Modifiers

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What is a modifier?

A modifier is something that can affect your nation in many different ways. Everything from research speed to army organisation can be changed.

Modifiers are not a one-time use command and need something to apply them.

Modifiers can be gained through every static or dynamic token that persists over time:

  • National focus - If the focus gives an idea with modifiers in it, or unlocks hidden research (such as with Jungle Training from TfV India).
  • State types
  • Research - Ex. doctrines.
  • Terrain - All terrains give different bonuses that can be changed.
  • Events - If the event gives an idea with modifiers in it, or unlocks hidden research.
  • Ideas - National spirits
  • Advisors - Works the same as ideas, and can have the same modifiers.
  • Laws - Works the same as ideas, and can have the same modifiers.
  • Stability defines - Can both be added as the negative effect (sub-50% stability) or positive effect (pro-50% stability)
  • War support defines - Can both be added as the negative effect (sub-50% war support) or positive effect (pro-50% war support )

Note that Modifiers do not support if statements. The closest replica possible of one is dynamic modifiers, explained down in the article, which support Variables as the value of a modifier.

The list of modifiers may be outdated. A complete, but unsorted, list of modifiers can be found in /Hearts of Iron IV/documentation/modifiers_documentation.html or /Hearts of Iron IV/documentation/modifiers_documentation.md.

Country scope

General

Name Effects Examples Modifier type Notes Version added
monthly_population Changes the monthly population gain in states owned by the country.
monthly_population = 0.5
Percentual. Does not work with states. 1.0
nuclear_production Enables the production of nukes.
nuclear_production = 1
Boolean. 1.0
nuclear_production_factor Changes speed at which nukes are produced.
nuclear_production_factor = 0.5
Percentual. Works in state scope, in which case it'll apply to the owner. 1.0
research_sharing_per_country_bonus Changes the bonus in research speed per country when technology sharing.
research_sharing_per_country_bonus = 0.5
Flat. 1.3
research_sharing_per_country_bonus_factor Changes the bonus in research speed per country when technology sharing by a percentage.
research_sharing_per_country_bonus_factor = 0.5
Percentual. 1.3
research_speed_factor Changes the research speed.
research_speed_factor = 0.5
Percentual. 1.0

Politics

Name Effects Examples Modifier type Notes Version added
min_export Changes the amount of resources to market.
min_export = 0.5
Flat. 1.0
trade_opinion_factor Makes AI more likely to purchase resources from this country.
trade_opinion_factor = 0.5
Percentual. 1.0
defensive_war_stability_factor Changes the penalty to the stability invoked by participating in a defensive war.
defensive_war_stability_factor = 0.5
Percentual. 1.0
disabled_ideas Disables manually changing ideas (including ministers and laws).
disabled_ideas = 1
Boolean. 1.9
<idea category>_cost_factor Changes the cost in political power to add an idea with the specified category.
political_advisor_cost_factor = 0.5
Percentual. Idea categories can be found in common/idea_tags. Also includes improve_relations_maintain. 1.4
female_random_country_leader_chance Changes the chance for a randomly-generated country leader to be female.
female_random_country_leader_chance = 0.3
Percentual. 1.0
max_surrender_limit_offset Controls the maximum surrender progress of a nation.
max_surrender_limit_offset = 0.3
Flat. 1.9
offensive_war_stability_factor Modifies the stability penalty received from participating in an offensive war.
offensive_war_stability_factor = 0.3
Percentual. 1.0
party_popularity_stability_factor Modifier the stability gained by the popularity of the ruling party.
party_popularity_stability_factor = 0.3
Percentual. 1.0
political_power_cost Daily cost in political power.
political_power_cost = 0.3
Flat. 1.0
political_power_gain Modifies daily gain in political power.
political_power_gain = 0.3
Flat. 1.0
political_power_factor Modifies daily gain in political power by a percentage.
political_power_factor = 0.3
Percentual. 1.0
stability_factor Modifies stability of the country.
stability_factor = 0.3
Flat. 1.0
stability_weekly Modifies weekly stability gain of the country.
stability_weekly = 0.01
Flat. 1.0
stability_weekly_factor Modifies weekly stability gain of the country by a percentage.
stability_weekly_factor = 0.3
Percentual. 1.0
war_stability_factor Modifies the stability loss caused by being at war.
war_stability_factor = 0.3
Percentual. 1.0
war_support_factor Modifies war support of the country.
war_support_factor = 0.3
Flat. 1.0
war_support_weekly Modifies weekly war support gain of the country.
war_support_weekly = 0.01
Flat. 1.0
war_support_weekly_factor Modifies weekly war support gain of the country by a percentage.
war_support_weekly_factor = 0.3
Percentual. 1.0
drift_defence_factor Ideology drift defense.
drift_defence_factor = 0.3
Percentual. 1.0
<ideology>_drift Daily gain of the specified ideology.
communism_drift = 0.03
Flat. 1.0
<ideology>_acceptance Likelihood of AI to accept offers from countries of the specified ideology.
fascism_acceptance = 50
Flat. 1.0

Diplomacy

Name Effects Examples Modifier type Notes Version added
civil_war_involvement_tension Changes the world tension amount necessary to intervene in an ally's civil war.
civil_war_involvement_tension = 0.5
Flat. 1.0
enemy_declare_war_tension Changes the world tension required for an enemy to justify a wargoal on us.
enemy_declare_war_tension = 0.5
Flat. 1.0
enemy_justify_war_goal_time Changes the time required for an enemy to justify a wargoal on us.
enemy_declare_war_tension = 0.5
Percentual. 1.0
faction_trade_opinion_factor Changes the opinion gain gained by trade between faction members.
faction_trade_opinion_factor = 0.5
Percentual. 1.0
generate_wargoal_tension Changes the necessary tension for us to generate a wargoal.
generate_wargoal_tension = 0.3
Flat. 1.0
guarantee_cost Cost in political power for the country to guarantee an another country.
guarantee_cost = 0.3
Percentual. 1.4
guarantee_tension Necessary world tension for the country to guarantee an another country.
guarantee_tension = 0.3
Flat. 1.0
join_faction_tension Necessary world tension for the country to join a faction.
join_faction_tension = 0.3
Flat. 1.0
justify_war_goal_time The amount of time necessary to justify a wargoal.
justify_war_goal_time = 0.3
Percentual. 1.0
justify_war_goal_when_in_major_war_time The amount of time necessary to justify a wargoal when in a war with a major country.
justify_war_goal_when_in_major_war_time = 0.3
Percentual. 1.0
lend_lease_tension Necessary world tension for the country to lend-lease.
lend_lease_tension = 0.3
Flat. 1.0
opinion_gain_monthly Changes opinion gain from the 'Improve relations' diplomatic action.
opinion_gain_monthly = 5
Flat. 1.0
opinion_gain_monthly_factor Changes opinion gain from the 'Improve relations' diplomatic action by a percentage.
opinion_gain_monthly_factor = 0.3
Percentual. 1.0
opinion_gain_monthly_same_ideology Changes opinion gain from the 'Improve relations' diplomatic action for countries of the same ideology.
opinion_gain_monthly_same_ideology = 5
Flat. 1.0
opinion_gain_monthly_same_ideology_factor Changes opinion gain from the 'Improve relations' diplomatic action for countries of the same ideology by a percentage.
opinion_gain_monthly_same_ideology_factor = 0.3
Percentual. 1.0
request_lease_tension Necessary world tension for the country to request lend-lease.
request_lease_tension = 0.3
Percentual. 1.9
surrender_limit Changes the percentage of victory points the country needs to lose control of to capitulate.
surrender_limit = 0.1
Percentual. 1.0
annex_cost_factor Modifies the cost in victory points to annex states in peace deals.
annex_cost_factor = 0.1
Percentual. 1.0
puppet_cost_factor Modifies the cost in victory points per state to puppet countries in peace deals.
puppet_cost_factor = 0.1
Percentual. 1.0

