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EU4-DevDiary21stofMarch2023-BalanceChangesandUsermoddingAdditions(平衡与模组)

(2023-04-22 10:49:52)
标签:

eu4

game

paradox

游戏

分类: EU4
Europa Universalis IV - Development Diary 21st of March 2023 - Balance Changes and Usermodding Additions
 Thread starter Ogele  Start date Mar 21, 2023 at 15:00
Greetings! Today we will take a final look at some of the balance changes and the additions for usermodding coming with 1.35. So without further ado let’s get started!

First thing to present are the changes to the Age Abilities. As some Great Powers have received changes to their power level, it was only fitting to adjust their Age Abilities too. The following balance changes have been made:

“Guns of Urban” has been renamed to “Ottoman Siegecraft” and now gives +1 Leader Siege instead of +33% Siege Ability
“Spanish Tercios” has been replaced by “Spanish Field Marshals” and now gives +1 Leader Land Shock instead of -30% Shock Damage Received
“Mughal Artillery” has been changed from -50% Artillery Cost to +15% Artillery Combat Ability
“Persian Reinforcement” has been replaced by “Persian Enlightenment” and now gives -20% Development Cost instead of -30% Reinforce cost
“French Musketeers” has been replaced by “French Absolutism” and now gives +30% Max Effect of Absolutism instead of +20% Land Fire Damage
“Dutch Officials” has been replaced by “Dutch Commercialization” and now gives +33% Trade Steering instead of -0.2 Yearly Corruption
“British Fleet” now gives +1 Max Admiral Fire instead of -33% Naval Maintenance Modifier
“Russian Empire” now gives -10% Minimum Autonomy in Territories instead of +33% Governing Capacity Modifier
“Austrian Diplomacy” has been replaced by “Austrian Tenacity” and now gives -20% Morale Damage Received
Some other noteworthy balance changes:
Ramparts can now only be placed on terrain which is seen as “Flatland” in the game. This means it is only possible to build ramparts on farmlands, grasslands, steppes, savannahs, drylands, (coastal) deserts and coastlines.
Note: we are aware that this change is a bit against the nature of what ramparts actually are. The reason behind this change is that mountains with ramparts can lead to oppressive situations where neither side wants to commit to an attack due to the threat which are -3 on rolls.
The cooldown for changing rivals has been reduced from 25 years to 5 years
Iberian Trade Goods have been adjusted
iberian_tradegoods.png
Related to this, the event "A new Spanish Capital" now changes the trade good of Madrid to glass if you decide to make it to your new capital.
Celestial Reforms now cost 80 Mandate instead of 70
The mandate growth has been adjusted:
Every point of stability gives now +0.4 instead of +0.24 Yearly Mandate
Every state with prosperity now gives +0.04 instead of +0.03 Yearly Mandate
Every 100 development with 100% devastation now gives -12.0 instead of -10.0 Yearly Mandate, scaling with degree of devastation
Every 5 loans now gives -0.6 Yearly Mandate instead of -0.36
Piety has seen some changes in order to have an easier time reaching Mysticism while having it a bit harder to reach Legalism
Piety always resets to 0 when a new ruler ascends
Piety no longer gets increased or decreased when you declare a war
All decisions but “Denouncement of Secret Practices” now push you into the piety direction you are directing for. So this means, “Enforce Religious Unity” now gives -15 Piety if you are below 0. Otherwise it gives +15 Piety. Denouncement of Secret Practices gives +10 Piety.
