
How long it takes to research a new technology. Reduces research time cost towards specific technology types mentioned inside the object. Production_speed_synthetic_refinery_factorĬonstruction speed of Synthetic Refineries (higher is faster, default is 1) Production_speed_industrial_complex_factorĬonstruction speed of Civilian Factories (higher is faster, default is 1)Ĭonstruction speed of Infrastructure (higher is faster, default is 1)Ĭonstruction speed of Naval Bases (higher is faster, default is 1)Ĭonstruction speed of Nuclear Reactors (higher is faster, default is 1)Ĭonstruction speed of Radar Stations (higher is faster, default is 1)Ĭonstruction speed of Rocket Sites (higher is faster, default is 1) Production_speed_anti_air_building_factorĬonstruction speed of Anti Air (higher is faster, default is 1)Ĭonstruction speed of Military Factories (higher is faster, default is 1)Ĭonstruction speed of any building (higher is faster, default is 1)Ĭonstruction speed of Land Bunkers (higher is faster, default is 1)Ĭonstruction speed of Coastal Bunkers (higher is faster, default is 1)Ĭonstruction speed of Dockyards (higher is faster, default is 1)

Production_factory_start_efficiency_factorĬonstruction speed of Air Bases (higher is faster, default is 1) Production_factory_efficiency_gain_factor By default 0 but is increased by trade laws. By default 0 but increased by economy laws (civilian economy, war economy, etc).įactor of Industry damage sustained from being bombed.įactor of resources exported. The factor of total factories that are reserved for consumer goods, as seen on the construction tab. Percentile trade opinion increase or decrease.

Modifies when a country capitulates, Default is 0.8 (when 80% of victory points are taken) Weekly national stability increase or loss. Base national stability is written in history/country Changes the political power upkeep cost of staging coups. Modifies the amount of divisions required to be able to send volunteers.įlat amount of bonus divisions you can send as a volunteer force. Resistance strength of when your core states are occupied by the enemy.Īmount of flat political power consumed daily.Īmount of flat political power gained daily Opinion gain factor that you get monthly for being the same ideology as another country. Opinion_gain_monthly_same_ideology_factor Opinion gain factor of the 'improve relations' diplomatic action Monthly population growth multiplier (default 1.0 => about 1.5% per year) The factor of time required to justify a wargoal on other countries. Modifies the tension requirements to manually join a faction. Modifies the tension requirements to be able to guarantee another country. Modifies the cost factor of guaranteeing a foreign country. Modifies the tension requirements to be able to create a wargoal. It modifies the quality of staging coups. How effective sabotage in occupied states are. Modifier of how long it takes for other countries to justify a war goal on you. How resistant the country is to ideology boosting from other countries. Does nothing if you do not have Together for Victory DLC. Likelihood the AI wants to join a faction, or invite members in to its own faction.ĭaily flat autonomy gain if you are a puppet. (doesn't work for ideas if the laws weren't loaded earlier by alphabet) The vanilla law idea group names are mentioned in 00_idea.txt and are "trade_laws", "mobilization_laws", "economy" and "political_advisor" Gives a bonus or penalty to how this country behaves towards other countries of the chosen ideology.Ĭhanges the political power cost to modify country laws of said type. The vanilla ideology names are "fascism", "communism", "neutrality" and "democratic". Increases or decreases daily ideology drift, so that the ideology slowly becomes more or less popular. This 1.40 (or 1.4) is then multiplied with each individual divisions organization value to get the end value. For example, if you have two ideas that each change army organization by 0.20, then the resulting modifier is 1.40. Most modifiers are by default 1.00, representing 100%. Modifiers can unfortunately not directly be used in place of triggers or effects (but see this workaround), usually an effect from for example a national focus, would add an idea (national spirit) that contains these modifiers as permanent bonuses. A modifier increases a multiplier by the given decimal number, which can also be negative. A modifier is a numeric multiplier that represent certain strengths and weaknesses of a country.