Autonomy

Name Effects Examples Modifier type Notes Version added
autonomy_gain Daily gain of autonomy.
autonomy_gain = 0.5
Flat. A positive number increase total autonomy, meaning the SUBJECT can be free faster. A negative number decrease total autonomy, meaning the OVERLORD can annex the manpower-slaves faster. 1.3
autonomy_gain_global_factor Modifies all gain of autonomy by a subject.
autonomy_gain_global_factor = 0.5
Percentual. 1.4
subjects_autonomy_gain Daily gain of autonomy in our subjects.
subjects_autonomy_gain = 0.5
Flat. 1.3
autonomy_gain_ll_to_overlord Modifies gain of autonomy from lend-leasing to the overworld.
autonomy_gain_ll_to_overlord = 0.5
Flat. 1.3
autonomy_gain_ll_to_overlord_factor Modifies gain of autonomy from lend-leasing to the overworld by a percentage.
autonomy_gain_ll_to_overlord_factor = 0.5
Percentual. 1.3
autonomy_gain_ll_to_subject Modifies loss of autonomy from lend-leasing to the subject.
autonomy_gain_ll_to_subject = 0.5
Flat. 1.3
autonomy_gain_ll_to_subject_factor Modifies loss of autonomy from lend-leasing to the subject by a percentage.
autonomy_gain_ll_to_subject_factor = 0.5
Percentual. 1.3
autonomy_gain_trade Modifies gain of autonomy from the overworld trading with the subject.
autonomy_gain_trade = 0.5
Flat. 1.3
autonomy_gain_trade_factor Modifies gain of autonomy from the overworld trading with the subject by a percentage.
autonomy_gain_trade_factor = 0.5
Percentual. 1.3
autonomy_gain_warscore Modifies gain of autonomy from the subject gaining warscore.
autonomy_gain_warscore = 0.5
Flat. 1.3
autonomy_gain_warscore_factor Modifies gain of autonomy from the subject gaining warscore by a percentage.
autonomy_gain_warscore_factor = 0.5
Percentual. 1.3
autonomy_manpower_share Modifies the amount of manpower the overworld can use from the subject.
autonomy_manpower_share = 0.5
Percentual. 1.3
autonomy_manpower_share Modifies the amount of manpower the overworld can use from the subject.
autonomy_manpower_share = 0.5
Percentual. 1.3
can_master_build_for_us Makes the overworld be able to build in the subject.
can_master_build_for_us = 1
Boolean. 1.3
cic_to_overlord_factor Modifies the amount of the subject's civilian industry that goes to the overlord.
cic_to_overlord_factor = 0.3
Percentual. 1.3
mic_to_overlord_factor Modifies the amount of the subject's military industry that goes to the overlord.
mic_to_overlord_factor = 0.3
Percentual. 1.3
extra_trade_to_overlord_factor Modifies the amount of the subject's resources that the overlord can receive via trade.
extra_trade_to_overlord_factor = 0.3
Percentual. 1.3
license_subject_master_purchase_cost Modifies the cost of licensed production from the overlord.
license_subject_master_purchase_cost = 0.3
Percentual. 1.4
master_build_autonomy_factor Modifies loss of autonomy from the overworld building in subject's states by a percentage.
master_build_autonomy_factor = 0.3
Percentual. 1.3
master_ideology_drift Changes daily gain of the overlord's ideology in the country.
master_ideology_drift = 0.03
Flat. 1.6
overlord_trade_cost_factor Modifies the cost of trade between the overlord and the subject in civilian factories.
overlord_trade_cost_factor = -0.3
Percentual. 1.3

Governments in exile

Name Effects Examples Modifier type Notes Version added
dockyard_donations Amount of dockyards donated.
dockyard_donations = 2
Flat. 1.6
industrial_factory_donations Amount of civilian factories donated.
industrial_factory_donations = 2
Flat. 1.6
military_factory_donations Amount of military factories donated.
military_factory_donations = 2
Flat. 1.6
exile_manpower_factor Amount of manpower given to the host country.
exile_manpower_factor = 0.5
Percentual. 1.6
legitimacy_daily Changes the amount of legitimacy gained daily.
legitimacy_daily = 1
Flat. 1.6
legitimacy_gain_factor Changes the amount of legitimacy gained daily by a percentage.
legitimacy_gain_factor = 1
Percentual. 1.9

Equipment

Name Effects Examples Modifier type Notes Version added
equipment_capture Changes the amount of equipment captured in combat.
equipment_capture = 100
Flat. 1.0
equipment_capture_factor Changes the amount of equipment captured in combat by a percentage.
equipment_capture_factor = 0.5 
Percentual. 1.0
equipment_conversion_speed Changes the speed at which equipment is converted.
equipment_conversion_speed = 0.5 
Percentual. 1.0
equipment_upgrade_xp_cost Changes the experience cost to upgrade military equipment.
equipment_upgrade_xp_cost = 0.5 
Percentual. 1.0
license_purchase_cost_factor Changes the cost of licensed equipment by a percentage.
license_purchase_cost_factor = 0.5 
Percentual. Also allows specifying category as license_<category>_purchase_cost_factor. Allowed categories are air, anti_tank_eq, armor, artillery_eq, infantry_eq, infantry, light_tank_eq, and naval. Can be used as a targeted modifier. 1.4
license_tech_difference_speed_factor Changes the production penalty of licensed equipment by tech difference by a percentage.
license_tech_difference_speed_factor = 0.5 
Percentual. Also allows specifying category as license_<category>_tech_difference_speed_factor. Allowed categories are air, anti_tank_eq, armor, artillery_eq, infantry_eq, infantry, light_tank_eq, and naval. That's added in 1.6. Can be used as a targeted modifier. 1.4
license_<category>_production_speed_factor Changes the production penalty of licensed equipment by tech difference by a percentage.
license_infantry_eq_production_speed_factor = 0.5 
Percentual. Allowed categories are: anti_tank_eq, artillery_eq, infantry_eq, light_tank_eq. Can be used as a targeted modifier. 1.6
production_factory_efficiency_gain_factor Production efficiency growth.
production_factory_efficiency_gain_factor = 0.5 
Percentual. 1.0
production_factory_max_efficiency_factor Production efficiency cap.
production_factory_max_efficiency_factor = 0.5 
Percentual. 1.0
production_factory_start_efficiency_factor Production efficiency base.
production_factory_start_efficiency_factor = 0.5 
Percentual. 1.0
production_lack_of_resource_penalty_factor Lack of resources penalty.
production_lack_of_resource_penalty_factor = 0.5 
Percentual. 1.0
refit_ic_cost Modifies the IC cost for refitting equipment.
refit_ic_cost = 0.5 
Percentual. 1.6
refit_speed Modifies the speed of refitting equipment.
refit_speed = 0.5 
Percentual. 1.6

Military outside of combat

Name Effects Examples Modifier type Notes Version added
command_power_gain Changes the daily gain of command power.
command_power_gain = 0.5
Flat. 1.5
command_power_gain_mult Changes the daily gain of command power by a percentage.
command_power_gain_mult = 0.5
Percentual. 1.5
conscription Changes the recruitable percentage of the total population.
conscription = 0.02
Flat. 1.0
conscription_factor Changes the recruitable percentage of the total population by a percent.
conscription_factor = 0.3
Percentual. 1.0
experience_loss_factor Changes the loss in divisions' experience in combat.
experience_loss_factor = 0.3
Percentual. 1.0
female_random_army_leader_chance Changes the chance for a randomly-generated army leader to be female.
female_random_army_leader_chance = 0.3
Percentual. 1.9.1
land_equipment_upgrade_xp_cost Changes the experience cost to upgrade land army equipment.
land_equipment_upgrade_xp_cost = 0.3
Percentual. 1.0
land_reinforce_rate Changes the rate at which reinforcements to divisions arrive.
land_reinforce_rate = 0.3
Percentual. 1.0
max_command_power Changes maximum command power.
max_command_power = 20
Flat. 1.5
max_command_power_mult Changes maximum command power by a percentage.
max_command_power_mult = 0.3 
Percentual. 1.5
minimum_training_level Changes training level necessary for the unit to deploy.
minimum_training_level = 0.3 
Percentual. 1.0
weekly_manpower Amount of manpower gained each week.
weekly_manpower = 1000 
Flat. 1.6
army_leader_cost_factor The cost in political power to recruit an unit leader for the land army.
army_leader_cost_factor = 0.5 
Percentual. 1.3
army_leader_start_level Bonus to the starting level of generic unit leaders.
army_leader_start_level = 1 
Flat. 1.5
army_leader_start_attack_level Bonus to the starting level of attack in generic unit leaders.
army_leader_start_attack_level = 1 
Flat. 1.5
army_leader_start_defense_level Bonus to the starting level of defense in generic unit leaders.
army_leader_start_defense_level = 1 
Flat. 1.5
army_leader_start_logistics_level Bonus to the starting level of logistics in generic unit leaders.
army_leader_start_logistics_level = 1 
Flat. 1.5
army_leader_start_planning_level Bonus to the starting level of planning in generic unit leaders.
army_leader_start_planning_level = 1 
Flat. 1.5
military_leader_cost_factor The cost in political power to recruit an unit leader.
military_leader_cost_factor = 0.5 
Percentual. 1.3
female_random_admiral_chance Changes the chance for a randomly-generated admiral to be female.
female_random_admiral_chance = 0.3
Percentual. 1.9.1
naval_equipment_upgrade_xp_cost Changes the naval experience cost to upgrade equipment.
naval_equipment_upgrade_xp_cost = 0.3
Percentual. 1.0
navy_refit_ic_cost The IC cost to refit naval equipment.
navy_refit_ic_cost = 20
Flat. 1.6
navy_refit_speed The speed at which naval equipment is refitted.
navy_refit_speed = 0.5
Percentual. 1.6
navy_leader_cost_factor The cost in political power to recruit an unit leader for the land navy.
navy_leader_cost_factor = 0.5 
Percentual. 1.3
navy_leader_start_level Bonus to the starting level of generic unit leaders.
navy_leader_start_level = 1 
Flat. 1.9
navy_leader_start_attack_level Bonus to the starting level of attack in generic unit leaders.
navy_leader_start_attack_level = 1 
Flat. 1.9
navy_leader_start_coordination_level Bonus to the starting level of coordination in generic unit leaders.
navy_leader_start_coordination_level = 1 
Flat. 1.9
navy_leader_start_defense_level Bonus to the starting level of defense in generic unit leaders.
navy_leader_start_defense_level = 1 
Flat. 1.9
navy_leader_start_maneuvering_level Bonus to the starting level of maneuvering in generic unit leaders.
navy_leader_start_maneuvering_level = 1 
Flat. 1.9
air_equipment_upgrade_xp_cost Changes the air experience cost to upgrade equipment.
air_equipment_upgrade_xp_cost = 0.5
Percentual. 1.0
air_volunteer_cap Changes the amount of airforce you can send as volunteers.
air_volunteer_cap = 100
Flat. 1.5
send_volunteer_divisions_required Changes the number of divisions needed to send volunteers.
send_volunteer_divisions_required = -0.3
Percentual. 1.0
send_volunteer_factor Changes the number of divisions the country can send as volunteers by a percentage.
send_volunteer_factor = 0.3
Percentual. 1.0
send_volunteer_size Changes the number of divisions the country can send as volunteers.
send_volunteer_size = 5
Flat. 1.0
send_volunteers_tension Changes the world tension necessary for the country to send volunteers.
send_volunteers_tension = -0.1
Flat. 1.0