Added a new privilege for the Clergy which gives -0.1 Monthly Piety. It cannot be combined with “Clerical Ministers” which gives +0.1 Monthly Piety.
Mysticism now gives -10% Idea Cost instead of 20% Fort Defense
The Special Units have seen some rebalancing:
Janissaries:
Start now with 10% of their Regiment strength instead of 100%
Start now with 10% of their Morale instead of 100%
Cost now 3 Military Power instead of 10
Janissaries have now +50% Assault Fort Ability
Janissaries have now 50% Army Drill Gain Modifier instead of 100%
Cawa:
Start now with 50% of their Regiment strength instead of 10%
Start now with 10% of their Morale instead of 50%
Cost now 2 Military Power instead of 5
Cawa have now -0.05 Shock Damage Received instead of -15%
Cawa have now -50% Land Attrition instead of -25%
Cawa have now +50% Reinforce Speed instead of -25%
The reinforce cost of Cawas has been removed
Streltsy:
Are no longer spawned through the government abilities
They are now recruited like regular troops
Stretsy are available for Russian Principalities, Veche Republics, Tsardoms and Great Veche Republics. You can recruit 10% of your force limit as streltsy as a Principality / Veche Republic. This is further increased by another 10% if you upgrade your government reform by forming Russia.
The “Raise Streltsy” government ability has been changed to “Equip Streltsy” which decreases War Exhaustion by 2, grants you a low amount of yearly manpower (5% as Principality, 10% as Tsardom) and increases the Infantry Combat Ability of your Streltsy by 5% / 10% for 10 years.
Streltsy have now -10% Fire Damage Received additionally to their Fire Damage dealt
Reliance on Streltsy no longer increases stability cost
Cossacks:
Reliance on Cossacks no longer increases stability cost
Cossacks have now +15% Shock Damage instead of 10%
Blockaded provinces now gain -100% Trade Power Modifier
Local Base Tax now has some additional province modifiers which give base tax a bit of an identity. Every point of base tax has the following effects:
-1% Local Construction Time
-2% Local Recruitment Time
+2% Institution Spread
-1% Local Great Project Upgrade Time
Pashas have seen some changes
pashas.png
Note: Local Tolerance of Heathens makes the province behave as if you would have the amount of Tolerance (or less if your Max Tolerance is below the Local Tolerance value). So in our example here: the Ottomans have +1.5 Tolerance of Heathens while a Max Tolerance of Heathens of 3. A province which is in the hands of the Pasha behaves as if the Ottomans have 3 Tolerance of Heathens due to the +10 Local Tolerance but only a +3 Max Tolerance.
You might also notice that it gives Monthly Autonomy Change while also increasing the Minimum Local Autonomy. This is intended as it raises the base Autonomy, but makes it easier for the province to reach this base.
The negative effects of devastation (with the exception of local movement speed and supply limit modifiers) have been doubled
Inflation now increase Missionary Maintenance, Colony Maintenance, Great Project Upgrade Cost, Embracement Cost, Colonial Subject Upgrade/Change Cost and State Maintenance by 1% for each 1% of Inflation
Call for Peace now increases War Exhaustion with a rate of 0.005 instead of 0.008
Expand Infrastructure now decreases local development cost by 15% instead of 25%
Last week we presented the toggle function of Slack Recruiting Standards. We did some number adjustment to it so it provides 100% Manpower Recovery Speed instead of 50%.

