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:
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:
Scorched Earth Map Mode:
Expanded Infrastructure Map Mode:
And last but not least, special state effects such as Pashas or Holy Orders are now visible in the Metropolitan map mode:
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:
You can then assign the government mechanic in the reform like this:
Here are a few example government mechanics:
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:
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!
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- “Spanish Tercios” has been replaced by “Spanish Field Marshals” and now gives +1 Leader Land Shock instead of -30% Shock Damage Received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- “Persian Reinforcement” has been replaced by “Persian Enlightenment” and now gives -20% Development Cost instead of -30% Reinforce cost
- “French Musketeers” has been replaced by “French Absolutism” and now gives +30% Max Effect of Absolutism instead of +20% Land Fire Damage
- “Dutch Officials” has been replaced by “Dutch Commercialization” and now gives +33% Trade Steering instead of -0.2 Yearly Corruption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
- 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
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%
- Janissaries:
- 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 pashas.png](https://forumcontent.paradoxplaza.com/public/946811/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%
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 razing_mapmode.png](https://forumcontent.paradoxplaza.com/public/946812/razing_mapmode.png)
Scorched Earth Map Mode:
![scorched_earth_mapmode.png scorched_earth_mapmode.png](https://forumcontent.paradoxplaza.com/public/946813/scorched_earth_mapmode.png)
Expanded Infrastructure Map Mode:
![expanded_infrastructure_mapmode.png expanded_infrastructure_mapmode.png](https://forumcontent.paradoxplaza.com/public/946814/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 better_metropolitan.png](https://forumcontent.paradoxplaza.com/public/946816/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:
Code:
#<government_mechanic_id> = { #The ID of the government mechanic which is used by the government_abilities in the gov reform files
# alert_icon_gfx = <icon> #defines which GFX icon strip the alert icon to use for this mechanic is in
# alert_icon_index = <int> #the index of the icon for this mechanic in the above strip
# available = <trigger> #criteria for the mechanic to be available
#
# powers = {} #1..n of
# <government_power_type_id> = {
# gui = <string> #link to the gui that will be used to display this power. By default, it will be government_shared_power if it's not a power only associated with one action, or if it is a unique power for one interaction, this will be ignored and the bar from the interaction's gui will be used. New versions of this will need to contain the same elements so they can be filled in.
# min = <int> #min power value - usually just leave this at 0.
# max = <int> #Defines how much progress you can save up for the progress bar.
# default = <int> #default power when resetting, usually leave as 0
# reset_on_new_ruler = yes/no #Defines if a new ruler resets the progress bar. It does so if set to yes, otherwise the progress remains saved even if you get a new ruler.
# base_monthly_growth = <float> #Defines the base amount of progress growing. At default, it is 0.
# development_scaled_monthly_growth = <float> #defines the amount of monthly growth you get from development scaled by Development/COUNTRY_DEVELOPMENT_SCALE (i.e. was in country_development)
# monarch_power = <adm/mil/dip> #specify if the power also gains from the ruler's skill value. Don't specify if you don't want this feature
# scaled_modifier = <conditional modifier> #optional country modifier that scales with the percentage of power. You can have n of them in the power.
# reverse_scaled_modifier = <conditional modifier> #optional country modifier that scales with ( 1 - percentage of power ). You can have n of them in the power.
# on_max_reached = <effect> #effect when you get to full power
# on_min_reached = <effect> #effect when you get to the least available power
# is_good = <yes/no> #is this power....desirable?
# }
#
# Modifiers will be generated for the power types like this:
# monthly_<government_power_type_id> = <float> #a monthly amount of this power given to the country
# <government_power_type_id>_gain_modifier = <float> #Modifies the gain from the add_government_power effect
# for each of these, you'll need to add a string for the generated modifier id and an icon.
#
# There are effects for all government powers:
# add_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #adds government power
# add_government_power_scaled_to_seats = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #adds government power, scaled to the number of seats in parliament
# set_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #sets government power
# freeze_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #government power no longer changes
# unfreeze_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #government power can change again
#
# ...and triggers:
# has_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #tests if government power is at least value
# government_power_frozen = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #tests if government power is frozen
#
# interactions = {} #1..n of
# <government_power_interaction_id> = {
# gui = <string> #link to the gui that will be used to display this power. By default, it will be government_interaction_type if not specified. New versions of this will need to contain the same elements so they can be filled in.
# icon = <gfx icon name> #Defines how the icon of the button should look like.
# cost_type = <progress_type_id> # which progress type we're spending (if any)
# cost = <int> #Defines how much progress you need to press the button. If pressed, it drains <int> amount of progress from the progress bar.
# trigger = { <country triggers> } #Defines the triggers needed for the button to be used. At default, it is empty which means there are no triggers greying the button out
# effect = { <country effects> } #Defines the effects happening when you press the button
# cooldown_years = <int> #Defines the cooldown years for this one button.
# cooldown_token = <any token> #defines the cooldown to use. If not specified, it will use the id of the action, so the cooldown will be unique to the action. This is useful if actions are to be mutually exclusive
# cooldown_desc = <string key> #defines the string to use for the name of the cooldown. If not specified, it will use the name of the interaction.