Fuel

Name Effects Examples Modifier type Notes Version added
base_fuel_gain Changes base daily gain of fuel.
base_fuel_gain = 100
Flat. 1.6
base_fuel_gain_factor Changes base daily gain of fuel by a percentage.
base_fuel_gain_factor = 0.5
Percentual. 1.6
fuel_cost Changes daily cost of fuel.
fuel_cost = 100
Flat. 1.6
fuel_gain Changes daily gain of fuel.
fuel_gain = 100
Flat. 1.6
fuel_gain_factor Changes daily gain of fuel by a percentage.
fuel_gain_factor = 100
Percentual. 1.6
fuel_gain_from_states Changes daily gain of fuel from our controlled oil.
fuel_gain_from_states = 100
Flat. 1.6
fuel_gain_factor_from_states Changes daily gain of fuel from our controlled oil by a percentage.
fuel_gain_factor_from_states = 0.5
Percentual. 1.6
max_fuel Changes maximum amount of fuel you can have.
max_fuel = 100
Flat. 1.6
max_fuel_factor Changes maximum amount of fuel you can have by a percentage.
max_fuel_factor = 0.3 
Percentual. 1.6

Buildings

Name Effects Examples Modifier type Notes Version added
civilian_factory_use Uses the specified amount of civilian factory as a special project.
civilian_factory_use = 3
Flat. Only has an effect with the Waking the Tiger DLC. 1.5
consumer_goods_factor Changes the percentage of factories used for consumer goods.
consumer_goods_factor = 0.1
Flat. 1.0
conversion_cost_civ_to_mil_factor Changes the cost to convert civilian factories to military factories.
conversion_cost_civ_to_mil_factor = 0.4
Percentual. 1.5
conversion_cost_mil_to_civ_factor Changes the cost to convert military factories to civilian factories.
conversion_cost_mil_to_civ_factor = 0.4
Percentual. 1.5
global_building_slots Changes amount of building slots in our every state.
global_building_slots = 1
Flat. 1.0
global_building_slots_factor Changes amount of building slots in our every state by a percentage.
global_building_slots_factor = 0.3
Percentual. 1.0
industrial_capacity_dockyard Dockyard output.
industrial_capacity_dockyard = 0.3
Percentual. 1.3.3
industrial_capacity_factory Military factory output.
industrial_capacity_factory = 0.3
Percentual. 1.0
industry_air_damage_factor Amount of damage our factories receive from air bombings.
industry_air_damage_factor = 0.3
Percentual. 1.0
industry_free_repair_factor Changes the speed at which buildings repair themselves without factories assigned.
industry_free_repair_factor = 0.3
Percentual. 1.0
industry_repair_factor Changes the speed at which buildings are repaired.
industry_repair_factor = 0.3
Percentual. 1.0
line_change_production_efficiency_factor Production Efficiency Retention.
line_change_production_efficiency_factor = 0.3
Percentual. 1.0
production_oil_factor Synthetic oil gain.
production_oil_factor = 0.5 
Percentual. 1.0
production_speed_buildings_factor Changes the construction speed of all buildings.
production_speed_buildings_factor = 0.5 
Percentual. 1.0
production_speed_<building>_factor Changes the construction speed of a specific building.
production_speed_industrial_complex_factor = 0.5 
Percentual. 1.0
repair_speed_<building>_factor Changes the repair speed of a specific building.
repair_speed_arms_factory_factor = 0.5 
Percentual. 1.0

Resistance and compliance

Name Effects Examples Modifier type Notes Version added
compliance_growth_on_our_occupied_states Changes the compliance growth speed on the country's controlled states.
compliance_growth_on_our_occupied_states = 0.5
Percentual. 1.9
no_compliance_gain Disables the compliance gain on our controlled states.
no_compliance_gain = 1
Boolean. Can also be used in state scope. 1.9
occupation_cost Changes the cost of keeping another nation under occupation.
occupation_cost = 0.5
Percentual. 1.9
required_garrison_factor Changes the required garrison in our occupied states.
required_garrison_factor = 0.5
Percentual. Can also be used in state scope. 1.9
resistance_damage_to_garrison_on_our_occupied_states Changes the resistance damage to the garrison in our occupied states.
resistance_damage_to_garrison_on_our_occupied_states = 0.5
Percentual. 1.9
resistance_decay_on_our_occupied_states Changes the resistance decay in our occupied states.
resistance_decay_on_our_occupied_states = 0.5
Percentual. 1.9
resistance_growth_on_our_occupied_states Changes the resistance growth speed in our occupied states.
resistance_growth_on_our_occupied_states = 0.5
Percentual. 1.9
resistance_target_on_our_occupied_states Changes the resistance target in our occupied states.
resistance_target_on_our_occupied_states = 0.5
Percentual. 1.9