This is by far not the entire list of changes to game balance, but the most important parts should now be covered. Before we continue, I would like to showcase you three new map modes which we will add with 1.35 too!

Razing Map Mode:
razing_mapmode.png
Scorched Earth Map Mode:
scorched_earth_mapmode.png
Expanded Infrastructure Map Mode:
expanded_infrastructure_mapmode.png
And last but not least, special state effects such as Pashas or Holy Orders are now visible in the Metropolitan map mode:
better_metropolitan.png
Let’s move on to the additions for modders. One of the most frequent questions were about the moddability of the government mechanics. Fortunately enough, the programmers have created a very handy readme.txt file which goes into detail of what is possible with the government mechanics:

SPOILER: GOVERNMENT MECHANICS MODDING
You can then assign the government mechanic in the reform like this:

SPOILER: GOVERNMENT ABILITIES IN SCRIPT
Here are a few example government mechanics:

SPOILER: SCRIPT FOR THE TRIBAL FEDERATION

SPOILER: SCRIPT FOR THE MAMLUK MECHANIC

SPOILER: SCRIPT FOR THE IQTA MECHANIC
But that is by far not everything! Here are a few of my personal highlights as a content designer which get added for 1.35:
Guibounds command for the console, allowing you to debug the UI
guibounds.png
Change_country_color = { country = / color = { r g b } } If the former argument is used then the country will adapt the color of the specified country scope. If the latter is used then a defined color will be used instead. Of course it comes with a restore_country_color = yes
Decisions (and parliament issues) can be recolored. Here is an example of the decisions activated by estate privileges:
recolored_decisions.png
Bunch of new on_actions such as on_parliament_debate_reset, on_parliament_seat_given, on_parliament_seat_lost, on_hre_reform_passed, on_mandate_reform_passed, on_slacken_start, on_slacken_stop, on_colony_finished, on_advisor_hired, on_adm_advisor_hired, on_dip_advisor_hired, on_mil_advisor_hired, on_core, on_tech_taken, on_adm_tech_taken, on_dip_tech_taken, on_mil_tech_taken, on_barrage, on_naval_barrage, on_scorch_earth, on_war_ended, on_alliance_broken, on_royal_marriage_broken, on_alliance_created and on_royal_marriage
Bunch of new static modifiers such as under_governing_capacity_modifier, mandate, imperial_authority_emperor, imperial_authority_member, positive_imperial_authority_emperor, positive_imperial_authority_member, negative_imperial_authority_emperor, negative_imperial_authority_member, average_overseas_subject_liberty_desire, reverse_average_overseas_subject_liberty_desire, average_subject_liberty_desire, reverse_average_subject_liberty_desire, average_global_autonomy and reverse_average_global_autonomy
Potentials (conditions which hide this object if they are not fulfilled) and trigger/allowed (conditions which are required to interact with this object) for Decrees, Fervor aspects, Golden Bulls. Personal Deities and Trading Policies
The amount of soldiers killed / lost are now automatically exported to the variables “land_units_killed”, “land_units_lost”, “naval_units_killed” and “naval_units_lost”. Note: they do not count together into a variable of the total amount of units you have killed over the campaign. Every battle sets the variable to the new value.
Added “effect” and “removed_effect” for the following mechanics:
Diwan mechanic (so if you assimilate a culture group the effect fires, if you lose the assimilation bonus, the removed_effect fires)
Naval Doctrines
Personal Deities
Policies
Decrees
Additions to modding Parliaments:
Issues have now the following arguments:
backing_percentage = #Determines how many seats will back up the issue. backing_percentage = 100 would mean all seats would back it up, backing_percentage = 0 means no seat backs it up. If undefined then the game uses the PARLIAMENT_BACKING_PERCENTAGE from Defines
effect_duration = #Determines how long the effects of a passed debate last, and also the amount of time before you can debate the next issue after passing one. If undefined then the game uses the PARLIAMENT_EFFECT_DURATION from the Defines.
debate_duration = #Determines how long the debate will go before it gets into the phase where it can be randomly closed. If undefined then the game uses the PARLIAMENT_DEBATE_DURATION from the Defines.
chance_of_decision = #Determines the chance debate is ended after debate_duration / PARLIAMENT_DEBATE_DURATION. Defaults to PARLIAMENT_CHANCE_OF_DECISION
Bribes have now a chance = {} argument which defines how likely a bribe is to appear
New attributes for Mercenaries
counts_towards_force_limit = no (a merc company with this trait would not occupy any force limit)
max_size = #Limits the size of this mercenary company. If a merc company would be larger than the max size allowed then every additional "would be" regiment will be transferred to the company's manpower pool. If not set or if "-1" then it is the default setting.
min_size = #Limits the minimum size of this mercenary company. So if you hire a merc company it will ALWAYS have at least as many regiments as min_size demands it to be. If it's bigger than "max_size" then it should throw an error in the error log and be deactivated. If not set or if "-1" then it is the default setting.
no_additional_manpower_from_max_size = yes #A flag for the merc company which disallows the behavior that every single additional "would be" regiment over max_size will be turned into company manpower. "no" is the default.
manpower_pool = #Defines how large the manpower pool of the merc company is. Merc Manpower modifier use this as the base to modify. At default, it is -1 which means it just uses the normal way of calculating the available manpower for the merc company
So in script a merc company could look like this then:

SPOILER: MERC COMPANY MODDING
This free company would have 4 regiments minimum and cannot have more than 12 regiments max. Every single regiment which would be part of this company gets lost as "no_additional_manpower_from_max_size = yes" is set. It also has a manpower pool of exactly 50k troops as "manpower_pool = 50" is defined.
And last but not least: new modifiers. This is the complete list of ALL modifiers in the game. Be warned though: unit, province and country modifiers have been put all in the same place. This list serves first and foremost as a source of information that a certain modifier exists in the first place.


