EU4-DevDiary21stofMarch2023-BalanceChangesandUsermoddingAdditions(平衡与模组)
(2023-04-22 10:49:52)
标签:
eu4gameparadox游戏 |
分类: EU4 |
Europa Universalis IV - Development Diary 21st of March 2023 -
Balance Changes and Usermodding Additions
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“Spanish Tercios” has been replaced by “Spanish Field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“Persian Reinforcement” has been replaced by “Persian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“French Musketeers” has been replaced by “French Absolutism”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“Dutch Officials” has been replaced by “Dutch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“Austrian Diplomacy” has been replaced by “Austrian Tenacity”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!