修正

本頁面所適用的版本可能已經過時,最後更新於2.7

修正是加成或減益,由變數引用,並根據類型附加到角色,省份,宗教或好感上。

修正無處不在,可以通過多種方式附加:特質,科技,事件,文化,觸發器等。

所有修正的數值均為兩倍,但取決於公式中使用它們的方式,它們可能會像:

  • Flat (additive): 1 意味着 +1
  • Percentage (multiplicative): 1 意味着 +100% (即 x 2),0.1 意味着 +10% (即 x 1.1),及其他。

修正列表

修正只能在正確的作用域內使用。 當在錯誤的作用域內使用修正時,它將在工具提示中顯示為NONE,並將完全不執行任何操作(但是某些顯示為NONE的修正實際上會有效果):

  • [1]角色:角色修正依附於角色,修正他們的個人或國家能力,他們的行為(對於AI角色),或者一群人對那個角色的好感。它們主要在事件中通過指令add_character_modifier作戰戰術(對於指揮官),野心&重心,寶物,血脈和宗教character_modifier來使用。
  • 特質:特質修正用於特質內。所有角色修正在特質內有效,但反過來不成立。
  • [2]省份:省份修正依附於省份,影響角色在那個省份的行動。它們在事件中通過add_province_modifier指令或疾病添加。
  • 內閣:內閣任務修正應用於內閣成員執行任務所在的省份。
  • 科技:科技修正給予已經到達該科技等級的省份一個加成。任何可作為省份修正的也可以作為科技修正,但反過來不成立。
  • [3]地產:地產修正依附於省份內的個人地產,使用add_holding_modifier指令。在2.4版本前,此種修正僅通過原版代碼附加。
  • [4]建築物:建築物修正僅影響它們所在的地產。對於家族宅邸建築物,任何角色修正也可用,將應用於其擁有者。一些修正僅在家族宅邸內有效。
  • 法律:法律修正應用於這些法律生效的主頭銜。

注釋:

  • <holding_type>可以是city,castle,temple或tribal
  • <unit>可以是pikemen,light_cavalry,knights,heavy_infantry,archers或light_infantry,來自/common/special_troops的也有效:horse_archers,war_elephants,camel_cavalry
  • <tech_type>可以是economy,culture或military
  • ✓ 意味着已知這個修正在該作用域生效(用於原版或測試)
  • X 意味着已知這個修正在該作用域不生效
角色屬性修正 描述 類型 角色[1] 特質 省份[2] 內閣成員 科技 地產[3] 建築物[4] 法律
diplomacy 角色的外交能力 Flat X
diplomacy_penalty 修正角色的外交能力。總加成不能超過0。 Flat X
stewardship 角色的管理能力 Flat X
stewardship_penalty 修正角色的管理能力。總加成不能超過0。 Flat X
martial 角色的軍事能力 Flat X
martial_penalty 修正角色的軍事能力。總加成不能超過0。 Flat X
intrigue 角色的密謀能力 Flat X
intrigue_penalty 修正角色的密謀能力。總加成不能超過0。 Flat X
learning 角色的學識能力 Flat X
learning_penalty 修正角色的學識能力。總加成不能超過0。 Flat X
fertility 角色的生育能力 Percent X
fertility_penalty 修正角色的生育能力。總加成不能超過0。 Percent X
health 角色的健康 Flat X
health_penalty 修正角色的健康。總加成不能超過0,即擁有health_penalty = -1的疾病和擁有health_penalty = 2的治療一起作用,不會導致+1 health,而是0。 Flat X
combat_rating 角色的個人實戰(決鬥)技能。 Flat X
threat_decay_speed 威脅度每月衰減百分比 Percent
領地修正 描述 類型 角色[1] 特質 省份[2] 內閣成員 科技 地產[3] 建築物[4] 法律
demesne_size 直轄領規模上限 Flat X
vassal_limit 封臣上限 Flat X X X X
global_revolt_risk 一位統治者的領地(整個省份,不僅僅是直轄)的叛亂風險 Percent X
local_revolt_risk 一個省份的叛亂風險 Percent X X X
disease_defence 省份得某種疾病的幾率 Percent X
culture_flex 對其他文化的包容度 Percent
religion_flex 對其他宗教的包容度 Percent
short_reign_length 數年的短暫統治懲罰 Flat
moved_capital_months_mult 修正遷都的冷卻期,如果他們的政體允許一生中可遷都不止一次。腳本位於首都地產內。
密謀修正 描述 類型 角色[1] 特質 省份[2] 內閣成員 科技 地產[3] 建築物[4] 法律
assassinate_chance_modifier 刺殺一個省份內角色的幾率 Percent
arrest_chance_modifier Percent
plot_power_modifier 角色陰謀的陰謀力量 Percent X [✓]
murder_plot_power_modifier 默認是1,當涉及到謀殺陰謀時與一個角色的陰謀力量相乘。 Percent [✓] X [✓] [✓]
defensive_plot_power_modifier Percent [✓] X [✓] [✓]
plot_discovery_chance 發現一個省份內陰謀的概率 Percent X
財富,威望和虔誠 描述 類型 角色[1] 特質 省份[2] 內閣成員 科技 地產[3] 建築物[4] 法律
tax_income 來自直轄地產的稅收 Flat [✓]
global_tax_modifier 來自統治者領地內所有省份的稅收。如果在特質作用域使用,適當增加所有直轄收入,但被列作是'管理'加成。 Percent X
local_tax_modifier 來自一個省份內所有地產的稅收 Percent
<holding_type>_tax_modifier 來自直轄城堡/城市/神殿的稅收 Percent X
<holding_type>_vassal_tax_modifier 來自地產相應政體的封臣的稅收 Percent
nomad_tax_modifier
monthly_character_prestige 一位角色每月獲得的威望 Flat
liege_prestige 給予地產擁有者和他/她的領主威望 X X
add_prestige_modifier 角色威望增加的修正 Percent X X
monthly_character_piety 一位角色每月獲得的虔誠 Flat
liege_piety 給予地產擁有者和他/她的領主虔誠 X X
add_piety_modifier 角色虔誠增加的修正 Percent X X
monthly_character_wealth 一位角色每月獲得的財富 Flat [✓]
AI行為修正 描述 類型 角色[1] 特質 省份[2] 內閣成員 科技 地產[3] 建築物[4] 法律
ai_rationality 影響AI做出選擇的方式,例如,如果AI想要開戰,它是否會將自己的徵召兵規模與敵人的徵召兵規模進行比較。 Flat X
ai_zeal 影響AI處理宗教衝突的方式,主要是AI是否會加入十字軍和鄰近的聖戰。 Flat X
ai_greed 影響與金錢有關的互動,例如禮物對好感的效果,以及要求贖金或發動禁運戰爭的可能性。 Flat X
ai_honor 影響AI尊重關係和同盟的可能性,和儘管有這樣的關係仍然進攻的幾率。也影響它加入陰謀的可能性。 Flat X
