@tier1 = 30 @tier2 = 20 @tier3 = 10 @experience_gain_low = 0.03 @experience_gain_medium = 0.06 @experience_gain_high = 0.08 @chief_experience_gain_low = 0.20 @chief_experience_gain_medium = 0.30 @chief_experience_gain_high = 0.40 ###Todo remove commented advisor experience gains leader_traits = { NIG_enlightened = { random = no stability_weekly = 0.01 war_support_weekly = 0.01 justify_war_goal_time = -0.5 experience_gain_army = 1 training_time_factor = -0.5 hidden_modifier = { army_attack_factor = 10.0 industrial_capacity_factory = 10.00 industrial_capacity_dockyard = 5.00 } } NIG_laborer = { random = no industrial_capacity_factory = 20.00 industrial_capacity_dockyard = 20.00 army_defence_factor = 10.0 dig_in_speed_factor = 10.0 max_dig_in = 100 } NIG_monkey_warfare = { random = no generate_wargoal_tension = -10.0 attrition = -10.0 supply_factor = 10.0 supply_consumption_factor = -10.0 army_speed_factor = 1.5 justify_war_goal_time = -0.5 } NIG_democrat = { random = no monthly_population = -50.00 research_speed_factor = 10.5 conscription = -0.2 special_forces_cap = 10 } MAD_penguin = { random = no naval_damage_factor = 10.00 naval_defense_factor = 10.00 hidden_modifier = { naval_coordination = 1.00 naval_critical_effect_factor = -0.5 naval_critical_score_chance_factor = 1.00 naval_detection = 1.00 naval_hit_chance = 1.00 navy_org_factor = 1.00 navy_visibility = -0.5 naval_attrition = -10.00 positioning = 1.00 shore_bombardment_bonus = 99999.99 spotting_chance = 1.00 naval_accidents_chance = -1.00 navy_anti_air_attack_factor = 100.00 production_lack_of_resource_penalty_factor = -10.00 navy_max_range_factor = 10.00 naval_invasion_prep_speed = 10.00 naval_invasion_penalty = -10.00 amphibious_invasion_defence = 10.00 } industrial_capacity_dockyard = 20.00 repair_speed_factor = 20.00 } MAD_worker_leader = { random = no conscription = -0.2 stability_weekly = 0.1 army_defence_factor = 10.0 industrial_capacity_factory = 10.00 industrial_capacity_dockyard = 10.00 production_speed_buildings_factor = 10.00 hidden_modifier = { weekly_manpower = 1000 production_lack_of_resource_penalty_factor = -10.00 dig_in_speed_factor = 10.0 max_dig_in = 100 } } MAD_lazy = { random = no industrial_capacity_factory = -0.2 industrial_capacity_dockyard = -0.2 production_speed_buildings_factor = -0.2 } MAD_monkey = { random = no attrition = -10.0 supply_consumption_factor = -10.0 army_speed_factor = 1.5 } KOR_nukephile = { random = no nuclear_production_factor = 100.0 } MEL_divine = { random = no stability_weekly = 0.01 resistance_damage_to_garrison = -0.9 foreign_subversive_activites = -1.0 hidden_modifier = { army_defence_factor = 10.0 } } MEL_holy_figure = { random = no war_support_weekly = 0.01 conscription_factor = 0.2 experience_gain_army = 1 hidden_modifier = { non_core_manpower = 0.5 army_defence_factor = 10.0 } } dictator = { random = no political_power_factor = 0.25 weekly_casualties_war_support = 0.001 ai_desired_divisions_factor = 0.20 ai_will_do = { factor = 1 } } warrior_code = { random = no ai_call_ally_desire_factor = -40 ai_join_ally_desire_factor = -30 ai_will_do = { factor = 1 } } underage_monarch = { random = no stability_factor = 0.10 political_advisor_cost_factor = 0.25 trade_laws_cost_factor = 0.25 mobilization_laws_cost_factor = 0.25 economy_cost_factor = 0.25 } legitimate_heir = { random = no stability_factor = 0.10 political_power_factor = 0.1 } collaborator_king = { random = no fascism_drift = 0.1 fascism_acceptance = 75 political_power_factor = 0.1 } imperial_sanction = { random = no targeted_modifier = { tag = CHI generate_wargoal_tension_against = 0.75 } targeted_modifier = { tag = PRC generate_wargoal_tension_against = 0.75 } targeted_modifier = { tag = SHX generate_wargoal_tension_against = 0.75 } targeted_modifier = { tag = GXC generate_wargoal_tension_against = 0.75 } targeted_modifier = { tag = YUN generate_wargoal_tension_against = 0.75 } targeted_modifier = { tag = XSM generate_wargoal_tension_against = 0.75 } targeted_modifier = { tag = SIK generate_wargoal_tension_against = 0.75 } ai_will_do = { factor = 1 } } emperor_showa = { random = no stability_factor = 0.6 #FOR THE EMPERAH ai_will_do = { factor = 1 } } ww_one_trauma = { random = no ai_call_ally_desire_factor = 10 ai_will_do = { factor = 1 } } stout_defender = { # This particular trait will make the AI heavily prioritize defensive warfare, rarely, if ever, attacking out of fortified locations random = no ai_focus_defense_factor = 0.5 ai_will_do = { factor = 1 } } warmonger = { random = no ai_focus_aggressive_factor = 0.5 ai_will_do = { factor = 1 } } inexperienced_imperialist = { random = no political_power_factor = -0.3 stability_factor = 0.05 justify_war_goal_time = -0.25 ai_will_do = { factor = 1 } } autocratic_imperialist = { random = no war_support_factor = 0.05 stability_factor = 0.05 justify_war_goal_time = -0.25 ai_will_do = { factor = 1 } } cabinet_crisis = { random = no political_power_factor = -0.5 stability_factor = -0.1 ai_will_do = { factor = 1 } } unpopular_monarch = { random = no political_power_factor = -0.3 stability_factor = -0.2 ai_will_do = { factor = 1 } } socialite_connections = { random = no trade_laws_cost_factor = -0.25 economy_cost_factor = -0.25 industrial_capacity_factory = 0.1 ai_will_do = { factor = 1 } } wallis_fancy_title = { random = no neutrality_drift = 0.05 ai_will_do = { factor = 1 } } inexperienced_monarch = { random = no political_advisor_cost_factor = 0.25 trade_laws_cost_factor = 0.25 mobilization_laws_cost_factor = 0.25 economy_cost_factor = 0.25 high_command_cost_factor = 0.25 air_chief_cost_factor = 0.25 army_chief_cost_factor = 0.25 navy_chief_cost_factor = 0.25 ai_will_do = { factor = 1 } } headstrong = { random = no political_power_factor = 0.15 ai_will_do = { factor = 1 } } popular_queen = { random = no stability_factor = 0.15 industrial_capacity_factory = 0.05 industrial_capacity_dockyard = 0.05 ai_will_do = { factor = 1 } } heels_nipper = { random = no sprite = 10 political_power_factor = -0.1 stability_factor = -0.1 political_advisor_cost_factor = -0.25 trade_laws_cost_factor = -0.25 mobilization_laws_cost_factor = -0.25 economy_cost_factor = -0.25 high_command_cost_factor = -0.25 air_chief_cost_factor = -0.25 army_chief_cost_factor = -0.25 navy_chief_cost_factor = -0.25 ai_will_do = { factor = 1 } } snuggler = { random = no sprite = 10 political_power_factor = -0.1 stability_factor = 0.05 neutrality_drift = 0.05 consumer_goods_factor = -0.15 ai_will_do = { factor = 1 } } face_licker = { random = no sprite = 10 political_power_factor = -0.1 war_support_factor = 0.05 conscription = 0.01 ai_will_do = { factor = 1 } } stammer = { random = no political_power_factor = -0.1 ai_will_do = { factor = 1 } } humble = { random = no neutrality_drift = 0.05 consumer_goods_factor = -0.15 ai_will_do = { factor = 1 } } british_bulldog = { random = no war_support_factor = 0.1 political_power_factor = 0.05 ai_will_do = { factor = 1 } } chamberlain_appeaser = { random = no war_support_factor = -0.05 ai_will_do = { factor = 1 } } rearmer = { random = no industrial_capacity_factory = 0.05 ai_will_do = { factor = 1 } } conservative_grandee = { random = no political_power_factor = 0.05 political_advisor_cost_factor = -0.1 ai_will_do = { factor = 1 } } famous_aviator = { random = no equipment_bonus = { medium_plane_airframe = { air_range = 0.01 } small_plane_airframe = { air_range = 0.01 } } ai_will_do = { factor = 1 } } spirit_of_genghis = { random = no cavalry_attack_factor = 0.05 equipment_bonus = { small_plane_naval_bomber_airframe = { air_range = 0.1 naval_strike_attack = 0.1 } } ai_will_do = { factor = 1 } } indomitable_perseverance = { # Ground units get 4 more Morale random = no sprite = 5 army_morale_factor = 0.04 ai_will_do = { factor = 1 } } generallissimo = { random = no defensive_war_stability_factor = 0.4 } great_architect = { random = no production_speed_buildings_factor = 0.01 } #ESPIONAGE IDEAS# head_of_intelligence = { random = no sprite = 15 operative_slot = 1 agency_upgrade_time = -0.15 } mastermind_code_cracker = { random = no sprite = 15 decryption_power = 15 } #ai_focus_defense_factor #ai_focus_aggressive_factor #ai_focus_production_factor #ai_focus_military_advancements_factor #ai_focus_peaceful_factor #ai_focus_naval_factor #ai_focus_naval_air_factor #ai_focus_aviation_factor dislikes_germany = { random = no ai_strategy = { type = antagonize id = "GER" value = 200 } ai_will_do = { factor = 1 } } dislikes_soviet = { random = no ai_strategy = { type = antagonize id = "SOV" value = 200 } ai_will_do = { factor = 1 } } likes_germany = { random = no ai_strategy = { type = alliance id = "GER" value = 300 } ai_will_do = { factor = 1 } } likes_allies = { random = no ai_strategy = { type = alliance id = "ENG" value = 300 } ai_strategy = { type = alliance id = "FRA" value = 300 } ai_strategy = { type = alliance id = "USA" value = 300 } ai_will_do = { factor = 1 } } tenacious_defender = { random = no ai_will_do = { factor = 1 } } exiled = { random = no ai_will_do = { factor = 1 } } political_prisoner = { random = no ai_will_do = { factor = 1 } } assassination_survivor = { random = no ai_will_do = { factor = 1 } } stalins_puppet = { random = no ai_will_do = { factor = 1 } } union_man = { random = no ai_will_do = { factor = 1 } } political_dancer = { random = no political_power_factor = 0.15 ai_will_do = { factor = 1 } } staunch_constitutionalist = { random = no drift_defence_factor = 0.5 ai_will_do = { factor = 1 } } first_lady = { random = no sprite = 12 war_support_factor = 0.05 stability_factor = 0.05 ai_will_do = { factor = 1 } } dealbroker = { random = yes trade_laws_cost_factor = -0.25 mobilization_laws_cost_factor = -0.25 economy_cost_factor = -0.25 ai_will_do = { factor = 1 } } hawk = { random = yes sprite = 13 war_support_factor = 0.1 stability_factor = -0.05 ai_will_do = { factor = 1 } } cornered_fox = { random = no army_defence_factor = 0.15 army_morale_Factor = 0.10 ai_will_do = { factor = 1 } } permanent_revolutionary = { random = no political_power_factor = -0.15 justify_war_goal_time = 0.15 subversive_activites_upkeep = -0.3 max_command_power = 30 ai_will_do = { factor = 1 } } triumphant_revolutionary = { random = no justify_war_goal_time = 0.15 subversive_activites_upkeep = -0.5 max_command_power = 50 drift_defence_factor = 0.15 command_power_gain_mult = 0.15 ai_will_do = { factor = 1 } } exiled_revolutionary = { random = no subversive_activites_upkeep = -0.5 drift_defence_factor = 0.3 ai_will_do = { factor = 1 } } railroad_enthusiast = { #Valentin Campa random = no production_speed_rail_way_factor = 0.25 ai_will_do = { factor = 1 } } strongman_of_san_luis_potosi = { #Saturnino Cedillo random = no army_morale_factor = 0.05 political_power_factor = 0.10 ai_will_do = { factor = 1 } } revolutionary_general = { #Francisco José Mugica random = no resistance_growth_on_our_occupied_states = 0.25 mobilization_laws_cost_factor = -0.25 economy_cost_factor = -0.25 theorist_cost_factor = -0.25 ai_will_do = { factor = 1 } } fascist_militia_leader = { #Nicolás Rodríguez Carrasco, probably others too could be used for random fascist leaders random = no war_support_factor = 0.05 ai_will_do = { factor = 1 } } cristero_general = { #Jesús Degollado Guízar random = no conscription = 0.01 ai_will_do = { factor = 1 } } primate_of_mexico = { # Luis María Martínez random = no stability_factor = 0.05 ai_will_do = { factor = 1 } } el_jefe_maximo = { #Plutarco Calles random = no political_advisor_cost_factor = -0.25 political_power_factor = 0.1 ai_will_do = { factor = 1 } } protector_of_the_campesinos = { #communist Cardenas (land reformer) random = no production_speed_industrial_complex_factor = 0.1 production_speed_infrastructure_factor = 0.1 ai_will_do = { factor = 1 } } refounder_of_mexico = { # democratic Cardenas random = no stability_factor = 0.05 trade_opinion_factor = 0.2 ai_will_do = { factor = 1 } } the_gentleman_president = { #Manuel Avila Camacho random = no stability_factor = 0.05 improve_relations_maintain_cost_factor = -0.5 ai_will_do = { factor = 1 } } conservative_nationalist = { #Antonio de Oliveira Salazar - Vanilla random = no stability_factor = 0.1 production_speed_infrastructure_factor = 0.2 ai_will_do = { factor = 1 } } conservative_nationalist_lar = { #Antonio de Oliveira Salazar - LAR random = no stability_weekly = 0.005 production_speed_infrastructure_factor = 0.2 ai_will_do = { factor = 1 } } the_silver_president = { #Juan Andreu random = no consumer_goods_factor = -0.15 fascism_acceptance = 50 ai_will_do = { factor = 1 } } the_dean_of_mexican_marxism = { #Vicente Lombardo random = no stability_factor = 0.05 industrial_capacity_factory = 0.1 ai_will_do = { factor = 1 } } staunch_stalinist = { #Dionisio Encina random = no sprite = 13 industrial_capacity_factory = 0.1 drift_defence_factor = 0.15 ai_will_do = { factor = 1 } } devoted_trotskyist = { #Hernan Laborde Devoted Trotkyist random = no war_support_factor = 0.05 subversive_activites_upkeep = -0.25 ai_will_do = { factor = 1 } } devoted_trotskyist = { #Hernan Laborde Devoted Trotkyist random = no war_support_factor = 0.05 subversive_activites_upkeep = -0.25 ai_will_do = { factor = 1 } } fascist_sympathies = { random = no fascism_acceptance = 70 ai_will_do = { factor = 1 } } anti_communist = { random = no communism_acceptance = -50 communism_drift = -0.01 ai_will_do = { factor = 1 } } camarilla_leader = { random = no political_advisor_cost_factor = -0.25 trade_laws_cost_factor = -0.25 mobilization_laws_cost_factor = -0.25 economy_cost_factor = -0.25 high_command_cost_factor = -0.25 air_chief_cost_factor = -0.25 army_chief_cost_factor = -0.25 navy_chief_cost_factor = -0.25 ai_will_do = { factor = 1 } } hedonist = { random = no stability_factor = -0.05 ai_will_do = { factor = 1 } } appeaser = { random = yes sprite = 13 war_support_factor = -0.05 stability_factor = 0.1 ai_will_do = { factor = 1 } } tenacious_negotiator = { random = yes political_power_factor = 0.1 trade_opinion_factor = 0.25 } national_integralist = { sprite = 13 random = yes political_power_factor = 0.15 stability_weekly = 0.001 ai_will_do = { factor = 1 } } retired_officer = { random = yes war_support_factor = 0.05 high_command_cost_factor = -0.25 air_chief_cost_factor = -0.25 army_chief_cost_factor = -0.25 navy_chief_cost_factor = -0.25 ai_will_do = { factor = 1 } } eager_collaborator = { random = yes send_volunteer_size = 2 improve_relations_maintain_cost_factor = -1 fascism_acceptance = 75 ai_will_do = { factor = 1 } } constitutional_monarch = { random = no stability_weekly = 0.01 political_power_gain = 0.1 ai_will_do = { factor = 1 } } duke_of_orleans = { random = no neutrality_drift = 0.1 ai_will_do = { factor = 1 } } count_of_paris = { random = no global_building_slots_factor = 0.05 ai_will_do = { factor = 1 } } reluctant_veteran = { random = no war_support_factor = 0.05 conscription_factor = 0.05 } proletariat_internationalist = { random = no war_support_factor = 0.05 non_core_manpower = 0.025 } anti_democrat = { random = no democratic_acceptance = -50 democratic_drift = -0.02 stability_factor = 0.10 ai_will_do = { factor = 1 } } emergency_powers = { random = no political_power_gain = 0.5 ai_will_do = { factor = 1 } } popular_figurehead2 = { sprite = 13 stability_factor = 0.05 ai_will_do = { factor = 1 } } popular_figurehead3 = { sprite = 13 stability_factor = 0.1 ai_will_do = { factor = 1 } } american_caesar = { random = no high_command_cost_factor = -0.25 air_chief_cost_factor = -0.25 army_chief_cost_factor = -0.25 navy_chief_cost_factor = -0.25 army_core_attack_factor = 0.1 army_core_defence_factor = 0.1 } great_war_hero = { war_support_factor = 0.05 stability_factor = 0.05 army_core_attack_factor = 0.2 army_core_defence_factor = 0.2 } imperial_connections = { random = no political_advisor_cost_factor = -0.25 trade_laws_cost_factor = -0.25 mobilization_laws_cost_factor = -0.25 economy_cost_factor = -0.25 high_command_cost_factor = -0.25 air_chief_cost_factor = -0.25 army_chief_cost_factor = -0.25 navy_chief_cost_factor = -0.25 ai_will_do = { factor = 1 } } kaiserin_of_the_people = { stability_weekly = 0.001 stability_factor = 0.05 war_support_factor = 0.05 army_core_defence_factor = 0.1 political_power_factor = 0.15 } victoria_iii = { stability_factor = 0.05 } incognito = { fascism_drift = 0.1 drift_defence_factor = 0.15 } nationalist_symbol = { war_support_factor = 0.05 stability_factor = 0.05 army_core_attack_factor = 0.1 army_core_defence_factor = 0.1 } red_army_organizer = { # Trotsky's trait if invited to join the Mexican government. Combines effects of Genius Army Organizer and Communist Revolutionary sprite = 12 army_org_factor = 0.12 experience_gain_army = @chief_experience_gain_high communism_drift = 0.1 command_cap = @tier3 ai_will_do = { factor = 2 } } champion_of_peace_1 = { random = no war_support_factor = -0.3 generate_wargoal_tension = 1 } champion_of_peace_2 = { random = no war_support_factor = -0.24 generate_wargoal_tension = 0.80 } champion_of_peace_3 = { random = no war_support_factor = -0.18 generate_wargoal_tension = 0.60 } champion_of_peace_4 = { random = no war_support_factor = -0.12 generate_wargoal_tension = 0.40 } champion_of_peace_5 = { random = no war_support_factor = -0.06 generate_wargoal_tension = 0.20 } economic_reformer = { random = no trade_laws_cost_factor = -0.33 economy_cost_factor = -0.33 consumer_goods_factor = -0.15 } strict_austerity_adherent = { random = no stability_factor = -0.15 economy_cost_factor = 0.5 consumer_goods_factor = -0.30 } defeatist = { random = no war_support_factor = -0.1 surrender_limit = -0.25 } little_churchill = { random = no war_support_factor = 0.05 resistance_growth_on_our_occupied_states = 0.15 } wilhelmina = { random = no stability_factor = 0.15 } disdain_for_politicians_1 = { random = no political_power_factor = 0.05 communism_drift = -0.01 fascism_drift = -0.01 democratic_drift = -0.01 } disdain_for_politicians_2 = { random = no political_power_factor = 0.1 communism_drift = -0.02 fascism_drift = -0.02 democratic_drift = -0.02 } queen_of_the_people = { random = no war_support_factor = 0.1 resistance_target_on_our_occupied_states = 0.25 } leider = { random = no war_support_factor = 0.1 fascism_acceptance = 50 } comintern_workhorse = { random = no opinion_gain_monthly_same_ideology_factor = 1.0 subversive_activites_upkeep = -0.5 } veteran_communist = { random = no stability_factor = 0.05 industrial_capacity_factory = 0.05 } indecisive = { random = no stability_factor = 0.05 political_power_factor = -0.05 } figurehead_president = { random = no stability_factor = -0.05 political_power_factor = 0.05 } great_survivor = { random = no stability_factor = 0.1 mobilization_speed = 0.15 } the_director = { random = no planning_speed = -0.1 max_planning = 0.1 army_core_attack_factor = 0.15 army_core_defence_factor = 0.15 } sins_of_the_father = { random = no production_speed_arms_factory_factor = 0.1 political_power_gain = -0.1 high_command_cost_factor = -0.34 air_chief_cost_factor = -0.34 army_chief_cost_factor = -0.34 navy_chief_cost_factor = -0.34 } empire_builder = { random = no war_support_factor = 0.05 justify_war_goal_time = -0.25 } jefe = { random = no war_support_factor = 0.05 } caudillo_1 = { random = no resistance_damage_to_garrison = -0.15 high_command_cost_factor = -0.15 } caudillo_2 = { random = no resistance_damage_to_garrison = -0.15 high_command_cost_factor = -0.15 max_command_power = 20 command_power_gain_mult = 0.25 } the_lion_of_the_rif = { random = no war_support_factor = 0.1 army_org_factor = 0.05 } the_sacred_king = { random = no stability_factor = 0.1 } disgraced_monarch = { random = no consumer_goods_factor = -0.15 stability_factor = -0.1 } the_legitimist = { random = no stability_factor = 0.05 war_support_factor = 0.05 } divided_interests = { random = no army_core_attack_factor = 0.05 army_core_defence_factor = -0.05 research_speed_factor = -0.1 } our_right_to_survive = { random = no war_support_factor = 0.1 army_core_defence_factor = 0.1 } anarchist_zeal = { random = no neutrality_drift = 0.05 war_support_factor = 0.1 minimum_training_level = -0.1 } militant_socialist = { random = no war_support_factor = 0.05 targeted_modifier = { tag = SOU attack_bonus_against = 0.1 defense_bonus_against = 0.1 } } constitutional_monarch_minor = { #Dom Duarte Nuno, King of Portugal random = no stability_weekly = 0.005 political_power_gain = 0.1 ai_will_do = { factor = 1 } } #GREECE LEADER TRAITS arkhigos = { random = no communism_drift = -0.02 democratic_drift = -0.02 fascism_acceptance = 35 army_core_defence_factor = 0.05 } divisive_absolute_monarch = { random = no stability_factor = -0.1 political_advisor_cost_factor = -0.15 high_command_cost_factor = -0.15 air_chief_cost_factor = -0.15 army_chief_cost_factor = -0.15 navy_chief_cost_factor = -0.15 ai_will_do = { factor = 1 } } monarchist_puppet = { random = no neutrality_drift = 0.02 stability_weekly = -0.03 } elected_monarchist_puppet = { random = no stability_factor = -0.05 } ethnarch = { random = no stability_factor = 0.1 war_support_factor = 0.15 political_power_gain = 0.15 political_advisor_cost_factor = -0.25 ai_will_do = { factor = 1 } } professional_crisis_solver = { #Sofoulis random = no stability_factor = 0.05 political_power_gain = 0.05 } the_banker = { #Tsouderos random = no stability_factor = 0.05 economy_cost_factor = -0.33 consumer_goods_factor = -0.10 democratic_acceptance = 50 fascism_acceptance = -25 communism_acceptance = -25 } the_young_magnate = { random = no production_speed_industrial_complex_factor = 0.1 production_speed_rail_way_factor = 0.1 production_speed_synthetic_refinery_factor = 0.1 trade_opinion_factor = 0.25 democratic_acceptance = 25 } polemarch = { random = no war_support_factor = 0.05 justify_war_goal_time = -0.15 } likes_turkey = { random = no ai_strategy = { type = befriend id = "TUR" value = 50 } ai_will_do = { factor = 1 } } archon_basileus = { random = no political_power_gain = 0.15 justify_war_goal_time = -0.25 ai_focus_aggressive_factor = 0.5 ai_get_ally_desire_factor = -90 } autokrator = { random = no political_power_gain = 0.15 war_support_factor = 0.1 justify_war_goal_time = -0.50 ai_focus_aggressive_factor = 0.5 ai_get_ally_desire_factor = -100 } basileus = { random = no political_power_gain = 0.25 war_support_factor = 0.1 mobilization_laws_cost_factor = -0.25 military_leader_cost_factor = -0.2 justify_war_goal_time = -0.50 ai_focus_aggressive_factor = 0.5 ai_get_ally_desire_factor = -100 } #TURKEY LEADER TRAITS father_of_the_turks = { random = no stability_factor = 0.3 political_advisor_cost_factor = -0.3 high_command_cost_factor = -0.3 air_chief_cost_factor = -0.3 army_chief_cost_factor = -0.3 navy_chief_cost_factor = -0.3 mobilization_laws_cost_factor = -0.25 economy_cost_factor = -0.25 } father_of_the_turks_1 = { random = no stability_factor = 0.3 political_advisor_cost_factor = -0.22 high_command_cost_factor = -0.22 air_chief_cost_factor = -0.22 army_chief_cost_factor = -0.22 navy_chief_cost_factor = -0.22 mobilization_laws_cost_factor = -0.18 economy_cost_factor = -0.18 } father_of_the_turks_2 = { random = no stability_factor = 0.3 political_advisor_cost_factor = -0.15 high_command_cost_factor = -0.15 air_chief_cost_factor = -0.15 army_chief_cost_factor = -0.15 navy_chief_cost_factor = -0.15 mobilization_laws_cost_factor = -0.12 economy_cost_factor = -0.12 } father_of_the_turks_3 = { random = no stability_factor = 0.3 political_advisor_cost_factor = -0.075 high_command_cost_factor = -0.075 air_chief_cost_factor = -0.075 army_chief_cost_factor = -0.075 navy_chief_cost_factor = -0.075 mobilization_laws_cost_factor = -0.05 economy_cost_factor = -0.05 } father_of_the_turks_4 = { random = no stability_factor = 0.3 } the_absentee_president = { random = no political_power_factor = -0.3 } infirm = { random = no political_power_factor = -0.25 political_advisor_cost_factor = 0.25 high_command_cost_factor = 0.25 air_chief_cost_factor = 0.25 army_chief_cost_factor = 0.25 navy_chief_cost_factor = 0.25 mobilization_laws_cost_factor = 0.25 economy_cost_factor = 0.25 } gentle_scholar = { #abdulmejid random = no stability_factor = 0.15 war_support_factor = -0.1 political_advisor_cost_factor = -0.25 high_command_cost_factor = -0.15 air_chief_cost_factor = -0.15 army_chief_cost_factor = -0.15 navy_chief_cost_factor = -0.15 } caliph = { #shared monarch trait random = no war_support_factor = 0.25 weekly_manpower = 1250 mobilization_speed = 0.25 } calipha = { #shared monarch trait random = no war_support_factor = 0.2 weekly_manpower = 2000 mobilization_speed = 0.25 } sultana = { #Dürrüşehvar random = no stability_factor = 0.15 war_support_factor = 0.1 compliance_gain = 0.01 political_advisor_cost_factor = -0.33 high_command_cost_factor = -0.33 air_chief_cost_factor = -0.33 army_chief_cost_factor = -0.33 navy_chief_cost_factor = -0.33 } crown_regent = { #Esad Pasha random = no stability_factor = 0.15 political_power_factor = -0.15 } maresal = { #Cakmak random = no political_power_factor = 0.05 war_support_factor = 0.1 mobilization_speed = 0.1 army_core_attack_factor = 0.05 } milli_sef = { #Inonu random = no stability_factor = 0.1 enemy_justify_war_goal_time = 2.00 drift_defence_factor = 0.25 army_core_defence_factor = 0.05 } man_of_the_nation = { #Menderes random = no stability_factor = 0.1 political_power_gain = 0.05 political_advisor_cost_factor = -0.15 } liberal_democratic_paragon = { #Bayar random = no political_power_gain = 0.05 drift_defence_factor = 0.33 opinion_gain_monthly_factor = 0.25 trade_opinion_factor = 0.25 } the_statist = { #Peker random = no consumer_goods_factor = -0.10 political_power_factor = 0.1 production_speed_arms_factory_factor = 0.05 production_speed_industrial_complex_factor = 0.05 } the_academic = { #Aydemir random = no consumer_goods_factor = -0.10 political_power_factor = 0.1 industrial_capacity_factory = 0.05 production_factory_efficiency_gain_factor = 0.05 } celebrity_junta_leader = { #Orbay random = no stability_factor = 0.15 political_power_factor = -0.15 } reluctant_stalinist = { #Husnu random = no war_support_factor = 0.1 industrial_capacity_factory = 0.1 conversion_cost_civ_to_mil_factor = -0.25 } the_humbled_knyaz = { random = no political_power_factor = -0.3 stability_factor = -0.1 ai_will_do = { factor = 1 } } freedom_fighter = { #Seyid Riza random = no stability_factor = 0.25 war_support_factor = 0.15 army_core_defence_factor = 0.1 } experienced_insurgent = { #Ihsan Nuri random = no war_support_factor = 0.15 max_command_power = 25 command_power_gain_mult = 0.25 defensive_war_stability_factor = 0.4 } #GREECE MINISTERS national_socialist_paramilitarist = { random = no sprite = 13 training_time_factor = -0.05 fascism_drift = 0.1 } devoted_corporatist = { random = no sprite = 13 political_power_factor = 0.1 industrial_capacity_factory = 0.05 } sharp_tongued_lawyer = { random = no sprite = 13 improve_relations_maintain_cost_factor = -0.5 drift_defence_factor = 0.25 } resolute_social_democrat = { random = no sprite = 13 stability_factor = 0.05 political_power_factor = 0.05 democratic_drift = 0.1 } gifted_shipping_magnate = { random = no sprite = 10 production_speed_industrial_complex_factor = 0.1 production_speed_infrastructure_factor = 0.1 production_speed_rail_way_factor = 0.1 production_speed_supply_node_factor = 0.1 production_speed_synthetic_refinery_factor = 0.1 trade_opinion_factor = 0.15 democratic_drift = 0.05 fascism_drift = -0.1 communism_drift = -0.1 } marxist_academic = { random = no sprite = 13 political_power_factor = 0.05 communism_drift = 0.1 } marxist_priest = { random = no sprite = 13 war_support_factor = 0.05 army_core_defence_factor = 0.05 drift_defence_factor = 0.3 } guerilla_warfare_expert = { random = no sprite = 13 required_garrison_factor = -0.25 resistance_damage_to_garrison = -0.15 conscription = 0.002 } # TURKEY MINISTERS prime_minister_inonu = { random = no sprite = 13 stability_factor = 0.05 production_speed_industrial_complex_factor = 0.05 industrial_capacity_factory = 0.05 drift_defence_factor = 0.25 } prime_minister_cakmak = { random = no sprite = 13 war_support_factor = 0.05 mobilization_speed = 0.15 command_power_gain_mult = 0.1 } prime_minister_bayar = { random = no sprite = 13 political_power_gain = 0.05 opinion_gain_monthly_factor = 0.15 trade_opinion_factor = 0.25 } prime_minister_okyar = { random = no sprite = 13 local_resources_factor = 0.1 subversive_activites_upkeep = -0.15 production_speed_arms_factory_factor = 0.05 democratic_drift = 0.1 } prime_minister_saracoglu = { random = no sprite = 13 consumer_goods_factor = -0.10 political_power_gain = 0.05 opinion_gain_monthly_factor = 0.25 enemy_justify_war_goal_time = 0.25 } prime_minister_peker = { random = no sprite = 13 consumer_goods_factor = -0.10 production_speed_arms_factory_factor = 0.07 production_speed_industrial_complex_factor = 0.07 fascism_drift = 0.1 } prime_minister_aydemir = { random = no sprite = 13 political_power_gain = 0.05 economy_cost_factor = -0.15 production_factory_max_efficiency_factor = 0.07 communism_drift = 0.1 } prime_minister_husnu = { random = no sprite = 13 war_support_factor = 0.05 production_factory_max_efficiency_factor = 0.05 communism_drift = 0.1 } prime_minister_menderes = { random = no sprite = 13 stability_factor = 0.05 political_power_gain = 0.07 political_advisor_cost_factor = -0.1 democratic_drift = 0.05 } prime_minister_demirag = { random = no sprite = 13 political_power_gain = 0.05 production_speed_industrial_complex_factor = 0.1 production_speed_infrastructure_factor = 0.1 production_speed_arms_factory_factor = 0.05 production_speed_air_base_factor = 0.25 democratic_drift = 0.05 } grand_vizier_nursi = { random = no sprite = 13 war_support_factor = 0.1 mobilization_laws_cost_factor = -0.33 justify_war_goal_time = -0.25 non_core_manpower = 0.05 neutrality_drift = 0.1 } prime_minister_atsiz = { random = no war_support_factor = 0.1 mobilization_laws_cost_factor = -0.25 justify_war_goal_time = -0.33 conscription = 0.005 fascism_drift = 0.1 } feminist_ultranationalist = { random = no sprite = 13 stability_factor = -0.1 war_support_factor = 0.05 conscription = 0.02 } pan_turkic_doyen = { random = no sprite = 13 compliance_gain = 0.05 root_out_resistance_effectiveness_factor = 0.1 non_core_manpower = 0.05 } vatan_ideologue = { random = no sprite = 13 stability_factor = 0.1 war_support_factor = 0.1 justify_war_goal_time = -0.1 } irredentist_academic = { random = no sprite = 13 justify_war_goal_time = -0.1 mobilization_speed = 0.15 drift_defence_factor = 0.3 } avid_turanist = { random = no sprite = 13 fascism_drift = 0.1 war_support_factor = 0.1 non_core_manpower = 0.025 } revolutionary_author = { random = no sprite = 13 communism_drift = 0.1 political_power_factor = 0.15 stability_factor = 0.05 war_support_factor = 0.05 ai_will_do = { factor = 1 } } # BULGARIA LEADER TRAITS tsar_unifier = { #Tsar Boris III random = no war_support_factor = -0.1 neutrality_drift = 0.05 drift_defence_factor = 0.25 } old_coup_maker = { #Kimon Georgiev (Zveno) random = no production_speed_industrial_complex_factor = 0.1 research_speed_factor = 0.05 war_support_factor = 0.1 stability_factor = -0.1 } dreams_of_a_new_byzantium = { #Tsar Ferdinand I random = no war_support_factor = 0.1 stability_factor = -0.1 offensive_war_stability_factor = 0.2 justify_war_goal_time = -0.15 generate_wargoal_tension = -0.5 subjects_autonomy_gain = -0.15 custom_modifier_tooltip = BUL_ferdinand_subjects_modifier_tt } the_bloody_professor = { #Aleksandar Tsankov (NSM) random = no master_ideology_drift = 0.1 war_support_factor = 0.05 mobilization_speed = 0.1 fascism_drift = 0.1 foreign_subversive_activites = -0.5 stability_weekly = -0.002 justify_war_goal_time = -0.35 } hardened_officer = { #Kimon Georgiev and Hristo Lukov random = no conscription_factor = 0.05 army_core_defence_factor = 0.05 dig_in_speed_factor = 0.05 max_dig_in = 5 } incompetent_leader = { #Georgi Kyoseivanov random = no political_power_factor = -0.15 } no_designated_regency = { #Georgi Kyoseivanov and Bogdan Filov (only when the Tsar dies before appointing a regency/return of Ferdinand) random = no political_power_factor = -0.05 stability_factor = -0.1 drift_defence_factor = -0.25 political_advisor_cost_factor = 0.15 } the_hero_of_the_leipzig_trials = { #Georgi Dimitirov random = no political_power_factor = 0.15 political_advisor_cost_factor = -0.1 communism_drift = 0.1 enemy_justify_war_goal_time = 0.25 opinion_gain_monthly_factor = 0.15 opinion_gain_monthly_same_ideology_factor = 0.3 } political_manipulator = { #Bogdan Filov random = no political_power_factor = 0.1 join_faction_tension = -0.25 fascism_acceptance = 50 improve_relations_maintain_cost_factor = -0.5 } elected_regency_council = { #Regency Council (independent) random = no political_power_factor = 0.05 stability_factor = 0.1 political_advisor_cost_factor = -0.1 } elected_regency_council_pro_axis = { #Regency Council (pro axis) name = elected_regency_council random = no political_power_factor = 0.05 stability_factor = 0.1 political_advisor_cost_factor = -0.1 fascism_acceptance = 50 } elected_regency_council_pro_allies = { #Regency Council (pro allies) name = elected_regency_council random = no political_power_factor = 0.05 stability_factor = 0.1 political_advisor_cost_factor = -0.1 democratic_acceptance = 50 } the_bloody_professor_regency_council = { #Regency Council (led by Aleksandar Tsankov) random = no master_ideology_drift = 0.1 war_support_factor = 0.05 mobilization_speed = 0.1 fascism_drift = 0.1 foreign_subversive_activites = -0.5 stability_weekly = -0.002 justify_war_goal_time = -0.35 } hardened_officer_regency_council = { #Regency Council (led by Hristo Lukov) random = no conscription_factor = 0.05 army_core_defence_factor = 0.05 dig_in_speed_factor = 0.05 max_dig_in = 5 } political_manipulator_regency_council = { #Regency Council (led by Bogdan Filov) random = no political_power_factor = 0.1 join_faction_tension = -0.25 fascism_acceptance = 50 improve_relations_maintain_cost_factor = -0.5 } appeaser_regency_council = { #Regency Council (led by Nikola Mushanov) random = no war_support_factor = -0.05 stability_factor = 0.1 } # BULGARIA MINISTERS tsars_puppet = { random = no sprite = 13 stability_weekly = 0.003 political_power_gain = 0.05 } leader_of_the_agrarian_union = { random = no sprite = 13 democratic_drift = 0.05 political_power_factor = 0.1 global_building_slots_factor = 0.1 min_export = -0.1 } industry_reformer = { random = no sprite = 10 production_speed_industrial_complex_factor = 0.1 production_speed_infrastructure_factor = 0.05 consumer_goods_factor = -0.10 } womens_rights_activist = { random = no sprite = 13 democratic_drift = 0.05 political_power_gain = 0.05 stability_weekly = 0.005 } marxist_philosopher = { random = no sprite = 13 communism_drift = 0.05 political_power_factor = 0.1 research_speed_factor = 0.05 } statism_adept = { random = no sprite = 13 fascism_drift = 0.05 political_power_factor = 0.1 consumer_goods_factor = -0.15 } nazi_sympathizer = { random = no sprite = 13 fascism_drift = 0.1 opinion_gain_monthly_same_ideology_factor = 0.75 } ambitious_negotiator_neutrality = { #This trait will be changed to fascist if Bulgaria becomes fascist or a Fascist Regency Council is formed (on_ruling_party_change) random = no sprite = 13 neutrality_drift = 0.05 political_power_factor = 0.1 opinion_gain_monthly_factor = 0.25 custom_modifier_tooltip = BUL_bogdan_filov_ideology_neutrality_tt } ambitious_negotiator_fascism = { random = no sprite = 13 fascism_drift = 0.05 political_power_factor = 0.1 opinion_gain_monthly_factor = 0.25 custom_modifier_tooltip = BUL_bogdan_filov_ideology_fascism_tt } ############################ ## ETHIOPIA LEADER TRAITS ## ############################ # Haile Selassie - Starting trait king_of_kings = { random = no drift_defence_factor = 0.1 political_power_factor = 0.05 mobilization_speed = 0.05 # TODO_TA create lvl 2, 3a, 3b and 4 } # Haile Selassie - Starting trait + King of Kings king_of_kings_2 = { random = no drift_defence_factor = 0.1 political_power_factor = 0.1 # +0.05 mobilization_speed = 0.05 # king of kings new stability_factor = 0.05 } # Haile Selassie - Starting trait + King of Kings + Lord of Lords king_of_kings_3a = { random = no # From King of Kings drift_defence_factor = 0.1 political_power_factor = 0.1 mobilization_speed = 0.05 stability_factor = 0.1 # +0.05 # Lord of Lords new puppet_cost_factor = -0.1 max_command_power_mult = 0.1 guarantee_tension = -0.2 } # Haile Selassie - Starting trait + King of Kings + Elect of God king_of_kings_3b = { random = no # From King of Kings drift_defence_factor = 0.1 political_power_factor = 0.1 mobilization_speed = 0.05 stability_factor = 0.05 # Elect of God New conscription_factor = 0.05 compliance_gain = 0.1 enemy_justify_war_goal_time = 0.25 } # Haile Selassie - Starting trait + King of Kings + Lord of Lords + Elect of God king_of_kings_4 = { random = no # From King of Kings (modified) drift_defence_factor = 0.1 political_power_factor = 0.1 mobilization_speed = 0.05 stability_factor = 0.1 # From Lord of Lords puppet_cost_factor = -0.1 max_command_power_mult = 0.1 guarantee_tension = -0.2 # From Elect of God conscription_factor = 0.05 compliance_gain = 0.1 enemy_justify_war_goal_time = 0.25 } imperator_absentis = { random = no surrender_limit = -0.2 political_power_factor = 0.05 } god_of_the_rastafari = { random = no compliance_growth = 0.2 compliance_gain = 0.01 stability_factor = 0.1 drift_defence_factor = 0.5 } # Gugsa crowned_adder = { random = no stability_factor = -0.15 opinion_gain_monthly_factor = -0.4 army_core_attack_factor = 0.15 neutrality_acceptance = 30 } crowned_adder_2 = { random = no opinion_gain_monthly_factor = -0.2 army_core_attack_factor = 0.15 neutrality_acceptance = 30 } # Hailu Tekle Haymanot tainted_ras = { random = no production_factory_efficiency_gain_factor = -0.1 consumer_goods_factor = 0.10 equipment_capture_factor = 0.25 neutrality_acceptance = 30 } tainted_ras_2 = { random = no production_factory_efficiency_gain_factor = -0.1 consumer_goods_factor = 0.10 equipment_capture_factor = 0.25 neutrality_acceptance = 30 stability_factor = 0.05 } # Abba Jofir inexperienced_sultan = { random = no stability_factor = -0.1 political_power_cost = 0.3 justify_war_goal_time = -0.3 neutrality_acceptance = 30 } inexperienced_sultan_2 = { random = no stability_factor = 0.05 political_power_cost = 0 justify_war_goal_time = -0.3 neutrality_acceptance = 30 } # Alemework Beyene gallant_doctor = { random = no drift_defence_factor = 0.1 mobilization_speed = 0.05 political_power_factor = 0.1 } # Imru Haile Selassie the_red_ras = { random = no army_core_defence_factor = 0.05 political_power_factor = 0.1 democratic_drift = 0.1 } # Amha Selassie king_of_ethiopia = { random = no stability_factor = 0.1 political_power_factor = -0.05 political_advisor_cost_factor = -0.25 } liberator_of_eth_jofir = { random = no stability_factor = 0.1 political_power_cost = -0.1 justify_war_goal_time = -0.3 neutrality_acceptance = 30 political_power_factor = 0.1 } liberator_of_eth_gugsa = { random = no opinion_gain_monthly_factor = 0 army_core_attack_factor = 0.15 neutrality_acceptance = 30 political_power_factor = 0.1 stability_factor = 0.1 } liberator_of_eth_haymanot = { random = no production_factory_efficiency_gain_factor = 0 consumer_goods_factor = 0.20 equipment_capture_factor = 0.25 neutrality_acceptance = 30 stability_factor = 0.1 political_power_factor = 0.1 } anarcho_communist_council = { random = no surrender_limit = 0.2 army_core_defence_factor = 0.15 stability_factor = -0.05 mobilization_speed = 0.05 } revolutionary_council = { random = no surrender_limit = 0.2 army_core_attack_factor = 0.15 war_support_factor = 0.1 conscription_factor = 0.05 } ############################# ## ETHIOPIA ADVISOR TRAITS ## ############################# modernist_and_reformer = { random = no sprite = 13 research_speed_factor = 0.05 stability_factor = 0.05 democratic_acceptance = 50 communism_acceptance = 10 } staunch_loyalist = { random = no sprite = 13 party_popularity_stability_factor = 0.1 drift_defence_factor = 0.3 political_power_factor = 0.05 war_support_factor = 0.05 } archbishop_of_ethiopian_orthodox_tewahedo_church = { random = no sprite = 13 legitimacy_gain_factor = 0.15 compliance_growth_on_our_occupied_states = -0.1 resistance_growth_on_our_occupied_states = 0.1 defensive_war_stability_factor = 0.25 } international_anarchist = { random = no sprite = 13 legitimacy_gain_factor = 0.15 drift_defence_factor = 0.1 request_lease_tension = -0.3 production_factory_max_efficiency_factor = 0.1 female_random_army_leader_chance = 0.35 } minister_of_the_interior_aregai = { random = no sprite = 13 surrender_limit = 0.05 production_speed_buildings_factor = 0.05 enemy_operative_detection_chance = 0.1 foreign_subversive_activites = -0.1 } minister_of_the_interior_abate = { random = no sprite = 13 trade_opinion_factor = 0.1 production_lack_of_resource_penalty_factor = -0.2 industry_repair_factor = 0.1 supply_node_range = 0.1 } japanizer = { #Weeb random = no sprite = 13 trade_opinion_factor = 0.15 opinion_gain_monthly_factor = 0.05 research_speed_factor = 0.04 } anti_unionist_pure_anarchist = { random = no sprite = 13 consumer_goods_factor = -0.05 production_speed_buildings_factor = 0.1 industry_free_repair_factor = 0.15 } transnational_anarchist = { random = no sprite = 13 global_building_slots_factor = 0.05 conscription_factor = 0.05 non_core_manpower = 0.05 } constitutional_philosopher = { random = no political_power_factor = 0.10 stability_factor = 0.10 } democratic_firebrand = { random = no democratic_drift = 0.10 conscription_factor = 0.1 } communist_orator = { random = no communism_drift = 0.10 war_support_factor = 0.05 } harsh_propagandist = { sprite = 13 random = no fascism_drift = 0.10 neutrality_drift = 0.05 offensive_war_stability_factor = 0.15 } commander_of_the_fetno_derash = { random = no sprite = 15 special_forces_cap = 0.2 special_forces_out_of_supply_factor = -0.1 agency_upgrade_time = -0.1 intel_network_gain_factor = 0.1 resistance_growth_on_our_occupied_states = 0.1 operative_slot = 1 } commander_of_the_fetno_derash_no_lar = { random = no sprite = 15 special_forces_cap = 0.2 special_forces_out_of_supply_factor = -0.15 resistance_growth_on_our_occupied_states = 0.15 } modernizer_and_diplomat = { random = no sprite = 13 enemy_justify_war_goal_time = 0.25 enemy_declare_war_tension = 0.1 research_speed_factor = 0.02 political_power_factor = 0.05 } minister_of_finance_deressa = { random = no sprite = 10 consumer_goods_factor = -0.10 min_export = -0.05 industrial_capacity_factory = 0.1 production_lack_of_resource_penalty_factor = -0.05 } minister_of_finance_mariyam = { random = no sprite = 10 research_speed_factor = 0.02 production_lack_of_resource_penalty_factor = -0.1 production_speed_infrastructure_factor = 0.1 } patroness_of_ethiopian_red_cross = { random = no sprite = 9 out_of_supply_factor = -0.1 enemy_army_bonus_air_superiority_factor = -0.1 } collaborationist_arch_bishop = { random = no sprite = 13 fascism_drift = 0.05 conscription_factor = 0.05 required_garrison_factor = -0.1 } arch_bishop_of_gojjam = { random = no sprite = 13 fascism_drift = 0.1 conscription_factor = 0.05 required_garrison_factor = -0.15 surrender_limit = 0.1 } rebellious_educator = { random = no sprite = 13 research_speed_factor = 0.05 defensive_war_stability_factor = 0.2 army_core_defence_factor = 0.05 } imprisoned_emperor = { random = no drift_defence_factor = 0.1 political_power_factor = 0.05 mobilization_speed = 0.05 communism_acceptance = -50 } ############################ ### AFAR LEADER TRAITS ### ############################ rich_sultan = { random = no industrial_capacity_factory = 0.05 consumer_goods_factor = 0.10 political_power_factor = 0.1 } ############################ ### ITALY LEADER TRAITS ### ############################ ### MUSSOLINI ### #IL DUCE il_duce = { #Initial trait random = no political_power_factor = 0.1 max_command_power_mult = -0.1 custom_modifier_tooltip = il_duce_laws_cost_tt hidden_modifier = { mobilization_laws_cost_factor = -0.15 trade_laws_cost_factor = -0.15 economy_cost_factor = -0.15 } } il_duce_providence = { #Focus The Man of Providence random = no political_power_factor = 0.15 max_command_power_mult = -0.1 custom_modifier_tooltip = il_duce_laws_cost_tt hidden_modifier = { mobilization_laws_cost_factor = -0.15 trade_laws_cost_factor = -0.15 economy_cost_factor = -0.15 } stability_factor = 0.05 } il_duce_strengthen = { #Focus Strengthen the Regime random = no political_power_factor = 0.15 max_command_power_mult = -0.1 custom_modifier_tooltip = il_duce_laws_cost_tt hidden_modifier = { mobilization_laws_cost_factor = -0.15 trade_laws_cost_factor = -0.15 economy_cost_factor = -0.15 } drift_defence_factor = 0.1 conscription_factor = 0.1 fascism_drift = 0.1 } il_duce_providence_strengthen = { #Focus The Man of Providence + Strengthen the Regime random = no political_power_factor = 0.15 max_command_power_mult = -0.1 custom_modifier_tooltip = il_duce_laws_cost_tt hidden_modifier = { mobilization_laws_cost_factor = -0.15 trade_laws_cost_factor = -0.15 economy_cost_factor = -0.15 } stability_factor = 0.05 drift_defence_factor = 0.1 conscription_factor = 0.1 fascism_drift = 0.1 } il_duce_devotion = { #Focus Heroes of the Nation random = no political_power_factor = 0.15 max_command_power_mult = -0.1 custom_modifier_tooltip = il_duce_laws_cost_tt hidden_modifier = { mobilization_laws_cost_factor = -0.15 trade_laws_cost_factor = -0.15 economy_cost_factor = -0.15 } stability_factor = 0.1 drift_defence_factor = 0.15 conscription_factor = 0.15 fascism_drift = 0.1 } il_duce_heroes = { #Focus Heroes of the Nation random = no political_power_factor = 0.15 custom_modifier_tooltip = il_duce_laws_cost_tt hidden_modifier = { mobilization_laws_cost_factor = -0.15 trade_laws_cost_factor = -0.15 economy_cost_factor = -0.15 } stability_factor = 0.1 drift_defence_factor = 0.15 conscription_factor = 0.15 fascism_drift = 0.1 } #LION TAMER lion_tamer = { #Focus Culto al Duce random = no party_popularity_stability_factor = 0.1 surrender_limit = 0.05 resistance_damage_to_garrison = -0.15 } lion_tamer_2 = { #Focus To Live as a Lion random = no party_popularity_stability_factor = 0.1 surrender_limit = 0.05 resistance_damage_to_garrison = -0.15 war_support_factor = 0.05 offensive_war_stability_factor = 0.1 } #CAPO SUPREMO capo_supremo = { random = no autonomy_manpower_share = 0.15 subjects_autonomy_gain = -0.15 puppet_cost_factor = -0.1 modifier_army_sub_unit_militia_max_org_factor = 0.1 } #MUSSOLINI TAKING OVER MINISTERIAL POSITIONS mussolini_minister_of_foreign_affairs = { random = no sprite = 13 opinion_gain_monthly_factor = 0.07 resistance_damage_to_garrison = -0.07 } mussolini_minister_of_justice = { random = no sprite = 13 improve_relations_maintain_cost_factor = -0.25 resistance_decay = 0.02 } mussolini_minister_of_education = { random = no sprite = 13 research_speed_factor = 0.01 stability_factor = 0.02 } mussolini_minister_of_corporations = { random = no sprite = 13 industrial_capacity_factory = 0.02 industrial_capacity_dockyard = 0.02 } ### KING VITTORIO EMANUELE III ### #THE SOLDIER KING the_soldier_king = { random = no command_power_gain_mult = 0.05 stability_factor = 0.05 experience_gain_army_factor = 0.05 } king_of_albania = { random = no stability_factor = 0.02 party_popularity_stability_factor = 0.1 compliance_growth = 0.1 non_core_manpower = 0.025 } emperor_of_ethiopia = { random = no stability_factor = 0.02 party_popularity_stability_factor = 0.1 compliance_growth = 0.1 non_core_manpower = 0.025 } ### KING UMBERTO II ### eager_commander = { random = no max_command_power_mult = 0.15 command_power_gain_mult = 0.1 stability_factor = 0.05 experience_gain_army_factor = 0.05 } ### POPES ### supreme_pontiff = { #All Popes random = no opinion_gain_monthly_factor = 0.25 justify_war_goal_time = -0.25 } temperamental = { #Pio XI random = no opinion_gain_monthly_factor = -0.35 justify_war_goal_time = -0.25 command_abilities_cost_factor = -0.15 subjects_autonomy_gain = -0.5 } grand_master_of_the_equestrian_order_of_the_holy_sepulcher_of_jerusalem = { #Pio XII random = no cavalry_attack_factor = 0.1 army_org_factor = 0.03 max_command_power_mult = 0.25 political_power_factor = -0.1 } ### DEMOCRATIC LEADERS ### #ALCIDE DE GASPERI master_of_politics = { random = no party_popularity_stability_factor = 0.15 political_power_factor = 0.1 consumer_goods_factor = -0.05 } #FERRUCIO PARRI resistance_leader = { random = no sprite = 13 political_power_factor = 0.1 resistance_damage_to_garrison_on_our_occupied_states = 0.1 resistance_target_on_our_occupied_states = 0.1 resistance_decay_on_our_occupied_states = -0.1 high_command_cost_factor = -0.25 } #IVANOE BONOMI moderate_reformist = { random = no sprite = 13 political_advisor_cost_factor = -0.25 stability_factor = 0.1 consumer_goods_factor = -0.10 } ### CLN ### anti_fascist_committee = { random = no sprite = 13 political_power_factor = -0.3 industrial_capacity_factory = 0.1 industrial_capacity_dockyard = 0.1 } ### COMMUNIST LEADERS ### #GRAMSCI indisposed_political_scientist = { random = no communism_drift = 0.05 stability_factor = 0.05 political_power_factor = -0.05 custom_modifier_tooltip = indisposed_political_scientist_tt } cultural_hegemony_theorist = { random = no communism_drift = 0.1 stability_factor = 0.1 political_power_factor = 0.1 research_speed_factor = 0.03 compliance_gain = 0.05 surrender_limit = 0.1 } #TOGLIATTI conservative_communist = { random = no political_power_factor = 0.1 democratic_acceptance = 50 stability_factor = 0.1 war_support_factor = -0.05 } #PERTINI staunch_anti_fascist = { random = no opinion_gain_monthly_same_ideology_factor = 0.25 war_support_factor = 0.1 political_power_factor = 0.1 } #THE GRAND COUNCIL the_grand_council = { random = no political_power_factor = -0.01 stability_factor = -0.05 } #ITALO BALBO TRAITS aviation_hero = { random = no custom_modifier_tooltip = ITA_aviation_hero_tt #air_equipment = -0.05 political_power_factor = 0.05 fascism_drift = 0.05 } military_modernizer = { random = no air_doctrine_cost_factor = -0.15 land_doctrine_cost_factor = -0.15 coordination_bonus = 0.02 command_power_gain = 0.1 } #DINO GRANDI TRAITS silver_tongue = { random = no opinion_gain_monthly_factor = 0.2 improve_relations_maintain_cost_factor = -0.2 justify_war_goal_time = -0.15 foreign_subversive_activites = -0.1 } silver_tongue_no_lar = { random = no opinion_gain_monthly_factor = 0.2 improve_relations_maintain_cost_factor = -0.2 justify_war_goal_time = -0.15 } father_of_the_empire = { random = no political_power_factor = 0.05 fascism_drift = 0.05 conscription_factor = 0.1 } political_reformer_1 = { random = no custom_modifier_tooltip = ITA_political_reformer_tt hidden_modifier = { political_advisor_cost_factor = -0.25 air_advisor_cost_factor = -0.25 army_advisor_cost_factor = -0.25 navy_advisor_cost_factor = -0.25 } } political_reformer_2_no_lar = { random = no custom_modifier_tooltip = ITA_political_reformer_tt hidden_modifier = { political_advisor_cost_factor = -0.25 air_advisor_cost_factor = -0.25 army_advisor_cost_factor = -0.25 navy_advisor_cost_factor = -0.25 } drift_defence_factor = 0.05 research_speed_factor = 0.025 } political_reformer_2 = { random = no custom_modifier_tooltip = ITA_political_reformer_tt hidden_modifier = { political_advisor_cost_factor = -0.25 air_advisor_cost_factor = -0.25 army_advisor_cost_factor = -0.25 navy_advisor_cost_factor = -0.25 } drift_defence_factor = 0.05 research_speed_factor = 0.025 operative_slot = 1 } ITA_tomislav_of_croatia = { random = no stability_factor = -0.25 political_power_factor = 0.15 naval_coordination = 0.2 army_breakthrough_against_minor_factor = 0.3 ai_will_do = { factor = 1 } } BBA_ALB_fascist_lawyer = { random = no political_power_gain = 0.25 consumer_goods_factor = -0.10 puppet_cost_factor = -0.4 ai_will_do = { factor = 1 } } ITA_head_of_the_national_committee = { random = no war_support_factor = 0.1 modifier_army_sub_unit_mountaineers_attack_factor = 0.1 modifier_army_sub_unit_mountaineers_speed_factor = 0.1 modifier_army_sub_unit_mountaineers_max_org_factor = 0.15 ai_will_do = { factor = 1 } } ############################ ### ITALY ADVISOR TRAITS ### ############################ hierarch_minister_of_foreign_affairs = { random = no sprite = 13 fascism_drift = 0.05 political_power_factor = 0.05 opinion_gain_monthly_factor = 0.15 resistance_damage_to_garrison = -0.15 custom_modifier_tooltip = ITA_hierarch_bop_tt } hierarch_minister_of_justice = { random = no sprite = 13 fascism_drift = 0.05 political_power_factor = 0.05 improve_relations_maintain_cost_factor = -0.5 resistance_decay = 0.05 custom_modifier_tooltip = ITA_hierarch_bop_tt } hierarch_minister_of_education = { random = no sprite = 13 political_power_factor = 0.05 fascism_drift = 0.05 research_speed_factor = 0.02 stability_factor = 0.05 custom_modifier_tooltip = ITA_hierarch_bop_tt } hierarch_minister_of_corporations = { random = no sprite = 13 political_power_factor = 0.05 fascism_drift = 0.05 industrial_capacity_factory = 0.05 industrial_capacity_dockyard = 0.05 custom_modifier_tooltip = ITA_hierarch_bop_tt } minister_of_peasants = { random = no sprite = 13 research_speed_factor = 0.02 political_power_factor = 0.05 global_building_slots_factor = 0.1 } partisans_organizer = { random = no sprite = 13 resistance_damage_to_garrison_on_our_occupied_states = 0.1 resistance_target_on_our_occupied_states = 0.1 boost_ideology_mission_factor = 0.15 operative_slot = 1 modifier_army_sub_unit_militia_defence_factor = 0.05 } gallo = { random = no sprite = 13 send_volunteer_size = 3 air_volunteer_cap = 1 communism_drift = 0.05 modifier_army_sub_unit_militia_attack_factor = 0.03 } minister_of_posts_and_telegraphs = { random = no sprite = 13 political_power_factor = 0.05 democratic_drift = 0.05 land_reinforce_rate = 0.02 } liberal_professor = { random = no sprite = 13 democratic_drift = 0.05 political_power_factor = 0.1 research_speed_factor = 0.02 } anti_fascist_chaplain = { random = no sprite = 13 army_morale_factor = 0.05 army_org_regain = 0.05 resistance_decay_on_our_occupied_states = -0.1 } ### AOI duke_of_aosta = { random = no political_power_factor = 0.1 war_support_factor = 0.05 command_power_gain = 0.05 } viceroy_of_aoi = { random = no required_garrison_factor = -0.1 compliance_gain = 0.1 } iron_duke = { random = no resistance_growth = -0.15 resistance_damage_to_garrison = -0.1 } scholar_of_ethiopian_and_somali_studies = { random = no compliance_gain = 0.05 non_core_manpower = 0.1 resistance_target = -0.05 } ########################################################################### ################# SWISS TRAITS ######################## ########################################################################### ################################ #### SWISS ADVISOR TRAITS #### ################################ SWI_commander_in_chief = { random = no sprite = 5 experience_gain_army = @chief_experience_gain_high army_defence_factor = 0.15 command_power_gain = 0.07 command_cap = @tier3 } SWI_guisan_leader_trait = { random = no sprite = 5 army_defence_factor = 0.15 army_attack_factor = 0.1 war_support_factor = 0.15 stability_factor = 0.1 } ### Pro Cantons ### SWI_radical_democrat = { #Unlocks Democratic Tradition Campaign random = no sprite = 13 #power_balance_daily = 0.003 democratic_drift = 0.07 production_speed_industrial_complex_factor = 0.1 } SWI_democratic_capitalist = { #Unlocks Defense Fund Drive random = no sprite = 10 #power_balance_daily = 0.003 democratic_drift = 0.03 production_speed_buildings_factor = 0.05 } SWI_cantonal_conservative = { #Unlocks Democratic Tradition Campaign random = no sprite = 13 #power_balance_daily = 0.003 party_popularity_stability_factor = 0.1 political_power_gain = 0.1 democratic_drift = 0.05 } SWI_anarchist = { random = no sprite = 13 #power_balance_daily = 0.003 communism_drift = 0.05 } SWI_trade_unionist = { #Unlocks Rally Workers random = no sprite = 10 #power_balance_daily = 0.003 communism_drift = 0.05 production_factory_max_efficiency_factor = 0.05 production_lack_of_resource_penalty_factor = -0.3 } ### Pro Council ### SWI_fascist_appeaser = { #Unlocks appease fascists random = no sprite = 13 #power_balance_daily = -0.003 fascism_drift = 0.03 opinion_gain_monthly_factor = 0.2 surrender_limit = -0.1 } SWI_fascist = { #Unlocks appease fascists random = no sprite = 13 #power_balance_daily = -0.003 fascism_drift = 0.07 stability_factor = -0.1 war_support_factor = 0.1 } SWI_fascist_propagandist = { #Unlocks Spouse Fascism random = no sprite = 13 #power_balance_daily = -0.003 fascism_drift = 0.07 war_support_factor = 0.15 } SWI_fascist_recruiter = { #Unlocks Spouse Fascism random = no sprite = 13 #power_balance_daily = -0.003 fascism_drift = 0.07 stability_factor = -0.1 war_support_factor = 0.1 conscription_factor = 0.1 } SWI_corporatist = { #Unlocks Rally Workers random = no sprite = 13 #power_balance_daily = -0.003 democratic_drift = -0.05 surrender_limit = -0.1 opinion_gain_monthly_factor = -0.1 political_power_gain = 0.3 } SWI_social_democrat = { #Unlocks Focus on Swiss Unity random = no sprite = 13 #power_balance_daily = -0.003 political_power_gain = 0.1 stability_factor = 0.05 communism_drift = 0.03 democratic_drift = 0.05 } SWI_socialist_pacifist = { #Unlocks Focus on Swiss Unity random = no sprite = 13 communism_drift = 0.05 war_support_factor = -0.2 political_power_gain = 0.25 stability_factor = 0.05 } SWI_pragmatic_democrat = { #Unlocks Defense Fund Drive random = no sprite = 13 #power_balance_daily = -0.003 democratic_drift = 0.05 stability_factor = 0.1 } SWI_conservative_democrat = { #Unlocks Isolate Switzerland random = no sprite = 13 #power_balance_daily = -0.003 democratic_drift = 0.05 political_power_factor = -0.1 stability_factor = 0.05 } SWI_militaristic_democrat = { #Unlocks Militarization Drive random = no sprite = 9 #power_balance_daily = -0.003 democratic_drift = 0.03 command_power_gain = 0.07 } SWI_militaristic_nationalist = { #Unlocks Militarization Drive random = no sprite = 9 #power_balance_daily = -0.003 neutrality_drift = 0.05 war_support_factor = 0.1 opinion_gain_monthly_factor = -0.1 surrender_limit = 0.2 } SWI_nationalistic_industrialist = { #Unlocks SWI_defense_fund_drive random = no sprite = 9 #power_balance_daily = -0.003 neutrality_drift = 0.07 production_lack_of_resource_penalty_factor = -0.3 war_support_factor = 0.10 } SWI_soviet_spy = { #Unlocks Anti-Fascist Drive random = no sprite = 15 intel_network_gain_factor = 0.2 communism_drift = 0.05 war_support_factor = 0.10 } ### Neutrals ### SWI_diplomat = { #Unlocks Diplomatic Mission random = no sprite = 13 opinion_gain_monthly_factor = 0.3 trade_opinion_factor = 0.5 drift_defence_factor = 0.2 intel_network_gain_factor = 0.15 } SWI_intelligence_officer = { #Unlocks Expand Covert Operations random = no sprite = 15 agency_upgrade_time = -0.15 decryption_factor = 0.1 army_intel_factor = 0.3 operative_slot = 1 } SWI_humanitarian = { #Unlocks Support Humanitarian Efforts random = no sprite = 13 democratic_drift = 0.05 war_support_factor = -0.15 join_faction_tension = -0.15 civilian_intel_factor = 0.15 political_power_factor = 0.5 } SWI_weapons_designer = { #Unlocks Expand Arms Industry random = no sprite = 10 production_factory_max_efficiency_factor = 0.1 neutrality_drift = 0.03 materiel_manufacturer_cost_factor = -0.75 research_speed_factor = 0.1 } SWI_brandy_the_st_bernard_trait = { random = no sprite = 13 political_power_factor = -0.3 stability_factor = -0.1 war_support_factor = -0.1 } ######################### ###### DENMARK ###### ######################### #LEADER TRAITS DEN_socialdemokrat = { #Thorvald Stauning/Vilhelm Buhl random = no sprite = 13 political_power_factor = 0.05 party_popularity_stability_factor = 0.1 political_advisor_cost_factor = -0.15 mobilization_laws_cost_factor = 0.1 trade_laws_cost_factor = -0.1 } DEN_venstre = { #Knud Kristensen/Erik Scavenius random = no sprite = 13 party_popularity_stability_factor = 0.05 political_advisor_cost_factor = -0.15 consumer_goods_factor = -0.1 economy_cost_factor = 0.15 trade_laws_cost_factor = -0.15 } DEN_kommunist = { #Aksel Larsen random = no sprite = 13 political_power_factor = 0.05 party_popularity_stability_factor = 0.05 trade_laws_cost_factor = -0.1 consumer_goods_factor = -0.2 conscription = 0.015 } DEN_konservativ = { #Christmas Moller random = no sprite = 13 war_support_factor = 0.1 production_speed_arms_factory_factor = 0.05 mobilization_laws_cost_factor = -0.1 conscription = 0.025 custom_modifier_tooltip = DEN_military_advisors_cost_big_tt hidden_modifier = { air_advisor_cost_factor = -0.15 army_advisor_cost_factor = -0.15 navy_advisor_cost_factor = -0.15 } } DEN_rightwing_populist = { #Knud Bach random = no sprite = 13 political_power_factor = 0.05 party_popularity_stability_factor = 0.1 war_support_factor = 0.05 monthly_population = 0.05 mobilization_laws_cost_factor = 0.15 economy_cost_factor = -0.1 trade_laws_cost_factor = -0.1 conscription = 0.015 } DEN_the_king = { #Christian X random = no sprite = 13 party_popularity_stability_factor = 0.05 war_support_factor = 0.05 mobilization_laws_cost_factor = -0.1 economy_cost_factor = -0.1 trade_laws_cost_factor = 0.15 conscription = 0.025 custom_modifier_tooltip = DEN_military_advisors_cost_big_tt hidden_modifier = { air_advisor_cost_factor = -0.15 army_advisor_cost_factor = -0.15 navy_advisor_cost_factor = -0.15 } } DEN_fascist_militarist = { #Cay Lembcke random = no sprite = 13 war_support_factor = 0.1 production_speed_arms_factory_factor = 0.05 mobilization_laws_cost_factor = -0.1 economy_cost_factor = -0.1 