# ai_chance = <mtth> #mean time to happen, used to test to see how interested the AI is in doing this interaction
# }
# }
# in theory, you can have as many interactions and powers as you like, but you'll need to make sure the UI script can handle them.
Code:
example_gov_reform = {
icon = "mercenaries"
allow_normal_conversion = yes
potential = {}
trigger = {}
modifiers = {
diplomatic_reputation = 1
}
government_abilities = {
government_ability_1
government_ability_2
government_ability_3
#You can have n government abilities in the same reform. UI can be a bit clunky though as you will have to rely on a scrollbar
}
ai = {
factor = 1
}
}
Code:
tribal_federation_mechanic = {
alert_icon_gfx = GFX_alerticons_government_mechanics
alert_icon_index = 5
available = {
has_dlc = "Cradle of Civilization"
}
powers = {
tribal_allegiance = {
max = 100
reset_on_new_ruler = no
base_monthly_growth = 0
development_scaled_monthly_growth = -0.25
scaled_modifier = {
modifier = {
manpower_recovery_speed = 0.33
global_unrest = -3
}
}
}
}
interactions = {
enlist_general = {
icon = GFX_enlist_general_button
cost_type = tribal_allegiance
cost = 30
trigger = {
}
effect = {
create_general = {
tradition = 40
}
}
cooldown_years = 0
ai_chance = {
factor = 10
modifier = {
factor = 100
is_in_important_war = yes
has_government_power = {
mechanic_type = tribal_federation_mechanic
power_type = tribal_allegiance
value = 95
}
}
modifier = {
factor = 20
not = {
has_leaders = {
value = 1
type = general
include_monarch = no
include_heir = no
}
}
}
modifier = {
factor = 20
not = {
has_leaders = {
value = 2
type = general
include_monarch = no
include_heir = no
}
}
}
modifier = {
factor = 20
not = {
has_leader_with = {
general = yes
total_pips = 6
}
}
}
modifier = {
factor = 0.1
has_leader_with = {
general = yes
total_pips = 11
}
}
modifier = {
factor = 0
is_at_war = no
}
}
}
train_horsemanship = {
icon = GFX_train_horsemanship_button
cost_type = tribal_allegiance
cost = 30
trigger = {
}
effect = {
add_country_modifier = {
name = train_horsemanship_modifier
duration = 3650
}
}
cooldown_years = 10
ai_chance = {
factor = 100
modifier = {
factor = 100
is_in_important_war = yes
has_government_power = {
mechanic_type = tribal_federation_mechanic
power_type = tribal_allegiance
value = 95
}
}
modifier = {
factor = 0
not = { cavalry_fraction = 0.1 }
}
modifier = {
factor = 0.1
not = { cavalry_fraction = 0.2 }
}
modifier = {
factor = 0
is_at_war = no
}
modifier = {
factor = 0
NOT = { manpower_percentage = 0.8 }
}
}
}
conscript_from_tribes = {
icon = GFX_conscript_from_tribes_button
cost_type = tribal_allegiance
cost = 30
trigger = {
capital_scope = {
controller = {
tag = ROOT
}
has_siege = no
}
}
effect = {
capital_scope = {
add_unit_construction = {
type = cavalry
amount = 6
speed = 0.25
cost = 0
}
}
}
cooldown_years = 0
ai_chance = {
factor = 0 #Just no
}
}
}
}
Code:
mamluk_mechanic = {
alert_icon_gfx = GFX_alerticons_government_mechanics
alert_icon_index = 3
available = {
has_dlc = "Cradle of Civilization"
}
powers = {
mamluk_adm_power = {
max = 150
monarch_power = ADM
reset_on_new_ruler = yes
base_monthly_growth = 0.25
}
mamluk_dip_power = {
max = 150
monarch_power = DIP
reset_on_new_ruler = yes
base_monthly_growth = 0.25
}
mamluk_mil_power = {
max = 150
monarch_power = MIL
reset_on_new_ruler = yes
base_monthly_growth = 0.25
}
}
interactions = {
promote_culture_in_government = {
icon = GFX_promote_culture_in_government_button
cost_type = mamluk_adm_power
cost = 100
trigger = {
}
effect = {
add_country_modifier = {
name = promote_culture_in_government_modifier
duration = 365
}
}
cooldown_years = 1
ai_chance = {
factor = 100 #Never a reason to say no to this either
}
}
sell_off_culture_slaves = {
icon = GFX_sell_off_culture_slaves_button
cost_type = mamluk_dip_power
cost = 100
trigger = {
custom_trigger_tooltip = {
tooltip = ANY_OWNED_PROVINCE_OF_RULER_CULTURE
any_owned_province = {
owner = {
ruler_culture = PREV
}
}
}
}
effect = {
add_owned_provinces_development_ducats = {
custom_tooltip = FROM_PROVINCES_OF_RULER_CULTURE
trigger = {
owner = {
ruler_culture = PREV
}
}
multiplier = 2
age_multiplier = 1
}
}
cooldown_years = 1
ai_chance = {
factor = 100 #There is never a reason to say no to money
modifier = {
factor = 20
num_of_loans = 1
}
modifier = {
factor = 20
num_of_loans = 3
}
modifier = {
factor = 20
num_of_loans = 5
}
modifier = {
factor = 20
num_of_loans = 7
}
}
}
recruit_from_culture_lands = {