ai_ambition 影響AI的擴張欲望,主要影響想要發動戰爭的可能性。 Flat X
AI建造修正 描述 類型 角色[1] 特質 省份[2] 內閣成員 科技 地產[3] 建築物[4] 法律
ai_feudal_modifier 如果AI是封建制,或者是部落制但努力成為封建制,則影響AI的建造的權重 Flat
ai_republic_modifier 如果AI是共和制,或者是部落制但努力成為共和制,則影響AI的建造的權重 Flat X X
建造修正 描述 類型 角色[1] 特質 省份[2] 內閣成員 科技 地產[3] 建築物[4] 法律
build_cost_modifier 建造一個地產(僅直轄)的花費 Flat
build_cost_castle_modifier 建造一個城堡地產的花費 Flat
build_cost_city_modifier 建造一個城市地產的花費 Flat
build_cost_temple_modifier 建造一個神殿地產的花費 Flat [✓]
build_cost_tribal_modifier 建造一個部落地產的花費 Flat
build_time_modifier 建造一個地產(僅直轄)的時間 Flat
build_time_castle_modifier 建造一個城堡地產的時間 Flat
build_time_city_modifier 建造一個城市地產的時間 Flat
build_time_temple_modifier 建造一個神殿地產的時間 Flat
build_time_tribal_modifier 建造一個部落地產的時間 Flat
local_build_cost_modifier 在一個省份建造一個地產的花費 Percent X X[1]
local_build_cost_castle_modifier 在一個省份建造一個城堡地產的花費 Percent X
local_build_cost_city_modifier 在一個省份建造一個城市地產的花費 Percent X
local_build_cost_temple_modifier 在一個省份建造一個神殿地產的花費 Percent [✓] [✓] [✓] [✓] [✓] X X
local_build_cost_tribal_modifier 在一個省份建造一個部落地產的花費 Percent X
local_build_time_modifier 在一個省份建造一個地產的時間 Percent X X[2]
local_build_time_castle_modifier 在一個省份建造一個城堡地產的時間 Percent X
local_build_time_city_modifier 在一個省份建造一個城市地產的時間 Percent X
local_build_time_temple_modifier 在一個省份建造一個神殿地產的時間 Percent X
local_build_time_tribal_modifier 在一個省份建造一個部落地產的時間 Percent X
好感修正 描述 類型 角色[1] 特質 省份[2] 內閣成員 科技 地產[3] 建築物[4] 法律
ambition_opinion 改變野心勃勃特質持有者對角色的好感,他們想從這些角色處獲得某些事物(例如一個省份)。 Flat
vassal_opinion 用於特質,改變直屬封臣和廷臣的好感。用於寶物,改變封臣及其以下的好感。 Flat
sex_appeal_opinion 改變對你的性別有興趣的成年人的好感。也改變同性戀對異性的好感,但僅用於特質時,不能是用於角色修正或寶物時。僅對45歲以下成年女性和65歲以下成年男性生效。 Flat
same_opinion 改變和你有同一特質的角色的好感 Flat
same_opinion_if_same_religion 改變和你有同一特質的同宗教角色的好感 Flat
opposite_opinion 改變擁有一個與你的特質定義了opposites = { }的特質(相反特質)的角色好感 Flat
liege_opinion 改變你對你的領主的好感改變你的領主對你的好感(取決於所用為何處) Flat
general_opinion 改變所有角色對你的好感 Flat [✓]
twin_opinion 改變你的孿生兄弟姐妹對你的好感 Flat
dynasty_opinion 改變你的家族內所有成員對你的好感 Flat X
male_dynasty_opinion 改變你的家族內所有男性成員對你的好感 Flat X X
female_dynasty_opinion 改變你的家族內所有女性成員對你的好感 Flat X X
child_opinion 改變你的子女對你的好感 Flat X X
oldest_child_opinion 改變你的長子/女對你的好感 Flat X
youngest_child_opinion Flat X
spouse_opinion 改變你的配偶對你的好感 Flat X X
male_opinion Flat
female_opinion Flat
<religion>_opinion 改變該宗教所有角色對此角色的好感。可以添加自定義宗教,但必須首先在00_modifier_definitions.txt內定義。 Flat X[3]
<religion_group>_opinion 改變該宗教組所有角色對此角色的好感。可以添加自定義宗教,但必須首先在00_modifier_definitions.txt內定義。 Flat X ]]
same_religion_opinion 同宗教角色對你的好感 Flat
infidel_opinion 對其他宗教組的好感 Flat
<religion_group>_church_opinion Flat ?
church_opinion 改變神職人員對你的好感 Flat
temple_opinion Flat X
temple_all_opinion Flat X
town_opinion Flat
city_opinion 改變市民封臣對你的好感 Flat X X
castle_opinion 改變封建封臣對你的好感。如果作為省份修正使用,僅在是你的首都時有效果。 Flat