SPOILER: MODIFIER LIST
[*]
Code:
#test_modifier = {
  can_not_build_colonies = yes
  can_not_build_buildings = yes
  can_not_build_missionaries = yes
  can_not_declare_war = yes
  can_not_send_merchants = yes
  capped_by_forcelimit = yes
  can_claim_states = yes
  free_concentrate_development = yes
  build_cost = -0.1
  local_build_cost = -0.1
  build_time = -0.1
  local_build_time = -0.1
  local_unrest = -1
  global_unrest = -1
  development_cost = -0.1
  development_cost_modifier = -0.1
  local_development_cost = -0.1
  local_development_cost_modifier = -0.1
  trade_efficiency = 0.1
  province_trade_power_value = 0.1
  province_trade_power_modifier = 0.1
  global_prov_trade_power_modifier = 0.1
  production_efficiency = 0.1
  local_production_efficiency = 0.1
  trade_goods_size = 1
  trade_goods_size_modifier = 0.1
  raze_power_gain = 0.1
  monarch_power_tribute = 1
  tributary_conversion_cost_modifier = -1
  expand_infrastructure_cost_modifier = -1
  max_absolutism_effect = 0.1
  centralize_state_cost = -0.1
  local_centralize_state_cost = -0.1
  land_morale_constant = 1
  naval_morale_constant = 1
  max_general_shock = 1
  max_general_fire = 1
  max_general_maneuver = 1
  max_general_siege = 1
  max_admiral_shock = 1
  max_admiral_fire = 1
  max_admiral_maneuver = 1
  max_admiral_siege = 1
  coast_raid_range = 1
  development_cost_in_primary_culture = -0.1
  reduced_trade_penalty_on_non_main_tradenode = -0.1
  colony_cost_modifier = -0.1
  local_colony_cost_modifier = -0.1
  spy_action_cost_modifier = -0.1
  placed_merchant_power_modifier = 1
  reduced_liberty_desire_on_other_continent = -1
  overextension_impact_modifier = -0.1
  artillery_level_modifier = 1
  local_tolerance_of_heretics = 1
  local_tolerance_of_heathens = 1
  tax_income = 1
  global_tax_income = 1
  local_tax_modifier = 0.1
  global_tax_modifier = 0.1
  stability_cost_modifier = -0.1
  inflation_reduction = 0.1
  inflation_reduction_local = 0.1
  interest = -0.1
  colonists = 1
  missionaries = 1
  merchants = 1
  diplomats = 1
  global_trade_power = 0.1
  global_foreign_trade_power = 0.1
  global_own_trade_power = 0.1
  colonist_placement_chance = 0.1
  local_colonist_placement_chance = 0.1
  global_missionary_strength = 0.01
  local_missionary_strength = 0.01
  land_morale = 0.1
  naval_morale = 0.1
  local_manpower = 1
  global_manpower = 1
  local_manpower_modifier = 0.1
  global_manpower_modifier = 0.1
  manpower_recovery_speed = 0.1
  morale_damage_received = -0.1
  morale_damage = 0.1
  military_tactics = 1
  local_sailors = 1
  global_sailors = 1
  local_sailors_modifier = 0.1
  global_sailors_modifier = 0.1
  sailors_recovery_speed = 0.1
  land_forcelimit = 1
  naval_forcelimit = 1
  overlord_naval_forcelimit = 1
  overlord_naval_forcelimit_modifier = 0.1
  land_forcelimit_modifier = 0.1
  naval_forcelimit_modifier = 0.1
  land_maintenance_modifier = -0.1
  naval_maintenance_modifier = -0.1
  merc_maintenance_modifier = -0.1
  fort_maintenance_modifier = -0.1
  local_fort_maintenance_modifier = -0.1
  mercenary_cost = -0.1
  infantry_cost = -0.1
  cavalry_cost = -0.1
  artillery_cost = -0.1
  heavy_ship_cost = -0.1
  light_ship_cost = -0.1
  galley_cost = -0.1
  transport_cost = -0.1
  infantry_power = 0.1
  cavalry_power = 0.1
  artillery_power = 0.1
  heavy_ship_power = 0.1
  light_ship_power = 0.1
  galley_power = 0.1
  transport_power = 0.1
  attrition = 1
  hostile_attrition = 1
  artillery_barrage_cost = -0.1
  transport_attrition = -0.1
  land_attrition = -0.1
  naval_attrition = -0.1
  max_attrition = 1
  max_hostile_attrition = 1
  supply_limit = 0.1
  war_exhaustion = 0.1
  war_exhaustion_cost = -0.1
  local_hostile_attrition = 1
  army_tradition = 0.1
  navy_tradition = 0.1
  army_tradition_decay = -0.01
  navy_tradition_decay = -0.01
  leader_land_fire = 1
  leader_land_shock = 1
