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


#these names can NOT be removed or changes, as the code uses them....

##########################################################################
# Difficulty Modifiers
##########################################################################

very_easy_player = {
local_commerce_modifier = 100	    ######  商业收入+10000%
local_monthly_state_loyalty = 500	     ######  省份忠诚度 +500
local_output_modifier = 9.8                       ######  
local_population_growth = 900                       ######  人口增长+900%
local_research_points_modifier = 10	        ######  研究点 +1000%
local_tax_modifier= 80                        ######   本地税收+8000%	
local_unrest= -99  		            ######   本地不满值 -99
monthly_local_governor_wage = -0.99	            ######  总督报酬 -99%
assault_ability = 11			######    攻击能力 +11
enslavement_efficiency = 5.2			######    
health = 20			######    健康+20
loyalty_gain_chance = -99			######    忠诚增加几率 -99
loyalty_gain_chance_modifier = -0.99		######    忠诚增加几率 -0.99%
monthly_character_popularity = 5.9			######    
monthly_character_popularity_decay = -0.99		######    每月人气 衰减 -99%
monthly_character_popularity = 80			######    每月人气 +80
monthly_character_fam_prestige = 900			######    每月家族威望 +900
monthly_character_prominence = 80			######    每月人物名望 +80
monthly_character_loyalty = 900			######    每月忠诚 +900
monthly_civic_party_conviction = 5.5			######    
monthly_mercantile_party_conviction = 5.4			######    
monthly_military_party_conviction = 5.3			######    
monthly_populist_party_conviction = 5.2			######    
monthly_religious_party_conviction = 5.1			######    
monthly_wage_on_character_modifier = 100			######    
prominence = 1000				######    名望 +1000
support_for_character_as_heir = 500		######    			
}

easy_player = {
attrition = -900	 	    		     ######     损耗-900
max_attrition = 0.99	 		     ######     最大损耗 -99%
barbarian_growth = -0.99  	 	   	     ######     蛮族增长 -0.99
barbarian_spawn_chance = 0.99	 	     ######     蛮族出现几率 -99%
city_monthly_state_loyalty = 501	 	     ######     城市省份忠诚度+501
commerce_value = 920	 		     ######     商业收入 +920
fort_level = 20	 			     ######     堡垒级别 +20
garrison_size = 10		 	######  守军规模+1000%
garrison_growth=8                         	######  守军增加+800%
local_citizen_happyness = 9.7	 		     ######     本地公民幸福度 +970%
local_commerce_modifier = 9.5	 	     ######       商业收入 +950%  
local_freemen_happyness = 9.6	 	     ######     本地公民幸福度 +970%
local_manpower_modifier = 9		 	     ######     本地人力 +900%
local_monthly_civilization = 200	 	     ######     每月文明度变化 +200
local_output_modifier = 9.4	 		     ######     人口产出 +940%
local_pirate_spawn_chance = -0.99	 	     ######     海盗出现几率 -99%
local_population_growth = 980	 	     ######     人口增长 +980%
local_research_points_modifier = 990	 	     ######     研究点 +990
local_tax_modifier = 9	 		     ######     本地税收 +900%
local_tribesmen_happyness = 9.8	 	     ######     本地部落幸福度 +970%
local_unrest = -900	 			     ######     本地不满值 -900
minimum_unrest = -950		 	     ######     最低不满值 -950
supply_limit = 88                          ######  补给上限+88
supply_limit_modifier = 10           ######  补给上限+1000%
}

