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2026-10-17 14:54:36 +03:00
commit f80644285e
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cveg_extra_construction_slot = {
max_constructions_at_same_time = 1
icon = "gfx/interface/icons/modifier_icons/construction_sector_bonus.dds"
}
cveg_compensate_forest_debuff = {
movement_cost = -0.25
local_rgo_build_time = -0.33
local_road_building_time = -0.50
local_distance_from_capital_speed_propagation = 0.125
icon = "gfx/interface/icons/modifier_icons/forest.dds"
}
cveg_compensate_wetlands_debuff = {
movement_cost = -0.5
local_rgo_build_time = -0.25
local_road_building_time = -1.0
local_distance_from_capital_speed_propagation = 0.25
icon = "gfx/interface/icons/modifier_icons/wetlands.dds"
}
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capital_in_flatland = {
game_data = {
category = country
}
global_distance_from_capital_speed_propagation = 0.10
}
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###################################
# Hardcoded
###################################
province_base = {
game_data = {
category = province
}
province_integration_speed = 0.75
}
positive_province_food_growth = {
game_data = {
category = province
}
local_population_growth = 0.001
}
province_starving = {
game_data = {
category = province
}
local_population_growth = -0.025
local_supply_limit_modifier = -0.25
local_migration_attraction = -1.0
local_pop_demotion_speed_modifier = 0.5
local_upper_class_capacity_modifier = -0.5
local_life_expectancy = -10
local_migration_speed = 0.025
local_tribesmen_migration_allowed = yes
local_laborers_migration_allowed = yes
local_peasants_migration_allowed = yes
}
###################################
# From Events
###################################
allow_local_ordinances = {
game_data = {
category = province
}
local_max_control = 0.05
local_nobles_estate_power = 1.0
}
enforced_local_ordinances = {
game_data = {
category = province
}
local_max_control = 0.05
local_nobles_estate_power = -0.1
}
refused_food_import = {
game_data = {
category = province
}
local_unrest = 0.1
local_monthly_food_modifier = 0.05
}
scorched_earth = {
game_data = {
category = province
}
hostile_movement_cost = 0.5
local_monthly_food_modifier = -0.5
local_monthly_prosperity = -0.05
}
local_noble_autonomy = {
game_data = {
category = province
}
local_nobles_estate_power = 5.0
local_max_control = -0.10
}
bountiful_harvest = {
game_data = {
category = province
}
local_unrest = -0.1
local_monthly_food_modifier = 0.25
}
economic_development_entrepreneur = {
game_data = {
category = province
}
local_raw_material_output = 0.15
}
economic_downturn_modifier = {
game_data = {
category = province
}
local_raw_material_output = -0.15
}
saints_enforced = {
game_data = {
category = province
}
local_unrest = 0.1
local_pop_assimilation_speed_modifier = 0.25
}
rooting_out_heresy = {
game_data = {
category = province
}
local_unrest = 0.2
}
aclla_distributed = {
game_data = {
category = province
}
local_unrest = -0.2
local_separatism = -0.25
}
russian_famine = {
game_data = {
category = province
}
local_monthly_food_modifier = -0.75
}
fra_routiers_looted_province = {
game_data = {
category = province
}
local_raw_material_output = -0.10
local_monthly_control = -0.001
local_max_control = -0.15
}
chi_salt_black_market = {
game_data = {
category = province
}
local_salt_output_modifier = -0.5
local_monthly_control = -0.002
}
chi_catastrophic_rain = {
game_data = {
category = province
}
local_population_growth = -0.005
local_food_capacity = -0.25
local_pop_join_rebel_threshold = -0.05
}
chi_vietnamese_assimilation = {
game_data = {
category = province
}
local_pop_assimilation_speed_modifier = 0.25
local_unrest = 0.25
local_production_efficiency = 0.25
}
chi_integrating_vietnam = {
game_data = {
category = province
}
local_integration_speed_modifier = 0.33
}
chi_mongol_rebel_bands_curbed = {
game_data = {
category = province
}
local_separatism = -0.1
local_pop_assimilation_speed_modifier = -0.5
}
chi_mongol_rebel_bands = {
game_data = {
category = province
}
local_separatism = 0.15
local_pop_join_rebel_threshold = -0.1
}
maj_province_discontent = {
game_data = {
category = province
}
local_monthly_prosperity = -0.0025
local_unrest = 0.1
}