feudal_opinion 對直屬封建封臣的好感 Flat X X
tribal_opinion 對部落封臣的好感(所有部落包括未改革部落) Flat
unreformed_tribal_opinion Flat
rel_head_opinion 對角色的宗教領袖的好感 Flat X
free_invest_vassal_opinion Opinion of vassals with bishops Flat X
clan_sentiment [✓]
戰爭修正 描述 類型 角色[1] 特質 省份[2] 內閣成員 科技 地產[3] 建築物[4] 法律
levy_size 徵召兵上限。不影響艦隊規模。 Percent X
<holding_type>_levy_size 一個城堡/城市/神殿/部落的徵召兵上限 Percent
global_levy_size 角色徵召兵規模修正 Percent
levy_reinforce_rate 徵召兵再生時間 Percent
army_reinforce_rate 指揮軍隊,近衛軍或游牧軍的再生時間(例如,如果角色指揮側翼) Percent
phase_<phase>_attack 增加或減少特定階段的效果,作為進攻的軍隊。如,phase_melee_attack。階段:melee, skirmish, pursue Percent
phase_<phase>_defense 增加或減少特定階段的效果,作為防禦的軍隊。 Percent
<unit> 增加(或移除,如果是負值)指定數目的地產徵召兵的給定單位,也直接增加同樣數量的地產守備部隊規模。 Flat
<unit>_max_levy archers_max_levy, etc.
<unit>_min_levy archers_min_levy etc.
<unit>_offensive Percent
<unit>_defensive Percent
<unit>_morale Percent
<holding_type>_vassal_min_levy 封臣必須向領主提供的最小徵召兵。法律之間不累積(採用最低的)。 Percent
<holding_type>_vassal_max_levy 封臣必須向領主提供的最大徵召兵。法律之間不累積(採用最高的)。 Percent
land_morale 領地軍隊的士氣 Percent X
land_organisation 士氣恢復速率 Percent
regiment_reinforcement_speed
garrison_size 地產守備部隊規模 Percent X X
global_garrison_size 角色的守備部隊規模修正 Percent [✓]
garrison_growth 地產守備部隊的回覆速度。在2.2.1無效,顯示為NONE
fort_level 地產要塞等級 Flat X X
global_defensive X
land
global_supply_limit Percent X
global_winter_supply 適用於首都。
supply_limit 在一個省份停留直到導致損耗發生的士兵數量 Percent X X
max_attrition 省份最大損耗 Percent X
attrition 被指揮的部隊受到的損耗數量。不是指揮修正 Percent
days_of_supply 部隊在在受到損害前可以無補給堅持的額外天數。不是指揮修正 Flat
siege_defence 圍攻防禦速度 Percent
siege_speed 圍攻進攻速度 Percent
global_movement_speed Percent X
local_movement_speed 增加移動速度 Percent X X
galleys_perc 艦隊數量 Percent X X
retinuesize 近衛軍數量 Flat X[4]
retinuesize_perc 近衛軍數量Number of retinues Percent
retinue_maintenence_cost 適用於角色,家族宅邸和首都。部落政體的等價物是horde_maintenence_cost. [✓] X [✓]
horde_maintenence_cost 適用於角色,家族宅邸和首都。 [✓]
科技修正 描述 類型 角色[1] 特質 省份[2] 內閣成員 科技 地產[3] 建築物[4] 法律
tech_growth_modifier 所有科技類型發展速度 Percent X X X
commander_limit 增加一位統治者可以擁有的指揮官數量。腳本用於首都地產的建築物中。 Flat X
tech_growth_modifier_<tech_type> 文化/軍事/經濟科技發展速率。與tech_growth_modifier累積。 Percent X X X
<tech_type>_techpoints 在省份產生科技點 Percent X[5]
貿易修正 描述 類型 角色[1] 特質 省份[2] 內閣成員 科技 地產[3] 建築物[4] 法律
max_tradeposts 貿易站數量上限 Flat X X
tradevalue 貿易價值 Flat
trade_route_wealth
trade_route_value
global_trade_route_wealth 可用於一個貿易站的持有者的首都
global_trade_route_value 可用於一個貿易站的持有者的首都
global_tradevalue 可用於一個貿易站的持有者的首都
global_tradevalue_mult 可用於一個貿易站的持有者的首都
multiplicative_trade_post_income_modifier 增加指定百分比的貿易站收入(1.0 = +100% = 兩倍收入) Percent
人口修正 描述 類型 角色[1] 特質 省份[2] 內閣成員 科技 地產[3] 建築物[4] 法律
population_growth
manpower_growth [✓] X
max_population_mult Percent [✓]
max_manpower_mult [✓]
max_population Flat [✓]

