Example: GER.ai_attitude_allied_weight@ENG, description: military factory level in the state, description: damaged building level of a building with type, uses target as building type. Modifiers can be gained through every static or dynamic token that persists over time: National focus - If the Focus gives a idea with modifiers in it, or unlocks a hidden research (such as with Jungle Training from TfV India). Example: GER.ai_strategy_antagonize@ENG. - It would be really cool if we could have dynamic opinion modifiers, that would function similarly to dynamic modifiers we have right now (using a variable to determine opinion). Modifiers can be gained through every static or dynamic token that persists over time: National focus - If the Focus gives an idea with modifiers in it, or unlocks hidden research (such as with Jungle Training from TfV India). manpower_per_military_factory < 1000, description: check value of stability 0-1: Example has_stability < 0.6, description: check value of war_support 0-1: Example has_war_support < 0.6, description: check amount of civilian factories available for a new project to use, description: Check the value of political power daily growth.Exacmple: political_power_growth > 0, description: Checks for amount manpower currently in deploymentview. description: The chance this operative has to be captured, taking into account the country it is operating for and the country it is operating against. Example: attack_skill_level > 5, description: planning level of the leader, description: average progress of all combats, description: coordination level of the leader, description: the state location the operative is assigned. example leader_modifier@navy_max_range, description: number of terrain traits a leader has, description: average planning ratio of all units, description: number of basic traits a leader has, description: Compares attack skill level of a unit leader. Examples:
Number with 2 decimal places; air_paradrop_agility_factor - exists and localizes but does not seem to do anything at all. Example: GER.ai_strategy_dont_defend_ally_borders@ENG, description: total available manpower of country in thousands, description: opinion of a country targeted on another one. Example:
description: Will compare towards the amount of fake intel divisions a country has control over. example num_equipment_in_armies_k@infantry_equipment, description: number of equipment required in armies of the country in thousands, equipment type token is defined in target. Modifiers are additive. Example: difficulty > 0 (above easy), description: total political power of country, description: number of resources consumed by country, resource type is defined in target resource_consumed@steel, description: DEPRECATED, MAY OVERFLOW. For example, if you have two ideas that each change army organization by 0.20, then the resulting modifier is 1.40. total available manpower of country, description: ai strategy value dont_defend_ally_borders against country. Found in numerous files, ai_will_do is an element that produces a number for the AI to use when weighing decisions. Modifiers are listed one after another in a modifier's bracket. if specified the dynamic variable will target that scope } ``` Example convoy_threat > 0.5, description: check the amount of manpower needed by garrisons. example: num_armies_with_type@light_armor, description: army intel against a target country. Example: GER.ai_attitude_threatened_weight@ENG, description: weight for an ai attitude attitude_alliedagainst country. Number with 1 decimal places; must be used in an air eq. Paradox is ringing in the Lunar New Year with discounts on tons of games at the Paradox Store. if specified the dynamic variable will target that scope } ``` Example:
example num_equipment@infantry_equipment, description: number of maximum assignable traits a leader can have, description: number of units with cavalry dominant type, description: average unit acclimatization for a specific climate, acclimatization type is defined in target. Example: compliance > 50, description: Compares the current compliance speed of a state to a value. How to add dynamic modifiers? value > 0.5
category, Number with 1 decimal places; state modifier, Starting Attack skill level of new army leaders, Starting Defense skill level of new army leaders, Starting Logistics skill level of new army leaders, Starting Planning skill level of new army leaders, disable_strategic_redeployment_for_controller, Number with 0 decimal places; must be used in an air eq. target = GER
