # 王牌难度AI修正
army_fuel_consumption_factor = -0.5 # 陆军燃料消耗 -50%
air_fuel_consumption_factor = -0.5 # 空军燃料消耗 -50%
navy_fuel_consumption_factor = -0.5 # 海军燃料消耗 -50%
no_supply_grace = 72 # 携行补给 +72.0 小时
}
diff_strong_ai_generic = { # 铁人难度AI修正
# fightyness
# 战斗性
dig_in_speed_factor = 0.25 # 堑壕速度 +25%
planning_speed = 0.25 # 计划速度 +25%
supply_consumption_factor = -0.25 # 补给消耗 -25%
army_morale_factor = 0.15 # 陆军师组织度恢复速率 +15%
land_reinforce_rate = 0.02 # 增援率 +20%
# defensivness
# 防御性
army_core_attack_factor = 0.15 # 陆军师核心领土攻击 +15%
army_core_defence_factor = 0.15 # 陆军师核心领土防御 +15%
attrition = -0.075 # 陆军师损耗 -7.5%
# production/research
# 生产/研究
production_factory_max_efficiency_factor = 0.15 #生产效率上限 +15.00%
production_factory_efficiency_gain_factor = 0.25 #生产效率增长 +25.00%
industrial_capacity_dockyard = 0.2 # 海军船坞产出 +20%
political_power_factor = 0.25 # 政治点数 +25%
research_speed_factor = 0.1 # 科研速度 +10%
production_lack_of_resource_penalty_factor = -0.3 #缺乏战略资源惩罚 -30%
# fuel
# 燃料
army_fuel_consumption_factor = -0.40 # 陆军燃料消耗 -40%
air_fuel_consumption_factor = -0.40 # 空军燃料消耗 -40%
navy_fuel_consumption_factor = -0.40 # 海军燃料消耗 -40%
# xp gain
# 经验获取
experience_gain_air_factor = 0.25 #空军经验增长 +25%
experience_gain_army_factor = 0.25 #陆军经验增长 +25%
experience_gain_navy_factor = 0.25 #海军经验增长 +25%
air_mission_xp_gain_factor = 0.25 #空军经验增长 +25%
experience_gain_army_unit_factor = 0.10 #陆军师经验增长 +10%
experience_gain_navy_unit_factor = 0.10 #舰艇经验增长 +10%
}
naval_mines_effect = { #水雷影响
naval_accidents_chance = 0.05 # 事故几率 +5%
naval_speed_factor = 0 # 海军速度 +0%
naval_invasion_penalty = 0.5 #海军入侵惩罚 +50%
}
air_wing_experience_bonus_max = { #空军飞行员满级数据
air_attack_factor = 0.2 # 对空攻击 +20%
#air_defence_factor = 0.2 # 对空防御 +20%
air_agility_factor = 0.3 # 空军机动(闪避) +30%
air_night_penalty = -0.2 # 夜间行动惩罚 -20%
air_accidents_factor = -1.0 # 空军事故几率 -100%
#air_weather_penalty = -0.3 # 恶劣天气惩罚 -30%
}
air_wing_experience_malus_min = { # 空军飞行员新兵数据
air_attack_factor = -0.15 # 对空攻击 -15%
#air_defence_factor = -0.15 # 对空防御 -15%
air_agility_factor = -0.15 # 空军机动(闪避) -15%
air_night_penalty = 0.15 # 夜间行动惩罚 +15%
air_accidents_factor = 0.10 # 空军事故几率 +10%
#air_weather_penalty = 0.15 # 恶劣天气惩罚 +15%
}
ship_experience_bonus_max = { #舰船满级数据
naval_damage_factor = 0.3 #舰船伤害 +30%
naval_defense_factor = 0.2 #舰船防御 +20%
}
ship_experience_malus_min = { #舰船新船数据
naval_damage_factor = -0.1 #舰船伤害 -10%
naval_defense_factor = -0.1 #舰船防御 -20%
}
carrier_experience_bonus_max = { #航空母舰数据上限
fighter_sortie_efficiency = 0.2 #舰载机出击效率 +20%
}
carrier_experience_malus_min = { #航空母舰数据下限
fighter_sortie_efficiency = -0.1 #舰载机出击效率 -10%
}
pride_of_the_fleet = { #舰队荣耀核心效果
experience_gain_navy_unit_factor = 0.25 # 舰艇经验增长 +25%
critical_receive_chance = -0.5 #被击沉概率 -50%
}
pride_of_the_fleet_country = { #舰队荣耀国家效果
war_support_factor = 0.05 # 战争支持度 +5%
}
pride_of_the_fleet_sunk_temporary = { #舰队荣耀沉没惩罚
# country # 国家
war_support_factor = -0.10 # 战争支持度 -10%
}
water_modifier_shark_infested = { # 鲨鱼出没海域修正
navy_casualty_on_sink = 0.6 # 舰船沉没时人员伤亡 +60%
}
screening_bonus = { #常规舰屏卫
naval_retreat_speed = 0.2 # 海军撤退速度 +20%
convoy_retreat_speed = 0.2 # 掩护效率 +20%
naval_hit_chance = 0.4 # 舰炮命中率 +40%
}
capital_screening_bonus = { #主力舰屏卫
naval_retreat_speed = 0.2 # 海军撤退速度 +20%
sortie_efficiency = 0.1 # 出击效率 +10%
}
country_is_at_peace = { #国家处于和平
decryption_power_factor = -0.5 # 破译能力 -50%
}
country_is_at_war = { #国家处于战争
}
# targeted modifiers that will apply when you have fully decrypted a country's cipher
# 当您完全解密了一个国家的密码时,将应用的目标修饰符
passive_decryption_modifier = { #解密变量
air_detection = 0.05 #对空探测 +5%
air_intercept_efficiency = 0.25 #拦截效率 25%
civilian_intel_decryption_bonus = 10 #破译民用密码加成 +10%
army_intel_decryption_bonus = 10 #破译陆军密码加成 +10%
navy_intel_decryption_bonus = 10 #破译海军密码加成 +10%
airforce_intel_decryption_bonus = 10 #破译空军密码加成 +10%
}
# targeted modifiers that will apply when you have activated your active decryption bonuses against a country
# 当您激活针对某个国家的主动解密奖励时,将应用的目标修饰符
active_decryption_modifier = {
# attack_bonus_against = 0.15 #对敌方攻击力 +15%
defense_bonus_against = 0.15 #对敌方防御 +15%
