Explanation[]
A modifier is a numeric multiplier that represent certain strengths and weaknesses of a country. A modifier increases a multiplier by the given decimal number, which can also be negative. 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.
Most modifiers are by default 1.00, representing 100%. Modifiers are additive. For example, if you have two ideas that each change army organization by 0.20, then the resulting modifier is 1.40. This 1.40 (or 1.4) is then multiplied with each individual divisions organization value to get the end value.
List of Modifiers[]
State & Diplomacy[]
Syntax |
Description |
---|---|
[ideology name]_drift | Increases or decreases daily ideology drift, so that the ideology slowly becomes more or less popular. The vanilla ideology names are "fascism", "communism", "neutrality" and "democratic". |
[ideology name]_acceptance | Gives a bonus or penalty to how this country behaves towards other countries of the chosen ideology. |
[law_idea_group]_cost_factor | Changes the political power cost to modify country laws of said type. (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" |
ai_call_ally_desire_factor | |
ai_focus_aggressive_factor | |
ai_join_ally_desire_factor | |
ai_get_ally_desire_factor | Likelihood the AI wants to join a faction, or invite members in to its own faction. |
autonomy_gain | Daily flat autonomy gain if you are a puppet. Does nothing if you do not have Together for Victory DLC. |
drift_defence_factor | How resistant the country is to ideology boosting from other countries. |
enemy_justify_war_goal_time | Modifier of how long it takes for other countries to justify a war goal on you. |
enemy_partisan_effect | How effective sabotage in occupied states are. |
foreign_subversive_activites | Yes, Paradox misspelled this. It modifies the quality of staging coups. |
generate_wargoal_tension | Modifies the tension requirements to be able to create a wargoal. |
guarantee_cost | Modifies the cost factor of guaranteeing a foreign country. |
guarantee_tension | Modifies the tension requirements to be able to guarantee another country. (default value is part of ideology) |
join_faction_tension | Modifies the tension requirements to manually join a faction. (default value is part of ideology) |
justify_war_goal_time | The factor of time required to justify a wargoal on other countries. |
monthly_population | Monthly population growth multiplier (default 1.0 => about 1.5% per year) |
opinion_gain_monthly_factor | Opinion gain factor of the 'improve relations' diplomatic action |
opinion_gain_monthly_same_ideology_factor | Opinion gain factor that you get monthly for being the same ideology as another country. |
partisan_effect | Resistance strength of when your core states are occupied by the enemy. |
political_power_cost | Amount of flat political power consumed daily. |
political_power_gain | Amount of flat political power gained daily |
political_power_factor | Political power gain factor |
send_volunteer_divisions_required | Modifies the amount of divisions required to be able to send volunteers. |
send_volunteer_size | flat amount of bonus divisions you can send as a volunteer force. |
send_volunteers_tension | Modifies the tension requirements to be able to guarantee another country. (default value is part of ideology) |
subversive_activites_upkeep | Yes, Paradox misspelled this. Changes the political power upkeep cost of staging coups. |
stability_factor | National stability increase or loss. Base national stability is written in history/country |
stability_weekly | Weekly national stability increase or loss. |
surrender_limit | Modifies when a country capitulates, Default is 0.8 (when 80% of victory points are taken) |
trade_opinion_factor | Percentile trade opinion increase or decrease. |
Industry, Trade, and Research[]
Syntax |
Description |
---|---|
consumer_goods_factor | The factor of total factories that are reserved for consumer goods, as seen on the construction tab. By default 0 but increased by economy laws (civilian economy, war economy, etc). |
conversion_cost_civ_to_mil_factor | |
equipment_conversion_speed | |
global_building_slots_factor | Factor of building slots |
industrial_capacity_factory | Military production output factor |
industrial_capacity_dockyard | Naval production output factor |
industry_air_damage_factor | Factor of Industry damage sustained from being bombed. |
local_resources_factor | Resource output modifier before trade |
min_export | Factor of resources exported. By default 0 but is increased by trade laws. |
production_factory_efficiency_gain_factor | Production efficiency |
production_factory_start_efficiency_factor | Starting military production efficiency |
production_speed_air_base_factor | Construction speed of Air Bases (higher is faster, default is 1) |
production_speed_anti_air_building_factor | Construction speed of Anti Air (higher is faster, default is 1) |
production_speed_arms_factory_factor | Construction speed of Military Factories (higher is faster, default is 1) |
production_speed_buildings_factor | Construction speed of any building (higher is faster, default is 1) |
production_speed_bunker_factor | Construction speed of Land Bunkers (higher is faster, default is 1) |
production_speed_coastal_bunker_factor | Construction speed of Coastal Bunkers (higher is faster, default is 1) |
production_speed_dockyard_factor | Construction speed of Dockyards (higher is faster, default is 1) |
production_speed_industrial_complex_factor | Construction speed of Civilian Factories (higher is faster, default is 1) |