  leader_naval_fire = 1
  leader_naval_shock = 1
  leader_siege = 1
  leader_naval_manuever = 1
  leader_land_manuever = 1
  state_maintenance_modifier = -0.1
  local_state_maintenance_modifier = -0.1
  global_spy_defence = 0.1
  spy_offence = 0.1
  trade_value = 0.1
  fort_level = 1
  blockade_efficiency = 0.1
  ship_recruit_speed = -0.1
  regiment_recruit_speed = -0.1
  global_ship_recruit_speed = -0.1
  global_regiment_recruit_speed = -0.1
  prestige = 0.1
  prestige_decay = -0.01
  prestige_from_land = 0.1
  prestige_from_naval = 0.1
  trade_value_modifier = 0.1
  garrison_growth = 0.1
  global_garrison_growth = 0.1
  advisor_cost = -0.1
  advisor_pool = 1
  female_advisor_chance = 0.1
  technology_cost = -0.1
  discipline = 0.1
  reinforce_speed = -0.1
  range = 0.1
  global_colonial_growth = 1
  local_colonial_growth = 1
  tolerance_own = 1
  tolerance_heretic = 1
  tolerance_heathen = 1
  defensiveness = 0.1
  local_defensiveness = 0.1
  global_ship_cost = -0.1
  global_ship_repair = 0.1
  global_regiment_cost = -0.1
  global_tariffs = 0.1
  diplomatic_reputation = 1
  papal_influence = 0.1
  devotion = 0.1
  legitimacy = 0.1
  horde_unity = 0.1
  republican_tradition = 0.1
  monthly_splendor = 1
  local_ship_cost = -0.1
  local_ship_repair = 0.1
  local_regiment_cost = -0.1
  local_friendly_movement_speed = 0.1
  local_hostile_movement_speed = -0.1
  trade_range_modifier = 0.1
  global_heretic_missionary_strength = -0.01
  global_heathen_missionary_strength = -0.01
  improve_relation_modifier = 0.1
  trade_steering = 0.1
  all_power_cost = -0.1
  core_creation = -0.1
  enemy_core_creation = 0.1
  free_leader_pool = 1
  idea_cost = -0.1
  heir_chance = 0.1
  embargo_efficiency = 0.1
  recover_army_morale_speed = 0.1
  recover_navy_morale_speed = 0.1
  diplomatic_upkeep = 1
  unjustified_demands = -0.1
  mercenary_manpower = 0.1
  fabricate_claims_cost = -0.1
  claim_duration = 0.1
  regiment_manpower_usage = -0.1
  all_estate_influence_modifier = -0.1
  justify_trade_conflict_cost = -0.1
  rebel_support_efficiency = 0.1
  discovered_relations_impact = -0.1
  annexation_relations_impact = -0.1
  vassal_income = 0.1
  religious_unity = 0.1
  inflation_action_cost = -0.1
  migration_cost = -0.1
  add_tribal_land_cost = -0.1
  settle_cost = -0.1
  monthly_fervor_increase = 0.1
  monthly_piety = 0.001
  monthly_piety_accelerator = 0.001
  monthly_karma = 0.01
  monthly_karma_accelerator = -0.01
  global_rebel_suppression_efficiency = 0.1
  caravan_power = 0.1
  yearly_corruption = -0.1
  min_autonomy = -1
  global_autonomy = -0.1
  min_local_autonomy = -1
  local_autonomy = -0.1
  siege_ability = 0.1
  privateer_efficiency = 0.1
  global_trade_goods_size_modifier = 0.1
  global_trade_goods_size = 0.1
  envoy_travel_time = -0.1
  imperial_authority = 0.1
  imperial_authority_value = 0.1
  imperial_mandate = 0.1
  ae_impact = -0.1
  province_warscore_cost = -0.1
  supply_limit_modifier = 0.1
  global_supply_limit_modifier = 0.1
  national_focus_years = -1
  vassal_forcelimit_bonus = 0.1
  vassal_naval_forcelimit_bonus = 0.1
  vassal_manpower_bonus = 0.1
  vassal_sailors_bonus = 1
  years_of_nationalism = 1
  local_years_of_nationalism = 1
  num_accepted_cultures = 1
  culture_conversion_cost = 1
  local_culture_conversion_cost = 1
  culture_conversion_time = 1
  local_culture_conversion_time = 1
  diplomatic_annexation_cost = 1
  chance_to_inherit = 1
  ship_durability = 1
  liberty_desire = 1
  reduced_liberty_desire = 1
  allowed_num_of_buildings = 1
  global_allowed_num_of_buildings = 1
  allowed_num_of_manufactories = 1
  global_allowed_num_of_manufactories = 1
  church_power_modifier = 1
  monthly_church_power = 1
  garrison_size = 1
  local_garrison_size = 1
  loot_amount = 1
  embracement_cost = 1
  local_institution_spread = 1
  global_institution_spread = 1