hard_player = {####################  Country Static Modifiers  ############## 
army_maintenance_cost = 9.9
agressive_expansion_impact = -0.99
agressive_expansion_monthly_change = 9.8
agressive_expansion_monthly_decay = 9.7
all_power_cost = 9.6
buy_military_tradition_cost_modifier = 9.5
citizen_promotion_cost_modifier = 9.4
change_diplomatic_stance_cost_modifier = 9.3
change_governor_policy_cost_modifier = -0.98
clan_retinue_size = 9.2
country_civilization_value = 1000
diplomatic_relations = 500
diplomatic_reputation = 501
diplomatic_range_modifier = 225
enact_law_cost_modifier = -0.97
enslavement_efficiency = 9.1
experience_decay = -0.96
freemen_promotion_cost_modifier = 9
global_capital_trade_routes = 80
global_defensive = 8.9
global_freemen_happyness = 8.8
global_manpower = 8.7
global_monthly_civilization = 8.6
global_slaves_output = 8.5
global_tax_income = 8000
global_tax_modifier = 10
global_tribesmen_output = 8.4
global_unrest = -600
government_bonus_cost_modifier = -0.95
happiness_for_same_culture_modifier = 8.3
happiness_for_wrong_culture_modifier = -0.94
happiness_for_wrong_culture_group_modifier = -0.93
integrate_speed = 8.2
loyalty_gain_chance_modifier = -0.92
loyalty_to_overlord = 502
next_ruler_legitimacy = 1060
manpower_recovery_speed = 8.1
monthly_character_loyalty = 8
monthly_admiral_loyalty = -0.91
monthly_general_loyalty = -0.9
monthly_governor_loyalty = -0.89
monthly_legitimacy = 7.9
monthly_tyranny = -0.88
max_loyalty = 3100
max_war_exhaustion = 3000
next_ruler_legitimacy = 503
num_of_clan_chiefs = 93
omen_power = 504
power_conversion_cost_modifier = 7.8
price_execute_cost_modifier = -0.87
price_imprison_cost_modifier = -0.86
populist_party_influence = 7.7
research_points_modifier = 7.6
ruler_popularity_gain = 7.5
stability_cost_modifier = 7.4
senate_influence = 7.3
start_migration_cost_modifier = -0.85
subject_loyalty = 505
war_exhaustion = -0.84
cohort_reinforcement_speed = 11.1


}

very_hard_player = {
build_cost = -0.99	            		###### 建造花费 -99%
build_time  = -0.99	            		###### 建造时间 -99%
global_unrest = -99                  ###### 国家叛乱度 -99
local_unrest= -99                     ###### 当地叛乱度 -99
global_tax_modifier = 80                    ######   全国税收加成8000%
local_tax_modifier= 80                        ######   当地税收修正加成8000%
global_tax_income = 9888	            ######   年度税收收入+9888
global_monthly_state_loyalty = 14          ######    省份忠诚度 +14
land_morale = 50             		     ######     陆军士气+50
naval_morale = 50           		     ######     海军士气+50
land_morale_modifier = 10	 	     ######     陆军士气+1000%
naval_morale_modifier = 10	 	     ######     海军士气+1000%
land_morale_recovery = 10	 	     ######     陆军士气恢复+1000%
naval_morale_recovery = 10	 	     ######     海军士气恢复+1000%
global_manpower = 9                           ######   国家人力+9000
global_manpower_modifier = 6            ######   国家人力+600%
manpower_recovery_speed= 8              ######  人力回复速度+800%
supply_limit = 88                          ######  补给上限+88
supply_limit_modifier = 10           ######  补给上限+1000%
war_exhaustion =  -0.99         		######  每月厌战-0.99
max_war_exhaustion = -990                   ######  最高厌战-990
blockade_efficiency=9                   	               ######   封锁效率900%
agressive_expansion_monthly_change = -0.98      ######    侵略性扩张变化 -98%
global_ship_recruit_speed = 50                             ######   船只招募速度+5000%
garrison_size = 10		 	######  守军规模+1000%
garrison_growth=8                         	######  守军增加+800%
discipline=9                              #######   训练增加900%
siege_ability=9                         #######    围攻能力+900%
diplomatic_reputation=800         	    ####### 外交名声+800
all_power_cost= -0.99	           ###### 所有点数花费-99%
stability_cost_modifier = -0.99         ###### 祭祀神灵行动花费-99%

ruler_popularity_gain = 12         	######    统治者人气 +12
monthly_character_loyalty = 11              ######    每月忠诚 +11
army_maintenance_cost = -0.99         		######    陆军维持花费 -99%
navy_maintenance_cost = -0.99         		######    海军维持花费 -99%
}

very_easy_ai = {
	land_morale_modifier = -0.15
	naval_morale_modifier = -0.15
	build_cost = -0.1
}

easy_ai = {
}

hard_ai = {
	land_morale_modifier = 0.1
	naval_morale_modifier = 0.1
	global_tax_modifier = 0.25
	global_manpower_modifier = 0.25
	ruler_popularity_gain = 0.5
}

very_hard_ai = {
	land_morale_modifier = 0.1
	naval_morale_modifier = 0.1
	global_tax_modifier = 0.5
	global_manpower_modifier = 0.5
	ruler_popularity_gain = 1
}

lucky_nation = {
	monthly_character_loyalty = 0.05
	ruler_popularity_gain = 0.1
	navy_maintenance_cost = -0.2
	manpower_recovery_speed = 0.15
	agressive_expansion_monthly_change = -0.05
	global_monthly_state_loyalty = 0.01
}