Intelligence

Name Effects Examples Modifier type Notes Version added
agency_upgrade_time Changes the time it takes to upgrade the agency
agency_upgrade_time = 0.5
Percentual. 1.9
airforce_intel_to_others Changes the amount of intel other countries will receive about your airforce.
airforce_intel_to_others = 10
Flat. 1.9
civilian_intel_to_others Changes the amount of intel other countries will receive about your civilian industry.
civilian_intel_to_others = 10
Flat. 1.9
navy_intel_to_others Changes the amount of intel other countries will receive about your navy.
navy_intel_to_others = 10
Flat. 1.9
decryption Changes the decription capability of the country.
decryption = 1
Flat. 1.0
decryption_factor Changes the decription capability of the country by a percentage.
decryption_factor = 0.5
Percentual. 1.0
encryption Changes the encryption capability of the country.
encryption = 1
Flat. 1.0
encryption_factor Changes the encryption capability of the country by a percentage.
encryption_factor = 0.5
Percentual. 1.0
enemy_operative_capture_chance_factor Changes the chance for an enemy operative to be captured.
enemy_operative_capture_chance_factor = 0.5
Percentual. Can be used in unit leader scope. 1.9
enemy_operative_detection_chance Changes the chance for an enemy operative to be detected.
enemy_operative_detection_chance = 10
Flat. Can be used in unit leader scope. 1.9
enemy_operative_detection_chance_factor Changes the chance for an enemy operative to be detected by a percentage.
enemy_operative_detection_chance_factor = 0.5
Percentual. Can be used in unit leader scope. 1.9
enemy_operative_detection_chance_factor Changes the chance for an enemy operative to be forced into hiding by a percentage.
enemy_operative_detection_chance_factor = 0.5
Percentual. Can be used in unit leader scope. 1.9
enemy_operative_harmed_time_factor Changes the chance for an enemy operative to be harmed by a percentage.
enemy_operative_harmed_time_factor = 0.5
Percentual. Can be used in unit leader scope. 1.9
enemy_operative_intel_extraction_rate Changes the rate at which the enemy operatives extract our intel.
enemy_operative_intel_extraction_rate = 0.5
Percentual. Can be used in unit leader scope. 1.9
enemy_spy_negative_status_factor Changes the chance an enemy spy can receive a negative status.
enemy_spy_negative_status_factor = 0.5
Percentual. Can also be used in state scope. 1.9
female_random_operative_chance Changes the chance for a randomly-generated operative to be female.
female_random_operative_chance = 0.3
Percentual. 1.9.1
foreign_subversive_activites Changes efficiency of foreign subversive activities.
foreign_subversive_activites = 0.3
Percentual. 1.9
intel_network_gain Changes gain of intel network strength.
intel_network_gain = 1
Flat. Can also be used in state scope. 1.9
intel_network_gain_factor Changes gain of intel network strength by a percentage.
intel_network_gain_factor = 0.5
Percentual. Can also be used in state scope. 1.9
own_operative_capture_chance_factor Changes the chance for our operatives to be captured.
own_operative_capture_chance_factor = 0.5
Percentual. Can be used in unit leader scope. 1.9
own_operative_detection_chance Changes the chance for our operatives to be detected.
own_operative_detection_chance = 10
Flat. Can be used in unit leader scope. 1.9
own_operative_detection_chance_factor Changes the chance for our operatives to be detected by a percentage.
own_operative_detection_chance_factor = 0.5
Percentual. Can be used in unit leader scope. 1.9
own_operative_detection_chance_factor Changes the chance for our operatives to be forced into hiding by a percentage.
own_operative_detection_chance_factor = 0.5
Percentual. Can be used in unit leader scope. 1.9
own_operative_harmed_time_factor Changes the chance for our operatives to be harmed by a percentage.
own_operative_harmed_time_factor = 0.5
Percentual. Can be used in unit leader scope. 1.9
own_operative_intel_extraction_rate Changes the rate at which our operatives extract enemy intel.
own_operative_intel_extraction_rate = 0.5
Percentual. Can be used in unit leader scope. 1.9
subversive_activites_upkeep Changes the cost of subversive activities.
subversive_activites_upkeep = 0.5
Percentual. 1.0
operation_cost Changes the cost of operations.
operation_cost = 0.5
Percentual. 1.9
operation_outcome Changes the efficiency of operations.
operation_outcome = 0.5
Percentual. 1.9
operation_risk Changes the risk of operations.
operation_risk = 0.5
Percentual. 1.9
<operation>_cost Changes the cost of the specified operation.
operation_infiltrate_cost = 0.5
Percentual. 1.9
<operation>_outcome Changes the efficiency of the specified operation.
operation_coup_government_outcome = 0.5
Percentual. Note that target_sabotage uses target_sabotage_factor rather than target_sabotage_outcome. 1.9
<operation>_risk Changes the risk of the specified operation.
operation_make_resistance_contacts_risk = 0.5
Percentual. 1.9
<type>_intel_decryption_bonus Adds a cipher bonus to the specified intel.
civilian_intel_decryption_bonus = 0.5
Percentual. Types are: airforce, army, civilian, navy. 1.9
<type>_intel_factor Modifies the intelligence you receive of the specified type.
navy_intel_factor = 0.5
Percentual. Types are: airforce, army, civilian, navy. 1.9
<mission>_factor Modifies the effect of the specified mission.
boost_ideology_mission_factor = 0.5
Percentual. Types are: boost_ideology_mission, boost_resistance, control_trade_mission, diplomatic_pressure_mission, propaganda_mission, root_out_resistance_effectiveness. 1.9
commando_trait_chance_factor Modifies the chance for an operative to get the commando trait when hired.
commando_trait_chance_factor = 0.5
Percentual. 1.9
crypto_department_enabled Enables the crypto department.
crypto_department_enabled = 1
Boolean. 1.9
crypto_strength Modifies the cryptology level.
crypto_strength = 1
Flat. 1.9
decryption_power Modifies the decryption power.
decryption_power = 1
Flat. 1.9
decryption_power_factor Modifies the decryption power by a percentage.
decryption_power_factor = 0.3
Percentual. 1.9
defense_impact_on_blueprint_stealing Modifies the impact of enemy defense on the blueprint stealing operation.
defense_impact_on_blueprint_stealing = 0.3
Percentual. 1.9
enemy_operative_recruitment_chance Modifies the chance to recruit an enemy operative.
enemy_operative_recruitment_chance = 0.3
Percentual. 1.9
intel_from_operatives_factor Modifies the intelligence gained from operatives and infiltrated assets.
intel_from_operatives_factor = 0.3
Percentual. 1.9
intel_network_gain Modifies the intelligence network gain.
intel_network_gain = 0.3
Flat. 1.9
intel_network_gain_factor Modifies the intelligence network gain by a percentage.
intel_network_gain_factor = 0.3
Percentual. 1.9
intelligence_agency_defense Modifies the counter intelligence.
intelligence_agency_defense = 0.3
Percentual. 1.9
new_operative_slot_bonus Modifies the operative recruitment choices.
new_operative_slot_bonus = 1
Flat. 1.9
occupied_operative_recruitment_chance Modifies the chance to get an operative from occupied territory.
occupied_operative_recruitment_chance = 0.3
Percentual. 1.9
operative_death_on_capture_chance Modifies the chance for our operative to die on being captured.
operative_death_on_capture_chance = 0.3
Percentual. 1.9
operative_slot Modifies the amount of operative slots.
operative_slot = 1
Flat. 1.9
root_out_resistance_effectiveness_factor Modifies the effectiveness of rooting out resistance.
root_out_resistance_effectiveness_factor = 0.3
Percentual. 1.9

AI

Name Effects Examples Modifier type Notes Version added
ai_badass_factor AI's threat perception.
ai_badass_factor = 0.5
Percentual. 1.0
ai_call_ally_desire_factor Chance for AI to call allies.
ai_call_ally_desire_factor = 0.5
Percentual. 1.0
ai_desired_divisions_factor The amount of divisions AI seeks to produce.
ai_desired_divisions_factor = 0.5
Percentual. 1.0
ai_focus_aggressive_factor AI's focus on offense.
ai_focus_aggressive_factor = 0.5
Percentual. 1.0
ai_focus_defense_factor AI's focus on defense.
ai_focus_defense_factor = 0.5
Percentual. 1.0
ai_focus_aviation_factor AI's focus on aviation.
ai_focus_aviation_factor = 0.5
Percentual. 1.0
ai_focus_military_advancements_factor AI's focus on advanced military technologies.
ai_focus_military_advancements_factor = 0.5
Percentual. 1.0
ai_focus_naval_air_factor AI's focus on building naval airforce.
ai_focus_naval_air_factor = 0.5
Percentual. 1.0
ai_focus_naval_factor AI's focus on building a navy.
ai_focus_naval_factor = 0.5
Percentual. 1.0
ai_focus_peaceful_factor AI's focus on peaceful research and policies.
ai_focus_peaceful_factor = 0.5
Percentual. 1.0
ai_focus_war_production_factor AI's focus on wartime production.
ai_focus_war_production_factor = 0.5
Percentual. 1.0
ai_get_ally_desire_factor AI's desire to be in or expand a faction.
ai_get_ally_desire_factor = 0.5
Percentual. 1.0
ai_join_ally_desire_factor AI's desire to join the wars led by allies.
ai_join_ally_desire_factor = 0.5
Percentual. 1.0
ai_license_acceptance AI's chance to agree licensing equipment.
ai_license_acceptance = 0.5
Percentual. Can be used as a targeted modifier. 1.4

General combat

Note that most of these modifiers are not only in country scope but also in unit leader and navy leader scopes.

Name Effects Examples Modifier type Notes Version added
offence Modifies the attack value of our military, navy, and airforce.
offence = 0.5
Percentual. 1.0
defence Modifies the defence value of our military, navy, and airforce.
defence = 0.5
Percentual. 1.0

Land combat

Note that most of these modifiers are not only in country scope but also in unit leader scope.