production_speed_infrastructure_factor | Construction speed of Infrastructure (higher is faster, default is 1) |
production_speed_naval_base_factor | Construction speed of Naval Bases (higher is faster, default is 1) |
production_speed_nuclear_reactor_factor | Construction speed of Nuclear Reactors (higher is faster, default is 1) |
production_speed_radar_station_factor | Construction speed of Radar Stations (higher is faster, default is 1) |
production_speed_rocket_site_factor | Construction speed of Rocket Sites (higher is faster, default is 1) |
production_speed_synthetic_refinery_factor | Construction speed of Synthetic Refineries (higher is faster, default is 1) |
research_bonus | Reduces research time cost towards specific technology types mentioned inside the object. |
research_speed_factor | How long it takes to research a new technology. Used to be called "research_time_factor" |
Land Army & Military[]
Syntax | Description |
---|---|
amphibious_invasion | Bonus to naval invasion execution speed |
army_armor_attack_factor | |
army_armor_defence_factor | |
army_armor_speed_factor | |
army_artillery_attack_factor | |
army_artillery_defence_factor | |
army_attack_factor | Percentile bonus to all divisions attacking |
army_core_attack_factor | Division attack strength factor while fighting on your own core states. |
army_core_defence_factor | Division defense factor while fighting on your own core states. |
army_defence_factor | Percentile bonus to all divisions defending |
army_infantry_attack_factor | |
army_infantry_defence_factor | |
army_leader_cost_factor | Factor of political power cost of recruiting new generals. |
army_leader_start_level | Increases the starting level of newly hired generals. |
army_morale_factor | Division organisation recovery factor |
army_org | Flat bonus to all divisions organisation value. |
army_org_factor | Multiplies the maximum organisation of all divisions by the given factor. Allowing them to push for longer periods of time. |
army_speed_factor | |
attrition | |
cavalry_attack_factor | |
cavalry_defence_factor | |
command_power_gain | Flat daily command power gain. 1 represents 1 command power. |
command_power_gain_mult | Command power multiplier that goes over the base daily command power gain, which is 0.6% of max command power. |
conscription | By default 0 but increased by conscription laws. Percentage of total core-population you have available as manpower. |
conscription_factor | Manpower multiplier |
decryption_factor | |
defence | |
dig_in_speed_factor | |
encryption_factor | |
experience_gain_army | Daily land army experience gain |
experience_gain_army_factor | Factor at which land army experience is accrued. |
heat_attrition_factor | |
invasion_preparation | Time factor of preparing a naval invasion. Default 1.0, Less is faster. |
land_reinforce_rate | |
max_dig_in | |
motorized_attack_factor | |
motorized_defence_factor | |
non_core_manpower | Multiplied with your conscription rate to get the factor of non-core recruitable population. Default value is 0.02? |
offence | |
out_of_supply_factor | penalty factor of being out of supplies. (not sure if this accounts for only low supply attrition or also low supply morale) |
planning_speed | Modifies the speed at which an army builds up its planning bonus. |
special_forces_attack_factor | |
special_forces_cap | Multiplied by total amount of normal battalions to calculate how many special force battalions you can have. Default value is 0.05, meaning you can have 1 special force battalion for every 20 normal battalions. (battalions are the different units within a division) |
special_forces_defence_factor | |
supply_consumption_factor | |
recon_factor | Recon bonus to all divisions. |
training_time_army_factor | Time factor required to train divisions |
war_support_weekly | War support change each week. |
winter_attrition_factor |
Airforce[]
Syntax | Description |
---|---|
air_accidents_factor | |
air_ace_generation_chance_factor | |
air_air_superiority_agility_factor | |
air_air_superiority_attack_factor | |
air_air_superiority_defence_factor | |
air_cas_present_factor | |
air_close_air_support_agility_factor | |
air_close_air_support_attack_factor | |
air_close_air_support_defence_factor | |
air_interception_agility_factor | |
air_interception_attack_factor | |
air_interception_defence_factor | |
air_strategic_bomber_agility_factor | |
air_strategic_bomber_attack_factor | |
air_strategic_bomber_bombing_factor | |
air_strategic_bomber_defence_factor | |
air_night_penalty | |
air_paradrop_agility_factor | |
air_paradrop_attack_factor | |
air_paradrop_defence_factor | |
air_weather_penalty | |
army_bonus_air_superiority_factor | |
enemy_army_bonus_air_superiority_factor | |
experience_gain_air | |
experience_gain_air_factor | |
naval_strike_agility_factor | |
naval_strike_attack_factor | |
naval_strike_targetting_factor |
[]
Syntax | Description |
---|---|
convoy_raiding_efficiency_factor | |
experience_gain_navy | |
experience_gain_navy_factor | |
naval_coordination | |
naval_hit_chance | |
naval_retreat_chance | |
naval_retreat_speed | |
naval_speed_factor | |
navy_anti_air_attack_factor | |
navy_capital_ship_attack_factor | |
navy_capital_ship_defence_factor | |
navy_carrier_air_agility_factor | |
navy_carrier_air_attack_factor | |
navy_carrier_air_targetting_factor | |
navy_max_range_factor | |
navy_screen_attack_factor | |
navy_screen_defence_factor | |
navy_submarine_attack_factor | |
navy_submarine_defence_factor | |
navy_submarine_detection_factor | |
ships_at_battle_start | |
sortie_efficiency | |
spotting_chance |