##########################################################################
# Province Static Modifiers
##########################################################################
state_base_values = {
	monthly_local_governor_wage = 0.05
}

no_governor = {
	local_tax_modifier = -0.5		#severe tax penalty.
	local_research_points_modifier = -0.25	#severe research penalty.
	local_monthly_state_loyalty = -0.25
}

corruption = {
	local_unrest = 5			#high revolt risk at max.
	monthly_local_governor_wage = 0.5
}

governor_wage = {
	local_tax_modifier = 1			
	local_commerce_modifier = 1		
}

is_capital_area = {
	local_output_modifier = 0.25
	local_population_growth = 0.05
}

is_capital_region = {
	local_monthly_state_loyalty = 0.1
	local_output_modifier = 0.25
}

governor_low_loyalty = {
	local_monthly_state_loyalty = 0.25
}

governor_high_loyalty = {
	local_monthly_state_loyalty = 0.25
}


##########################################################################
# City Static Modifiers
##########################################################################

province_base_values = {
	local_monthly_civilization = 0.01
	local_population_growth = 0.2
}



barbarian_power = {
	barbarian_spawn_chance = 0.002
	local_monthly_civilization = -0.025
}

civilization_value = {
	local_citizen_happyness = 0.01
	local_freemen_happyness = 0.007
	local_tribesmen_happyness = -0.005
		
	barbarian_growth = -0.005
	local_population_growth = 0.005
	supply_limit_modifier = 0.02
}



coastal = {
}

coastal_port = {
	local_commerce_modifier = 0.1
}

non_coastal = {
}

coastal_sea = {
}

sea_zone = {
	max_attrition = 5			#Maximum Attrition is 5
}

land_province = {
	max_attrition = 5
	supply_limit = 5
	garrison_growth = 0.1			#10% base growth
}

starving_city = {
	local_unrest = 5
	minimum_unrest = 5
	supply_limit_modifier = -0.25
}

num_trade_routes = {
	commerce_value = 0.2
	local_pirate_spawn_chance = 0.01
}

num_foreign_exports = {
	commerce_value = 0.5
	local_monthly_civilization = 0.01
}


mild_winter = {
	max_attrition = 2
}

normal_winter = {
	attrition = 1
	max_attrition = 2
}

severe_winter = {
	attrition = 2
	max_attrition = 4		
}




no_adjacent_controlled = {
}

city_population = {
	supply_limit = 0.5
	local_population_growth = -0.01
}

is_capital_city = {
	fort_level = 1
	supply_limit_modifier = 0.1
	local_monthly_civilization = 0.02
	local_output_modifier = 0.25
	local_population_growth = 0.15

	
}




blockaded = 
{
	local_commerce_modifier = -0.50
	local_population_growth = -0.1
}

occupied = {
	local_population_growth = -0.2
	garrison_growth = -0.05			#5% penalty on growth
	local_monthly_civilization = -0.02

}

under_siege = {
	local_population_growth = -0.3
	attrition = 1
}

looted = {
	local_population_growth = -0.5
	max_attrition = 5			#Maximum Attrition is increased by 5
	local_tax_modifier = -0.5		#50% less tax income.
	local_monthly_civilization = -0.03
}

depopulated_province = {
	local_population_growth = 0.5
}



unrest = {
	local_tax_modifier = -0.02
	local_commerce_modifier = -0.02
	local_research_points_modifier = -0.02
	local_manpower_modifier = -0.02
	city_monthly_state_loyalty = -0.1
}