A modifier increases a multiplier by the given decimal number, which can also be negative. Doctrines. Modifiers listed here are recognized by the game, but not necessarily used in any context. The name of the Modifier. Most modifiers are by default 1.00, representing 100%. Console commands Tools Crashes and issues ... During a civil war, one of the countries is given a dynamic country tag. has_dynamic_modifier. Controlled by NAVAL_CONVOY_DANGER defines. Example: GER.ai_attitude_outraged_weight@ENG, description: weight for an ai attitude attitude_threatenedagainst country. 1.9 'Husky' Patchlog Here is the full patch log! category, Number with 2 decimal places; must be used in an eq. }, description: Checks the days since last strategic bombing. -1 if not an exile, description: number of armies in state, state is in target. example: sum_unit_terrain_modifier@sickness_chance, description: value of a modifier stored in unit modifier, modifier token is defined in target. Modifiers can be gained through every static or dynamic token that persists over time: National focus - If the Focus gives a idea with modifiers in it, or unlocks a hidden research (such as with Jungle Training from TfV India). Example: compliance_speed > 50, description: Compares the current resistance speed of a state to a value. description: Compares the number of members in the faction for the current country. Dynamic modifiers are a type to apply modifiers that accept variables. description: The time factor applied to the status "harmed". This means that sometimes stability cannot increase or decrease any further despite not having reached a total of 0% stability or a 100% stability. Example: highest_party_popularity OR highest_party_popularity@exclude_ruling_party, description: array of neighbors to owned states, description: returns the token for current party ideology group. example num_ships_with_type@carrier. example num_equipment@infantry_equipment, description: Checks the number of operatives the country controls, description: number of equipment in armies of the country in thousands, equipment type token is defined in target. description: number of battle plans of unit leader, description: average progress of defensive combats, description: number of traits a leader has, description: number of status traits a leader has, description: Compares defense skill level of a unit leader. Paradox Lunar Sale is now live - Up To 75% off. 77 Badges. Manpower: +50% Revolt Risk:-3% Industrial Capacity: +50% Resources: +50% Supply Throughput: +100% Naval Base Efficiency: +100% Combat Efficiency: +40% AI Industrial Capacity:-25% AI Resources:-25% Easy Difficulty example resource_produced@steel, description: returns core resistance of target country, description: returns 1 if ai wants antagonize, description: array of enemies at war with, description: timeout in days for a specific timed mission, mission type token is defined in target. Example: GER.ai_strategy_support@ENG, description: ai strategy value force_defend_ally_borders against country. This is a collection of great mods that was created by modders. There are many different combat modifiers in Hearts of Iron 3. If it has not ever capitulated, the value is extremely large. Where Modifiers are often scaling bonuses that go up and down throughout the game, Variables are the raw number values. example num_deployed_planes_with_type@fighter, description: legitimacy of scope country. Paradox Lunar Sale is now live - Up To 75% off. Example: GER.ai_strategy_influence@ENG, description: ai strategy value ignore against country. amount_research_slots > 2, description: Number of available manpower per factory the country has. Console commands Tools Crashes and issues ... During a civil war, one of the countries is given a dynamic country tag. Example: highest_party_ideology OR highest_party_ideology@exclude_ruling_party, description: popularity size of the most popular party [0.00, 1.00]. Very Easy Difficulty. Supported Scopes: STATE, COUNTRY, UNIT_LEADER; Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL ``` Checks if scope has a dynamic modifier. Paradox is ringing in the Lunar New Year with discounts on tons of games at the Paradox Store. example GER.air_intel@ENG, description: total command power of country, description: navy intel against a target country. ``` adds a dynamic modifier to country/state/unit leader. example GER.civilian_intel@ENG, description: a modifier stored in country scope, description: ideology of the most popular party. example: num_units_with_type@light_armor, description: 1 if leader has orders group, zero otherwise, description: number of units controlled by leader in state, state is in target. Edit: I looked in the minister modifier (or whatever its called...minister traits or something) file and found a few. However, I … State types; Research - Ex. Most modifiers are by default 1.00, representing 100%. example: 123.distance_to@124, description: non damaged building level of a building with type, uses target as building type. Example: GER.ai_strategy_alliance@ENG, description: ai strategy value contain against country. - An ability to use a variable for dynamic rotation and scaling in scripted guis (like we can do with offset right now). target = GER