Name Effects Examples Modifier type Notes Version added
acclimatization_cold_climate_gain_factor Cold acclimatization gain factor.
acclimatization_cold_climate_gain_factor = 0.5
Percentual. 1.0
acclimatization_hot_climate_gain_factor Hot acclimatization gain factor.
acclimatization_hot_climate_gain_factor = 0.5
Percentual. 1.0
air_superiority_bonus_in_combat The bonus air combat gives in combat.
air_superiority_bonus_in_combat = 0.5
Percentual. 1.0
army_attack_factor The bonus to land army's attack.
army_attack_factor = 0.5
Percentual. 1.0
army_core_attack_factor The bonus to land army's attack on core territory.
army_core_attack_factor = 0.1
Percentual. 1.0
army_defence_factor The bonus to land army's defence.
army_defence_factor = 0.5
Percentual. 1.0
army_core_defence_factor The bonus to land army's defence on core territory.
army_core_defence_factor = 0.1
Percentual. 1.0
army_speed_factor The bonus to land army's speed.
army_speed_factor = 0.5
Percentual. 1.0
<unit type>_attack_factor The bonus to specified unit type's attack.
cavalry_attack_factor = 0.5
Percentual. Allowed unit types are army_armor, army_artillery, army_infantry, cavalry, mechanized, motorized, special_forces 1.0
<unit type>_defence_factor The bonus to the specified unit type's defence.
army_artillery_defence_factor = 0.5
Percentual. Allowed unit types are army_armor, army_artillery, army_infantry, cavalry, mechanized, motorized, special_forces 1.0
<unit type>_speed_factor The bonus to specified unit type's speed.
army_armor_speed_factor = 0.5
Percentual. Allowed unit types are army_armor and cavalry. 1.0
army_fuel_capacity_factor The capacity of fuel by the army.
army_fuel_capacity_factor = 0.3
Percentual. 1.0
army_fuel_consumption_factor The consumption of fuel by the army.
army_fuel_consumption_factor = 0.3
Percentual. 1.0
army_morale Modifies the division recovery rate.
army_morale = 10
Flat. 1.0
army_morale_factor Modifies the division recovery rate by a percentage.
army_morale_factor = 0.3
Percentual. 1.0
army_org Modifies the army's organisation.
army_org = 10
Flat. 1.0
army_org_factor Modifies the army's organisation by a percentage.
army_org_factor = 0.3
Percentual. 1.0
army_org_regain Modifies the army's organisation regain speed by a percentage.
army_org_regain = 0.3
Percentual. 1.5.1
attrition Modifies the army's attrition.
attrition = 0.3
Percentual. 1.0
breakthrough_factor Modifies the army's breakthrough.
breakthrough_factor = 0.3
Percentual. 1.0
cas_damage_reduction Reguces the damage dealt by close air support.
cas_damage_reduction = 0.3
Percentual. 1.0
dig_in_speed Changes entrenchment speed.
dig_in_speed = 2
Flat. 1.0
dig_in_speed_factor Changes entrenchment speed by a percentage.
dig_in_speed_factor = 0.5
Percentual. 1.0
experience_gain_army Changes experience gain by the army.
experience_gain_army = 0.5
Flat. 1.0
experience_gain_army_factor Changes experience gain by the army by a percentage.
experience_gain_army_factor = 0.5
Percentual. 1.0
experience_gain_army_unit Changes experience gain by the army divisions.
experience_gain_army_unit = 0.5
Flat. 1.0
experience_gain_army_unit_factor Changes experience gain by the army divisions by a percentage.
experience_gain_army_unit_factor = 0.5
Percentual. 1.0
extra_marine_supply_grace Changes the supply grace given to marines.
extra_marine_supply_grace = 96
Flat. 1.0
extra_paratrooper_supply_grace Changes the supply grace given to paratroopers.
extra_paratrooper_supply_grace = 96
Flat. 1.0
heat_attrition Changes the attrition due to heat.
heat_attrition = 0.5
Flat. 1.3
heat_attrition_factor Changes the attrition due to heat by a percentage.
heat_attrition_factor = 0.5
Percentual. 1.3
winter_attrition Changes the attrition due to winter.
winter_attrition = 0.5
Flat. 1.3
winter_attrition_factor Changes the attrition due to winter by a percentage.
winter_attrition_factor = 0.5
Percentual. 1.3
land_night_attack Changes the penalty due to attacking at night.
land_night_attack = 0.5
Percentual. 1.0
max_dig_in Changes the maximum entrenchment.
max_dig_in = 20
Flat. Can also apply in state scope. 1.0
max_dig_in_factor Changes the maximum entrenchment by a percentage.
max_dig_in_factor = 0.5
Percentual. Can also apply in state scope. 1.0
max_planning Changes the maximum planning.
max_planning = 20
Flat. 1.0
max_planning_factor Changes the maximum planning by a percentage.
max_planning_factor = 0.5
Percentual. 1.9
pocket_penalty Reduces the penalty that troops take when they are encircled.
pocket_penalty = 0.2
Percentual. 1.0
recon_factor Changes reconnaisance.
recon_factor = 0.2
Percentual. 1.0
recon_factor_while_entrenched Changes reconnaisance for entrenched divisions.
recon_factor_while_entrenched = 0.2
Percentual. 1.0
special_forces_cap Changes the maximum amount of special forces by a percentage.
special_forces_cap = 0.5
Percentual. 1.0
special_forces_min Changes the maximum amount of special forces.
special_forces_min = 250
Flat. 1.0
special_forces_no_supply_grace Changes the supply grace period for special forces.
special_forces_no_supply_grace = 120
Flat. 1.0
special_forces_out_of_supply_factor Changes the penalty for special forces out of supply.
special_forces_out_of_supply_factor = 0.3
Percentual. 1.0
special_forces_training_time_factor Changes the time it takes to train special forces.
special_forces_training_time_factor = 0.3
Percentual. 1.0
terrain_penalty_reduction Decreases the penalties given by terrain.
terrain_penalty_reduction = 0.3
Percentual. 1.0
unit_upkeep_attrition_factor Modifies the unit upkeep.
unit_upkeep_attrition_factor = 0.3
Percentual. 1.0
no_supply_grace Modifies the grace period for units without supply.
no_supply_grace = 120
Flat. 1.0
org_loss_when_moving Modifies the organisation loss for units when they are moving.
org_loss_when_moving = 0.2
Percentual. 1.0
out_of_supply_factor Reduces the penalty that units take when they run out of supplies.
out_of_supply_factor = 0.2
Percentual. 1.0
planning_speed Modifies the planning speed.
planning_speed = 0.2
Percentual. Works in state scope. 1.0
supply_consumption_factor Modifies the rate at which army consumes supply.
supply_consumption_factor = 0.3
Percentual. 1.0
training_time_factor Modifies the training time.
training_time_factor = 0.3
Percentual. 1.0

Naval combat

Note that most of these modifiers are not only in country scope but also in navy leader scope.

