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moi/mod/common/country_leader/00_traits.txt
2025-09-10 16:01:00 +02:00

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@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
}
}
}