-1 if not a subject, description: returns 1 if ai wants weaken, description: returns 1 if ai wants protect, description: returns 1 if ai wants ignore, description: returns 1 if ai is threatened, description: returns core compliance of target country, description: returns the original tag of a country, description: cryptology defense level of a country, description: all army leaders of a country, description: all navy leaders of a country, description: check amount of military factories, description: check amount of civilian factories, description: check amount of naval factories, description: check the amount of foreign garrison manpower we have, description: check the number of subjects of nation, description: check amount of political power, description: check amount of available military factories, description: check amount of available naval factories, description: check amount of available civilian factories, description: check if a country is close to surrendering, description: Checks if daily political power increase is more or less that specified value
compare_autonomy_progress_ratio > 0.5, description: checks how many groups a nation is a member of, description: ai strategy value invade against country. This quite an unseen high number, even if it is supposed to balance out the useless female advisor chance. }, description: checks the collaboration in a target country with our currently scoped country. If you spot a mistake then you are welcome to fix it. It is recommended you use these first and specify your own later. Alternative History | The New Order: Last Days of Europe | The year is 1962, and Europe rests under the jackboot. value > 0.5
example: num_units_offensive_combats_against@plains. example non_damaged_building_level@arms_factory, description: building level of a building with type, uses target as building type. FRA = { has_capitulated = yes days_since_capitulated < 21 } # France has capitulated sometime within the past three weeks
example num_units_in_state@123, description: number of units with rocket dominant type, description: number of equipment in army of a leader, equipment type token is defined in target. ``` adds a dynamic modifier to country/state/unit leader. Save up to 75% on titles like Cities: Skylines, Crusader Kings, Stellaris, Hearts of Iron, Europa Universalis, Prison Architect and more. description: The time factor applied to the status "forced into hiding". description: Will compare towards the amount of divisions a country has control over, if strength matters use has_army_size. Example: planning_skill_level > 5, description: ratio of units that are ready for plan, description: number of units currently passing through a river, description: number of units that are offensively fighting against a terrain, terrain type is defined as target. This page was last edited on 12 November 2020, at 09:32. Updates the cooldown if exists: add_dynamic_modifier = { modifier = dynamic_modifier_name days = 42 #will be temporary if specified scope = GER #optional, state or country tag or a variable contains that. . State types; Research - Ex. I created a new "resource" using variables that changes over time and I want it to change the factory output of the country. Can exclude the ruling party by using @exclude_ruling_party. Besides game variables, you can actually create, manipulate and read your own variables. remove_dynamic_modifier = { modifier = sabotaged_ressources } Removes a dynamic modifier to the current scope Examples can be found in /Hearts of Iron IV/common/dynamic_modifiers/*.txt: 1.9 force_update_dynamic_modifier Boolean. Example: logistics_skill_level > 5. They use this ability to fool their victims and drain their love, which is essential for their survival. }. 1 Explanation 2 List of Modifiers 2.1 State & Diplomacy 2.2 Industry, Trade, and Research 2.3 Land Army & Military 2.4 Airforce 2.5 Navy A modifier is a numeric multiplier that represent certain strengths and weaknesses of a country. - An ability to use a variable for dynamic rotation and scaling in scripted guis (like we can do with offset right now). example num_equipment_in_armies@infantry_equipment, description: number of resources imported by country, resource type is defined in target resource_imported@steel, description: number of equipment required in armies of the country, equipment type token is defined in target. This is a collection of great mods that was created by modders. Dynamic Modifiers. To keep things simple, we limited adding and removing dynamic modifiers only through effects, although some QoL improvements may be added in future. The listed decimal places is for display only. (Road to 56 Version) description: Checks the number of available operative slots a country has. has_dynamic_modifier = { modifier = dynamic_modifier_name scope = GER #optional, if the original modifier has been targeted } ``` has_elections description: Checks the number of operative a country can recruit right now. - An effect to sort an array would be great! Takes into account the country it is operating for and the country it is operating against. It is a combination of Overhauls, Focus Trees Overhauls, Mechanic Overhauls, and even funny! Controlled by NAVAL_MINE_DANGER defines. Example: resistance > 50, description: check the population in the state, description: Checks for state strategic value, description: check the population in the state in thousands (use to avoid variable overflows), description: Compares the current