  native_uprising_chance = 1
  native_assimilation = 1
  may_recruit_female_generals = yes
  block_introduce_heir = yes
  can_transfer_vassal_wargoal = yes
  can_chain_claim = yes
  free_maintenance_on_expl_conq = yes
  colony_development_boost = 1
  attack_bonus_in_capital_terrain = 1
  can_bypass_forts = yes
  ignore_coring_distance = yes
  force_march_free = yes
  possible_condottieri = 1
  global_ship_trade_power = 1
  local_naval_engagement_modifier = 1
  global_naval_engagement_modifier = 1
  global_naval_engagement = 1
  block_slave_raid = yes
  may_perform_slave_raid = yes
  may_perform_slave_raid_on_same_religion = yes
  cavalry_flanking = 1
  movement_speed = 1
  capture_ship_chance = 1
  sunk_ship_morale_hit_recieved = 1
  naval_tradition_from_battle = 1
  army_tradition_from_battle = 1
  local_core_creation = 1
  immortal = yes #Dummy, doesn't do anything but has a cool icon I guess
  amount_of_banners = 1
  local_amount_of_banners = 1
  has_banners = yes
  local_has_banners = yes
  has_carolean = yes
  local_has_carolean = yes
  amount_of_carolean = 1
  local_amount_of_carolean = 1
  can_recruit_hussars = yes
  amount_of_hussars = 1
  local_amount_of_hussars = 1
  hussars_cost_modifier = 1
  free_land_leader_pool = 1
  free_navy_leader_pool = 1
  amount_of_cawa = 1
  local_amount_of_cawa = 1
  fire_damage = 1
  shock_damage = 1
  fire_damage_received = 1
  shock_damage_received = 1
  reinforce_cost_modifier = 1
  garrison_damage = 1
  local_garrison_damage = 1
  assault_fort_cost_modifier = 1
  local_assault_fort_cost_modifier = 1
  assault_fort_ability = 1
  local_assault_fort_ability = 1
  local_religious_conversion_resistance = 1
  global_religious_conversion_resistance = 1
  placed_merchant_power = 1
  ship_power_propagation = 1
  institution_spread_from_true_faith = 1
  prestige_per_development_from_conversion = 1
  administrative_efficiency = 1
  yearly_absolutism = 1
  max_absolutism = 1
  core_decay_on_your_own = 1
  autonomy_change_time = 1
  expand_administration_cost = 1
  rival_change_cost = 1
  rival_border_fort_maintenance = 1
  harsh_treatment_cost = 1
  reduced_liberty_desire_on_same_continent = 1
  backrow_artillery_damage = 1
  enforce_religion_cost = 1
  liberty_desire_from_subject_development = 1
  monarch_admin_power = 1
  monarch_diplomatic_power = 1
  monarch_military_power = 1
  local_heir_adm = 1
  local_heir_dip = 1
  local_heir_mil = 1
  artillery_levels_available_vs_fort = 1
  country_admin_power = 1
  country_diplomatic_power = 1
  country_military_power = 1
  meritocracy = 1
  yearly_harmony = 1
  harmonization_speed = 1
  cav_to_inf_ratio = 1
  local_monthly_devastation = 1
  global_monthly_devastation = 1
  global_prosperity_growth = 1
  local_prosperity_growth = 1
  monthly_favor_modifier = 1
  monthly_gold_inflation_modifier = 1
  gold_depletion_chance_modifier = 1
  local_gold_depletion_chance_modifier = 1
  tolerance_of_heretics_capacity = 1
  tolerance_of_heathens_capacity = 1
  move_capital_cost_modifier = 1
  war_taxes_cost_modifier = 1
  siege_blockade_progress = 1
  warscore_cost_vs_other_religion = 1
  mercenary_discipline = 1
  sailor_maintenance_modifer = 1
  yearly_army_professionalism = 1
  general_cost = 1
  reserves_organisation = 1
  drill_gain_modifier = 1
  drill_decay_modifier = 1
  same_culture_advisor_cost = 1
  same_religion_advisor_cost = 1
  promote_culture_cost = 1
  own_coast_naval_combat_bonus = 1
  local_own_coast_naval_combat_bonus = 1
  global_defender_dice_roll_bonus = 1
  local_defender_dice_roll_bonus = 1
  global_attacker_dice_roll_bonus = 1
  local_attacker_dice_roll_bonus = 1
  own_territory_dice_roll_bonus = 1
  can_revoke_parliament_seats = yes
  parliament_backing_chance = 1
  parliament_effect_duration = 1
  parliament_debate_duration = 1
  parliament_chance_of_decision = 1
  num_of_parliament_issues = 1