PRU_settlers_in_silesia = {
game_data = {
category = province
}
local_build_buildings_efficiency = 0.2
local_monthly_development = 0.02
}
PRU_robber_barons = {
game_data = {
category = province
}
local_max_control = -0.1
local_monthly_development = -0.01
local_unrest = 0.25
}
PRU_crime_ridden = {
game_data = {
category = province
}
local_max_control = -0.25
local_pop_join_rebel_threshold = -0.1
}
dlh_lightened_tax_burden = {
game_data = {
category = province
}
local_max_control = -0.15
local_unrest = -0.25
}
ccw_sided_with_crown = {
game_data = {
category = province
}
local_nobles_estate_power = 5.0
local_max_control = -0.10
}
ccw_sided_with_pretender = {
game_data = {
category = province
}
local_unrest = 0.25
}
ccw_disloyal_burghers = {
game_data = {
category = province
}
local_unrest = 0.5
}
ccw_disloyal_nobles = {
game_data = {
category = province
}
local_unrest = 0.5
}
short_harvest_modifier = {
game_data = {
category = province
}
local_monthly_food_modifier = -0.5
}
recent_white_storm_modifier = {
game_data = {
category = province
decaying = yes
}
local_monthly_food_modifier = -0.5
local_population_growth = -0.005
}
reduced_taxation_modifier = {
game_data = {
category = province
}
local_monthly_control = -0.005
local_monthly_prosperity = 0.0025
}
capital_authority_modifier = {
game_data = {
category = province
decaying = yes
}
local_rgo_build_time = -0.25
local_road_building_time = -0.33
}
increasing_local_authority = {
game_data = {
category = province
}
local_monthly_control = 0.005
local_max_control = 0.10
}
chastised_gubernatorial_administration = {
game_data = {
category = province
}
local_unrest = -0.1
}
defended_gubernatorial_administration = {
game_data = {
category = province
}
local_unrest = 0.05
local_nobles_estate_power = 0.1
}
local_legal_reform = {
game_data = {
category = province
}
local_monthly_control = 0.005
local_nobles_estate_power = -0.1
}
hw_heretic_conversions_modifier = {
game_data = {
category = province
}
local_pop_conversion_speed = 0.05
}
hw_prepared_defenses_modifier = {
game_data = {
category = province
}
local_defensive = 0.2
}
ws_show_unity_of_faith = {
game_data = {
category = province
}
local_unrest = -0.1
local_pop_conversion_speed = 0.02
}
expanded_food_production_modifier = {
game_data = {
category = province
}
local_monthly_food_modifier = 0.25
}
cultural_intermixing_modifier = {
game_data = {
category = province
}
growth_is_primary_culture = yes
local_pop_assimilation_speed = 0.05
}
local_noble_integration_modifier = {
game_data = {
category = province
}
local_nobles_estate_power = 1
local_unrest = -0.05
province_integration_speed = 0.05
}
provincial_expansion_modifier = {
game_data = {
category = province
}
local_migration_attraction = 2
local_monthly_prosperity = 0.0025
}
cheaper_building_materials_modifier = {
game_data = {
category = province
}
local_build_buildings_efficiency = 0.1
local_masonry_output_modifier = 0.1
}
rev_demoted_aristocracy_modifier = {
game_data = {
category = province
decaying = yes
}
local_nobles_estate_power = -1
}
mission_defensive_fortification_modifier = {
game_data = {
category = province
}
local_defensive = 0.2
local_devastation_recovery = 0.005
local_unrest = -0.1
}
crushed_local_noble_league_modifier = {
game_data = {
category = province
decaying = yes
}
local_unrest = 0.1
local_nobles_estate_power = -1
}
crown_investments_modifier = {
game_data = {
category = province
decaying = yes
}
local_monthly_development = 0.05
local_crown_estate_power = 1
}
recent_tribunal_modifier = {
game_data = {
category = province
decaying = yes
}
local_unrest = 0.25
local_pop_conversion_speed_modifier = -0.33
}
recent_inspection_modifier = {
game_data = {
category = province
decaying = yes
}
local_monthly_prosperity = 0.0015
local_max_control = 0.1
local_monthly_control = 0.005
}
surplus_food_modifier = {
game_data = { category = province }
local_population_growth = 0.002
local_monthly_food_modifier = 0.5
}
granary_town_famine_modifier = {
game_data = { category = province }
local_population_growth = -0.002
local_monthly_prosperity = -0.003
}
province_innovative_tooling_techniques_modifier = {
game_data = { category = province }
local_raw_material_output = 0.25
local_production_efficiency = 0.1
}