no_unrest = {
	city_monthly_state_loyalty = 0.1
}

manpower = {
	garrison_growth = 0.01			#1% increase from manpower.
}

ships_in_port = {
	local_pirate_spawn_chance = -0.001
}


# Values are multiplied with the number of is_in_area cohorts divided by the pops (multiplied by NDefines::NCountry::AREA_TROOPS_POP_COUNT in the province, and capped at 1
area_troops = {
	local_unrest = -5
	minimum_unrest = -5
}

generic_barbarian_spawn_place = {
	barbarian_growth = 0.06
}

minor_barbarian_spawn_place = {
	barbarian_growth = 0.04
}

major_barbarian_spawn_place = {
	barbarian_growth = 0.1
}

capital_barbarian_spawn_place = {
	barbarian_growth = 0.15
}



##########################################################################
# Character Static Modifiers
##########################################################################
character_base = {
	monthly_character_popularity_decay = 0.01
	max_friends = 2
	max_rivals = 2
}


is_current_ruler = {
	monthly_character_loyalty = 0.1
}


#scaled on ratio to country army size.
loyal_cohorts = {
	monthly_character_loyalty = -2.0
	
	monthly_character_popularity = 0.5
	monthly_character_fam_prestige = 0.5
	loyalty_gain_chance_modifier = -0.5
	
	support_for_character_as_heir = 50
}

#scaled on ratio to country army size.
non_loyal_cohorts = {
	monthly_character_loyalty = 1.0
	monthly_character_fam_prestige = 1.0
	monthly_military_party_conviction = 0.3
}

same_family_as_ruler = {
	monthly_character_prominence = 0.01
	support_for_character_as_heir = 10
}

same_party_as_ruler = {
	monthly_character_loyalty = 0.1
}

not_from_ruler_party = {
	monthly_character_loyalty = -0.01
}

friend_of_ruler = {
	monthly_character_loyalty = 0.05
	monthly_character_fam_prestige = 0.01
}

rival_of_ruler = {
	monthly_character_loyalty = -0.05
}

with_foreign_ruler_friend = {
	monthly_character_loyalty = -0.025
}


character_corruption = {
	monthly_wage_on_character_modifier = 1.0
	monthly_populist_party_conviction = 0.25
}

unemployed_adult_male = {
	monthly_character_fam_prestige = -0.01
}



has_holdings_mod = {
	monthly_mercantile_party_conviction = 0.05
	monthly_civic_party_conviction = 0.05
	monthly_character_fam_prestige = 0.02
	support_for_character_as_heir = 5
}


character_in_debt = {
	monthly_character_prominence = -0.02
	monthly_populist_party_conviction = 0.05
	monthly_character_fam_prestige = -0.05
	loyalty_gain_chance_modifier = -0.25
}


# Applied for adults. Multiplied by current wealth / 100
character_wealth_mod = {
	monthly_mercantile_party_conviction = 0.01
	monthly_character_fam_prestige = 0.01
	loyalty_gain_chance_modifier = 0.01
}

# Adults: Multiplied by Finesse
static_finesse_mod = {
	monthly_civic_party_conviction = 0.01
	support_for_character_as_heir = 1
}

# Adults: Multiplied by Charisma
static_charisma_mod = {
	monthly_character_popularity = 0.025
	loyalty_gain_chance = 0.5
	monthly_mercantile_party_conviction = 0.01
	support_for_character_as_heir = 1
}
# Adults: Multiplied by Martial
static_martial_mod = {
	monthly_military_party_conviction = 0.01
	support_for_character_as_heir = 1
}

# Adults: Multiplied by Zeal
static_zeal_mod = {
	monthly_religious_party_conviction = 0.02
	support_for_character_as_heir = 1
}

static_popularity_mod = {
	loyalty_gain_chance_modifier = 0.01
	monthly_populist_party_conviction = 0.1
}


# Adults: Multiplied by Martial
# Only applied when commander..
unit_martial_mod = {
	assault_ability = 0.05
	loyalty_gain_chance = 0.1
	enslavement_efficiency = 0.01
}

is_imprisoned = {
	health = -0.5
	monthly_character_fam_prestige = -0.1
	monthly_populist_party_conviction = 0.05
}

scorned_family = {
	monthly_character_loyalty = -0.1
	monthly_populist_party_conviction = 0.01
}

# If a Councillor or Clan Chief has had an ambition for 5 years, this will start to apply.
# DISABLED for now
ignored_courtier_objective = {
	monthly_character_loyalty = -0.2
}

