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black_imperator

Corporal
115 Badges
Mar 5, 2012
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You may have noticed that there are some modifier effects that don't work in certain scopes. (people making trait mods in particular have run across that issues, you cannot for example use the max_embassies effect on a species trait).

So to try and keep track of what can and cannot be used where, i've started a reference sheet indicating what effect you are allowed to use in what situations:
https://docs.google.com/spreadsheets/d/1g2LmsEgPGc7dJdWYjjj7Im9euSImSL9DfTlGAudqDAY/edit#gid=0

It's only the beginning and i'll update it first with what's actually used ingame (which i've done already for planet-wide effects) and then by testing effects in various scopes to see if they work.


If you notice some effect that isn't in the list or one that is but shouldn't, please leave a comment on the thread or the doc.
If you want to help with the referencing, please send me a pm.

(I fully intend to move this to the wiki once it's finalized but for now, the doc will be perfect ^^)
 
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it would be very interesting add one columns files
for example now i see directories in the fille called modifiers_I_yml (in my case modifiers_l_yml) contain the explain
well my proposal is add the name file description and the file that you found
 
yeah i saw that earlier today, most of the modifiers are already in my spreadsheet, though i'll check tomorrow to be sure. Hopefully, i can clarify what scope allows what modifier. There seems to be some kind of hierarchy set up. country scope can use all modifiers, Species scope can use species-specific but also pop modifiers and tile modifiers, along with some of the leader modifiers, and so on and so forth.
 
The modifier "ship_anomaly_fail_risk = -1" only works when it is part of a scientist trait (in which case it will change the fail risk to 0%). It doesn't work from a country or ship modifier.