Name Effects Examples Modifier type Notes Version added
amphibious_invasion Modifies the speed of units during naval invasions.
amphibious_invasion = 0.5
Percentual. 1.6
amphibious_invasion_defence Modifies the penalty given by naval invasions.
amphibious_invasion_defence = 0.5
Percentual. Is the opposite of naval_invasion_penalty. Can also apply in state scope. 1.6
carrier_capacity_penalty_reduction Modifies the penalty given by overcrowding a carrier with planes.
carrier_capacity_penalty_reduction = 0.5
Percentual. 1.6
convoy_escort_efficiency Modifies the efficiency of the convoy escort mission.
convoy_escort_efficiency = 0.5
Percentual. 1.6
convoy_raiding_efficiency_factor Modifies the efficiency of the convoy raiding mission.
convoy_raiding_efficiency_factor = 0.5
Percentual. 1.6
convoy_retreat_speed Modifies the speed of convoys retreating.
convoy_retreat_speed = 0.5
Percentual. 1.6
critical_receive_chance Changes the chance for the enemy to get a critical hit on us in naval combat.
critical_receive_chance = 0.5
Percentual. 1.6
experience_gain_navy Modifies the daily gain of naval experience.
experience_gain_navy = 0.02
Flat. 1.6
experience_gain_navy_factor Modifies the gain of naval experience by a percentage.
experience_gain_navy_factor = 0.3
Percentual. 1.6
experience_gain_navy_unit Modifies the daily gain of experience by the ships.
experience_gain_navy_unit = 0.02
Flat. 1.6
experience_gain_navy_unit_factor Modifies the gain of experience by the ships by a percentage.
experience_gain_navy_unit_factor = 0.3
Percentual. 1.6
fighter_sortie_efficiency Modifies the speed when refueling and rearming fighter planes on the carrier during the battle.
fighter_sortie_efficiency = 0.3
Percentual. 1.6
invasion_preparation Modifies the preparation speed of naval invasions.
invasion_preparation = 0.3
Percentual. 1.6
mines_planting_by_fleets_factor Modifies the efficiency of the mine planting mission.
mines_planting_by_fleets_factor = 0.3
Percentual. 1.6
mines_sweeping_by_fleets_factor Modifies the efficiency of the mine sweeping mission.
mines_sweeping_by_fleets_factor = 0.3
Percentual. 1.6
naval_accidents_chance Modifies the chance for a ship to be accidentally sunk or damaged.
naval_accidents_chance = 0.3
Percentual. 1.6
naval_attrition Modifies attrition suffered by naval units.
naval_attrition = 0.3
Percentual. 1.6
naval_coordination Modifies how quickly the fleet can gather or disperse when a target is found or when switching missions.
naval_coordination = 0.3
Percentual. 1.6
naval_critical_effect_factor Modifies the effects of sustained critical hits on our ships.
naval_critical_effect_factor = 0.3
Percentual. 1.6
naval_critical_score_chance_factor Modifies the chance for us to get a critical hit on the enemy in naval combat.
naval_critical_score_chance_factor = 0.3
Percentual. 1.6
naval_damage_factor Modifies the damage dealt by our ships.
naval_damage_factor = 0.3
Percentual. 1.6
naval_defense_factor Modifies the damage received by our ships.
naval_damage_factor = 0.3
Percentual. 1.6
naval_detection Modifies the chance for our ships to detect submarines.
naval_detection = 0.3
Percentual. 1.6
naval_enemy_fleet_size_ratio_penalty_factor Modifies the penalty the enemy receives for having a larger amount of ships than us.
naval_enemy_fleet_size_ratio_penalty_factor = 0.3
Percentual. 1.6
naval_enemy_retreat_chance Modifies the chance for the enemy to retreat.
naval_enemy_retreat_chance = 0.3
Percentual. 1.6
naval_has_potf_in_combat_attack Modifies the attack of the navy when fighting together with the pride of the fleet.
naval_has_potf_in_combat_attack = 0.3
Percentual. 1.6
naval_has_potf_in_combat_defense Modifies the defense of the navy when fighting together with the pride of the fleet.
naval_has_potf_in_combat_defense = 0.3
Percentual. 1.6
naval_hit_chance Modifies the chance for the naval attacks to land.
naval_hit_chance = 0.3
Percentual. 1.6
naval_invasion_capacity Modifies the amount of divisions that can have a naval invasion plan going on at the same time.
naval_invasion_capacity = 10
Flat. 1.6
naval_invasion_penalty Modifies the penalty for naval invasions.
naval_invasion_penalty = 0.3
Percentual. Is the opposite of amphibious_invasion_defence. Can also apply in state scope. 1.6
naval_mine_hit_chance Modifies the chance for a naval mine to hit.
naval_mine_hit_chance = 0.3
Percentual. 1.6
naval_mines_damage_factor Modifies the damage naval mines deal to enemy ships.
naval_mines_damage_factor = 0.3
Percentual. 1.6
naval_mines_effect_reduction Modifies the damage enemy naval mines deal.
naval_mines_effect_reduction = 0.3
Percentual. 1.6
naval_morale Modifies the navy recovery rate.
naval_morale = 15
Flat. 1.6
naval_morale_factor Modifies the navy recovery rate by a percentage.
naval_morale_factor = 0.3
Percentual. 1.6
naval_retreat_chance Modifies the chance for our ships to retreat.
naval_retreat_chance = 0.3
Percentual. 1.6
naval_retreat_speed Modifies the speed at which our ships retreat.
naval_retreat_speed = 0.3
Percentual. 1.6
naval_speed_factor Modifies the speed of our ships.
naval_speed_factor = 0.3
Percentual. 1.6
naval_torpedo_cooldown_factor Modifies the rate at which our ships can fire torpedos.
naval_torpedo_cooldown_factor = 0.3
Percentual. 1.6
naval_torpedo_hit_chance_factor Modifies the rate at which our torpedos can hit enemy ships.
naval_torpedo_hit_chance_factor = 0.3
Percentual. 1.6
naval_torpedo_screen_penetration_factor Modifies the rate at which our torpedos penalise enemy screening.
naval_torpedo_screen_penetration_factor = 0.3
Percentual. 1.6
navy_capital_ship_attack_factor Modifies the attack of our capital ships.
navy_capital_ship_attack_factor = 0.3
Percentual. 1.6
navy_carrier_air_agility_factor Modifies the agility of airplanes executing tasks from carriers.
navy_carrier_air_agility_factor = 0.3
Percentual. 1.6
navy_carrier_air_attack_factor Modifies the attack of airplanes executing tasks from carriers.
navy_carrier_air_attack_factor = 0.3
Percentual. 1.6
navy_carrier_air_targetting_factor Modifies the targeting of airplanes executing tasks from carriers.
navy_carrier_air_targetting_factor = 0.3
Percentual. 1.6
navy_screen_attack_factor Modifies the attack of our screening ships.
navy_screen_attack_factor = 0.3
Percentual. 1.6
navy_submarine_attack_factor Modifies the attack of our submarines.
navy_submarine_attack_factor = 0.3
Percentual. 1.6
navy_submarine_attack_factor Modifies the attack of our submarines.
navy_submarine_attack_factor = 0.3
Percentual. 1.6
navy_visibility Modifies the visibility of our navy.
navy_visibility = 0.3
Percentual. 1.6
positioning Modifies the positioning of our navy.
positioning = 0.3
Percentual. 1.6
production_cost_max_<ship type> Modifies the maximum cost of the ship type.
production_cost_max_ship_hull_light = 0.3
Percentual. Allowed ship types in base game: convoy, ship_hull_carrier, ship_hull_cruiser, ship_hull_heavy, ship_hull_light, ship_hull_submarine 1.6
repair_speed_factor Modifies the speed at which the dockyards repair the navy.
repair_speed_factor = 0.3
Percentual. 1.6
screening_efficiency Modifies the efficiency screen ships operate.
screening_efficiency = 0.3
Percentual. 1.6
ships_at_battle_start Modifies the number of ships at first contact.
ships_at_battle_start = 0.3
Percentual. 1.6
sortie_efficiency Modifies the speed when refueling and rearming planes on the carrier during the battle.
sortie_efficiency = 0.3
Percentual. 1.6
spotting_chance Modifies the chance to spot enemy ships.
spotting_chance = 0.3
Percentual. 1.6
strike_force_movement_org_loss Modifies the organisation loss from movement during the strike force mission.
strike_force_movement_org_loss = 0.3
Percentual. 1.6
sub_retreat_speed Modifies the retreat speed of submarines.
sub_retreat_speed = 0.3
Percentual. 1.6
submarine_attack Modifies the attack of submarines.
submarine_attack = 0.3
Percentual. 1.6
transport_capacity Modifies how many convoys units require.
transport_capacity = 0.3
Percentual. 1.6
experience_gain_<ship type>_combat_factor Modifies the experience gain in combat for the ship type.
experience_gain_destroyer_combat_factor = 0.3
Percentual. 1.6
experience_gain_<ship type>_training_factor Modifies the experience gain in training for the ship type.
experience_gain_destroyer_training_factor = 0.3
Percentual. 1.6

Air combat

Note that most of these modifiers are not only in country scope but also in ace scope.