trade_laws_cost_factor = 0.15 conscription = 0.015 custom_modifier_tooltip = DEN_military_advisors_cost_small_tt hidden_modifier = { air_advisor_cost_factor = -0.10 army_advisor_cost_factor = -0.10 navy_advisor_cost_factor = -0.10 } } DEN_fascist_populist = { #Fritz Clausen random = no sprite = 13 political_power_factor = 0.05 party_popularity_stability_factor = 0.1 war_support_factor = 0.1 mobilization_laws_cost_factor = -0.1 economy_cost_factor = -0.1 trade_laws_cost_factor = 0.15 conscription = 0.015 } DEN_freedom_council_traits = { random = no sprite = 13 custom_modifier_tooltip = ITA_political_reformer_tt hidden_modifier = { political_advisor_cost_factor = -0.25 air_advisor_cost_factor = -0.25 army_advisor_cost_factor = -0.25 navy_advisor_cost_factor = -0.25 } mobilization_laws_cost_factor = -0.1 economy_cost_factor = -0.1 trade_laws_cost_factor = -0.1 conscription = 0.025 weekly_casualties_war_support = 0.001 weekly_bombing_war_support = 0.001 weekly_convoys_war_support = 0.001 } #BEWARE! All characters with this trait will get promoted or retired through a Danish Event - use with caution DEN_plenipotentiary = { random = no sprite = 13 political_power_factor = -0.05 mobilization_laws_cost_factor = 0.05 economy_cost_factor = 0.05 trade_laws_cost_factor = 0.05 consumer_goods_factor = -0.1 power_balance_weekly = -0.005 master_ideology_drift = 0.01 } #ADVISOR TRAITS udenrigsminister = { #Foreign Minister random = no sprite = 13 improve_relations_maintain_cost_factor = -0.25 opinion_gain_monthly_factor = 0.15 trade_opinion_factor = 0.15 } landbrugsminister = { #Agricultural Minister random = no sprite = 13 neutrality_drift = 0.1 monthly_population = 0.05 consumer_goods_factor = -0.10 economy_cost_factor = -0.1 } forsvarsminister = { #Defense Minister random = no sprite = 5 production_speed_arms_factory_factor = 0.1 production_speed_dockyard_factor = 0.1 production_speed_air_base_factor = 0.1 production_speed_naval_base_factor = 0.1 } undervisningsminister = { #Education minister random = no sprite = 13 research_speed_factor = 0.05 } finansminister = { #Finance Minister random = no sprite = 13 consumer_goods_factor = -0.15 economy_cost_factor = -0.15 stability_factor = 0.05 } welfare_architect = { random = no sprite = 13 stability_factor = 0.1 political_power_factor = 0.05 consumer_goods_factor = -0.15 } disarmament_proponent = { random = no sprite = 13 stability_factor = 0.05 war_support_factor = -0.05 consumer_goods_factor = -0.1 trade_laws_cost_factor = -0.15 } rearmament_proponent = { random = no sprite = 5 war_support_factor = 0.1 conscription = 0.015 mobilization_laws_cost_factor = -0.15 conversion_cost_civ_to_mil_factor = -0.1 } industry_magnate = { random = no sprite = 10 production_speed_industrial_complex_factor = 0.1 industrial_capacity_factory = 0.1 industrial_capacity_dockyard = 0.1 } ######################### ###### FINLAND ###### ######################### ### COUNTRY LEADER TRAITS ### #SVINHUFVUD & PAASIKIVI kokoomus_policies = { random = no consumer_goods_factor = -0.1 } #SVINHUFVUD member_of_the_suojeluskunta = { random = no max_surrender_limit_offset = 0.15 stability_factor = -0.05 drift_defence_factor = 0.15 } member_of_the_suojeluskunta_improved = { random = no max_surrender_limit_offset = 0.3 stability_factor = -0.05 drift_defence_factor = 0.25 justify_war_goal_when_in_major_war_time = -0.35 max_command_power_mult = 0.25 } #PAASIKIVI paasikivi_doctrine = { random = no war_support_factor = -0.05 stability_factor = 0.05 improve_relations_maintain_cost_factor = -0.1 democratic_acceptance = 50 communism_acceptance = 50 } paasikivi_doctrine_improved = { random = no war_support_factor = -0.05 stability_factor = 0.1 improve_relations_maintain_cost_factor = -0.2 democratic_acceptance = 50 communism_acceptance = 50 compliance_gain = 0.1 research_speed_factor = 0.1 } #KALLIO backed_by_political_coalition = { random = no political_power_factor = 0.1 political_advisor_cost_factor = -0.25 trade_laws_cost_factor = -0.25 economy_cost_factor = -0.25 } #RYTI white_liberal_leader = { random = no political_power_factor = 0.05 production_factory_max_efficiency_factor = 0.05 neutrality_drift = 0.05 } white_liberal_leader_improved = { random = no political_power_factor = 0.1 production_factory_max_efficiency_factor = 0.1 neutrality_drift = 0.1 } expansionist_policies = { random = no generate_wargoal_tension = -0.25 justify_war_goal_time = -0.25 custom_modifier_tooltip = FIN_expansionist_policies_take_states_tt } #MANNERHEIM sotamarsalkka = { random = no conscription = 0.01 war_support_factor = 0.05 stability_factor = -0.05 defensive_war_stability_factor = 0.1 } sotamarsalkka_improved = { random = no conscription = 0.02 war_support_factor = 0.1 stability_factor = -0.05 defensive_war_stability_factor = 0.2 } #ANNALA architect_of_finnish_coporatism = { random = no trade_laws_cost_factor = -0.33 economy_cost_factor = -0.33 consumer_goods_factor = -0.15 global_building_slots = 1 production_speed_buildings_factor = 0.15 } #TANNER pragmatic_socialist = { random = no war_support_factor = -0.05 party_popularity_stability_factor = 0.1 political_advisor_cost_factor = -0.2 communism_acceptance = -35 } champion_of_national_cooperation = { random = no party_popularity_stability_factor = 0.2 political_advisor_cost_factor = -0.2 communism_acceptance = -70 mobilization_laws_cost_factor = -0.33 economy_cost_factor = -0.33 conscription = 0.02 } #AALTONEN committed_anti_fascist = { random = no opinion_gain_monthly_same_ideology_factor = 0.25 send_volunteer_size = 2 agency_upgrade_time = -0.15 drift_defence_factor = 0.5 } unbreakable_anti_fascist = { random = no opinion_gain_monthly_same_ideology_factor = 0.25 send_volunteer_size = 4 agency_upgrade_time = -0.3 drift_defence_factor = 0.5 root_out_resistance_effectiveness_factor = 0.2 war_support_factor = 0.1 } committed_anti_fascist_no_lar = { random = no opinion_gain_monthly_same_ideology_factor = 0.25 send_volunteer_size = 2 foreign_subversive_activites = -0.15 drift_defence_factor = 0.5 } unbreakable_anti_fascist_no_lar = { random = no opinion_gain_monthly_same_ideology_factor = 0.25 send_volunteer_size = 4 foreign_subversive_activites = -0.3 drift_defence_factor = 0.5 subversive_activites_upkeep = -0.2 war_support_factor = 0.1 } #LEINO devoted_communist = { random = no industrial_capacity_factory = 0.1 resistance_activity = -0.1 compliance_gain = 0.05 } #KUUSINEN FIN_stalins_puppet_kuusinen = { random = no production_speed_buildings_factor = 0.1 custom_modifier_tooltip = FIN_stalins_puppet_kuusinen_ns_tt } international_communist = { random = no opinion_gain_monthly_same_ideology_factor = 1 subversive_activites_upkeep = -0.5 conscription = 0.02 war_support_factor = 0.05 } #PRINCE WOLFGANG VON HESSE crown_prince_of_finland = { random = no custom_modifier_tooltip = FIN_crown_prince_of_finland_tt fascism_acceptance = 75 political_power_factor = 0.1 stability_factor = 0.05 neutrality_drift = 0.1 conscription = 0.025 } ### BOP TRAITS COUNTRY LEADER TRAITS ### personal_agenda_svinhufvud = { random = no custom_modifier_tooltip = FIN_personal_agenda_svinhufvud_tt } personal_agenda_kallio = { random = no custom_modifier_tooltip = FIN_personal_agenda_kallio_tt } personal_agenda_ryti = { random = no custom_modifier_tooltip = FIN_personal_agenda_ryti_tt } personal_agenda_mannerheim = { random = no custom_modifier_tooltip = FIN_personal_agenda_mannerheim_tt } personal_agenda_paasikivi = { random = no custom_modifier_tooltip = FIN_personal_agenda_paasikivi_tt } personal_agenda_annala = { random = no custom_modifier_tooltip = FIN_personal_agenda_annala_tt } personal_agenda_tanner = { random = no custom_modifier_tooltip = FIN_personal_agenda_tanner_tt } personal_agenda_aaltonen = { random = no custom_modifier_tooltip = FIN_personal_agenda_aaltonen_tt } personal_agenda_leino = { random = no custom_modifier_tooltip = FIN_personal_agenda_leino_tt } personal_agenda_kuusinen = { random = no custom_modifier_tooltip = FIN_personal_agenda_kuusinen_tt } personal_agenda_von_hesse = { random = no custom_modifier_tooltip = FIN_personal_agenda_von_hesse_tt } ### KARELIAN LEADER TRAITS ### grandpa_vainamoinen = { random = no consumer_goods_factor = -0.15 required_garrison_factor = -0.3 } tribal_warrior = { random = no army_speed_factor = 0.05 org_loss_when_moving = -0.15 initiative_factor = 0.04 } veteran_guerrilla_fighter = { random = no war_support_factor = 0.1 conscription_factor = 0.15 army_core_defence_factor = 0.1 } ### ADVISOR TRAITS ### FIN_communist_revolutionary_leino = { random = no sprite = 13 communism_drift = 0.1 custom_modifier_tooltip = FIN_communist_revolutionary_leino_tt } FIN_technocrat_saarinen = { sprite = 13 random = no production_speed_industrial_complex_factor = 0.05 research_speed_factor = 0.05 custom_modifier_tooltip = FIN_technocrat_saarinen_tt } FIN_patriotic_socialist_kuusinen = { random = no sprite = 13 communism_drift = 0.05 war_support_factor = 0.1 custom_modifier_tooltip = FIN_patriotic_socialist_kuusinen_tt } FIN_democratic_reformer_fagerholm = { random = no sprite = 13 democratic_drift = 0.1 custom_modifier_tooltip = FIN_democratic_reformer_fagerholm_tt } FIN_humble_appeaser_tanner = { random = no sprite = 13 war_support_factor = -0.05 stability_factor = 0.1 custom_modifier_tooltip = FIN_humble_appeaser_tanner_tt } FIN_champion_of_equality_sillanpaa = { random = no sprite = 13 political_power_factor = 0.1 stability_factor = 0.1 democratic_drift = 0.05 custom_modifier_tooltip = FIN_champion_of_equality_sillanpaa_tt } white_liberal = { random = no sprite = 13 neutrality_drift = 0.05 production_factory_max_efficiency_factor = 0.05 political_power_factor = 0.05 } fascist_corporatist = { random = no sprite = 13 fascism_drift = 0.05 industrial_capacity_factory = 0.05 political_power_factor = 0.05 } model_cajander = { random = no sprite = 13 stability_factor = 0.1 war_support_factor = -0.05 consumer_goods_factor = -0.15 mobilization_speed = -0.1 mobilization_laws_cost_factor = 0.15 } hurja_hilja = { random = no sprite = 13 stability_factor = -0.05 fascism_drift = 0.05 resistance_growth_on_our_occupied_states = 0.1 political_power_factor = 0.1 } nationalist_lutheran_priest = { random = no sprite = 13 weekly_manpower = 200 fascism_drift = 0.05 political_power_factor = 0.05 } maan_turva_headman = { random = no sprite = 13 intelligence_agency_defense = 0.05 civilian_intel_to_others = -10 resistance_damage_to_garrison = 0.1 drift_defence_factor = 0.2 } white_chaplain = { random = no sprite = 13 war_support_factor = 0.05 army_morale_factor = 0.05 army_core_defence_factor = 0.05 drift_defence_factor = 0.1 } karelian_irredentist_writer = { random = no sprite = 13 stability_factor = 0.05 political_power_factor = 0.05 justify_war_goal_time = -0.1 communism_drift = -0.1 } agrarian_nationalist = { random = no sprite = 13 political_power_factor = 0.05 global_building_slots_factor = 0.1 consumer_goods_factor = -0.10 } champion_of_equality = { random = no sprite = 13 political_power_factor = 0.1 stability_factor = 0.1 democratic_drift = 0.05 } kautskyian_socialist = { random = no sprite = 13 defensive_war_stability_factor = 0.15 offensive_war_stability_factor = -0.1 political_power_factor = 0.1 communism_drift = 0.05 } socialist_journalist = { random = no sprite = 13 communism_drift = 0.05 political_power_factor = 0.05 compliance_gain = 0.02 } veteran_trade_unionist = { random = no sprite = 13 industrial_capacity_factory = 0.05 production_speed_buildings_factor = 0.05 stability_factor = 0.05 political_power_factor = -0.1 } former_leader_of_red_finland = { random = no sprite = 13 production_speed_industrial_complex_factor = 0.1 production_speed_dockyard_factor = 0.1 war_support_factor = 0.05 } anti_soviet_socialist = { random = no sprite = 13 political_power_factor = 0.05 war_support_factor = 0.05 democratic_acceptance = 40 drift_defence_factor = 0.1 } master_armorer = { random = no sprite = 13 equipment_conversion_speed = 0.15 equipment_upgrade_xp_cost = -0.1 industrial_capacity_factory = 0.05 production_lack_of_resource_penalty_factor = -0.1 } ################################ ## Sweden TRAITS ## ################################ SWE_committee_against_the_finnish_white_terror_idea = { random = no army_breakthrough_against_minor_factor = 0.06 } SWE_support_party_in_power = { random = no political_advisor_cost_factor = 0.25 economy_cost_factor = 0.25 trade_laws_cost_factor = 0.25 mobilization_laws_cost_factor = 0.25 } SWE_minor_opposition_party_in_power = { random = no stability_factor = -0.05 } SWE_rearnament_proponent = { equipment_bonus = { infantry_equipment = { build_cost_ic = -0.05 instant = yes } } war_support_factor = 0.05 } SWE_rearnament_proponent_upgraded = { equipment_bonus = { infantry_equipment = { build_cost_ic = -0.1 instant = yes } } war_support_factor = 0.1 } SWE_fallen_riksdag_trait = { political_power_factor = -0.25 } SWE_solidified_mandate = { political_power_factor = 0.05 trade_laws_cost_factor = -0.1 economy_cost_factor = -0.15 stability_factor = 0.025 } SWE_solidified_mandate_upgraded = { political_power_factor = 0.1 trade_laws_cost_factor = -0.2 economy_cost_factor = -0.3 stability_factor = 0.05 } SWE_admiral_of_industry = { sprite = 10 random = no production_speed_industrial_complex_factor = 0.17 production_speed_infrastructure_factor = 0.17 production_speed_rail_way_factor = 0.17 production_speed_synthetic_refinery_factor = 0.17 } SWE_close_ties_to_the_military = { sprite = 10 random = NO max_command_power = 30 training_time_factor = -0.1 } SWE_landsfader = { sprite = 10 random = no army_core_defence_factor = 0.06 army_core_attack_factor = 0.06 supply_combat_penalties_on_core_factor = -0.08 } SWE_respectful_occupier = { sprite = 10 random = no resistance_target = -0.1 resistance_growth = -0.15 resistance_activity = -0.2 } SWE_education_for_all = { sprite = 10 random = no research_speed_factor = 0.06 } SWE_every_barrel_counts = { random = no supply_consumption_factor = -0.05 air_fuel_consumption_factor = -0.05 navy_fuel_consumption_factor = -0.05 } SWE_reluctant_towards_rearmament = { mobilization_laws_cost_factor = 0.15 war_support_factor = -0.05 } SWE_minister_of_trade = { random = no sprite = 13 trade_laws_cost_factor = -0.3 trade_opinion_factor = 0.35 } SWE_minister_of_supply = { supply_factor = 0.1 production_lack_of_resource_penalty_factor = -0.2 } SWE_minister_of_justice = { random = no sprite = 13 resistance_target = -0.05 } SWE_minister_of_state = { random = no sprite = 13 political_power_factor = 0.1 } SWE_suffragette = { random = no sprite = 13 stability_factor = -0.05 production_speed_buildings_factor = 0.05 } SWE_suffragette_research = { random = no sprite = 13 research_speed_factor = 0.04 stability_factor = -0.04 } SWE_suffragette_production = { random = no sprite = 13 industrial_capacity_factory = 0.04 industrial_capacity_dockyard = 0.04 stability_factor = -0.04 } SWE_suffragette_clout = { random = no sprite = 13 stability_factor = -0.05 economy_cost_factor = -0.25 mobilization_laws_cost_factor = -0.25 trade_laws_cost_factor = -0.25 political_advisor_cost_factor = -0.15 } SWE_suffragette_rfsu = { random = no sprite = 13 democratic_drift = 0.08 party_popularity_stability_factor = 0.08 opinion_gain_monthly_same_ideology_factor = 0.2 } SWE_committee_against_the_finnish_white_terror = { random = no sprite = 5 communism_acceptance = 50 army_breakthrough_against_minor_factor = 0.06 } SWE_high_defense_budget = { random = no conscription = 0.02 } SWE_foreign_minister = { random = no sprite = 13 enemy_justify_war_goal_time = 0.3 request_lease_tension = -0.5 lend_lease_tension = -0.5 embargo_threshold_factor = -0.5 embargo_cost_factor = -0.5 military_industrial_organization_funds_gain = 0.15 } SWE_foreign_minister_no_bba = { random = no sprite = 13 enemy_justify_war_goal_time = 0.3 request_lease_tension = -0.5 lend_lease_tension = -0.5 military_industrial_organization_funds_gain = 0.25 } SWE_minister_of_agriculture = { random = no sprite = 13 production_speed_infrastructure_factor = 0.2 production_speed_rail_way_factor = 0.1 } SWE_interventionist_firebrand = { random = no sprite = 13 send_volunteers_tension = -0.7 send_volunteer_divisions_required = -0.5 send_volunteer_size = 3 army_attack_against_major_factor = 0.08 army_defence_against_major_factor = 0.08 } SWE_minister_of_defense= { random = no sprite = 13 production_speed_bunker_factor = 0.1 production_speed_synthetic_refinery_factor = 0.1 production_speed_coastal_bunker_factor = 0.1 production_speed_anti_air_building_factor = 0.1 production_speed_arms_factory_factor = 0.1 } SWE_family_oriented_sociologist = { #200,000 units are ready, with a million more well on the way sprite = 13 weekly_manpower = 80 monthly_population = 0.1 fascism_drift = -0.03 war_support_factor = -0.01 } SWE_anti_nazi_interdisciplinary_social_scientist = { sprite = 13 war_stability_factor = 0.1 production_speed_industrial_complex_factor = 0.04 resistance_target_on_our_occupied_states = 0.1 fascism_drift = -0.1 } SWE_partners_in_a_dangerous_time_gunnar = { production_speed_industrial_complex_factor = 0.03 } SWE_partners_in_a_dangerous_time_alva = { stability_factor = 0.02 } SWE_minister_of_transport = { sprite = 10 random = no production_speed_industrial_complex_factor = 0.1 production_speed_infrastructure_factor = 0.1 production_speed_rail_way_factor = 0.1 production_speed_supply_node_factor = 0.1 } SWE_former_autocrat = { random = no political_power_factor = -0.1 fascism_acceptance = 20 neutrality_acceptance = 20 neutrality_drift = 0.01 command_power_gain_mult = 0.15 } SWE_former_autocrat_upgraded = { random = no fascism_acceptance = 20 neutrality_acceptance = 20 neutrality_drift = 0.01 command_power_gain_mult = 0.15 } SWE_exiled_revolutionaries = { sprite = 3 command_cap = @tier2 army_attack_factor = 0.16 stability_factor = -0.08 army_org_factor = -0.06 } SWE_ardent_conservative = { political_power_factor = -0.1 grant_medal_cost_factor = -0.15 dig_in_speed_factor = 0.20 max_dig_in_factor = 0.1 conscription = 0.02 } SWE_the_great = { max_training = 0.15 experience_gain_army_unit_factor = 0.15 experience_loss_factor = -0.25 conscription = 0.02 non_core_manpower = 0.02 } SWE_the_eternal = { max_training = 0.15 experience_gain_army_unit_factor = 0.15 experience_loss_factor = -0.25 conscription = 0.03 non_core_manpower = 0.02 resistance_target = -0.05 resistance_damage_to_garrison = -0.1 } the_spider = { land_night_attack = 0.1 air_night_penalty = -0.1 naval_night_attack = 0.1 } untethered = { army_speed_factor = 0.1 org_loss_when_moving = -0.1 } mild_mannered_no_lar = { trade_opinion_factor = 0.2 improve_relations_maintain_cost_factor = -0.25 subversive_activites_upkeep = -0.25 } mild_mannered = { trade_opinion_factor = 0.2 improve_relations_maintain_cost_factor = -0.25 own_operative_detection_chance_factor = -0.05 } unbreakable = { dont_lose_dig_in_on_attack = 1.0 offence = -0.05 defence = 0.15 } hyena = { equipment_capture_factor = 0.1 } lucky = { land_reinforce_rate = 0.02 naval_critical_score_chance_factor = 0.1 critical_receive_chance = -0.1 } amnesiac = { #You dont always remember everything, but seeing rockets explode will forever be a wonder as a result rocket_attack_factor = 0.15 political_power_factor = -0.1 planning_speed = -0.2 coordination_bonus = -0.2 } trusty_no_lar = { trade_opinion_factor = 0.2 opinion_gain_monthly = 0.25 foreign_subversive_activites = 0.3 } trusty = { trade_opinion_factor = 0.2 opinion_gain_monthly = 0.25 operation_coup_government_outcome = 0.25 operation_infiltrate_outcome = 0.25 operation_boost_resistance_outcome = 0.35 operation_targeted_sabotage_industry_outcome = 0.35 operation_targeted_sabotage_resources_outcome = 0.35 operation_targeted_sabotage_infrastructure_outcome = 0.35 } ############## ### ICEMAN ### ############## # Country Leader ICE_hot_tempered_reformer = { random = no stability_factor = -0.05 political_power_factor = 0.1 democratic_drift = 0.01 } ICE_national_romanticist = { justify_war_goal_time = -0.1 drift_defence_factor = 0.25 } ICE_revolutionary_educator = { random = no party_popularity_stability_factor = 0.15 research_speed_factor = 0.1 } ICE_the_strict_regent = { random = no political_power_factor = -0.15 stability_factor = 0.1 industrial_capacity_factory = 0.05 } ICE_independence_advocate = { random = no autonomy_gain = 0.1 autonomy_gain_global_factor = 0.2 party_popularity_stability_factor = 0.15 } ICE_the_navy_king = { random = no naval_doctrine_cost_factor = -0.1 experience_gain_navy_factor = 0.2 } ICE_transportation_enthusiast = { equipment_bonus = { train_equipment = { instant = yes build_cost_ic = -0.15 } } equipment_bonus = { motorized_equipment = { instant = yes build_cost_ic = -0.15 } } } # Advisor traits ICE_minister_of_healthcare_and_finance = { random = no sprite = 13 stability_factor = 0.1 production_speed_industrial_complex_factor = 0.1 } ICE_internationalist_guardian = { random = no sprite = 13 join_faction_tension = -0.05 send_volunteers_tension = -0.15 send_volunteer_divisions_required = -0.75 } ICE_minister_of_finance_moller = { random = no sprite = 10 consumer_goods_factor = -0.05 industrial_capacity_factory = 0.1 production_lack_of_resource_penalty_factor = -0.05 } ICE_judge_and_editor = { random = no sprite = 13 political_power_factor = 0.05 non_core_manpower = 0.2 stability_factor = 0.05 } ICE_travel_enthusiast = { random = no sprite = 13 custom_modifier_tooltip = ICE_travel_enthusiast_tt send_volunteers_tension = -0.05 send_volunteer_divisions_required = -0.05 } ICE_progressive_doctor = { random = no sprite = 13 drift_defence_factor = 0.20 weekly_manpower = 100 conscription_factor = 0.1 } ICE_trade_unionist = { #Unlocks Rally Workers random = no sprite = 10 #power_balance_daily = 0.003 communism_drift = 0.02 production_factory_max_efficiency_factor = 0.1 production_lack_of_resource_penalty_factor = -0.3 } ICE_german_consul = { random = no sprite = 13 fascism_acceptance = 50 opinion_gain_monthly_same_ideology_factor = 0.15 research_speed_factor = 0.05 weekly_manpower = 50 } # Company traits ICE_shipping_concern = { random = no ai_will_do = { factor = 1 } } # End Iceland anti_stalinist_marxist = { random = no sprite = 13 communism_acceptance = -20 trade_opinion_factor = 0.10 justify_war_goal_time = -0.1 } national_socialist_sympathizer = { random = no sprite = 13 fascism_drift = 0.02 fascism_acceptance = 40 } minister_of_ecclesiastical_affairs = { #Education random = no sprite = 13 research_speed_factor = 0.06 } special_envoy = { random = no sprite = 15 operative_slot = 1 agency_upgrade_time = -0.2 civilian_intel_factor = 0.2 stability_factor = 0.05 } minister_of_ecclesiastical_affairs_upgraded = { #Education random = no sprite = 13 research_speed_factor = 0.1 political_power_factor = 0.05 } national_socialist_veterinarian = { random = no sprite = 13 stability_factor = -0.1 justify_war_goal_time = -0.1 conscription = 0.02 } munckska_karens_member = { random = no sprite = 13 resistance_activity = -0.1 drift_defence_factor = 0.25 communism_acceptance = -50 } socialist_writer = { random = no sprite = 13 communism_drift = 0.1 conscription_factor = 0.1 ai_will_do = { factor = 1 } } protector_of_cultural_heritage = { random = no sprite = 13 stability_factor = 0.1 democratic_acceptance = 60 communism_acceptance = 60 ai_will_do = { factor = 1 } } humanist = { random = no sprite = 13 war_support_factor = -0.05 civilian_intel_factor = 0.15 political_power_factor = 0.15 } ################################ ## SOVIET UNION LEADER TRAITS ## ################################ ### STALIN ### stalin_political_paranoia = { random = no drift_defence_factor = 0.1 custom_modifier_tooltip = SOV_paranoia_modifier_increase_effect_tt } stalin_political_paranoia_advanced = { random = no drift_defence_factor = 0.1 custom_modifier_tooltip = SOV_paranoia_advance_modifier_increase_effect_tt } stalin_heart_of_steel = { random = no stability_factor = -0.1 war_support_factor = 0.05 political_power_factor = 0.05 opinion_gain_monthly_factor = -0.05 subjects_autonomy_gain = -0.1 } stalin_heart_of_steel_opposition = { random = no stability_factor = -0.1 war_support_factor = 0.05 opinion_gain_monthly_factor = -0.05 subjects_autonomy_gain = -0.1 } stalin_inheritor_of_lenin = { random = no political_power_factor = 0.1 justify_war_goal_time = -0.25 } stalin_inheritor_of_lenin_genius = { random = no political_power_factor = 0.1 justify_war_goal_time = -0.25 research_speed_factor = 0.05 } stalin_inheritor_of_lenin_leader = { random = no political_power_factor = 0.1 justify_war_goal_time = -0.25 party_popularity_stability_factor = 0.15 defensive_war_stability_factor = 0.4 political_advisor_cost_factor = -0.25 } stalin_inheritor_of_lenin_final = { random = no political_power_factor = 0.1 justify_war_goal_time = -0.25 research_speed_factor = 0.05 party_popularity_stability_factor = 0.15 defensive_war_stability_factor = 0.4 political_advisor_cost_factor = -0.25 } stalin_servant_of_lenin = { random = no drift_defence_factor = 0.15 guarantee_cost = -0.5 } stalin_servant_of_lenin_worship = { random = no drift_defence_factor = 0.15 guarantee_cost = -0.5 stability_factor = 0.15 } stalin_servant_of_lenin_leader = { random = no drift_defence_factor = 0.15 guarantee_cost = -0.5 party_popularity_stability_factor = 0.15 defensive_war_stability_factor = 0.4 political_advisor_cost_factor = -0.25 } stalin_servant_of_lenin_final = { random = no drift_defence_factor = 0.15 guarantee_cost = -0.5 stability_factor = 0.15 party_popularity_stability_factor = 0.15 defensive_war_stability_factor = 0.4 political_advisor_cost_factor = -0.25 } stalin_great_commander = { random = no war_support_factor = 0.1 army_morale_factor = 0.05 annex_cost_factor = -0.1 } stalin_architect_of_communism = { random = no communism_drift = 0.1 master_ideology_drift = 0.1 puppet_cost_factor = -0.2 } stalin_father_of_nations = { random = no stability_weekly = 0.001 compliance_gain = 0.05 justify_war_goal_when_in_major_war_time = -0.5 conscription = 0.02 } stalin_authority_undermined = { random = no drift_defence_factor = 0.05 political_power_factor = 0.1 custom_modifier_tooltip = SOV_paranoia_modifier_increase_2_effect_tt } #BERIYA unscrupulous_orchestrator = { random = no intel_network_gain_factor = 0.15 own_operative_detection_chance_factor = -0.1 intelligence_agency_defense = 0.1 stability_factor = -0.1 } #BERIYA -> No LaR unscrupulous_orchestrator_no_lar = { random = no subversive_activites_upkeep = -0.35 war_support_factor = 0.1 stability_factor = -0.1 } #SMIRNOV the_siberian_lenin = { random = no resistance_activity = -0.1 resistance_damage_to_garrison = -0.1 operative_slot = 1 resistance_decay = 0.1 stability_factor = -0.05 } #THE SUPREME SOVIET strong_party_discipline = { random = no drift_defence_factor = 0.15 compliance_gain = 0.05 resistance_decay = 0.1 stability_factor = 0.1 surrender_limit = 0.1 } #BUKHARIN defender_of_the_peasantry = { random = no political_power_factor = 0.1 stability_factor = 0.05 research_speed_factor = 0.02 democratic_acceptance = 50 civilian_intel_to_others = 15 industrial_capacity_factory = -0.05 } #BUKHARIN -> Improved hero_of_the_peasantry = { random = no political_power_factor = 0.15 stability_factor = 0.1 research_speed_factor = 0.05 democratic_acceptance = 50 civilian_intel_to_others = 15 industrial_capacity_factory = -0.02 } #RYKOV labor_defense_organizer = { random = no sprite = 13 consumer_goods_factor = -0.15 army_core_defence_factor = 0.05 experience_gain_army_factor = 0.05 research_speed_factor = -0.03 } #ZINOVYEV born_agitator = { random = no political_power_factor = 0.1 conscription_factor = 0.15 army_morale_factor = 0.05 stability_factor = -0.05 compliance_growth = -0.05 } #KAMENEV the_faded_star = { random = no research_speed_factor = 0.03 stability_factor = 0.1 compliance_gain = 0.05 political_power_factor = -0.1 drift_defence_factor = -0.1 } defier_of_the_sun_god = { random = no army_morale_factor = 0.05 compliance_growth = 0.05 targeted_modifier = { tag = JAP attack_bonus_against = 0.1 defense_bonus_against = 0.1 } } supreme_representative_of_god_on_earth = { random = no stability_factor = 0.1 war_support_factor = 0.1 drift_defence_factor = 1 } fascist_orchestrator = { random = no political_advisor_cost_factor = -0.33 high_command_cost_factor = -0.33 air_chief_cost_factor = -0.33 army_chief_cost_factor = -0.33 navy_chief_cost_factor = -0.33 subjects_autonomy_gain = -0.3 production_speed_arms_factory_factor = 0.05 production_speed_dockyard_factor = 0.05 } emperor_and_autocrat_of_all_the_russias = { random = no resistance_growth_on_our_occupied_states = 0.1 required_garrison_factor = -0.15 war_support_factor = 0.05 } emigre_connections = { random = no weekly_manpower = 2000 consumer_goods_factor = -0.10 } desperate_gambit = { random = no army_core_attack_factor = 0.1 army_core_defence_factor = 0.1 resistance_growth_on_our_occupied_states = 0.25 } dysfunctional_assembly = { random = no stability_weekly = -0.002 political_power_gain = -0.5 } ################################# ## SOVIET UNION ADVISOR TRAITS ## ################################# head_of_the_nkvd_yagoda_initial = { random = no sprite = 13 stability_factor = -0.05 enemy_operative_detection_chance = 0.1 enemy_operative_capture_chance_factor = 0.05 civilian_intel_to_others = -5 custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt } head_of_the_nkvd_yagoda = { random = no sprite = 13 stability_factor = -0.05 enemy_operative_detection_chance = 0.1 enemy_operative_capture_chance_factor = 0.05 civilian_intel_to_others = -5 custom_modifier_tooltip = SOV_head_of_the_nkvd_yagoda_tt custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt } head_of_the_nkvd_yagoda_no_paranoia = { random = no sprite = 13 stability_factor = -0.05 enemy_operative_detection_chance = 0.1 enemy_operative_capture_chance_factor = 0.05 civilian_intel_to_others = -5 } head_of_the_nkvd_yezhov_initial = { random = no sprite = 13 stability_factor = -0.1 enemy_operative_detection_chance = 0.1 enemy_operative_capture_chance_factor = 0.1 civilian_intel_to_others = -10 agency_upgrade_time = -0.1 custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt } head_of_the_nkvd_yezhov = { random = no sprite = 13 stability_factor = -0.1 enemy_operative_detection_chance = 0.1 enemy_operative_capture_chance_factor = 0.1 civilian_intel_to_others = -10 agency_upgrade_time = -0.1 custom_modifier_tooltip = SOV_head_of_the_nkvd_yezhov_tt custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt } head_of_the_nkvd_yezhov_no_paranoia = { random = no sprite = 13 stability_factor = -0.1 enemy_operative_detection_chance = 0.1 enemy_operative_capture_chance_factor = 0.1 civilian_intel_to_others = -10 agency_upgrade_time = -0.1 } head_of_the_nkvd_beriya_initial = { random = no sprite = 13 stability_factor = -0.05 enemy_operative_detection_chance = 0.1 enemy_operative_capture_chance_factor = 0.15 civilian_intel_to_others = -10 intel_network_gain_factor = 0.1 custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt } head_of_the_nkvd_beriya = { random = no sprite = 13 stability_factor = -0.05 enemy_operative_detection_chance = 0.1 enemy_operative_capture_chance_factor = 0.15 civilian_intel_to_others = -10 intel_network_gain_factor = 0.1 custom_modifier_tooltip = SOV_head_of_the_nkvd_beriya_tt custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt } head_of_the_nkvd_beriya_no_paranoia = { random = no sprite = 13 stability_factor = -0.05 enemy_operative_detection_chance = 0.2 enemy_operative_capture_chance_factor = 0.15 civilian_intel_to_others = -10 intel_network_gain_factor = 0.1 } #Kaganovich iron_lazar = { random = no sprite = 13 equipment_bonus = { train_equipment = { build_cost_ic = 0.05 reliability = 0.15 } } production_speed_rail_way_factor = 0.05 production_speed_supply_node_factor = 0.05 fuel_gain_factor = 0.05 } #Khrsuhchyov political_commissar = { random = no sprite = 13 communism_drift = 0.1 political_power_factor = 0.05 max_command_power = 30 } #Molotov pc_for_foreign_affairs_molotov = { random = no sprite = 13 trade_opinion_factor = 0.10 justify_war_goal_time = -0.1 fascism_acceptance = 40 } #Litvinov pc_for_foreign_affairs_litvinov = { random = no sprite = 13 opinion_gain_monthly_factor = 0.15 enemy_justify_war_goal_time = 0.15 request_lease_tension = -0.2 democratic_acceptance = 40 } #Patriarch Sergy patriarch_of_moscow_and_all_russia = { random = no sprite = 13 stability_factor = 0.1 army_morale_factor = 0.1 compliance_growth_on_our_occupied_states = -0.15 } #Smirnov head_directorate_of_new_buildings = { random = no sprite = 13 production_speed_buildings_factor = 0.1 industrial_capacity_factory = 0.05 industrial_capacity_dockyard = 0.05 } #Smilga soviet_economist = { random = no sprite = 13 consumer_goods_factor = -0.10 war_support_factor = 0.05 production_speed_synthetic_refinery_factor = 0.15 subversive_activites_upkeep = -0.05 } #Radek international_revolutionary = { random = no sprite = 13 subversive_activites_upkeep = -0.1 intel_network_gain_factor = 0.1 boost_ideology_mission_factor = 0.1 diplomatic_pressure_mission_factor = 0.1 # TODO Thomas - maybe add something relating to decisions for internatinal revolutions } #Preobrazhensky ecomonist_publicist = { random = no sprite = 13 production_factory_max_efficiency_factor = 0.05 political_power_factor = 0.05 party_popularity_stability_factor = 0.1 } #Shlyapnikov left_trade_unionist = { random = no sprite = 13 political_power_factor = -0.1 drift_defence_factor = 0.1 research_speed_factor = 0.1 min_export = -0.1 } #Trotsky pc_military_naval_affairs = { random = no sprite = 13 resistance_growth = -0.1 army_org_factor = 0.1 experience_gain_army_factor = 0.1 experience_gain_navy_factor = 0.1 party_popularity_stability_factor = -0.1 } #Bukharin economy_reformer = { random = no sprite = 13 research_speed_factor = 0.05 stability_factor = 0.05 political_power_factor = 0.05 } #Tomsky Default right_trade_unionist = { random = no sprite = 13 industrial_capacity_factory = 0.1 production_factory_max_efficiency_factor = 0.1 line_change_production_efficiency_factor = 0.1 production_factory_efficiency_gain_factor = -0.05 } #Tomsky Improved chair_of_the_unions = { random = no sprite = 13 industrial_capacity_factory = 0.1 production_factory_max_efficiency_factor = 0.15 line_change_production_efficiency_factor = 0.1 } #Rykov peoples_commissar_for_posts_and_telegraphs = { random = no sprite = 13 political_power_factor = 0.05 land_reinforce_rate = 0.02 } #Zinovyev communist_theorist = { random = no sprite = 13 drift_defence_factor = 0.1 political_power_factor = 0.15 } #Kamenev appeasing_technocrat = { random = no sprite = 13 drift_defence_factor = -0.1 political_power_factor = 0.15 stability_factor = 0.1 compliance_gain = 0.02 } #Ryutin anti_stalinist_propagandist = { random = no sprite = 13 subversive_activites_upkeep = -0.15 boost_resistance_factor = 0.1 resistance_decay_on_our_occupied_states = -0.1 intel_from_operatives_factor = 0.1 } #Sokolnikov peoples_commissar_of_finance = { random = no sprite = 13 industrial_capacity_factory = 0.15 industrial_capacity_dockyard = 0.15 production_speed_buildings_factor = -0.05 industry_repair_factor = -0.05 } #Semyonov ataman_transbaikal_host = { random = no sprite = 13 army_attack_against_major_factor = 0.15 stability_factor = -0.05 political_power_factor = -0.05 army_attack_speed_factor = 0.1 unit_cavalry_design_cost_factor = -0.25 } internal_rivalry = { random = no sprite = 13 political_power_factor = -0.05 encryption_factor = -0.15 join_faction_tension = 0.5 opinion_gain_monthly_factor = -0.25 } political_chameleon = { random = no sprite = 13 stability_factor = 0.1 } mladorossi_theorist = { random = no sprite = 13 stability_weekly = -0.001 political_power_factor = 0.10 communism_drift = 0.03 neutrality_drift = 0.15 } the_foreign_connection = { random = no sprite = 13 fascism_drift = 0.1 consumer_goods_factor = -0.10 opinion_gain_monthly_same_ideology_factor = 0.15 } theocratic_diplomat = { random = no sprite = 13 opinion_gain_monthly_factor = 0.15 drift_defence_factor = 0.15 political_power_factor = 0.05 } orthodox_rabblerouser = { random = no sprite = 13 conscription = 0.01 non_core_manpower = 0.025 } driver_of_the_faithful = { random = no sprite = 13 consumer_goods_factor = -0.10 industrial_capacity_factory = 0.05 } the_masses_opium = { random = no sprite = 13 required_garrison_factor = -0.2 resistance_garrison_penetration_chance = -0.25 weekly_manpower = 1000 } ### IDEA TRAITS ### # drift is a percent applied weekly communist_revolutionary = { random = no # Boosts Communism sprite = 13 communism_drift = 0.1 ai_will_do = { factor = 1 modifier = { not = { has_completed_focus = USA_suspend_the_presecution } factor = 0 } } } democratic_reformer = { random = no # Boosts Democracy sprite = 13 democratic_drift = 0.1 ai_will_do = { factor = 0 } } fascist_demagogue = { random = no # Boosts Fascism sprite = 13 fascism_drift = 0.1 ai_will_do = { factor = 1 modifier = { tag = USA NOT = { has_completed_focus = USA_america_first } factor = 0 } } } staunch_monarchist = { random = no # Boosts Unaligned sprite = 13 neutrality_drift = 0.1 ai_will_do = { factor = 1 modifier = { tag = HUN NOT = { has_completed_focus = HUN_invite_the_habsburg_prince } factor = 0 } } } shadow_of_calles = { random = no sprite = 13 neutrality_drift = 0.1 political_power_factor = 0.15 ai_will_do = { factor = 1 } } social_reformer = { random = no sprite = 13 democratic_drift = 0.1 stability_factor = 0.15 ai_will_do = { factor = 1 } } syncretic_revanchist = { random = no sprite = 13 fascism_drift = 0.1 generate_wargoal_tension = -0.5 justify_war_goal_time = -0.25 ai_will_do = { factor = 1 } } ambitious_union_boss = { random = no sprite = 13 communism_drift = 0.1 consumer_goods_factor = -0.15 ai_will_do = { factor = 1 } } popular_figurehead = { sprite = 13 stability_factor = 0.15 ai_will_do = { factor = 1 } } anti_communist_crusader = { sprite = 13 stability_factor = 0.05 communism_drift = -0.1 ai_will_do = { factor = 1 } } propaganda_expert = { sprite = 13 war_support_factor = 0.10 ai_will_do = { factor = 1 } } technocrat = { sprite = 13 production_speed_industrial_complex_factor = 0.05 research_speed_factor = 0.05 ai_will_do = { factor = 1 } } silent_workhorse = { random = yes sprite = 13 political_power_factor = 0.15 ai_will_do = { factor = 1 } } prince_of_terror = { sprite = 13 resistance_damage_to_garrison = -0.25 foreign_subversive_activites = -0.3 non_core_manpower = 0.02 ai_will_do = { factor = 1 } } compassionate_gentleman = { random = yes sprite = 13 opinion_gain_monthly_factor = 0.15 resistance_damage_to_garrison = -0.15 ai_will_do = { factor = 1 } } backroom_backstabber = { sprite = 13 subversive_activites_upkeep = -0.25 drift_defence_factor = 0.25 ai_will_do = { factor = 1 } } smooth_talking_charmer = { random = yes sprite = 13 improve_relations_maintain_cost_factor = -0.5 trade_opinion_factor = 0.10 ai_will_do = { factor = 1 } } ideological_crusader = { random = yes sprite = 13 opinion_gain_monthly_same_ideology_factor = 1.0 party_popularity_stability_factor = 0.1 ai_will_do = { factor = 0.2 } } fortification_engineer = { sprite = 10 random = yes production_speed_bunker_factor = 0.2 production_speed_coastal_bunker_factor = 0.2 production_speed_anti_air_building_factor = 0.2 ai_will_do = { factor = 1 } } war_industrialist = { sprite = 10 random = yes production_speed_arms_factory_factor = 0.1 production_speed_dockyard_factor = 0.1 production_speed_fuel_silo_factor = 0.1 ai_will_do = { factor = 2 } } captain_of_industry = { sprite = 10 random = yes production_speed_industrial_complex_factor = 0.1 production_speed_infrastructure_factor = 0.1 production_speed_rail_way_factor = 0.1 production_speed_synthetic_refinery_factor = 0.1 ai_will_do = { factor = 1 modifier = { factor = 1.8 date < 1939.1.1 } } } financial_expert = { sprite = 10 random = yes consumer_goods_factor = -0.15 ai_will_do = { factor = 2 } } economist = { sprite = 10 random = yes production_factory_max_efficiency_factor = 0.05 ai_will_do = { factor = 2 } } editor = { sprite = 10 random = yes political_power_factor = 0.05 stability_factor = 0.05 ai_will_do = { factor = 2 } } armaments_organizer = { sprite = 10 random = yes conversion_cost_civ_to_mil_factor = -0.2 production_speed_supply_node_factor = 0.1 # civ_to_mil_industry_conversion_rate = -1 ai_will_do = { factor = 1 } } reluctant_interventionist = { random = yes stability_factor = 0.05 lend_lease_tension = -0.2 request_lease_tension = -0.2 ai_will_do = { factor = 2 } } quartermaster_general = { sprite = 10 random = yes production_speed_air_base_factor = 0.15 production_speed_naval_base_factor = 0.15 production_speed_rocket_site_factor = 0.15 production_speed_radar_station_factor = 0.15 production_speed_nuclear_reactor_factor = 0.15 ai_will_do = { factor = 0.2 } } rocket_scientist = { random = no sprite = 14 ai_will_do = { factor = 1 } } nuclear_scientist = { random = no sprite = 14 ai_will_do = { factor = 1 } } ### BRITISH TRADE UNION MINISTER TRAITS ### propaganda_bungler = { random = no sprite = 13 war_support_factor = 0.05 ai_will_do = { factor = 1 } } silent_mule = { random = no sprite = 13 political_power_factor = 0.05 ai_will_do = { factor = 1 } } baron_of_terror = { sprite = 13 resistance_damage_to_garrison = -0.15 foreign_subversive_activites = -0.15 non_core_manpower = 0.01 ai_will_do = { factor = 1 } } compassionate_commoner = { random = no sprite = 13 opinion_gain_monthly_factor = 0.05 ai_will_do = { factor = 1 } } backroom_windbag = { sprite = 13 random = no political_power_factor = 0.02 drift_defence_factor = 0.05 ai_will_do = { factor = 1 } } smooth_talking_con_man = { random = no sprite = 13 trade_opinion_factor = 0.05 ai_will_do = { factor = 1 } } ideological_groupie = { random = no sprite = 13 opinion_gain_monthly_same_ideology_factor = 0.05 ai_will_do = { factor = 0.2 } } fortification_armchair_general = { sprite = 10 random = no production_speed_bunker_factor = 0.1 production_speed_coastal_bunker_factor = 0.1 production_speed_anti_air_building_factor = 0.1 ai_will_do = { factor = 1 } } war_profiteer = { sprite = 10 random = no production_speed_arms_factory_factor = 0.05 production_speed_dockyard_factor = 0.05 ai_will_do = { factor = 2 } } lieutenant_of_industry = { sprite = 10 random = no production_speed_industrial_complex_factor = 0.05 production_speed_infrastructure_factor = 0.05 production_speed_rail_way_factor = 0.05 production_speed_synthetic_refinery_factor = 0.05 ai_will_do = { factor = 1 } } finance_graduate = { sprite = 10 random = no consumer_goods_factor = -0.10 ai_will_do = { factor = 2 } } armaments_aficionado = { sprite = 10 random = no conversion_cost_civ_to_mil_factor= -0.1 # civ_to_mil_industry_conversion_rate = -1 ai_will_do = { factor = 1 } } quartermaster_trainee = { sprite = 10 random = no production_speed_air_base_factor = 0.05 production_speed_naval_base_factor = 0.05 production_speed_rocket_site_factor = 0.05 production_speed_radar_station_factor = 0.05 production_speed_nuclear_reactor_factor = 0.05 ai_will_do = { factor = 0.2 } } little_rocket_man = { random = no sprite = 14 ai_will_do = { factor = 1 } } nuclear_enthusiast = { random = no sprite = 14 ai_will_do = { factor = 1 } } ### END BRITISH TRADE UNION MINISTER TRAITS ### # HOL Netherlands Prince Bernhard trait adventurous_daredevil = { random = no sprite = 13 war_support_factor = 0.05 political_power_factor = 0.05 army_morale_factor = 0.1 experience_gain_air_factor = 0.03 ai_will_do = { factor = 1 } } princess_of_terror = { random = no sprite = 13 resistance_damage_to_garrison = -0.25 foreign_subversive_activites = -0.3 non_core_manpower = 0.02 ai_will_do = { factor = 1 } } socialist_novelist = { random = no sprite = 13 war_support_factor = 0.1 communism_drift = 0.1 ai_will_do = { factor = 1 } } red_suffragette = { random = no sprite = 13 stability_factor = -0.1 conscription = 0.02 ai_will_do = { factor = 1 } } royalist_bulldog = { random = no sprite = 13 war_support_factor = 0.1 neutrality_drift = 0.1 weekly_bombing_war_support = 0.001 ai_will_do = { factor = 1 } } economic_organizer = { random = no sprite = 10 stability_factor = 0.05 consumer_goods_factor = -0.15 ai_will_do = { factor = 1 } } old_figurehead = { random = no sprite = 13 political_power_factor = 0.15 ai_will_do = { factor = 1 } } council_communist = { random = no sprite = 13 political_power_factor = -0.3 industrial_capacity_factory = 0.1 industrial_capacity_dockyard = 0.1 ai_will_do = { factor = 1 } } resistance_banker = { random = no sprite = 10 consumer_goods_factor = -0.30 resistance_growth_on_our_occupied_states = 0.1 ai_will_do = { factor = 1 } } colonial_communist = { random = no sprite = 13 non_core_manpower = 0.02 weekly_manpower = 250 communism_drift = 0.05 ai_will_do = { factor = 1 } } genial_anti_revolutionary = { random = no sprite = 13 political_power_factor = 0.1 stability_factor = 0.05 ai_will_do = { factor = 1 } } liberal_journalist = { sprite = 13 random = no democratic_drift = 0.05 political_power_factor = 0.05 ai_will_do = { factor = 2 } } anti_fascist_agent = { sprite = 13 random = no fascism_drift = -0.02 stability_factor = 0.1 ai_will_do = { factor = 2 } } monarchist_media_mogul = { sprite = 13 random = no neutrality_drift = 0.1 ai_will_do = { factor = 2 } } connected_citizen = { sprite = 13 random = no political_power_factor = 0.05 stability_factor = 0.05 ai_will_do = { factor = 2 } } ### Spanish LAR traits ### education_reformer = { sprite = 13 research_speed_factor = 0.05 ai_will_do = { factor = 1 } } voice_of_restraint = { random = no sprite = 13 democratic_drift = 0.05 stability_factor = 0.1 ai_will_do = { factor = 1 } } gran_carabinero = { # Hundred Thousand Sons of Negrín! random = no sprite = 13 consumer_goods_factor = -0.10 stability_factor = 0.05 conscription = 0.005 ai_will_do = { factor = 1 } } la_pasionaria = { random = no sprite = 13 communism_drift = 0.05 war_support_factor = 0.1 stability_factor = 0.1 ai_will_do = { factor = 1 } } social_revolutionary = { random = no sprite = 13 neutrality_drift = 0.05 political_power_factor = 0.1 war_support_factor = 0.1 ai_will_do = { factor = 1 } } revolutionary_culture_minister = { random = no sprite = 13 communism_drift = 0.1 political_power_factor = 0.15 ai_will_do = { factor = 1 } } collectivization_specialist = { random = no sprite = 10 industrial_capacity_factory = 0.05 ai_will_do = { factor = 1 } } nkvd_rezident = { random = no sprite = 13 resistance_damage_to_garrison = -0.10 foreign_subversive_activites = -0.20 drift_defence_factor = 0.20 stability_factor = -0.05 ai_will_do = { factor = 1 } } traditionalist_theorist = { random = no sprite = 13 neutrality_drift = 0.05 political_power_factor = 0.15 ai_will_do = { factor = 1 } } lifelong_carlist = { random = no sprite = 13 neutrality_drift = 0.1 stability_factor = 0.1 } falangist_industrialist = { random = no sprite = 13 fascism_drift = 0.05 production_speed_industrial_complex_factor = 0.1 production_speed_infrastructure_factor = 0.1 production_speed_rail_way_factor = 0.1 production_speed_synthetic_refinery_factor = 0.1 } falangist_syndicalist = { random = no sprite = 13 fascism_drift = 0.1 consumer_goods_factor = -0.15 } leftist_freemason = { random = no sprite = 13 opinion_gain_monthly_same_ideology_factor = 0.25 civilian_intel_factor = 0.1 army_intel_factor = 0.1 navy_intel_factor = 0.1 airforce_intel_factor = 0.1 } loyal_falangist = { random = no sprite = 13 fascism_drift = 0.1 political_power_factor = 0.05 } falangist_figurehead = { random = no sprite = 13 fascism_drift = 0.1 political_power_factor = 0.1 } carlist_intellectual = { random = no sprite = 13 political_power_factor = 0.1 compliance_gain = 0.05 opinion_gain_monthly_factor = 0.15 } regional_traditionalist_leader = { random = no sprite = 13 war_support_factor = 0.1 drift_defence_factor = 0.15 } ### Baltic States ### priestly_prime_minister = { random = no sprite = 13 political_power_factor = 0.15 stability_factor = 0.1 } militant_minister = { random = no sprite = 13 political_power_factor = 0.1 fascism_drift = 0.1 neutrality_drift = 0.05 fascism_acceptance = 40 } democratic_crusader = { random = no sprite = 13 fascism_drift = -0.05 communism_drift = -0.05 democratic_drift = 0.05 democratic_acceptance = 40 } agricultural_nationalist = { random = no sprite = 13 trade_laws_cost_factor = -0.25 economy_cost_factor = -0.25 neutrality_drift = -0.05 fascism_drift = -0.05 } agricultural_capitalist = { random = no sprite = 13 consumer_goods_factor = -0.15 neutrality_drift = 0.05 } anti_german_personality = { random = no sprite = 13 fascism_drift = -0.05 fascism_acceptance = -40 targeted_modifier = { tag = GER attack_bonus_against = 0.1 defense_bonus_against = 0.1 } } subservient_democrat = { random = no sprite = 13 political_power_factor = 0.15 political_advisor_cost_factor = -0.1 neutrality_drift = 0.1 democratic_drift = 0.05 } subservient_democrat_democratic = { random = no sprite = 13 political_power_factor = 0.15 political_advisor_cost_factor = -0.1 democratic_drift = 0.05 } hardline_latvian_nationalist = { random = no sprite = 13 fascism_drift = 0.15 army_core_attack_factor = 0.075 army_core_defence_factor = 0.075 } married_to_latvia = { random = no sprite = 13 neutrality_drift = 0.1 stability_factor = 0.1 war_support_factor = 0.1 } veteran_minister = { random = no sprite = 13 experience_gain_army_factor = 0.1 high_command_cost_factor = -0.15 max_command_power = 20 command_power_gain_mult = 0.1 } vapsid_economist = { random = no sprite = 13 fascism_drift = 0.05 consumer_goods_factor = -0.15 } subservient_ultranationalist = { random = no sprite = 13 fascism_drift = 0.05 political_power_factor = 0.15 fascism_acceptance = 85 } veteran_anti_bolshevik = { random = no sprite = 13 communism_drift = -0.05 non_core_manpower = -0.005 conscription_factor = 0.1 } revolutionary_poet = { random = no sprite = 13 communism_drift = 0.05 political_power_factor = 0.15 } socialist_justice = { random = no sprite = 13 communism_drift = 0.05 resistance_target = -0.05 } marxist_fundamentalist = { random = no sprite = 13 communism_drift = 0.1 stability_factor = 0.15 } patriotic_socialist = { random = no sprite = 13 communism_drift = 0.05 war_support_factor = 0.1 } LAT_military_dictator = { random = no sprite = 13 neutrality_drift = -0.2 mobilization_laws_cost_factor = -0.1 } latvian_militant = { random = no sprite = 13 neutrality_drift = 0.05 war_support_factor = 0.1 command_power_gain_mult = 0.1 mobilization_laws_cost_factor = -0.1 } ### Poland ### the_king_of_the_castle = { random = no sprite = 13 neutrality_drift = 0.1 political_power_factor = 0.1 } left_sanationist_minister = { random = no sprite = 13 stability_factor = 0.1 democratic_acceptance = 85 } leftist_legionary = { random = no sprite = 13 democratic_drift = 0.1 special_forces_attack_factor = 0.15 special_forces_defence_factor = 0.15 } noble_beurocrat = { random = no sprite = 13 stability_factor = 0.05 political_power_factor = 0.15 } national_determinist = { random = no sprite = 13 resistance_damage_to_garrison = -0.25 foreign_subversive_activites = -0.3 non_core_manpower = -0.02 conscription_factor = 0.05 } leftist_intellectual = { random = no sprite = 13 communism_drift = 0.05 communism_acceptance = 25 research_speed_factor = 0.05 } right_industrialist = { random = no sprite = 13 neutrality_drift = 0.05 production_speed_industrial_complex_factor = 0.1 production_speed_infrastructure_factor = 0.1 production_speed_rail_way_factor = 0.1 production_speed_synthetic_refinery_factor = 0.1 } sanation_militarist = { random = no sprite = 13 neutrality_drift = 0.05 land_doctrine_cost_factor = -0.10 experience_gain_army = 0.04 } sanation_militarist_falangist = { random = no sprite = 13 fascism_drift = 0.05 experience_gain_army = 0.04 } falangist_militarist = { random = no sprite = 13 fascism_drift = 0.05 resistance_damage_to_garrison = -0.25 foreign_subversive_activites = -0.3 non_core_manpower = 0.02 } patriotic_guerilla = { random = no sprite = 13 exiled_government_weekly_manpower = 700 legitimacy_daily = 0.1 army_attack_factor = 0.1 army_defence_factor = 0.1 } polish_legionary = { random = no sprite = 13 exiled_government_weekly_manpower = 700 army_core_attack_factor = 0.15 army_core_defence_factor = 0.15 } democratic_restorationist = { random = no sprite = 13 exiled_government_weekly_manpower = 700 legitimacy_daily = 0.1 democratic_drift = 0.1 } exile_king = { random = no sprite = 13 exiled_government_weekly_manpower = 700 legitimacy_daily = 0.1 army_core_attack_factor = 0.05 army_core_defence_factor = 0.05 } anti_bolshevik_leftist = { random = no sprite = 13 communism_drift = 0.05 conscription_factor = 0.15 } devoted_marxist = { random = no sprite = 13 communism_drift = 0.05 opinion_gain_monthly_same_ideology_factor = 1.0 stability_factor = 0.1 } baltic_revolutionary = { random = no sprite = 13 communism_drift = 0.05 army_core_attack_factor = 0.1 army_core_defence_factor = 0.1 } leftist_independent = { random = no sprite = 13 army_morale_Factor = 0.10 army_core_attack_factor = 0.05 army_core_defence_factor = 0.05 } royal_dictator = { random = no sprite = 13 political_power_factor = 0.15 neutrality_drift = 0.05 } autocratic_archbishop = { random = no sprite = 13 stability_factor = 0.15 neutrality_drift = 0.05 } staunch_aristocrat = { random = no sprite = 13 consumer_goods_factor = -0.20 drift_defence_factor = 0.15 } soviet_thaw = { random = no sprite = 13 drift_defence_factor = 0.15 autonomy_gain = 0.5 } socialist_autocrat = { random = no sprite = 13 communism_drift = 0.05 political_power_factor = 0.2 } the_last_romanov_maybe = { random = no sprite = 13 stability_factor = -0.2 } the_last_romanov_probably = { random = no sprite = 13 stability_factor = -0.05 } the_last_romanov_definitely = { random = no sprite = 13 stability_factor = 0.2 war_support_factor = 0.1 political_power_factor = 0.1 } resistance_artist = { random = no sprite = 13 stability_factor = 0.1 exiled_government_weekly_manpower = 700 legitimacy_gain_factor = 0.25 } polish_peasant_champion = { random = no sprite = 13 stability_factor = 0.1 conscription_factor = 0.05 } morges_champion = { random = no sprite = 13 war_support_factor = 0.1 training_time_factor = -0.1 mobilization_laws_cost_factor = -0.1 } he_who_bears_the_throne = { random = no sprite = 13 stability_factor = 0.2 war_support_factor = 0.2 drift_defence_factor = 0.5 } personal_union_trait = { random = no sprite = 13 stability_factor = 0.1 autonomy_gain_global_factor = -0.5 } socdem_reformist = { random = no sprite = 13 political_power_factor = 0.15 democratic_drift = 0.05 } national_propagandist = { random = no sprite = 13 political_power_factor = 0.15 fascism_drift = 0.05 } nationalist_journalist = { random = no sprite = 13 stability_factor = 0.1 fascism_drift = 0.05 } father_of_polish_nationalism = { random = no sprite = 13 political_power_factor = 0.1 stability_factor = 0.1 fascism_drift = 0.1 } unruly_falangist = { random = no sprite = 13 generate_wargoal_tension = -0.5 justify_war_goal_time = -0.25 war_support_factor = 0.05 } POL_cossack_king = { random = no sprite = 13 justify_war_goal_time = -0.25 cavalry_attack_factor = 0.15 cavalry_defence_factor = 0.15 } royal_legitimist = { random = no sprite = 13 political_power_factor = 0.1 compliance_gain = 0.05 stability_factor = 0.05 } patriot_king = { random = no sprite = 13 stability_factor = 0.05 war_support_factor = 0.1 } king_of_galicia_and_lodomeria = { random = no sprite = 13 political_power_factor = 0.1 } POL_soldier_king = { random = no sprite = 13 army_morale_factor = 0.1 } LIT_king_of_lithuania = { random = no sprite = 13 stability_factor = 0.1 war_support_factor = 0.05 } #Hess amateur_aviator_hess = { sprite = 1 political_power_factor = 0.15 equipment_bonus = { medium_plane_fighter_airframe = { build_cost_ic = -0.025 } } } ### council_of_theorists = { sprite = 14 experience_gain_army = 0.03 experience_gain_air = 0.03 experience_gain_navy = 0.03 land_doctrine_cost_factor = -0.05 air_doctrine_cost_factor = -0.05 naval_doctrine_cost_factor = -0.05 ai_will_do = { factor = 3 } } military_theorist = { sprite = 14 land_doctrine_cost_factor = -0.1 ai_will_do = { factor = 1 } } mobile_warfare_expert = { sprite = 14 cat_mobile_warfare_cost_factor = -0.15 ai_will_do = { factor = 1 } } superior_firepower_expert = { sprite = 14 cat_superior_firepower_cost_factor = -0.15 ai_will_do = { factor = 1 } } grand_battle_plan_expert = { sprite = 14 cat_grand_battle_plan_cost_factor = -0.15 ai_will_do = { factor = 1 } } mass_assault_expert = { sprite = 14 cat_mass_assault_cost_factor = -0.15 ai_will_do = { factor = 1 } } air_warfare_theorist = { sprite = 14 air_doctrine_cost_factor = -0.1 ai_will_do = { factor = 1 } } dive_bomber = { sprite = 14 equipment_bonus = { small_plane_cas_airframe = { instant = yes air_ground_attack = 0.1 } } air_doctrine_cost_factor = -0.10 ai_will_do = { factor = 1 } } victory_through_airpower = { sprite = 14 cat_strategic_destruction_cost_factor = -0.15 ai_will_do = { factor = 1 } } close_air_support_proponent = { sprite = 14 cat_battlefield_support_cost_factor = -0.15 ai_will_do = { factor = 1 } } assault_avaition = { sprite = 14 cat_operational_integrity_cost_factor = -0.15 ai_will_do = { factor = 1 } } naval_theorist = { sprite = 14 naval_doctrine_cost_factor = -0.1 ai_will_do = { factor = 1 } } naval_aviation_pioneer = { sprite = 14 cat_base_strike_cost_factor = -0.15 ai_will_do = { factor = 1 } } grand_fleet_proponent = { sprite = 14 cat_fleet_in_being_cost_factor = -0.15 ai_will_do = { factor = 1 } } submarine_specialist = { sprite = 14 cat_trade_interdiction_cost_factor = -0.15 ai_will_do = { factor = 1 } } blitzkrieg_theorist = { sprite = 14 equipment_bonus = { armor = { instant = yes maximum_speed = 0.10 } } cat_mobile_warfare_cost_factor = -0.15 ai_will_do = { factor = 500 } } aircraft_manufacturer = { random = no ai_will_do = { factor = 1 } } light_aircraft_manufacturer = { random = no equipment_bonus = { small_plane_airframe = { air_agility = 0.1 maximum_speed = 0.1 } cv_small_plane_airframe = { air_agility = 0.1 maximum_speed = 0.1 } } ai_will_do = { factor = 1 } } light_aircraft_manufacturer_2 = { random = no equipment_bonus = { small_plane_airframe = { air_agility = 0.2 maximum_speed = 0.1 } cv_small_plane_airframe = { air_agility = 0.2 maximum_speed = 0.1 } } ai_will_do = { factor = 2 } } CAS_manufacturer = { random = no equipment_bonus = { small_plane_cas_airframe = { air_ground_attack = 0.1 reliability = 0.1 } cv_small_plane_cas_airframe = { air_ground_attack = 0.1 reliability = 0.1 } } ai_will_do = { factor = 1 } } medium_aircraft_manufacturer = { random = no equipment_bonus = { medium_plane_fighter_airframe = { reliability = 0.2 } medium_plane_airframe = { reliability = 0.2 } medium_plane_scout_plane_airframe = { reliability = 0.2 } } ai_will_do = { factor = 1 } } fuel_efficient_aircraft_manufacturer = { random = no equipment_bonus = { small_plane_airframe = { air_range = 0.1 } medium_plane_fighter_airframe = { air_range = 0.1 reliability = 0.2 } medium_plane_airframe = { reliability = 0.2 } } ai_will_do = { factor = 1 } } heavy_aircraft_manufacturer = { random = no equipment_bonus = { large_plane_airframe = { air_bombing = 0.1 } } ai_will_do = { factor = 1 } } naval_aircraft_manufacturer = { random = no equipment_bonus = { small_plane_naval_bomber_airframe = { air_range = 0.1 naval_strike_attack = 0.1 } cv_small_plane_naval_bomber_airframe = { air_range = 0.1 naval_strike_attack = 0.1 } cv_small_plane_airframe = { air_range = 0.1 air_agility = 0.1 } cv_small_plane_cas_airframe = { air_range = 0.1 naval_strike_attack = 0.1 } } ai_will_do = { factor = 1 } } multi_role_aircraft_manufacturer = { random = no equipment_bonus = { small_plane_naval_bomber_airframe = { reliability = 0.1 } medium_plane_airframe = { reliability = 0.1 } small_plane_cas_airframe = { reliability = 0.1 } medium_plane_scout_plane_airframe = { reliability = 0.1 } } ai_will_do = { factor = 1 } } tank_refurbishment_plant = { #NSB random = no #generic equipment_bonus = { armor = { reliability = 0.05 } } ai_will_do = { factor = 1 } } fast_tank_manufacturer = { random = no equipment_bonus = { armor = { maximum_speed = 0.05 reliability = 0.1 } } ai_will_do = { factor = 1 } } armored_car_manufacturer = { random = no equipment_bonus = { armored_car_equipment = { maximum_speed = 0.05 soft_attack = 0.05 hard_attack = 0.05 } } ai_will_do = { factor = 1 } } infantry_tank_manufacturer = { random = no equipment_bonus = { armor = { soft_attack = 0.05 armor_value = 0.05 } } ai_will_do = { factor = 1 } } medium_tank_manufacturer = { random = no equipment_bonus = { armor = { reliability = 0.05 soft_attack = 0.05 } } ai_will_do = { factor = 1 } } heavy_tank_manufacturer = { random = no equipment_bonus = { armor = { armor_value = 0.05 hard_attack = 0.05 } } ai_will_do = { factor = 1 } } tank_manufacturer = { random = no #generic equipment_bonus = { armor = { reliability = 0.05 } } ai_will_do = { factor = 1 } } repair_and_refurbishment_plant = { #NSB - Repairs & Refit random = no equipment_bonus = { screen_ship = { build_cost_ic = -0.05 } submarine = { build_cost_ic = -0.05 } capital_ship = { build_cost_ic = -0.05 } carrier = { build_cost_ic = -0.05 } } ai_will_do = { factor = 1 } } black_sea_naval_manufacturer = { #NSB - Screen Ships and Submarines random = no equipment_bonus = { screen_ship = { build_cost_ic = -0.15 sub_detection = 0.1 naval_range = -0.25 } submarine = { build_cost_ic = -0.15 sub_visibility = -0.1 naval_range = -0.25 } carrier = { build_cost_ic = 0.15 naval_range = -0.25 } } ai_will_do = { factor = 1 } } submarine_manufacturer = { random = no equipment_bonus = { carrier = { build_cost_ic = 0.1 } capital_ship = { build_cost_ic = 0.1 } screen_ship = { build_cost_ic = 0.1 } submarine = { build_cost_ic = -0.1 sub_visibility = -0.1 surface_visibility = -0.1 naval_speed = 0.1 naval_range = 0.1 } } ai_will_do = { factor = 1 } } submarine_manufacturer_2 = { #Improved version used for Italy (done in trait in order to keep a nice tooltip) random = no equipment_bonus = { carrier = { build_cost_ic = 0.1 } capital_ship = { build_cost_ic = 0.1 } screen_ship = { build_cost_ic = 0.1 } submarine = { build_cost_ic = -0.15 sub_visibility = -0.1 surface_visibility = -0.1 naval_speed = 0.15 naval_range = 0.1 } } ai_will_do = { factor = 1 } } pacific_fleet_naval_manufacturer = { #longer ranged, CVs favor larger hangers over armor random = no equipment_bonus = { carrier = { carrier_size = 1 armor_value = -0.15 naval_range = 0.25 } capital_ship = { naval_range = 0.25 } screen_ship = { naval_range = 0.25 } submarine = { naval_range = 0.25 } } ai_will_do = { factor = 1 } } atlantic_fleet_naval_manufacturer = { #armored carriers, slightly buffed cap ships random = no equipment_bonus = { carrier = { armor_value = 0.5 max_strength = 0.1 } capital_ship = { armor_value = 0.1 hg_attack = 0.1 } #screen_ship = { # #} #submarine = { # #} } ai_will_do = { factor = 1 } } battlefleet_designer = { #armored carriers, slightly buffed cap ships random = no equipment_bonus = { capital_ship = { armor_value = 0.15 hg_attack = 0.15 } screen_ship = { torpedo_attack = 0.25 sub_detection = -0.25 } } ai_will_do = { factor = 1 } } raiding_fleet_naval_manufacturer = { random = no equipment_bonus = { carrier = { surface_visibility = -0.1 naval_speed = 0.1 #carrier_size = -0.1 } capital_ship = { surface_visibility = -0.1 naval_speed = 0.1 hg_attack = -0.1 } screen_ship = { surface_visibility = -0.1 naval_speed = 0.1 } submarine = { sub_visibility = -0.1 surface_visibility = -0.1 naval_speed = 0.1 } } ai_will_do = { factor = 1 } } convoy_escort_naval_manufacturer = { random = no equipment_bonus = { screen_ship = { naval_range = 0.3 sub_detection = 0.1 naval_speed = 0.1 build_cost_ic = 0.1 } } ai_will_do = { factor = 1 } } mediterranean_naval_manufacturer = { random = no equipment_bonus = { capital_ship = { naval_range = -0.25 naval_speed = 0.1 } screen_ship = { naval_range = -0.25 naval_speed = 0.1 } } ai_will_do = { factor = 1 } } coastal_defence_naval_manufacturer = { random = no equipment_bonus = { carrier = { build_cost_ic = -0.25 #carrier_size = -0.2 naval_range = -0.5 } capital_ship = { build_cost_ic = -0.25 armor_value = -0.2 hg_attack = -0.2 naval_range = -0.5 } screen_ship = { build_cost_ic = -0.25 naval_range = -0.5 } submarine = { build_cost_ic = -0.25 naval_range = -0.5 } } ai_will_do = { factor = 1 } } naval_manufacturer = { random = no #generic ai_will_do = { factor = 1 } } artillery_manufacturer = { random = no ai_will_do = { factor = 1 } } infantry_equipment_manufacturer = { random = no ai_will_do = { factor = 1 } } support_equipment_manufacturer = { random = no ai_will_do = { factor = 1 } } motorized_equipment_manufacturer = { random = no ai_will_do = { factor = 1 } } industrial_concern = { random = no ai_will_do = { factor = 1 } } railway_company = { random = no production_speed_rail_way_factor = 0.15 production_speed_supply_node_factor = 0.15 equipment_bonus = { train_equipment = { instant = yes build_cost_ic = -0.25 reliability = 0.1 } } ai_will_do = { factor = 1 } } construction_company = { random = no production_speed_infrastructure_factor = 0.1 production_speed_rail_way_factor = 0.1 ai_will_do = { factor = 1 } } refinery_concern = { random = no ai_will_do = { factor = 1 } } electronics_concern = { random = no ai_will_do = { factor = 1 } } telephone_company = { random= No land_reinforce_rate = 0.02 coordination_bonus = 0.04 ai_will_do = { factor = 1 } } mining_company = { random = no local_resources_factor = 0.1 production_lack_of_resource_penalty_factor = -0.15 ai_will_do = { factor = 1 } } electronics_developer = { random = no ai_will_do = { factor = 1 } } british_industrial_benefactor = { random = no production_speed_infrastructure_factor = 0.05 industrial_capacity_dockyard = 0.05 ai_will_do = { factor = 1 } } german_technological_patron = { random = no industrial_capacity_factory = 0.1 ai_will_do = { factor = 1 } } the_council_on_the_management_of_turkish_debt = { random = no min_export = 0.3 opinion_gain_monthly_factor = -0.05 consumer_goods_factor = 0.10 political_power_gain = -0.15 ai_will_do = { factor = 1 } } turkish_public_debt_administration = { random = no min_export = 0.15 political_power_gain = -0.05 ai_will_do = { factor = 1 } } linchpin_of_infrastructure = { random = no production_speed_infrastructure_factor = 0.15 production_speed_rail_way_factor = 0.15 industry_repair_factor = 0.2 ai_will_do = { factor = 1 } } industrial_monopoly = { random = no min_export = 0.15 political_power_gain = -0.05 production_speed_buildings_factor = 0.05 production_factory_max_efficiency_factor = 0.15 ai_will_do = { factor = 1 } } inventive_genius = { random = no political_power_gain = 0.05 opinion_gain_monthly_factor = 0.05 ai_will_do = { factor = 1 } } ################################ ## NORWAY TRAITS ## ################################ NOR_royal_chamberlain = { # For Peder Anker Wedel-Jarlsberg as Advisor random = no sprite = 13 neutrality_drift = 0.1 stability_factor = 0.15 ai_will_do = { factor = 1 } } NOR_shrewd_regent = { # For Peder Anker Wedel Jarlsberg as a country leader random = no stability_factor = 0.2 political_power_cost = 0.15 } NOR_queen_of_norway = { random = no stability_factor = 0.2 political_power_cost = -0.05 consumer_goods_factor = 0.15 } NOR_aristocratic_industrialist = { # For Axel Aubert random = no sprite = 10 neutrality_drift = 0.03 production_speed_buildings_factor = 0.1 production_speed_bunker_factor = 0.25 production_speed_coastal_bunker_factor = 0.25 } NOR_democratic_powerhouse = { #For Martin Tranmael random = no sprite = 13 democratic_drift = 0.1 stability_factor = 0.15 war_support_factor = -0.15 } NOR_pacifist_diplomat = { #For Halvdan Koht random = no sprite = 13 war_support_factor = -0.1 political_power_gain = 0.15 opinion_gain_monthly_factor = 0.25 } NOR_shipping_capitalist = { #For Johan Ludwig Mowinckel random = no sprite = 10 production_speed_dockyard_factor = 0.17 } NOR_stern_communist = { random = no sprite = 13 communism_drift = 0.09 surrender_limit = 0.25 political_power_factor = -0.05 } NOR_conciliatory_socialist = { random = no sprite = 13 stability_factor = 0.1 communism_drift = 0.01 } NOR_communist_agitator = { random = no sprite = 13 communism_drift = 0.1 resistance_growth_on_our_occupied_states = 0.15 } NOR_radical_trade_unionist = { random = no sprite = 10 communism_drift = 0.05 production_speed_buildings_factor = 0.12 } NOR_permanent_revolutionary = { random = no sprite = 13 communism_drift = 0.08 war_stability_factor = -0.2 non_core_manpower = 0.07 } NOR_fascist_lackey = { # For Quisling (Advisor) random = no sprite = 13 fascism_drift = 0.08 stability_factor = -0.1 war_stability_factor = 0.15 war_support_factor = 0.1 } NOR_fascist_dilettante = { # for Quisling (Country Leader) random = no sprite = 13 fascism_drift = 0.01 stability_factor = -0.15 war_support_factor = -0.1 resistance_decay = -0.15 } NOR_fascist_landssviker = { # for Quisling (Country Leader) random = no sprite = 13 fascism_drift = 0.01 stability_factor = -0.2 war_support_factor = -0.15 resistance_decay = -0.15 } NOR_ruthless_administrator = { random = no sprite = 13 fascism_drift = 0.12 stability_factor = 0.2 resistance_decay = 0.1 } NOR_fascist_judiciary = { random = no sprite = 13 compliance_growth = 0.05 resistance_growth = -0.1 } NOR_fascist_advocate = { random = no sprite = 13 stability_factor = 0.2 fascism_drift = 0.02 } NOR_callous_engineer = { random = no sprite = 14 research_speed_factor = 0.09 } NOR_tobacco_industrialist = { random = no sprite = 10 war_support_factor = -0.15 production_speed_infrastructure_factor = 0.25 production_speed_industrial_complex_factor = 0.2 } NOR_compliant_politician = { random = no sprite = 13 stability_factor = 0.10 political_power_factor = 0.1 } NOR_conservative_businessman = { random = no sprite = 10 production_speed_buildings_factor = 0.10 fascism_drift = 0.03 } NOR_germanophile_officer = { # For Jonas Lie random = no sprite = 13 fascism_drift = 0.03 war_support_factor = 0.2 experience_gain_army = 0.09 resistance_decay = -0.25 stability_factor = -0.25 } NOR_ruthless_police_captain = { # Prince of Terror equivalent, also for Jonas Lie sprite = 13 resistance_damage_to_garrison = -0.3 foreign_subversive_activites = -0.4 non_core_manpower = 0.04 stability_factor = 0.15 war_support_factor = 0.2 fascism_drift = 0.01 ai_will_do = { factor = 1 } } NOR_clueless_defense_minister = { # For Ljundberg random = no sprite = 14 land_doctrine_cost_factor = -0.1 mobilization_laws_cost_factor = 0.75 } NOR_minister_of_agriculture = { random = no sprite = 14 weekly_manpower = 300 war_support_factor = -0.05 } ###### OFFICER CORPS TRAITS ###### NOR_defeatist_commander_in_chief = { sprite = 5 experience_gain_army = @chief_experience_gain_low command_cap = @tier1 max_dig_in_factor = 0.1 dig_in_speed_factor = 0.25 surrender_limit = -0.2 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } NOR_hydroelectric_company_trait = { country_resource_aluminium = 10 production_speed_industrial_complex_factor = 0.15 ai_will_do = { factor = 1 } } NOR_nationalized_hydroelectric_company_trait = { country_resource_aluminium = 20 production_speed_industrial_complex_factor = 0.2 production_speed_infrastructure_factor = 0.1 ai_will_do = { factor = 1 } } NOR_oppportunistic_officer = { # For Sundlo sprite = 14 land_doctrine_cost_factor = -0.1 experience_gain_army_factor = 0.07 ai_will_do = { factor = 1 } } NOR_pragmatic_defense_minister = { # For Torp sprite = 14 land_doctrine_cost_factor = -0.1 production_speed_industrial_complex_factor = 0.1 ai_will_do = { factor = 1 } } NOR_vigilant_fort_commander = { # For Birger Eriksen (Military High Command) random = no sprite = 5 coastal_bunker_effectiveness_factor = 0.05 land_bunker_effectiveness_factor = 0.1 initiative_factor = 0.02 #experience_gain_army = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier1 } } } JAN_polarizing_leader = { random = no naval_invasion_prep_speed = 0.3 naval_critical_score_chance_factor = 0.3 weekly_manpower = 500 justify_war_goal_time = -0.5 base_fuel_gain_factor = 1 production_speed_buildings_factor = 0.25 research_speed_factor = 0.15 production_factory_max_efficiency_factor = 0.14 production_factory_efficiency_gain_factor = 0.5 production_lack_of_resource_penalty_factor = -0.5 } ############ inventive_genius = { random = no political_power_gain = 0.05 opinion_gain_monthly_factor = 0.05 ai_will_do = { factor = 1 } } ### Military Minister Traits # 1 is worst, 3 is best army_chief_defensive_1 = { # +5 Defensive efficiency sprite = 9 army_defence_factor = 0.05 experience_gain_army = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_chief_defensive_2 = { # +10 Defensive efficiency sprite = 9 army_defence_factor = 0.1 experience_gain_army = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_chief_defensive_3 = { # +15 Defensive efficiency sprite = 9 army_defence_factor = 0.15 experience_gain_army = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_chief_offensive_1 = { # +5 Offensive efficiency sprite = 7 army_attack_factor = 0.05 experience_gain_army = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_chief_offensive_2 = { # +10 Offensive efficiency sprite = 7 army_attack_factor = 0.1 experience_gain_army = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_chief_offensive_3 = { # +15 Offensive efficiency sprite = 7 army_attack_factor = 0.15 experience_gain_army = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_chief_old_guard = { # Rate at which field experience is gained decreases by 10% sprite = 5 # Should not need sprite, should mostly be secondary experience_gain_army = @chief_experience_gain_medium max_command_power = 10 ai_will_do = { factor = 0.5 modifier = { factor = 0 command_power < @tier1 } } } army_chief_drill_1 = { # Decreases training time for ground units sprite = 5 training_time_army_factor = -0.05 experience_gain_army = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_chief_drill_2 = { # Decreases training time for ground units sprite = 5 training_time_army_factor = -0.1 experience_gain_army = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_chief_drill_3 = { # Decreases training time for ground units sprite = 5 training_time_army_factor = -0.15 experience_gain_army = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_chief_reform_1 = { sprite = 5 experience_gain_army = @chief_experience_gain_low experience_gain_army_factor = 0.05 command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_chief_reform_2 = { sprite = 5 experience_gain_army = @chief_experience_gain_medium experience_gain_army_factor = 0.1 command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_chief_reform_3 = { sprite = 5 experience_gain_army = @chief_experience_gain_high experience_gain_army_factor = 0.15 command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_chief_organizational_1 = { # Ground units get 4 more Organization sprite = 5 army_org_factor = 0.04 experience_gain_army = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_chief_organizational_2 = { # Ground units get 8 more Organization sprite = 5 army_org_factor = 0.08 experience_gain_army = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_chief_organizational_3 = { # Ground units get 12 more Organization sprite = 5 army_org_factor = 0.12 experience_gain_army = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_chief_planning_1 = { # sprite = 5 planning_speed = 0.05 experience_gain_army = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_chief_planning_2 = { # sprite = 5 planning_speed = 0.10 experience_gain_army = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_chief_planning_3 = { # sprite = 5 planning_speed = 0.15 experience_gain_army = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_chief_morale_1 = { # Ground units get 4 more Morale sprite = 5 out_of_supply_factor = -0.03 experience_gain_army = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_chief_morale_2 = { # Ground units get 8 more Morale sprite = 5 out_of_supply_factor = -0.06 experience_gain_army = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_chief_morale_3 = { # Ground units get 12 more Morale sprite = 5 out_of_supply_factor = -0.09 experience_gain_army = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_chief_maneuver_1 = { # Ground units move 5% faster sprite = 5 army_speed_factor = 0.05 experience_gain_army = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 0.5 modifier = { factor = 0 command_power < @tier1 } } } army_chief_maneuver_2 = { # Ground units move 10% faster sprite = 5 army_speed_factor = 0.1 experience_gain_army = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier2 } } } army_chief_maneuver_3 = { # Ground units move 15% faster sprite = 5 army_speed_factor = 0.15 experience_gain_army = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 1.5 modifier = { factor = 0 command_power < @tier3 } } } army_chief_entrenchment_1 = { sprite = 5 max_dig_in = 3 mobilization_speed = -0.02 experience_gain_army = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_chief_entrenchment_2 = { sprite = 5 max_dig_in = 5 mobilization_speed = -0.04 experience_gain_army = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_chief_entrenchment_3 = { sprite = 5 max_dig_in = 7 mobilization_speed = -0.06 experience_gain_army = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_entrenchment_1 = { # Ground units entrench n% faster sprite = 9 dig_in_speed_factor = 0.08 #experience_gain_army = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_entrenchment_2 = { # Ground units entrench 8% faster sprite = 9 dig_in_speed_factor = 0.16 #experience_gain_army = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_entrenchment_3 = { # Ground units entrench 12% faster sprite = 9 dig_in_speed_factor = 0.24 #experience_gain_army = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_armored_1 = { # +4 armor efficiency sprite = 8 army_armor_attack_factor = 0.05 army_armor_defence_factor = 0.05 #experience_gain_army = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_armored_2 = { # +8 armor efficiency sprite = 8 army_armor_attack_factor = 0.1 army_armor_defence_factor = 0.1 #experience_gain_army = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_armored_3 = { # +12 armor efficiency sprite = 8 army_armor_attack_factor = 0.15 army_armor_defence_factor = 0.15 #experience_gain_army = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_artillery_1 = { # +4 artillery efficiency sprite = 16 army_artillery_attack_factor = 0.1 army_artillery_defence_factor = 0.05 #experience_gain_army = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_artillery_2 = { # +8 artillery efficiency sprite = 16 army_artillery_attack_factor = 0.15 army_artillery_defence_factor = 0.1 #experience_gain_army = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_artillery_3 = { # +12 artillery efficiency sprite = 16 army_artillery_attack_factor = 0.2 army_artillery_defence_factor = 0.15 #experience_gain_army = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_infantry_1 = { # +4 infantry efficiency sprite = 5 army_infantry_attack_factor = 0.05 army_infantry_defence_factor = 0.1 #experience_gain_army = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_infantry_2 = { # +8 infantry efficiency sprite = 5 army_infantry_attack_factor = 0.1 army_infantry_defence_factor = 0.15 #experience_gain_army = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier2 } } } army_infantry_3 = { # +12 infantry efficiency sprite = 5 army_infantry_attack_factor = 0.15 army_infantry_defence_factor = 0.2 #experience_gain_army = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 4 modifier = { factor = 0 command_power < @tier3 } } } army_commando_1 = { # +4 paratrooper/marine/mountain efficiency sprite = 5 special_forces_attack_factor = 0.05 special_forces_cap_flat = 3 #experience_gain_army = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_commando_2 = { # +8 paratrooper/marine/mountain efficiency sprite = 5 special_forces_attack_factor = 0.10 special_forces_cap_flat = 6 #experience_gain_army = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_commando_3 = { # +12 paratrooper/marine/mountain efficiency sprite = 5 special_forces_attack_factor = 0.15 special_forces_cap_flat = 10 #experience_gain_army = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_cavalry_1 = { # +4 cavalry/motorized efficiency sprite = 17 cavalry_attack_factor = 0.05 cavalry_defence_factor = 0.05 #experience_gain_army = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_cavalry_2 = { # +8 cavalry/motorized efficiency sprite = 17 cavalry_attack_factor = 0.1 cavalry_defence_factor = 0.1 #experience_gain_army = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_cavalry_3 = { # +12 cavalry/motorized efficiency sprite = 17 cavalry_attack_factor = 0.15 cavalry_defence_factor = 0.15 #experience_gain_army = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_CombinedArms_1 = { # +4 cavalry/motorized efficiency sprite = 8 motorized_attack_factor = 0.05 motorized_defence_factor = 0.05 mechanized_attack_factor = 0.05 mechanized_defence_factor = 0.05 #experience_gain_army = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier1 } } } army_CombinedArms_2 = { # +8 cavalry/motorized efficiency sprite = 8 motorized_attack_factor = 0.1 motorized_defence_factor = 0.1 mechanized_attack_factor = 0.1 mechanized_defence_factor = 0.1 #experience_gain_army = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier2 } } } army_CombinedArms_3 = { # +12 cavalry/motorized efficiency sprite = 8 motorized_attack_factor = 0.15 motorized_defence_factor = 0.15 mechanized_attack_factor = 0.15 mechanized_defence_factor = 0.15 #experience_gain_army = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 4 modifier = { factor = 0 command_power < @tier3 } } } army_regrouping_1 = { # Org regenerates 4% faster sprite = 5 army_morale_factor = 0.04 #experience_gain_army = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_regrouping_2 = { # Org regenerates 8% faster sprite = 5 army_morale_factor = 0.08 #experience_gain_army = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_regrouping_3 = { # Org regenerates 12% faster sprite = 5 army_morale_factor = 0.12 #experience_gain_army = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_concealment_1 = { # Ground units take less damage