Custom modifiers

Custom modifiers can be defined in common/modifier_definitions.

Flag Value Description Code
show_as_percent bool Show it as a percentage boost, rather than a regular number. Automatically multiplies it by 100 for display as well show_as_percent = yes
is_good bool Show positive numbers in green is_good = yes
is_monthly bool Add a "(monthly)" to the display is_monthly = no
is_hidden bool Don't show it at all is_hidden = no
max_decimals int How many numbers after the decimal point to show max_decimals = 2
show_value bool Whether to show its value at all. Setting to "no" can be useful for showing a modifier unlocks some sort of feature. Note it will only show up when the modifier is not equal to zero show_value = no

They are based on an hardcoded convention on their name, similarly to the sympathy_<religion> modifier, which works for any custom religion, not only vanilla religions.

They are restricted to the following entities:

  • Special units:
    • <special_unit>: defines the modifier providing the troop itself. E.G., "horse_archers". It's what you'd use in the building giving the special unit.
    • <special_unit>_offensive: Defines the unit's offensive modifier. E.G., horse_archers_offensive
    • <special_unit>_defensive: Defines the unit's defensive modifier
    • <special_unit>_morale: Defines the unit's morale modifier
  • Cultures:
    • <culture>_opinion: Gives opinion bonus with specified culture, E.G., norse_opinion
    • <culture_group>_opinion: Gives opinion bonus with specified group, E.G., north_germanic_opinion
  • Religions:
    • <religion>_opinion: Gives opinion bonus with specified religion, E.G., catholic_opinion
    • <religion_group>_opinion: Gives opinion bonus with specified group, E.G., muslim_opinion
  • Traits:
    • <trait>_opinion: Gives opinion bonus with persons who have specified trait, E.G., genius_opinion
    • opinion_of_<trait>: Makes the character like characters who have the specified trait, E.G., opinion_of_lustful
  • Offmap currency: The name of this token is defined in the offmap itself. Gives monthly offmap currency

If not matching any convention, custom modifiers with show_value = no can still be used to display a localized text in the tooltip of an element that accepts a modifier ( bloodlines, traits, ...). This allows to describe features that are managed externally via scripting (events, ...).

Custom modifiers are localized via the following keys:

  • <modifier>: the description of the modifier
  • <modifier>_EXPLANATION: shows an explanation in places that sum up different modifiers (opinion breakdowns, ...)

Static modifiers

Static modifiers are global modifiers (character, province, or unit), and defined in /common/static_modifiers.txt

Some of these modifiers are referenced from the code.

Culture modifiers

Culture modifiers can be used to differentiate between different cultures.

Vanilla CK2 uses a single modifier, default_culture_modifier, which does nothing and appears to simply be a placeholder. Modders can use these culture modifiers to, for example, enhance a specific culture's heavy infantry statistics, reduce or increase specific troop type numbers per holding, increase tax income, or any number of other effects.