Name Effects Examples Modifier type Notes Version added
air_accidents_factor Modifies the chance for air accidents to happen.
air_accidents_factor = 0.5
Percentual. 1.0
air_ace_generation_chance_factor Modifies the chance for aces to appear.
air_ace_generation_chance_factor = 0.5
Percentual. 1.0
air_agility_factor Modifies the agility of the country's airplanes.
air_agility_factor = 0.5
Percentual. 1.0
air_attack_factor Modifies the attack of the country's airplanes.
air_attack_factor = 0.5
Percentual. 1.0
air_defence_factor Modifies the defence of the country's airplanes.
air_defence_factor = 0.5
Percentual. 1.0
air_<mission>_agility_factor Modifies the agility of the country's airplanes when on the specified mission.
air_air_superiority_agility_factor = 0.5
Percentual. Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_agility_factor without air_. 1.0
air_<mission>_attack_factor Modifies the attack of the country's airplanes when on the specified mission.
air_interception_defence_factor = 0.5
Percentual. Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_attack_factor without air_. 1.0
air_<mission>_defence_factor Modifies the defence of the country's airplanes when on the specified mission.
air_strategic_bomber_defence_factor = 0.5
Percentual. Allowed missions are: air_superiority, close_air_support, interception, strategic_bomber, paradrop, and naval_strike. Note that with naval strike, it's just naval_strike_defence_factor without air_. 1.0
air_bombing_targetting Modifies targetting for ground bombing.
air_bombing_targetting = 0.5
Percentual. 1.0
air_cas_efficiency Modifies efficiency of close-air-support.
air_cas_efficiency = 0.5
Percentual. 1.0
air_cas_present_factor Modifies impact of close-air-support in land combat.
air_cas_present_factor = 0.5
Percentual. 1.0
air_escort_efficiency Modifies ability of planes in dogfights.
air_escort_efficiency = 0.5
Percentual. 1.0
air_fuel_consumption_factor Modifies the rate at which the airforce consumes fuel.
air_fuel_consumption_factor = 0.5
Percentual. 1.0
air_intercept_efficiency Modifies the efficiency of air interception.
air_intercept_efficiency = 0.5
Percentual. 1.0
air_maximum_speed_factor Modifies the maximum speed of the airforce.
air_maximum_speed_factor = 0.5
Percentual. 1.0
air_mission_efficiency Modifies the efficiency of airplanes in missions.
air_mission_efficiency = 0.5
Percentual. 1.0
air_mission_xp_gain_factor Modifies the experience gain for airplanes for doing missions.
air_mission_xp_gain_factor = 0.5
Percentual. 1.0
air_mission_xp_gain_factor Modifies the experience gain for airplanes for doing missions.
air_mission_xp_gain_factor = 0.5
Percentual. 1.0
air_nav_efficiency Modifies the efficiency of airplanes doing port strike and naval bombing missions.
air_nav_efficiency = 0.5
Percentual. 1.0
air_night_penalty Modifies the penalty the airforce receives while at night.
air_night_penalty = 0.5
Percentual. 1.0
air_night_penalty Modifies the penalty the airforce receives while at night.
air_night_penalty = 0.5
Percentual. 1.0
air_range_factor Modifies the range of the airplanes.
air_range_factor = 0.5
Percentual. 1.0
air_strategic_bomber_bombing_factor Modifies the efficiency of the strategic bombing mission.
air_strategic_bomber_bombing_factor = 0.5
Percentual. 1.0
air_strategic_bomber_night_penalty Modifies the penalty for the strategic bombing mission while at night.
air_strategic_bomber_night_penalty = 0.5
Percentual. 1.0
air_superiority_detect_factor Modifies the chance to detect enemy planes while on the air superiority mission.
air_superiority_detect_factor = 0.5
Percentual. 1.0
air_superiority_efficiency Modifies the efficiency of the air superiority mission.
air_superiority_efficiency = 0.5
Percentual. 1.0
air_training_xp_gain_factor Modifies the air experience gain from training.
air_training_xp_gain_factor = 0.5
Percentual. 1.6
air_weather_penalty Modifies the penalty the airplanes receive because of weather.
air_weather_penalty = 0.5
Percentual. 1.0
air_wing_xp_loss_when_killed_factor Modifies the experience loss of airplanes due to airplanes being shot down.
air_wing_xp_loss_when_killed_factor = 0.5
Percentual. 1.0
army_bonus_air_superiority_factor Modifies the bonus to land combat from air superiority.
army_bonus_air_superiority_factor = 0.5
Percentual. 1.0
enemy_army_bonus_air_superiority_factor Modifies the effect to land combat from enemy air superiority.
enemy_army_bonus_air_superiority_factor = 0.5
Percentual. 1.0
experience_gain_air Modifies the daily gain of air experience.
experience_gain_air = 0.05
Flat. 1.0
experience_gain_air_factor Modifies the daily gain of air experience by a percentage.
experience_gain_air_factor = 0.5
Percentual. 1.0
air_ground_attack Modifies the bonus to airplane attack on enemy divisions.
air_ground_attack = 0.5
Percentual. 1.0
ground_attack_factor Modifies the bonus to airplane attack on enemy divisions by a percentage.
ground_attack_factor = 0.5
Percentual. 1.0
mines_planting_by_air_factor Modifies efficiency of airplanes planting mines.
mines_planting_by_air_factor = 0.5
Percentual. 1.0
mines_sweeping_by_air_factor Modifies efficiency of airplanes sweeping mines.
mines_sweeping_by_air_factor = 0.5
Percentual. 1.0
strategic_bomb_visibility Modifies the chance for the enemy to detect our strategic bombers.
strategic_bomb_visibility = 0.5
Percentual. 1.0

Targeted modifiers

These modifiers are targeted, meaning that they must be used in targeted_modifier = {} rather than modifier = {}.

Name Effects Examples Modifier type Notes Version added
cic_to_target_factor Gives a portion of the country's civilian industry to the specified target.
cic_to_target_factor = 0.5
Percentual. 1.5
extra_trade_to_target_factor Adds extra produced recourses available for trade to target country.
extra_trade_to_target_factor = 0.5
Percentual. 1.5
generate_wargoal_tension_against Changes world tension necessary for us to justify against the target country.
generate_wargoal_tension_against = 0.5
Flat. 1.5
mic_to_target_factor Gives a portion of the country's military industry to the specified target.
mic_to_target_factor = 0.5
Percentual. 1.5
trade_cost_for_target_factor The cost for the targeted country to purchase this country's resources.
trade_cost_for_target_factor = 0.5
Percentual. 1.5
targeted_legitimacy_daily Changes daily gain of legitimacy of the target country.
targeted_legitimacy_daily = 0.5
Flat. 1.6
attack_bonus_against Gives an attack bonus against the armies of the specified country.
attack_bonus_against = 0.5
Percentual. Due to a bug, this will not apply to units that are defending. 1.5
attack_bonus_against_cores Gives an attack bonus against the armies of the specified country on its core territory.
attack_bonus_against_cores = 0.5
Percentual. 1.5
breakthrough_bonus_against Gives a breakthrough bonus against the armies of the specified country.
breakthrough_bonus_against = 0.5
Percentual. 1.5
defense_bonus_against Gives a defense bonus against the armies of the specified country.
defense_bonus_against = 0.5
Percentual. Due to a bug, this will not apply to units that are attacking. 1.5

State scope

Name Effects Examples Modifier type Notes Version added
army_speed_factor_for_controller Changes the division speed for the controller of the state.
army_speed_factor_for_controller = 0.5
Percentual. 1.0
air_defence Changes the amount of anti-air in the specified state.
air_defence = 1
Flat. 1.0
compliance_gain Changes the compliance gain in the current state.
compliance_gain = 0.01
Flat. Can also go into country scope. Can also be used as a targeted modifier. 1.9
compliance_growth Changes the compliance growth speed in the current state.
compliance_growth = 0.5
Percentual. Can also go into country scope. 1.9
country_resource_<resource> Directly modifies the country's resource stockpile.
country_resource_oil = 10
Flat. 1.0
country_resource_cost_<resource> Directly modifies the country's resource stockpile.
country_resource_cost_aluminium = 10
Flat. 1.0
disable_strategic_redeployment Disables strategic redeployment in the state.
disable_strategic_redeployment = 1
Boolean. 1.9
disable_strategic_redeployment_for_controller Disables strategic redeployment in the state for the controller.
disable_strategic_redeployment_for_controller = 1
Boolean. 1.9
enemy_intel_network_gain_factor_over_occupied_tag Modifies enemy intel network strength gain.
enemy_intel_network_gain_factor_over_occupied_tag = 0.3
Percentual. 1.9
local_building_slots Modifies amount of building slots.
local_building_slots = 2
Flat. 1.9
local_building_slots_factor Modifies amount of building slots by a percentage.
local_building_slots_factor = 0.3
Percentual. 1.9
local_factories Modifies amount of available factories in the state.
local_factories = 0.3
Percentual. 1.9
local_factory_sabotage Modifies chance for factory sabotage.
local_factory_sabotage = 0.3
Percentual. 1.9
local_intel_to_enemies Modifies amount of intel to enemies.
local_intel_to_enemies = 0.3
Percentual. 1.9
local_manpower Modifies amount of available manpower.
local_manpower = 0.3
Percentual. 1.4
local_non_core_manpower Modifies amount of available non-core manpower.
local_non_core_manpower = 0.3
Percentual. 1.3.3
local_resources Modifies amount of available resources.
local_resources = 0.3
Flat. 1.9
local_resources_factor Modifies amount of available resources by a percentage.
local_resources_factor = 0.3
Percentual. 1.9
local_supplies Modifies amount of available supplies.
local_supplies = 0.3
Percentual. 1.9
local_supplies_for_controller Modifies amount of available supplies for the controller.
local_supplies_for_controller = 0.3
Percentual. 1.9
mobilization_speed Modifies the mobilisation speed.
mobilization_speed = 0.3
Percentual. 1.9
non_core_manpower Modifies the amount of recruited non-core manpower.
non_core_manpower = 0.3
Percentual. 1.9
recruitable_population Modifies the amount of recruited manpower.
recruitable_population = 0.03
Flat. 1.9
recruitable_population_factor Modifies the amount of recruited manpower by a percentage.
recruitable_population_factor = 0.3
Percentual. 1.9
resistance_damage_to_garrison Modifies the amount of resistance damage to the garrison.
resistance_damage_to_garrison = 0.3
Percentual. 1.9
resistance_decay Modifies the speed of resistance decay.
resistance_decay = 0.3
Percentual. 1.9
resistance_garrison_penetration_chance Modifies the chance for the garrison to be penetrated.
resistance_garrison_penetration_chance = 0.3
Percentual. 1.9
resistance_growth Modifies the speed of the resistance growth.
resistance_growth = 0.3
Percentual. 1.9
resistance_target Modifies the target of the resistance growth.
resistance_target = 0.3
Percentual. 1.9
starting_compliance Modifies the base compliance value.
starting_compliance = 0.3
Percentual. 1.9
state_production_speed_<building>_factor Modifies the building speed of the specified building in the state.
state_production_speed_industrial_complex_factor = 0.3
Percentual. Use state_production_speed_buildings_factor for it to apply to all buildings. (added in 1.9) 1.9.1
state_repair_speed_<building>_factor Modifies the repair speed of the specified building in the state.
state_repair_speed_industrial_complex_factor = 0.3
Percentual. 1.9.1
state_resource_<resource> Modifies the amount of the specified resource in the state.
state_resource_oil = 5
Flat. 1.0
state_resources_factor Modifies the amount of resources in a state.
state_resources_factor = 0.2
Percentual. 1.9
state_resource_cost_<resource> Modifies the amount of the specified resource in the state.
state_resource_cost_rubber = 5
Flat. 1.9
temporary_state_resource_<resource> Modifies the amount of the specified resource in the state as an added modifier after the base one.
temporary_state_resource_tungsten = 5
Flat. 1.0

Unit leader scope

Note that most modifiers in land and naval combat sections also apply.