icon = GFX_recruit_from_culture_lands_button
cost_type = mamluk_mil_power
cost = 100
trigger = {
custom_trigger_tooltip = {
tooltip = ANY_OWNED_PROVINCE_OF_RULER_CULTURE
any_owned_province = {
owner = {
ruler_culture = PREV
}
}
}
}
effect = {
add_owned_provinces_development_manpower = {
custom_tooltip = FROM_PROVINCES_OF_RULER_CULTURE
trigger = {
owner = {
ruler_culture = PREV
}
}
multiplier = 0.05
age_multiplier = 1
}
}
cooldown_years = 1
ai_chance = {
factor = 100 #Say yes to manpower
modifier = {
factor = 20
not = { manpower_percentage = 0.3 }
}
modifier = {
factor = 20
not = { manpower_percentage = 0.2 }
}
modifier = {
factor = 20
not = { manpower_percentage = 0.1 }
}
}
}
}
}
Code:
iqta_mechanic = {
alert_icon_gfx = GFX_alerticons_government_mechanics
alert_icon_index = 2
available = {
has_dlc = "Cradle of Civilization"
}
interactions = {
efficient_tax_farming = {
icon = GFX_efficient_tax_farming_button
trigger = {
}
effect = {
add_country_modifier = {
name = efficient_tax_farming_modifier
duration = 7300
}
add_subjects_development_ducats = {
multiplier = 2
}
}
cooldown_years = 20
cooldown_token = iqta_mechanic
cooldown_desc = AN_IQTA_TAXATION_POLICY
ai_chance = {
factor = 20
modifier = {
factor = 0
NOT = { num_of_loans = 1 }
}
modifier = {
factor = 0.5
is_in_deficit = no
}
modifier = {
factor = 1.25
has_any_disaster = yes
}
modifier = {
factor = 1.5
num_of_loans = 2
is_in_deficit = yes
}
modifier = {
factor = 20
num_of_loans = 1
}
modifier = {
factor = 100
num_of_loans = 3
}
modifier = {
factor = 100
num_of_loans = 5
}
modifier = {
factor = 100
num_of_loans = 7
}
}
}
land_acquisition = {
icon = GFX_land_acquisition_button
trigger = {
}
effect = {
add_country_modifier = {
name = land_acquisition_modifier
duration = 7300
}
add_subjects_development_manpower = {
multiplier = 0.05
}
}
cooldown_years = 20
cooldown_token = iqta_mechanic
cooldown_desc = AN_IQTA_TAXATION_POLICY
ai_chance = {
factor = 20
modifier = {
factor = 20
not = { manpower_percentage = 0.3 }
}
modifier = {
factor = 20
not = { manpower_percentage = 0.2 }
}
modifier = {
factor = 20
not = { manpower_percentage = 0.1 }
}
modifier = {
factor = 100
is_in_important_war = yes
}
modifier = {
factor = 30
is_at_war = yes
is_in_deficit = no
}
modifier = {
factor = 0
is_at_war = no
OR = {
NOT = {
any_neighbor_country = {
NOT = { truce_with = ROOT }
}
}
manpower_percentage = 0.9
}
}
}
}
lenient_taxation = {
icon = GFX_lenient_taxation_button
trigger = {
}
effect = {
add_country_modifier = {
name = lenient_taxation_modifier
duration = 7300
}
}
cooldown_years = 20
cooldown_token = iqta_mechanic
cooldown_desc = AN_IQTA_TAXATION_POLICY
ai_chance = {
factor = 10
modifier = {
factor = 0
NOT = {
any_subject_country = {
liberty_desire = 40
}
}
}
modifier = {
factor = 20
any_subject_country = {
liberty_desire = 45
}
}
modifier = {
factor = 50
any_subject_country = {
liberty_desire = 50
}
}
modifier = {
factor = 100
any_subject_country = {
liberty_desire = 60
}
}
}
}
}
}
- Guibounds command for the console, allowing you to debug the UI
- Change_country_color = { country = <country scope> / 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:
- 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 = <int> #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 = <int> #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 = <int> #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 = <float> #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
- Issues have now the following arguments:
- New attributes for Mercenaries
- counts_towards_force_limit = no (a merc company with this trait would not occupy any force limit)
- max_size = <int> #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 = <int> #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 = <double> #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:
-
Code:
merc__local_free_company = { regiments_per_development = 0.025 cavalry_weight = 0.1 artillery_weight = 0.1 cavalry_cap = 2 cost_modifier = 0.75 trigger = { total_development = 150 is_allowed_to_recruit_mercenaries = yes } # No home province means local mercenary company max_size = 12 min_size = 4 no_additional_manpower_from_max_size = yes manpower_pool = 50 }
- 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.
[*]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!
![dd_modding_chapel.png dd_modding_chapel.png](https://forumcontent.paradoxplaza.com/public/946908/dd_modding_chapel.png)