00_static_modifiers开局变量中文全备注
那抹太阳雨
编辑于 2025年04月02日 01:17
收录于文集
共4篇

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。

代码块
JavaScript
自动换行
复制代码
# 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
}
复制成功