Name Effects Examples Modifier type Notes Version added
cannot_use_abilities Disables using abilities.
cannot_use_abilities = 1
Boolean. 1.5
fortification_collateral_chance Chance for combat to damage enemy forts.
fortification_collateral_chance = 0.4
Percentual. 1.5
fortification_damage Damage enemy forts receive from combat.
fortification_damage = 0.4
Percentual. 1.5
max_army_group_size The amount of units that can be led by the unit leader without penalty.
max_army_group_size = 24
Flat. 1.5
paradrop_organization_factor The amount of organisation paratroopers will have after paradropping.
paradrop_organization_factor = 0.5
Percentual. 1.5
paratrooper_aa_defense The strength of anti-air against paratroopers.
paratrooper_aa_defense = 0.5
Percentual. 1.5
paratrooper_count_per_plane The amount of paratroopers on each plan.
paratrooper_count_per_plane = 0.5
Percentual. 1.5
promote_cost_factor The cost to promote the unit leader.
promote_cost_factor = 0.5
Percentual. 1.5
reassignment_duration_factor The length of the reassignment penalty.
reassignment_duration_factor = 0.5
Percentual. 1.5
river_crossing_factor The effects of the river crossing penalty.
river_crossing_factor = 0.5
Percentual. 1.5
sickness_chance The chance for the unit leader to get sick.
sickness_chance = 0.5
Percentual. 1.5
skill_bonus_factor The bonus the unit leader receives from their skillset.
skill_bonus_factor = 0.5
Percentual. 1.5
wounded_chance_factor The chance for the unit leader to get wounded.
wounded_chance_factor = 0.5
Percentual. 1.5

Hidden modifiers

By putting the modifiers inside the hidden_modifier = {} block inside the modifier = {} block, they will not show up in the tooltip. This can be helpful if you don't want the player to know about the modifier or if it can be a bit confusing.

Custom modifier tooltip

By putting custom_modifier_tooltip = localisation_key in the modifier block, the game will show the string corresponding to the localisation block as a separate tooltip among the modifiers. Note that scripted localisation, including localisation commands (Such as GetName) and showing variables, will not work inside.

Modifier tokens

Modifier tokens allow the creation of a custom modifier, which can be accessed as a variable when you wish to use it. They are stored in common/modifier_definitions and are used as a normal modifier.

Arguments

  • color_type decides the colour of the modifier in the tooltip depending on the value.

If set to 'good', then positive values will be set to be shown as green and negative values will be shown as red.

If set to 'bad', then positive values will be set to be shown as red and negative values will be shown as green.

If set to 'neutral', then the value will always be set to be shown as yellow.

  • value_type decides the way the number will show up in the tooltip.

If set to 'number', it will show the exact value of the modifier.

If set to 'percentage', it will show the value of the modifier as a percentage, where 0.5 will become 50%.

If set to 'percentage_in_hundred', it will show the value of the modifier as a percentage, where 50 will become 50%.

If set to 'yes_no', it will show "Yes" if the value is 1 and "No" if the value is 0.

  • precision decides how many numbers will be shown after the comma in the tooltip. For example, if it is set to 1, the tooltip will show 0.341 as if it was 0.3.
  • postfix decides what will be added after the value of the modifier in the tooltip. Allowed values are 'none' (Default), 'days', 'hours', and 'daily'.
  • category decides on the category of the modifier. By default, the category is 'all', which makes it be in every single category. Certain tooltips will only show modifiers if they belong to a certain category. It is possible to set multiple categories for the same modifier token by defining them one after another.

The allowed values are 'none', 'all', 'country', 'state', 'unit_leader', 'army', 'naval', 'air', 'peace', 'politics', 'ai', 'defensive', 'aggressive', 'war_production', 'military_advancements', 'military_equipment', 'autonomy', 'government_in_exile', and 'intelligence_agency'.

Example

modifier_token_example = {
	color_type = good
	value_type = number
	precision = 1
	postfix = daily
	
	category = country
	category = state
}

Using in variables

The function of modifier tokens is to modify the value of a game variable, which can be read by other variables. You can set a variable to be equal to the sum of all values of the same modifier token in the current scope by doing

set_variable = { var_name = modifier@modifier_token_name }

This example will set var_name to be equal to the total value of modifier_token_name.

Note that, unlike countries and states, unit leaders use leader_modifier@modifier_token_name or unit_modifier@modifier_token_name in their scopes.

Dynamic modifiers

Dynamic modifiers are a type to apply modifiers that accept variables defined in common/dynamic_modifiers/. They can be added via the add_dynamic_modifier effect and removed via remove_dynamic_modifier. The modifiers are updated daily, unless the force_update_dynamic_modifier effect is used to forcefully refresh the impact of modifiers. They can be applied to both countries and states, in case of the latter, the variable must be defined for the state, not for the country-owner or controller. They can also be applied to unit leaders.

Arguments

  • icon decides what is the icon used for the dynamic modifier. The icon uses a sprite defined in a .gfx file in the interface folder. If the icon is not specified, it will be hidden.
  • enable decides when exactly the dynamic modifier's modifiers apply. If the dynamic modifier is set, but the country or state it's set to does not fulfill the requirements, its effects will not apply.
  • remove_trigger will automatically remove the dynamic modifier upon the triggers being met.

Modifiers are put directly inside the dynamic modifier as a list.

Example

dynamic_modifier_name = {
	icon = GFX_idea_unknown
	enable = { always = yes }
	remove_trigger = {
		NOT = {
			has_variable = var_name
		}
	}
	political_power_gain = var_name
	weekly_manpower = 1000
}

Static modifiers

Static modifiers are stored in common/modifiers. There are 4 main categories of static modifiers:

Global modifiers

Global modifiers are applied by the hard-coded game features. Their names mustn't be changed, as the code uses them, but their effects can be edited. Examples of global modifiers are the penalty for non-core states or the effects of stability and war support.

Relation modifiers

Not to be confused with opinion modifiers. The relation modifiers apply a targeted modifier from one country towards an another one, automatically removed when the trigger is met. ROOT is the country that the modifier is applied to and FROM is the target. An example would be:

test_relation_modifier = {
	valid_relation_trigger = {
		FROM = {
			has_government = ROOT		# same ruling party as ROOT
		}
	}
	compliance_gain = 0.2				# FROM's states have 20% more compliance gain when controlled by ROOT
}

They can be added by the add_relation_modifier effect, used as such:

add_relation_modifier = {
	target = TAG
	modifier = test_relation_modifier
}

remove_relation_modifier, which works similarly, can remove them.

Province modifiers

Province modifiers apply a modifier to a specific province rather than a state. They can be applied via the add_province_modifier effect, and removed with remove_province_modifier. More info on how to use these can be seen in the effects page.
An example definition looks like

mod_modifier = { 
	army_speed_factor = -0.5
	army_defence_factor = 0.5
	dig_in_speed_factor = 0.5
}

Many state-scope modifiers will work in province scope as well. In order to make the GFX in GUI, you first need to edit /Hearts of Iron IV/interface/countrystateview.gui. The icon must be defined inside custom_icon_container, similarly to other examples. An example definition looks like

iconType = {
	name = "<modifier name>_icon"
	spriteType = "GFX_modifiers_<modifier name>_icon"
	position = { x = 0 y = 0 }
	Orientation = "UPPER_LEFT"			
}

The spriteType you have defined needs to be defined in /Hearts of Iron IV/interface/*.gfx similarly to this example:

spriteType = {
	name = "GFX_modifiers_<modifier name>_icon"
	textureFile = "gfx/interface/modifiers_<modifier name>_icon.dds"
}

Weather modifiers

Weather modifiers are applied to provinces or strategic regions when they are under effect of the specified weather. Weather is defined in /Hearts of Iron IV/common/weather.txt An example would be:

weather_<weather name> = {
	<modifiers>
}

The icon for the modifier is defined in the localisation file as a localisation entry. An example would be:

 <weather>_icon:0 "GFX_modifiers_weather_icons:10"

This example would use the 10th frame of GFX_modifiers_weather_icons.