  max_possible_parliament_seats = 1
  institution_growth = 1
  innovativeness_gain = 1
  possible_policy = 1
  free_policy = 1
  possible_adm_policy = 1
  possible_dip_policy = 1
  possible_mil_policy = 1
  free_adm_policy = 1
  free_dip_policy = 1
  free_mil_policy = 1
  adm_advisor_cost = 1
  dip_advisor_cost = 1
  mil_advisor_cost = 1
  reform_progress_growth = 1
  reform_progress_growth_building = 1
  monthly_reform_progress = 1
  monthly_reform_progress_modifier = 1
  monthly_reform_progress_building = 1
  min_autonomy_in_territories = 1
  reelection_cost = 1
  leader_cost = 1
  candidate_random_bonus = 1
  election_cycle = 1
  monthly_support_heir_gain = 1
  power_projection_from_insults = 1
  local_religious_unity_contribution = 1
  trade_company_investment_cost = 1
  cawa_cost_modifier = 1
  janissary_cost_modifier = 1
  blockade_force_required = 1
  hostile_disembark_speed = 1
  hostile_fleet_attrition = 1
  regiment_disembark_speed = 1
  allowed_tercio_fraction = 1
  amount_of_tercio = 1
  local_has_tercio = yes
  allowed_musketeer_fraction = 1
  amount_of_musketeers = 1
  local_has_musketeers = yes
  allowed_samurai_fraction = 1
  amount_of_samurai = 1
  local_has_samurai = yes
  allowed_geobukseon_fraction = 1
  amount_of_geobukseon = 1
  local_has_geobukseon = yes
  allowed_man_of_war_fraction = 1
  amount_of_man_of_war = 1
  local_has_man_of_war = yes
  allowed_galleon_fraction = 1
  amount_of_galleon = 1
  local_has_galleon = yes
  allowed_galleass_fraction = 1
  amount_of_galleass = 1
  local_has_galleass = yes
  allowed_caravel_fraction = 1
  amount_of_caravel = 1
  local_has_caravel = yes
  allowed_voc_indiamen_fraction = 1
  amount_of_voc_indiamen = 1
  local_has_voc_indiamen = yes
  allowed_marine_fraction = 1
  can_recruit_janissaries = yes
  can_recruit_cawa = yes
  can_recruit_cossacks = yes
  can_recruit_rajputs = yes
  can_recruit_revolutionary_guards = yes
  allow_janissaries_from_own_faith = yes
  allow_mercenary_drill = yes
  merc_leader_army_tradition = 1
  merc_independent_from_trade_range = yes
  allow_mercenaries_to_split = yes
  may_explore = yes
  sea_repair = yes
  cb_on_government_enemies = yes
  cb_on_primitives = yes
  no_religion_penalty = yes
  auto_explore_adjacent_to_colony = yes
  reduced_stab_impacts = yes
  extra_manpower_at_religious_war = yes
  idea_claim_colonies = yes
  may_establish_frontier = yes
  can_fabricate_for_vassals = yes
  cb_on_overseas = yes
  reduced_native_attacks = yes
  may_not_reduce_inflation = yes
  no_cost_for_reinforcing = yes
  may_build_supply_depot = yes
  may_refill_garrison = yes
  may_return_manpower_on_disband = yes
  may_not_convert_territories = yes
  allow_client_states = yes
  enable_forced_march = yes
  number_of_cannons_modifier = 1
  heavy_ship_number_of_cannons_modifier = 1
  light_ship_number_of_cannons_modifier = 1
  galley_number_of_cannons_modifier = 1
  transport_number_of_cannons_modifier = 1
  hull_size = 1
  hull_size_modifier = 1
  heavy_ship_hull_size_modifier = 1
  light_ship_hull_size_modifier = 1
  galley_hull_size_modifier = 1
  transport_hull_size_modifier = 1
  engagement_cost = 1
  engagement_cost_modifier = 1
  special_unit_cost_modifier = 1
  special_unit_manpower_cost_modifier = 1
  number_of_cannons_flagship_modifier = 1
  number_of_cannons_flagship = 1
  number_of_cannons = 1
  max_flagships = 1
  flagship_morale = 1
  naval_maintenance_flagship_modifier = 1
  trade_power_in_fleet_modifier = 1
  ship_trade_power = 1
  ship_trade_power_modifier = 1
  can_transport_units = yes
  flagship_naval_engagement_modifier = 1
  blockade_impact_on_siege_in_fleet_modifier = 1
  movement_speed_in_fleet_modifier = 1
  flagship_durability = 1
  morale_in_fleet_modifier = 1
  exploration_mission_range_in_fleet_modifier = 1
  barrage_cost_in_fleet_modifier = 1
  naval_attrition_in_fleet_modifier = 1