poor_tool_quality_modifier = {
game_data = { category = province decaying = yes }
local_raw_material_output = -0.2
local_production_efficiency = -0.05
}
province_faceting_techniques_modifier = {
game_data = { category = province }
local_jewelry_output_modifier = 0.25
local_trades_per_burgher = 1
}
recruitment_drive_modifier = {
game_data = { category = province }
local_manpower_modifier = 0.5
local_soldiers_pop_growth = 0.01
}
rampant_crime_modifier = {
game_data = { category = province }
local_unrest = 0.5
}
center_of_learning_modifier = {
game_data = { category = province }
local_monthly_literacy = 0.2
local_institution_growth_modifier = 0.33
local_cultural_influence = 0.1
local_cultural_tradition = 0.1
}
local_artisans_retired_modifier = {
game_data = { category = province }
local_production_efficiency = -0.2
local_laborers_pop_growth = -0.005
}
local_construction_boom_modifier = {
game_data = { category = province }
local_build_buildings_efficiency = 0.4
max_constructions_at_same_time = 1
}
quarrying_strain_modifier = {
game_data = { category = province }
local_masonry_output_modifier = -0.25
local_unrest = 0.33
}
@@ -0,0 +1,86 @@
capital = {
game_data = {
category = location
}
local_proximity_source = 65
local_population_capacity_modifier = 0.10
local_migration_attraction = 0.025
local_nobles_desired_pop_scaled = 0.002
local_clergy_desired_pop_scaled = 0.002
local_fort_maintenance_cost = -0.50
local_max_control = 0.1
local_bureaucrats_desired_pop_scaled = 0.01
local_building_levels = 10
}
proximity_to_capital = {
game_data = {
category = location
}
local_max_control = 0.50
}
#scales with men vs population
present_troops = {
game_data = {
category = location
}
local_unrest = -0.05
local_max_control = 0.5
local_monthly_control = 0.1
}
location_template_natural_harbor_suitability_location = {
game_data = {
category = location
}
natural_harbor_suitability = 0.5
}
location_template_natural_harbor_suitability = {
game_data = {
category = location
}
harbor_suitability = 0.5
}
development = {
game_data = {
category = location
}
local_population_capacity_modifier = 0.025
local_distance_from_capital_speed_propagation = 0.01
local_supply_limit_modifier = 0.02
blockade_force_required = 0.01
local_migration_attraction = 0.0025
local_trade_center_power = 0.002
local_population_growth = 0.0001
local_institution_growth_modifier = 0.002
local_construction_speed = 0.01
local_monthly_food_modifier = 0.01
free_building_levels = 1
local_max_rgo_size = 0.1
local_life_expectancy = 0.1
occupation_time = 0.01
local_build_buildings_efficiency = 0.01
maximum_stockpile_capacity = 5
local_mills_build_buildings_efficiency = 0.01
}
control = {
game_data = {
category = location
}
local_trade_protection_factor = 0.50
local_peasant_enfranchisment = 0.50
}
@@ -0,0 +1,67 @@
###################################
# Integration chain (Control mod)
###################################
# province_integration_speed is a *province*-category modifier, so it cannot
# sit in a building's modifier block (those are location-scope only). It is
# applied to the province of any location holding an integration_ministry by
# the monthly reconciliation in
# in_game/common/on_action/rov_integration_buildings.txt, mirroring the way
# cveg_monthly_integration_check maintains province_base.
rov_integration_ministry_province = {
game_data = {
category = province
}
province_integration_speed = 1.0
}
rov_integration_office_province = {
game_data = {
category = province
}
province_integration_speed = 0.25
}
rov_integration_chancery_province = {
game_data = {
category = province
}
province_integration_speed = 0.5
}
ntegration_none = {
game_data = {
category = location
}
}
integration_conquered = {
game_data = {
category = location
}
local_separatism = 0.5
local_garrison_growth = -0.005
local_pop_assimilation_speed = -0.01
local_pop_conversion_speed = -0.01
}
integration_colonized = {
game_data = {
category = location
}
local_monthly_control = 0.001
}
integration_integrated = {
game_data = {
category = location
}
local_separatism = 0.1
local_max_control = 0.1
}
integration_core = {
game_data = {
category = location
}
local_monthly_control = 0.001
local_max_control = 0.2
growth_is_primary_culture = yes
owner_gets_vision_when_occupied = yes
}