# Applies for the second and third in line of succession in monarchies
pretender_modifier = {
	monthly_character_loyalty = -0.2
}

primary_heir_modifier = {
	monthly_character_loyalty = 0.5
}

head_of_family = {
	monthly_character_prominence = 0.01
	loyalty_gain_chance = 0.5
	prominence = 25
}

family_married_to_ruler_or_heir = {
	monthly_character_loyalty = 0.05
}

##########################################################################
# Unit Static Modifiers
##########################################################################

army_leader_less = {
	land_morale_modifier = -0.25
}

navy_leader_less = {
	naval_morale_modifier = -0.25
}

is_exiled = {
	land_morale_modifier = -0.75
}

##########################################################################
# Country Static Modifiers
##########################################################################

base_values = {
	experience_decay = -0.5			#3% of current.
	land_morale_recovery = 0.1
	naval_morale_recovery = 0.2		#20% morale recovery.
	monthly_tyranny = -0.02
	agressive_expansion_monthly_decay = 0.002
	
	global_capital_trade_routes = 1
	country_civilization_value = 10
	loyalty_to_overlord = 10
	next_ruler_legitimacy = 60
	num_of_clan_chiefs = 2
	enslavement_efficiency = 0.05
	integrate_speed = 0.25
	
	global_manpower = 0.5
	global_tax_income = 2.5

}


stability = {
	research_points_modifier = 0.05
}

positive_stability = {
	global_tax_modifier = 0.05
	ruler_popularity_gain = 0.1

	stability_cost_modifier = 0.5
	monthly_legitimacy = 0.02
	subject_loyalty = 5
}

negative_stability = {
	global_unrest = -1			#-1% EXTRA revolt risk each step
	monthly_legitimacy = 0.02
	happiness_for_same_culture_modifier = 0.1
	loyalty_gain_chance_modifier = -0.02
	populist_party_influence = -0.08
}

diplomatic_reputation = {
}

positive_diplomatic_reputation = {
	integrate_speed = 0.05
}

negative_diplomatic_reputation = {
}

#
# Order of War modifiers, offensive_war OR defensive_war OR civil_war then peace.
#
offensive_war = {
	max_war_exhaustion = 30
}

defensive_war = {
	max_war_exhaustion = 20
	war_exhaustion = -0.1
}

civil_war = {
	max_war_exhaustion = 20			#base max at peace.
	war_exhaustion = -0.1
}

peace = {
	max_war_exhaustion = 20			#base max at peace.
	war_exhaustion = -0.1
	global_monthly_civilization = 0.01
}

total_occupation = {
	war_exhaustion = 0.20					#increases exhaustion.
}

total_blockaded = {
	war_exhaustion = 0.10					#increases exhaustion.
}


religious_unity = {
	omen_power = 1.0
	next_ruler_legitimacy = 20
}

call_for_peace = {
	war_exhaustion = 0.01
}

war_exhaustion = {
	global_unrest = 1			#increase revolt risk with 1 for each warexhaust..
	ruler_popularity_gain = -0.01
}

revanchism ={
	global_tax_modifier = 0.5
	global_defensive = 0.25
	manpower_recovery_speed = 0.25
	global_unrest = -5
	monthly_legitimacy = 0.01
}

# Multiplied by the current Tyranny value
tyranny = {
	monthly_general_loyalty = -0.005
	monthly_admiral_loyalty = -0.005
	monthly_governor_loyalty = -0.005
	global_slaves_output = 0.01
	happiness_for_same_culture_modifier = -0.005
	price_imprison_cost_modifier = -0.01
	price_execute_cost_modifier = -0.01
}

num_diplomatic_stance_changes = {
	change_diplomatic_stance_cost_modifier = 0.1
}

num_power_conversions = {
	power_conversion_cost_modifier = 0.05
}
num_military_tradition = {
	buy_military_tradition_cost_modifier = 0.5
}

num_inventions = {
}

num_unsupported_relations = {
	all_power_cost = 0.10
}

foreign_rebels = {
	happiness_for_wrong_culture_group_modifier = -0.20
}

supporting_rebels_abroad = {
	diplomatic_reputation = -5
	agressive_expansion_monthly_change = 0.02