For example, the following is a culture modifier used in the Elder Scrolls Modification to differentiate unit statistics of the Nibenean from other cultures in the modification.

 nibenean_culture_modifier = {
 	pikemen_offensive = 0.1
 	pikemen_defensive = 0.1
 	light_cavalry_offensive = 0.25
 	light_cavalry_defensive = 0.25
 	knights_offensive = 0.15
 	knights_defensive = 0.15
 	heavy_infantry_offensive = -0.2
 	heavy_infantry_defensive = -0.2
 	light_infantry_offensive = -0.2
 	light_infantry_defensive = -0.2
 	archers_offensive = -0.1
 	archers_defensive = -0.1
 	
 	land_organisation = 0.1
 }


Event modifiers

Event modifiers are either:

  • character modifiers
  • province modifiers
  • holding modifiers (since patch 2.4)

They are stored under common/event_modifiers/ and grouped and referenced by a name.

In addition to their modifier properties, they also have:

  • an optional is_visible condition block, to decides if the viewer can see this trait on holder (default is yes). ROOT is the viewer, FROM is the holder.
  • the optional major = yes property
  • a mandatory icon, see vanilla icons below:


List of vanilla icons (positive index / negative index):

  • Martial: Martial positive modifier.png 1 / 19
  • Learning: Learning positive modifier.png 2 / 20
  • Diplomacy: Diplomacy positive modifier.png 3 / 21
  • Stewardship: Stewardship positive modifier.png 4 / 22
  • Intrigue: Intrigue positive modifier.png 5 / 23
  • Money: Money positive modifier.png 6 / 24
  • Prestige: Prestige positive modifier.png 7 / 25
  • Piety: Piety positive modifier.png 8 / 26
  • Titles: Titles positive modifier.png 9 / 27
  • Council: Council positive modifier.png 10 / 28
  • Laws: Laws positive modifier.png 11 / 29
  • Technology: Technology positive modifier.png 12 / 30
  • Military: Military positive modifier.png 13 / 31
  • Plots: Plots positive modifier.png 14 / 32
  • Messages: Messages positive modifier.png 15 / 33
  • Diplomatic actions: Diplomatic actions positive modifier.png 16 / 34
  • Church: Church positive modifier.png 17 / 35
  • Characters: Characters positive modifier.png 18 / 36
  • Prison: Prison positive modifier.png 37 / 38
  • Love: Love positive modifier.png 39 / 40
  • Death: Death positive modifier.png 41 / 42
  • Indian religion: Indian religion positive modifier.png 43 / 44
  • Dog: Dog positive modifier.png 45 / 65
  • Cat: Cat positive modifier.png 46 / 66
  • Owl: Owl positive modifier.png 47 / 67
  • Pagan religion: Pagan religion positive modifier.png 48 / 49
  • Staff of Asclepius: Staff of Asclepius positive modifier.png 50 / 51
  • Mystic: Mystic positive modifier.png 52 / 53
  • Bonesaw: Bonesaw positive modifier.png 54 / 55
  • Horseshoe: Horseshoe positive modifier.png 56 / 57
  • Parrot: Parrot positive modifier.png 58 / 68
  • Ham: Ham positive modifier.png 59 / 60
  • Anchor: Anchor positive modifier.png 61 / 62
  • Jewish religion: Jewish religion positive modifier.png 63 / 64
  • Bed: Bed positive modifier.png 69 / 70
  • Wolf: Wolf positive modifier.png 71 / 72
  • Raven: Raven positive modifier.png 73 / 74
  • Demon horns: Demon horns positive modifier.png 75 / 76
  • Trident: Trident positive modifier.png 77 / 78
  • Stars: Stars positive modifier.png 79 / 80
  • Eye: Eye positive modifier.png 81 / 82
  • Test/tubes: Test tubes positive modifier.png 83 / 84
  • Science flask: Science flask positive modifier.png 85 / 86
  • Flower: Flower positive modifier.png 87 / 88
  • Rats: Rats positive modifier.png 89 / 90
  • Otter: Otter positive modifier.png 91 / 92
  • Hedgehog: Hedgehog positive modifier.png 93 / 94
  • Taoist: Taoist positive modifier.png 95 / 96
  • Paper: Paper positive modifier.png 97 / 98
  • Bamboo Book: Bamboo book positive modifier.png 99 / 100
  • Pagoda: Pagoda positive modifier.png 101 / 102
  • Firework: Firework positive modifier.png 103 / 104
  • Torch: Torch positive modifier.png 105 / 106
  • Panda: Panda positive modifier.png 107 / 108
  • Dragon: Dragon positive modifier.png 109 / 110
  • Eagle: Eagle positive modifier.png 111 /112
  • Pregnancy: Pregnancy positive modifier.png 113 / 114
  • Evil Sword: Evil sword positive modifier.png 115 / 116
  • Combat Skill: Combat skill old positive modifier.png 117 /118
  • Broken Bone: Broken bone positive modifier.png 119 / 120
  • Chicken: Chicken positive modifier.png 121 / 122
  • Combat Skill (New): Combat skill new positive modifier.png 123 / 124
  • Bear: Bear positive modifier.png 125 /126
  • Lion: Lion positive modifier.png 127 / 128
  • Rain Good: Rain good positive modifier.png 129 / 130
  • Rain Storm: Rain storm positive modifier.png 131 / 132
  • Sun: Sun positive modifier.png 133 / 134