from air attacks sprite = 9 enemy_army_bonus_air_superiority_factor = -0.05 #experience_gain_army = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } army_concealment_2 = { # Ground units take less damage from air attacks sprite = 9 enemy_army_bonus_air_superiority_factor = -0.10 #experience_gain_army = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } army_concealment_3 = { # Ground units take less damage from air attacks sprite = 9 enemy_army_bonus_air_superiority_factor = -0.15 #experience_gain_army = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } army_logistics_1 = { # Ground units suffer 4% less attrition sprite = 6 attrition = -0.04 #experience_gain_army = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier1 } } } army_logistics_2 = { # Ground units suffer 8% less attrition sprite = 6 attrition = -0.08 #experience_gain_army = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 4 modifier = { factor = 0 command_power < @tier2 } } } army_logistics_3 = { # Ground units suffer 12% less attrition sprite = 6 attrition = -0.12 #experience_gain_army = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 6 modifier = { factor = 0 command_power < @tier3 } } } army_radio_intelligence_1 = { random = no sprite = 15 civilian_intel_factor = 0.03 army_intel_factor = 0.03 navy_intel_factor = 0.03 airforce_intel_factor = 0.03 initiative_factor = 0.02 #experience_gain_army = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier1 } } } army_radio_intelligence_2 = { random = no sprite = 15 civilian_intel_factor = 0.06 army_intel_factor = 0.06 navy_intel_factor = 0.06 airforce_intel_factor = 0.06 initiative_factor = 0.04 #experience_gain_army = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 4 modifier = { factor = 0 command_power < @tier2 } } } army_radio_intelligence_3 = { random = no sprite = 15 civilian_intel_factor = 0.09 army_intel_factor = 0.09 navy_intel_factor = 0.09 airforce_intel_factor = 0.09 initiative_factor = 0.06 #experience_gain_army = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 6 modifier = { factor = 0 command_power < @tier3 } } } army_german_ground_commander = { #FIN-specific, considered Genius (tier 3) sprite = 5 amphibious_invasion = 0.1 paradrop_organization_factor = 0.1 army_infantry_attack_factor = 0.05 max_command_power = 60 #experience_gain_army = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } air_chief_reform_1 = { # Rate at which air experience is gained increases by 5% sprite = 1 experience_gain_air = @chief_experience_gain_low experience_gain_air_factor = 0.05 command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_chief_reform_2 = { # Rate at which air experience is gained increases by 10% sprite = 1 experience_gain_air = @chief_experience_gain_medium experience_gain_air_factor = 0.10 command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_chief_reform_3 = { # Rate at which air experience is gained increases by 15% sprite = 1 experience_gain_air = @chief_experience_gain_high experience_gain_air_factor = 0.15 command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } air_chief_safety_1 = { # Rate of air accidents reduced by 5% sprite = 1 air_accidents_factor = -0.05 experience_gain_air = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_chief_safety_2 = { # Rate of air accidents reduced by 10% sprite = 1 air_accidents_factor = -0.1 experience_gain_air = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_chief_safety_3 = { # Rate of air accidents reduced by 15% sprite = 1 air_accidents_factor = -0.15 experience_gain_air = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } air_chief_old_guard = { sprite = 1 experience_gain_air = @chief_experience_gain_medium max_command_power = 10 ai_will_do = { factor = 0.25 modifier = { factor = 0 command_power < @tier1 } } } air_chief_night_operations_1 = { sprite = 1 air_night_penalty = -0.1 experience_gain_air = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_chief_night_operations_2 = { sprite = 1 air_night_penalty = -0.2 experience_gain_air = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_chief_night_operations_3 = { sprite = 1 air_night_penalty = -0.3 experience_gain_air = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } air_chief_ground_support_1 = { # Air superiority impact on land units improved by 5% sprite = 2 army_bonus_air_superiority_factor = 0.05 experience_gain_air = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_chief_ground_support_2 = { # Air superiority impact on land units improved by 10% sprite = 2 army_bonus_air_superiority_factor = 0.1 experience_gain_air = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_chief_ground_support_3 = { # Air superiority impact on land units improved by 15% sprite = 2 army_bonus_air_superiority_factor = 0.15 experience_gain_air = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } # using factor in stead of values because it is applied in ALL weathers (means bonus in good weather) air_chief_all_weather_1 = { # +5 bad weather air efficiency sprite = 1 air_weather_penalty = -0.1 experience_gain_air = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_chief_all_weather_2 = { # +10 bad weather air efficiency sprite = 1 air_weather_penalty = -0.2 experience_gain_air = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_chief_all_weather_3 = { # +15 bad weather air efficiency sprite = 1 air_weather_penalty = -0.3 experience_gain_air = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } air_air_combat_training_1 = { # Chance of ace generating is increased by 5% sprite = 1 air_ace_generation_chance_factor = 0.05 #experience_gain_air = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_air_combat_training_2 = { # Chance of ace generating is increased by 10% sprite = 1 air_ace_generation_chance_factor = 0.1 #experience_gain_air = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_air_combat_training_3 = { # Chance of ace generating is increased by 15% sprite = 1 air_ace_generation_chance_factor = 0.15 #experience_gain_air = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } # Guesstimation of what % increased efficiency might look like air_naval_strike_1 = { # Naval Strike mission efficiency increased by 4% sprite = 2 naval_strike_attack_factor = 0.02 naval_strike_targetting_factor = 0.02 naval_strike_agility_factor = 0.02 #experience_gain_air = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_naval_strike_2 = { # Naval Strike mission efficiency increased by 8% sprite = 2 naval_strike_attack_factor = 0.03 naval_strike_targetting_factor = 0.03 naval_strike_agility_factor = 0.03 #experience_gain_air = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_naval_strike_3 = { # Naval Strike mission efficiency increased by 12% sprite = 2 naval_strike_attack_factor = 0.05 naval_strike_targetting_factor = 0.05 naval_strike_agility_factor = 0.05 #experience_gain_air = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } air_bomber_interception_1 = { # Bomber Interception mission efficiency increased by 4% sprite = 1 air_interception_attack_factor = 0.02 air_interception_defence_factor = 0.02 air_interception_agility_factor = 0.02 #experience_gain_air = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_bomber_interception_2 = { # Bomber Interception mission efficiency increased by 8% sprite = 1 air_interception_attack_factor = 0.03 air_interception_defence_factor = 0.03 air_interception_agility_factor = 0.03 #experience_gain_air = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_bomber_interception_3 = { # Bomber Interception mission efficiency increased by 12% sprite = 1 air_interception_attack_factor = 0.05 air_interception_defence_factor = 0.05 air_interception_agility_factor = 0.05 #experience_gain_air = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } air_air_superiority_1 = { # Air Superiority mission efficiency increased by 4% sprite = 1 air_air_superiority_attack_factor = 0.02 air_air_superiority_defence_factor = 0.02 air_air_superiority_agility_factor = 0.02 #experience_gain_air = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_air_superiority_2 = { # Air Superiority mission efficiency increased by 8% sprite = 1 air_air_superiority_attack_factor = 0.03 air_air_superiority_defence_factor = 0.03 air_air_superiority_agility_factor = 0.03 #experience_gain_air = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_air_superiority_3 = { # Air Superiority mission efficiency increased by 12% sprite = 1 air_air_superiority_attack_factor = 0.05 air_air_superiority_defence_factor = 0.05 air_air_superiority_agility_factor = 0.05 #experience_gain_air = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } air_close_air_support_1 = { # Close Air Support mission efficiency increased by 4% sprite = 1 air_close_air_support_attack_factor = 0.02 air_close_air_support_defence_factor = 0.02 air_close_air_support_agility_factor = 0.02 #experience_gain_air = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_close_air_support_2 = { # Close Air Support mission efficiency increased by 8% sprite = 1 air_close_air_support_attack_factor = 0.03 air_close_air_support_defence_factor = 0.03 air_close_air_support_agility_factor = 0.03 #experience_gain_air = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_close_air_support_3 = { # Close Air Support mission efficiency increased by 12% sprite = 1 air_close_air_support_attack_factor = 0.05 air_close_air_support_defence_factor = 0.05 air_close_air_support_agility_factor = 0.05 #experience_gain_air = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } air_strategic_bombing_1 = { # Strategic Bombing mission efficiency increased by 4% sprite = 2 air_strategic_bomber_attack_factor = 0.01 air_strategic_bomber_defence_factor = 0.01 air_strategic_bomber_agility_factor = 0.01 air_strategic_bomber_bombing_factor = 0.03 #experience_gain_air = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_strategic_bombing_2 = { # Strategic Bombing mission efficiency increased by 8% sprite = 2 air_strategic_bomber_attack_factor = 0.02 air_strategic_bomber_defence_factor = 0.02 air_strategic_bomber_agility_factor = 0.02 air_strategic_bomber_bombing_factor = 0.05 #experience_gain_air = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_strategic_bombing_3 = { # Strategic Bombing mission efficiency increased by 12% sprite = 2 air_strategic_bomber_attack_factor = 0.03 air_strategic_bomber_defence_factor = 0.03 air_strategic_bomber_agility_factor = 0.03 air_strategic_bomber_bombing_factor = 0.09 #experience_gain_air = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } # Removed? air_tactical_bombing_1 = { # Tactical Bombing mission efficiency increased sprite = 2 air_cas_present_factor = 0.1 #experience_gain_air = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_tactical_bombing_2 = { # Tactical Bombing mission efficiency increased sprite = 2 air_cas_present_factor = 0.15 #experience_gain_air = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_tactical_bombing_3 = { # Tactical Bombing mission efficiency increased sprite = 2 air_cas_present_factor = 0.2 #experience_gain_air = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } air_airborne_1 = { # Paratrooper drop efficiency increased by 4% sprite = 1 air_paradrop_attack_factor = 0.01 air_paradrop_defence_factor = 0.03 air_paradrop_agility_factor = 0.03 #experience_gain_air = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_airborne_2 = { # Paratrooper drop efficiency increased by 8% sprite = 1 air_paradrop_attack_factor = 0.02 air_paradrop_defence_factor = 0.05 air_paradrop_agility_factor = 0.05 #experience_gain_air = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_airborne_3 = { # Paratrooper drop efficiency increased by 12% sprite = 1 air_paradrop_attack_factor = 0.03 air_paradrop_defence_factor = 0.07 air_paradrop_agility_factor = 0.07 #experience_gain_air = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } air_pilot_training_1 = { sprite = 1 air_training_xp_gain_factor = 0.05 #experience_gain_air = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } air_pilot_training_2 = { sprite = 1 air_training_xp_gain_factor = 0.1 #experience_gain_air = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } air_pilot_training_3 = { sprite = 1 air_training_xp_gain_factor = 0.15 #experience_gain_air = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } navy_chief_naval_aviation_1 = { sprite = 1 navy_carrier_air_attack_factor = 0.03 navy_carrier_air_targetting_factor = 0.03 navy_carrier_air_agility_factor = 0.04 experience_gain_navy = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } navy_chief_naval_aviation_2 = { sprite = 1 navy_carrier_air_attack_factor = 0.06 navy_carrier_air_targetting_factor = 0.07 navy_carrier_air_agility_factor = 0.08 experience_gain_navy = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } navy_chief_naval_aviation_3 = { sprite = 1 navy_carrier_air_attack_factor = 0.1 navy_carrier_air_targetting_factor = 0.12 navy_carrier_air_agility_factor = 0.15 experience_gain_navy = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } navy_chief_decisive_battle_1 = { sprite = 3 navy_capital_ship_attack_factor = 0.05 navy_capital_ship_defence_factor = 0.05 navy_screen_attack_factor = 0.05 navy_screen_defence_factor = 0.05 experience_gain_navy = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } navy_chief_decisive_battle_2 = { sprite = 3 navy_capital_ship_attack_factor = 0.1 navy_capital_ship_defence_factor = 0.1 navy_screen_attack_factor = 0.1 navy_screen_defence_factor = 0.1 experience_gain_navy = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } navy_chief_decisive_battle_3 = { sprite = 3 navy_capital_ship_attack_factor = 0.15 navy_capital_ship_defence_factor = 0.15 navy_screen_attack_factor = 0.15 navy_screen_defence_factor = 0.15 experience_gain_navy = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } navy_chief_commerce_raiding_1 = { sprite = 3 convoy_raiding_efficiency_factor = 0.1 experience_gain_navy = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } navy_chief_commerce_raiding_2 = { sprite = 3 convoy_raiding_efficiency_factor = 0.15 experience_gain_navy = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } navy_chief_commerce_raiding_3 = { sprite = 3 convoy_raiding_efficiency_factor = 0.2 experience_gain_navy = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } navy_chief_old_guard = { sprite = 3 experience_gain_navy = @chief_experience_gain_medium max_command_power = 10 ai_will_do = { factor = 0.25 modifier = { factor = 0 command_power < @tier3 } } } navy_chief_reform_1 = { sprite = 3 experience_gain_navy = @chief_experience_gain_low experience_gain_navy_factor = 0.05 command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } navy_chief_reform_2 = { sprite = 3 experience_gain_navy = @chief_experience_gain_medium experience_gain_navy_factor = 0.1 command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } navy_chief_reform_3 = { sprite = 3 experience_gain_navy = @chief_experience_gain_high experience_gain_navy_factor = 0.15 command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } navy_chief_maneuver_1 = { # Naval units move 5% faster sprite = 3 naval_speed_factor = 0.05 experience_gain_navy = @chief_experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } navy_chief_maneuver_2 = { # Naval units move 10% faster sprite = 3 naval_speed_factor = 0.1 experience_gain_navy = @chief_experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } navy_chief_maneuver_3 = { # Naval units move 15% faster sprite = 3 naval_speed_factor = 0.15 experience_gain_navy = @chief_experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } navy_anti_submarine_1 = { sprite = 4 navy_submarine_detection_factor = 0.1 #experience_gain_navy = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } navy_anti_submarine_2 = { sprite = 4 navy_submarine_detection_factor = 0.15 #experience_gain_navy = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } navy_anti_submarine_3 = { sprite = 4 navy_submarine_detection_factor = 0.2 #experience_gain_navy = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } navy_naval_air_defense_1 = { sprite = 3 navy_anti_air_attack_factor = 0.08 #experience_gain_navy = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } navy_naval_air_defense_2 = { sprite = 3 navy_anti_air_attack_factor = 0.15 #experience_gain_navy = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } navy_naval_air_defense_3 = { sprite = 3 navy_anti_air_attack_factor = 0.2 #experience_gain_navy = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } navy_fleet_logistics_1 = { sprite = 6 navy_max_range_factor = 0.05 #experience_gain_navy = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } navy_fleet_logistics_2 = { sprite = 6 navy_max_range_factor = 0.10 #experience_gain_navy = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } navy_fleet_logistics_3 = { sprite = 6 navy_max_range_factor = 0.15 #experience_gain_navy = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } navy_amphibious_assault_1 = { sprite = 3 amphibious_invasion = 0.05 #experience_gain_navy = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } navy_amphibious_assault_2 = { sprite = 3 amphibious_invasion = 0.1 #experience_gain_navy = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } navy_amphibious_assault_3 = { sprite = 3 amphibious_invasion = 0.15 #experience_gain_navy = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } navy_submarine_1 = { sprite = 4 navy_submarine_attack_factor = 0.1 navy_submarine_defence_factor = 0.05 #experience_gain_navy = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } navy_submarine_2 = { sprite = 4 navy_submarine_attack_factor = 0.15 navy_submarine_defence_factor = 0.1 #experience_gain_navy = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } navy_submarine_3 = { sprite = 4 navy_submarine_attack_factor = 0.2 navy_submarine_defence_factor = 0.15 #experience_gain_navy = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } navy_capital_ship_1 = { sprite = 3 navy_capital_ship_attack_factor = 0.05 navy_capital_ship_defence_factor = 0.05 #experience_gain_navy = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } navy_capital_ship_2 = { sprite = 3 navy_capital_ship_attack_factor = 0.1 navy_capital_ship_defence_factor = 0.1 #experience_gain_navy = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } navy_capital_ship_3 = { sprite = 3 navy_capital_ship_attack_factor = 0.15 navy_capital_ship_defence_factor = 0.15 #experience_gain_navy = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } navy_screen_1 = { sprite = 3 navy_screen_attack_factor = 0.05 navy_screen_defence_factor = 0.1 #experience_gain_navy = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } navy_screen_2 = { sprite = 3 navy_screen_attack_factor = 0.1 navy_screen_defence_factor = 0.15 #experience_gain_navy = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } navy_screen_3 = { sprite = 3 navy_screen_attack_factor = 0.15 navy_screen_defence_factor = 0.2 #experience_gain_navy = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 command_power < @tier3 } } } navy_carrier_1 = { sprite = 3 sortie_efficiency = 0.1 #experience_gain_navy = @experience_gain_low command_cap = @tier1 ai_will_do = { factor = 1 modifier = { factor = 0 command_power < @tier1 } } } navy_carrier_2 = { sprite = 3 sortie_efficiency = 0.15 #experience_gain_navy = @experience_gain_medium command_cap = @tier2 ai_will_do = { factor = 2 modifier = { factor = 0 command_power < @tier2 } } } navy_carrier_3 = { sprite = 3 sortie_efficiency = 0.2 #experience_gain_navy = @experience_gain_high command_cap = @tier3 ai_will_do = { factor = 3 modifier = { factor = 0 has_navy_size = { unit = carrier size < 1 } } modifier = { factor = 0 command_power < @tier3 } } } evans_deakin_trait = { #at end for save compat random = no equipment_bonus = { carrier = { naval_range = 0.25 } capital_ship = { naval_range = 0.25 } screen_ship = { naval_range = 0.25 } submarine = { naval_range = 0.25 build_cost_ic = -0.1 } convoy = { build_cost_ic = -0.1 } } ai_will_do = { factor = 1 } } cockatoo_trait = { #at end for save compat random = no equipment_bonus = { ship_hull_cruiser = { #CLs & CAs naval_range = 0.3 sub_detection = 0.1 naval_speed = 0.1 } ship_hull_light = { #DDs naval_range = 0.3 sub_detection = 0.1 naval_speed = 0.1 } } ai_will_do = { factor = 1 } } cautious_arbiter = { random = no political_power_factor = 0.10 war_support_factor = -0.05 communism_acceptance = 30 ai_will_do = { factor = 1 } } viceroy_emeritus = { random = no generate_wargoal_tension = 0.1 ai_will_do = { factor = 1 } } }