  cannons_for_hunting_pirates_in_fleet = 1
  movement_speed_onto_off_boat_modifier = 1
  admiral_skill_gain_modifier = 1
  privateering_efficiency_in_fleet_modifier = 1
  prestige_from_battles_in_fleet_modifier = 1
  naval_tradition_in_fleet_modifier = 1
  landing_penalty = 1
  establish_order_cost = 1
  treasure_fleet_income = 1
  global_naval_barrage_cost = 1
  center_of_trade_upgrade_cost = 1
  local_center_of_trade_upgrade_cost = 1
  missionary_maintenance_cost = 1
  local_missionary_maintenance_cost = 1
  naval_tradition_from_trade = 1
  admiral_cost = 1
  expel_minorities_cost = 1
  infantry_fire = 1
  cavalry_fire = 1
  artillery_fire = 1
  infantry_shock = 1
  cavalry_shock = 1
  artillery_shock = 1
  curia_treasury_contribution = 1
  cb_on_religious_enemies = yes
  yearly_patriarch_authority = 1
  yearly_authority = 1
  yearly_karma_decay = 1
  available_province_loot = 1
  relation_with_heretics = 1
  relation_with_heathens = 1
  relation_with_same_religion = 1
  reverse_relation_with_same_religion = 1
  relation_with_same_culture = 1
  relation_with_same_culture_group = 1
  relation_with_accepted_culture = 1
  relation_with_other_culture = 1
  stability_cost_to_declare_war = 1
  special_unit_forcelimit = 1
  curia_powers_cost = 1
  appoint_cardinal_cost = 1
  papal_influence_from_cardinals = 1
  unrest_catholic_provinces = 1
  imperial_reform_catholic_approval = 1
  disengagement_chance = 1
  manpower_in_true_faith_provinces = 1
  manpower_in_own_culture_provinces = 1
  manpower_in_culture_group_provinces = 1
  manpower_in_accepted_culture_provinces = 1
  free_city_imperial_authority = 1
  imperial_mercenary_cost = 1
  max_free_cities = 1
  max_electors = 1
  manpower_against_imperial_enemies = 1
  monarch_lifespan = 1
  max_revolutionary_zeal = 1
  yearly_revolutionary_zeal = 1
  flagship_cost = 1
  governing_capacity = 1
  governing_capacity_modifier = 1
  governing_cost = 1
  trade_company_governing_cost = 1
  state_governing_cost = 1
  territories_governing_cost = 1
  local_governing_cost = 1
  local_governing_cost_increase = 1
  state_governing_cost_increase = 1
  statewide_governing_cost = 1
  reasons_to_elect = 1
  years_to_integrate_personal_union = 1
  legitimate_subject_elector = 1
  accept_vassalization_reasons = 1
  transfer_trade_power_reasons = 1
  local_warscore_cost_modifier = 1
  mercantilism_cost = 1
  tribal_development_growth = 1
  monthly_federation_favor_growth = 1
  monthly_heir_claim_increase = 1
  monthly_heir_claim_increase_modifier = 1
  great_project_upgrade_cost = 1
  local_great_project_upgrade_cost = 1
  great_project_upgrade_time = 1
  local_great_project_upgrade_time = 1
  colonial_type_change_cost_modifier = 1
  colonial_subject_type_upgrade_cost_modifier = 1
  yearly_doom_reduction = 1
  all_estate_loyalty_equilibrium = 1
  loyalty_change_on_revoked = 1
  estate_interaction_cooldown_modifier = 1
  all_estate_possible_privileges = 1
  no_stability_loss_on_monarch_death = yes
  allow_free_estate_privilege_revocation = yes
  warscore_from_battles_modifier = 1
  yearly_innovativeness = 1
  yearly_government_power = 1
  no_claim_cost_increasement = yes
  naval_morale_damage = 1
  naval_morale_damage_received = 1
  has_tercio = yes
  has_musketeer = yes
  has_samurai = yes
  has_geobukseon = yes
  has_man_of_war = yes
  has_galleon = yes
  has_galleass = yes
  has_caravel = yes
  has_voc_indiamen = yes
  has_streltsy = yes
  allowed_streltsy_fraction = 1
  amount_of_streltsy = 1
  local_has_streltsy = 1
#}

You can see the file in the game where it is called “02_test_modifiers.txt”. It is commented out, so it has absolutely no effect in the game.

This was it for this week! Next week @SaintDaveUK will talk about the art of Domination. Until then I wish you all a great week!

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