Example:

sweet_temptation = {
  fertility = 0.2
  church_opinion = -20
  icon = 26
}

Event modifiers are attached by event to a character/province via add_character_modifier/add_province_modifier effects:

add_character_modifier = {
  modifier = sweet_temptation
  duration = -1
}

Triggered modifiers

Triggered modifiers are similar to character event modifiers, except that they do not need to be attached or detached by script: depending on conditions they will automatically be applied or removed.

For performance reasons, they only apply to playable characters (counts or above). As they are evaluated every day for every landed character in existence, these are very resource intensive.

They are stored in /common/triggered_modifiers/00_triggered_modifiers.txt

Structure:

triggered_modifier_name = {
  potential = {
    #Conditions on characters to check
  }
  trigger = {
    #Conditions for modifier to activate
  }
  icon = 24 #Same icons as event modifier icons
  active = no #Completely de-activates the modifier

  # Character modifiers go here
  land_morale = -0.25
}

Religion modifiers

Religion modifiers impact the moral authority of a religion. They are stored under common/religion_modifiers/.

Flag Value Description Code
authority int Percentage of religion moral authority. authority = -10
years int Duration of the modifier in years. years = 20

Example:

won_holy_war = {
  authority = 3
  years = 20
}

Religion modifiers can be attached via event with the religion_authority command:

religion_authority = {
  modifier = ruler_bowed_to_pope
  years = 10
}

Society modifiers

The equivalent of religious moral authority for societies is influence.

They are stored under common/event_modifiers/.

Flag Value Description Code
society_influence int Percentage of society influence. society_influence = 1

They can also be capped via static modifier's static_modifier_cap = 10.

Society modifiers are attached via event with add_society_modifier command.

add_society_modifier = 	{
  modifier = successful_mission
  years = 10
}

Opinion modifiers

Opinion modifiers modify the relations between two characters. They are somehow similar to the opinion_xxx character modifiers, but apply to a single character, rather than a group of character (clergy, mayors, ...). In addition they can contain extra information, such as cause for imprisonment. They are stored under common/opinion_modifiers/.

In patch 2.1.5 some hardcoded opinion modifiers for relatives have been added for brother, half-brother, sister, half-sister, grandfather, grandmother, grandchild, uncle, aunt, nephew and niece.

