The scripted_effects you found increase/decrease prosperity by an entire step all at once. This is different to what normally happens in the base game: every province has a hidden "prosperity_value" variable; events modify this value up or down; if the value exceeds (or falls below) certain thresholds then the visible modifier is changed (eg. the visible "prosperity 1" province modifier corresponds to 100 <= prosperity_value < 250).
If you want to alter the prosperity of all owned provinces, you need to use the prosperity effect (or alter the prosperity value) from inside the relevant
province scope.
For example, this is how you would increase the prosperity of all of ROOT's demesne provinces by one level:
Code:
ROOT = {
any_demesne_province = {
increase_prosperity_effect = yes
}
}
...and this is how you would increase the hidden prosperity value of all of ROOT's demesne by 10 points:
Code:
ROOT = {
any_demesne_province = {
change_variable = { which = prosperity_value value = 10 }
}
}
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However, I don't think modifying prosperity is a good way to achieve your desired effect. Apart from anything else, this will interfere with the long-term development of prosperity across the map.
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The simplest option would be to alter the mild_winter / normal_winter / severe_winter
modifiers in ...\common\static_modifiers\static_modifiers.txt . For example, you could insert
local_tax_modifier = -0.10
for mild_winter, -20% for normal winter, -50% for severe winter.
The advantage of this approach is that winter seems to be optimised inside the game engine, so you won't be adding any additional CPU load. Also, the game's winter functionality means that different regions have different seasons - you wouldn't need to do this manually. However, only winter is supported - you can only distinguish between not-winter and mild/normal/severe winter.
However, if you wanted to implement a cyclic approach, you could do this by applying a permanent positive modifier and makinig the negatives in winiter larger. For example, if you wanted +20% in not-winter and -10%/-20%/-50% in mild/normal/severe winter:
- For every province that can have winter, add a province modifier (on game start) that gives +20% tax, with duration -1 (ie. forever)
- Change the modifiers for mild/normal/severe winter to also include -30%/-40%/-70% tax
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The more-complex alternative would be to write your own events that trigger several times a year that update province modifiers in every province in the game. This would be fully flexible, but CPU-intensive. You would also need to figure out what to do about regions with extremely different climates (eg. Mongolia vs Morocco), because they probably don't have the same seasons.