breakthrough_bonus_against = 0.15 #对敌方突破 +15%
naval_invasion_prep_speed = 0.5 #海军登陆准备速度 +50%
naval_invasion_penalty = -0.15 #海军登陆惩罚 -15%
planning_speed = 0.5 # 计划速度 +50%
civilian_intel_decryption_bonus = 50 #破译民用密码加成 +50%
army_intel_decryption_bonus = 50 #破译陆军密码加成 +50%
navy_intel_decryption_bonus = 50 #破译海军密码加成 +50%
airforce_intel_decryption_bonus = 50 ##破译空军密码加成 +50%
}
# modifiers applied to allied divisions entering the intel network
# 盟友师团进入情报网络后,将应用的目标修饰符
intel_network_state_level_bonus = {
amphibious_invasion_defence = 1 #登陆防护 +100%
planning_speed = 0.5 # 计划速度 +50%
}
# modifiers applied to enemy divisions in an intel network
# 敌军师团进入情报网络后,将应用的目标修饰符
intel_network_state_level_penalty = {
max_planning_factor = -1 #计划加成上限数值 -1
max_dig_in = -5 #堑壕上限 -5
}
# modifiers enabled by the creation of the intelligence agency
# 创建情报机构后,将应用的目标修饰符
created_intelligence_agency = {
operative_slot = 1 #特工位 +1
new_operative_slot_bonus = 3 #特工招募选项 +3
}
# Modifiers enabled at state level when an operative is assigned to the root out resistance mission
# 当一名特工被分配到根除抵抗任务时,将应用的目标修饰符
root_out_resistance_mission_modifier = {
resistance_target = -0.1 # 抵抗目标 -10%
}
# modifiers active when an operative has the nationality of the nation it is performing a mission in.
# 当一名特工拥有其执行任务所在国家的国籍时,将应用的目标修饰符
operative_nationality_mission = {
intel_network_gain_factor = 0.3 # 情报网络增益 +30%
own_operative_detection_chance_factor = -0.1 #我方特工被发现几率 -10%
}
# modifiers active when an operative has the nationalty of the operation's target
# 当特工的国籍与行动目标国家相同时,将应用的目标修饰符
operative_nationality_operation = {
# NOTE: all modifiers used here need to be pre-defined in modifier_definitions if dynamic
# 备注: 如果是动态的,这里使用的所有修饰符都需要在modifier_definitions中预定义
operation_outcome = 0.1 #行动效率 +10%
operation_cost = -0.1 #行动花费 -10%
}
#LaR Compliance
#Purple imigianation
FRA_host_the_german_exiles = {
valid_relation_trigger = {
ROOT = {
has_government = communism
}
}
compliance_gain = 0.25
}
FRA_reorganized_departments = {
valid_relation_trigger = {
ROOT = {
has_government = neutrality
}
}
compliance_gain = 0.25
}
GER_rescued_mussolini = {
valid_relation_trigger = {
ROOT = {
has_government = fascism
}
}
compliance_gain = 0.5
}
FRA_carry_the_revolution_south = {
valid_relation_trigger = {
ROOT = {
has_government = communism
}
}
compliance_gain = 0.4
}
SOV_soviet_chinese_relations = {
valid_relation_trigger = {
FROM = {
NOT = { has_war_with = ROOT }
}
}
license_purchase_cost = 0 #base cost reduction
ai_license_acceptance = 20 #more to AI acceptance value.
license_production_speed = 0.25 #speed increase for being a license
license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level
}
SOV_face_western_fascism_static = {
valid_relation_trigger = {
FROM = {
has_war_with = ROOT
}
}
attack_bonus_against = 0.1
defense_bonus_against = 0.1
}
SOV_for_the_common_good_relation = { #For Right Oppo allies
valid_relation_trigger = {
FROM = {
NOT = { has_war_with = ROOT }
}
}
ai_license_acceptance = 20 #more to AI acceptance value.
license_production_speed = 0.25 #speed increase for being a license
license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level
}
### BBA
ETH_league_of_nations_volunteer_resolution = {
send_volunteers_tension = -0.5
send_volunteer_divisions_required = -0.75
send_volunteer_factor = 0.25
}
ETH_support_spain_static_modifier = {
send_volunteers_tension = -0.5
send_volunteer_divisions_required = -0.75
send_volunteer_factor = 0.5
}
### AAT
NORDIC_allow_lendlease = {
lend_lease_tension = -0.5
}
NORDIC_allow_volunteers = {
send_volunteers_tension = -0.5
send_volunteer_divisions_required = -0.65
}
NORDIC_allow_more_volunteers = {
send_volunteer_factor = 0.5
}
NORDIC_allow_more_planes = {
air_volunteer_cap = 2
}
FIN_organized_support_for_finland = {
send_volunteer_size = 3
air_volunteer_cap = 1
}
### SOUTH AMERICA ###
CHL_from_support_chile_static_modifier = {
send_volunteers_tension = -0.6
send_volunteer_divisions_required = -0.9
send_volunteer_factor = 0.6
}