Flag Value Description Code
opinion double opinion = -30
days int Duration in days days = 120
months int Duration in months months = 120
years int Duration in years years = 3
inherit bool Heirs inherit this opinion
opinion_supported_cardinal = {
  opinion = 15
  months = 1000
  inherit = yes
}
decay bool Linear decay over time
common_interests_opinion = {
  opinion = 20
  decay = yes
}
revoke_reason bool Gives righteous cause to revoke one title
declared_war = {
  opinion = -25
  months = 160
  revoke_reason = yes
}
prison_reason bool Gives righteous cause to imprison a character
opinion_dishonorable = {
  opinion = -10
  months = 60
  prison_reason = yes
}
execute_reason bool Gives righteous cause to execute a character
opinion_rebel_traitor = {
  opinion = -100
  months = 1200
  prison_reason = yes
  revoke_reason = yes
  execute_reason = yes
  inherit = yes
}
banish_reason bool Gives righteous cause to banish a character
attempted_murder_of_spouse = {
  opinion = -70
  crime = yes

  prison_reason = yes
  banish_reason = yes
  execute_reason = yes
}
preparing_adventure_against_me bool preparing_adventure_against_me = yes
preparing_to_invade_me bool Used by Prepared Invasion mechanic preparing_to_invade_me = yes
preparing_invasion bool Used by Prepared Invasion mechanic
preparing_to_invade = {
  opinion = -10
  months = 24
  preparing_invasion = yes
}
enemy bool Makes the characters enemies of each other (effectively at war)
opinion_looted = {
  opinion = -40
  months = 6
  enemy = yes
}
crime bool Character counts as a rival for the is_foe condition (committed a criminal act against me)
grievously_offended = {
  opinion = -30
  months = 60
  crime = yes
  disable_non_aggression_pacts = yes
}
disable_non_aggression_pacts bool Temporarily disables all non-aggression pacts between the two characters
broken_non_aggression_pact = {
  opinion = -10
  years = 3
  disable_non_aggression_pacts = yes
}
non_aggression_pact bool Gives a temporary non-aggression pact between the two characters
in_non_aggression_pact = {
  opinion = 10
  years = 3
  non_aggression_pact = yes
}
obedient bool The AI will accept all diplomatic interactions from the other character. Also makes the trigger obedient return true.
opinion_loyal_servant = {
  opinion = 50
  months = 1200	# For life
  obedient = yes
}
non_interference bool The AI will accept all diplomatic interactions from the other character. Non-interference is considered a subset of obedient, so any obedient character is automatically non-interfering as well. Also makes the trigger non_interference return true.

Example:

declared_war = {
  opinion = -25
  months = 160
  revoke_reason = yes
}

Opinion modifiers can be attached via event, via the opinion effect:

opinion = {
  modifier = opinion_shocked
  who = ROOT
  years = 2
}

Command modifiers

These modifiers apply only to the command_modifier clause of traits. They are multiplied by the number of martial points times COMMAND_MODIFIER_MARTIAL_MULTIPLIER = 0.05

Modifier Description Type
morale_offence Percentage
morale_defence Percentage
defence Percentage
speed Army movement speed Percentage
retreat Percentage
damage Percentage
siege Reduces siege time Percentage
random Percentage
flank Active when character leads a flank Percentage
center Active when character leads centre Percentage
cavalry Both knights and light_cavalry unit types. Percentage
religious_enemy Percentage
%phase% Percentage
%unit_type% light_infantry, heavy_infantry, etc. Percentage
terrain Gives TERRAIN_SPEC_BONUS = 0.2 bonus when fighting in that terrain. Percentage
narrow_flank Percentage
winter_supply
winter_combat Percentage

For instance:

command_modifier = {
	morale_defence = 0.1
	center = 0.1
}

參考資料