}

subject_opinion_of_overlord = {
	loyalty_to_overlord = 0.25
}

power_relative_to_overlord = {
	loyalty_to_overlord = -40
}


ruler_corruption = {
	all_power_cost = 0.25
	monthly_legitimacy = -0.10
	populist_party_influence = 0.3
}

country_attrition = {
	war_exhaustion = 0.25
}

aggressive_expansion = {
	happiness_for_wrong_culture_modifier = -0.005
	happiness_for_wrong_culture_group_modifier = -0.01
	subject_loyalty = -1
	agressive_expansion_impact = -0.005
}

# AE -= NDefines::NCountry::HIGH_AGRESSIVE_THRESHOLD, and only if above it.
high_aggressive_expansion = {
	all_power_cost = 0.02
	happiness_for_same_culture_modifier = -0.005
}



#If the ruler's popularity is above 50,
#Multiplied by: (Ruler Popularity - 50) / 10

ruler_popularity_mod = {
	monthly_legitimacy = 0.025
	senate_influence = 0.02
	monthly_tyranny = -0.01
}

#If the ruler's popularity is below 50,
#Multiplied by: (Ruler Popularity - 50) / 10

ruler_unpopularity_mod = {
	monthly_legitimacy = 0.1
	senate_influence = 0.5
	happiness_for_same_culture_modifier = 0.01
}



support_for_other_heirs = {
	monthly_legitimacy = -0.02
	next_ruler_legitimacy = -2
}


nation_rank_0 = {
	global_manpower = 1
	num_of_clan_chiefs = 1
	land_unit_attrition = -0.25
}


nation_rank_1 = {
	global_commerce_modifier = 0.2	
	global_defensive = 0.2
	diplomatic_relations = 1
	num_of_clan_chiefs = 1
}

nation_rank_2 = {
	diplomatic_relations = 2
	diplomatic_range_modifier = 0.10
	num_of_clan_chiefs = 1
}

nation_rank_3 = {
	diplomatic_relations = 3
	global_capital_trade_routes = 1
	government_bonus_cost_modifier = 1
	diplomatic_range_modifier = 0.5
	num_of_clan_chiefs = 2
}

nation_rank_4 = {
	diplomatic_relations = 4
	global_capital_trade_routes = 2
	government_bonus_cost_modifier = 1
	diplomatic_range_modifier = 1.25
	num_of_clan_chiefs = 3
	change_governor_policy_cost_modifier = -0.2
}


nation_rank_5 = {
	diplomatic_relations = 5
	global_capital_trade_routes = 2
	government_bonus_cost_modifier = 2
	diplomatic_range_modifier = 2.25
	num_of_clan_chiefs = 3
	change_governor_policy_cost_modifier = -0.4
}

is_tribe = {
	max_loyalty = 100
	enslavement_efficiency = 0.05

	happiness_for_wrong_culture_modifier = -0.20
	happiness_for_wrong_culture_group_modifier = -0.40
	change_governor_policy_cost_modifier = 0.1
	citizen_promotion_cost_modifier = 0.5
	freemen_promotion_cost_modifier = 0.25
	army_maintenance_cost = 0.5
}

is_monarchy = {
	max_loyalty = 50
}

is_republic = {
	max_loyalty = 100
	change_governor_policy_cost_modifier = -0.1

}

negative_centralization = {
	global_tribesmen_output = -0.25
	clan_retinue_size = -0.5
	start_migration_cost_modifier = 0.5
}

positive_centralization = {
	freemen_promotion_cost_modifier = -0.25
	country_civilization_value = 10
	clan_retinue_size = -0.5
}

tutorial_boost = {
	loyalty_gain_chance_modifier = -1
	global_capital_trade_routes = 1
}

negative_legitimacy = {
	monthly_character_loyalty = 0.15
	global_freemen_happyness = 0.15
	enact_law_cost_modifier = -0.5
}

positive_legitimacy = {
	max_loyalty = 50
	global_freemen_happyness = 0.15
	primary_heir_attraction = 20
}

in_deficit =  {
	monthly_character_loyalty = -0.20
	loyalty_gain_chance_modifier = 0.1
	all_power_cost = 0.25
	populist_party_influence = 0.05
}