compliance level of a state to a value. Example: resistance_target > 50, description: number of units controlled by leader, description: number of units with dominant type controlled by leader, dominant type is defined in target. Modifiers are additive. example num_target_equipment_in_armies_k@infantry_equipment, description: autonomy of scope country. All changelings possess unique shape-shifting magic. command_power_daily > 1.5, description: number of deployed planes with equipment type. example damaged_building_level@arms_factory, description: value of modifier stored in this state, uses target as modifier token, example: 123.modifier@local_manpower, description: civilian factor level in the state, description: countries that cores the state, description: infrastructure level in the state, description: distance to another state, uses target as another state. Today at 10:00 #1 ... Hungary was getting lonely being the only nation with dynamic province names in Australia. GER = { OR = { has_capitulated = no days_since_capitulated > 14 } } # Germany is not both actively and recently capitulated, (Auto generated using the trigger with same name), description: checks decryption ratio against a country. Here are a couple more that you could use as your defaults: Example: GER.ai_strategy_invade@ENG, description: check the number of states occupied by nation, description: check number of research current research slots
Example: GER.ai_strategy_conquer@ENG, description: ai strategy value befriend against country. Example: GER.ai_strategy_occupation_policy@ENG, description: ai strategy value declare_war against country. Doctrines. Modifiers is NOT a one time use command, and needs something to apply it. example num_armies_in_state@123, description: number of ships controlled in country, ship type is defined in target. Updates the cooldown if exists: add_dynamic_modifier = { modifier = dynamic_modifier_name days = 42 #will be temporary if specified scope = GER #optional, state or country tag or a variable contains that. World War II has been over for twenty years, but its legacy still lives on. The amount of political power a country has is for example a game variable that can be read with "has_political_power" and used as a trigger. Steam Workshop: Hearts of Iron IV. description: Compares the estimated army strength between the scope country, his allies and his enemies. Hi guys! Dynamic Modifiers Currently our modifiers can only contain static values and you can't use variables in them. total manpower of country, description: air intel against a target country. description: Checks the number of days since the country last capitulated, even if it is no longer capitulated. ... description: value of a modifier stored in leader modifier, modifier token is defined in target. Can exclude the ruling party by using @exclude_ruling_party. These are defined in zz_dynamic_countries.txt instead. Example: GER.ai_strategy_send_volunteers_desire@ENG, description: ai strategy value occupation_policy against country. I recommend that you free up atleast 10 Gbs description: number of surplus resources in country, resource type is defined in target resource@steel, description: array of potential and actual enemies, description: capital state of the country, description: total encryption strength of a country that is needed, description: number of resources produced by country, resource type is defined in target. stability_weekly = -0.01 Note: Stability is calculated by taking the base stability, which can't be lower than 0% or higher than 100%, and then adding other stability modifiers on top of that. However, I … if the country with the original tag loses the civil war, then the dynamic tag stays. Note that the AI's interpretation of the resulting number is not the same in all use … These are defined in zz_dynamic_countries.txt instead. I created a new "resource" using variables that changes over time and I want it to change the factory output of the country. (Road to 56 Version) Example: defense_skill_level > 5, description: number of assigned traits the leader has, description: value of a modifier stored in leader modifier, modifier token is defined in target. When they are used, the game will compute and return the value of the dynamic variable. First up is the full changelog, and after that we will be going through all the new stuff we have for modders. medium_increase is the name of an opinion modifier that is steadily available in 00_opinion_modifiers. has_dynamic_modifier. Example: GER.ai_strategy_declare_war@ENG, description: ai strategy value prepare_for_war against country. Example: GER.ai_strategy_decrypt_target@ENG, description: ai strategy value activate_crypto against country. Example: GER.ai_strategy_ignore_claim@ENG, description: popularity of targeted party [0.00, 1.00]. example party_popularity@democratic. With dynamic modifiers, it will be possible add such modifiers to country and states. Example: GER.ai_strategy_consider_weak@ENG, description: ai strategy value protect against country.
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