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Research_sharing_per_country_bonus_factorĬhanges the bonus in research speed per country when technology sharing by a percentage. Works in state scope, in which case it'll apply to the owner.Ĭhanges the bonus in research speed per country when technology sharing. A complete, but unsorted, list of modifiers can be found in /Hearts of Iron IV/documentation/modifiers_documentation.html or /Hearts of Iron IV/documentation/modifiers_documentation.md.Ĭountry scope General General modifiers: NameĬhanges the monthly population gain in states owned by the country.Ĭhanges speed at which nukes are produced. The closest replica possible of one are dynamic modifiers, which allow using variables. Note that modifiers do not support if statements. Opinion modifiers, which can be applied to change the opinion (including trade influence) within countries, defined in /Hearts of Iron IV/common/opinion_modifiers/*.txt files.Similarly, this is an argument within ideas, which can be applied in the same way for advisors and country leader traits, but not elsewhere. Equipment bonuses, such as decreasing the cost to build an equipment archetype.This is, instead, an argument within ideas, which can be applied in the same way for advisors and country leader traits, but not elsewhere. Research bonuses allowing to grant a boost to a specific technology category.The following are not modifiers, even if they are similar: Relation modifiers - These are the only way to apply a targeted modifier from one country towards the other without needing to specify a specific country tag within the targeted modifier block.Provincial modifiers - These are the primary if not the only way to apply a modifier towards a specific province.However, these can be changed in what they apply. Global modifiers - These are entirely hard-coded on when they apply, such as those used for stability and war support bonuses.These are the primary way to add a modifier to a unit leader. Unit leader traits - These can be added to unit leaders and apply effects on the leaders themselves or their units.Country leader traits - These can be added to ideas (including advisors which function similarly) and country leaders, which'll apply on the country.These are the primary way to add modifiers to a state. Dynamic modifiers - This is similar to ideas (Showing up in the same screen for countries), but they accept variables and can also be applied on states and unit leaders.These apply the modifier to only a country. These are the simplest way to add a modifier with using effect block, such as a national focus reward, by using add_ideas or add_timed_idea. Ideas - This primary includes but is not limited to national spirits and hidden ideas.There are a large variety of ways to apply modifiers, but these are the primary ones: This works for countries and states, but for unit leaders, and is used instead. Due to how modifiers work, a modifier with the value of 0 will always do nothing.Ī modifier's current total value can be received as a variable by reading such as set_variable =.
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For example, assuming that there are no other modifiers changing that to the country, having political_power_gain = 0.2 and political_power_gain = -0.05 applied to the country (potentially in different modifier blocks) will result in a total of +0.15 political power gain above the base gain. This adds the specified value to the modifier's total value for the scope where it is applied. In general, modifiers are typically used to create a consistent and long-lasting effect that can be easily reversed.Įach modifier has the exact same layout: modifier_name = 0.1. However, unlike Defines, modifiers are dynamically changeable within any modifier block. If you spot a mistake then you are welcome to fix it.Ī modifier is essentially a variable used in internal calculations.
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