# All global modifiers are here.  They are applied from certain game-features.
#
# Effects are fully scriptable here.


#these names can NOT be removed or changes, as the code uses them....

##########################################################################
# Difficulty Modifiers
##########################################################################

very_easy_player = {

	global_manpower_modifier = 0.5
	infantry_cost = -0.5
	cavalry_cost = -0.5
	artillery_cost = -0.5
	bigship_cost = -0.5
	lightship_cost = -0.5
	galley_cost = -0.5
	build_cost = -0.5
	merchant_cost = -0.5
	colonist_cost = -0.5
	inflation_reduction = 0.5
	global_revolt_risk = -3
}

easy_player = {
	global_manpower_modifier = 0.25
	infantry_cost = -0.25
	cavalry_cost = -0.25
	artillery_cost = -0.25
	bigship_cost = -0.25
	lightship_cost = -0.25
	galley_cost = -0.25
	build_cost = -0.25
	merchant_cost = -0.25
	colonist_cost = -0.25
	inflation_reduction = 0.25
	global_revolt_risk = -1
}

hard_player = {
}

very_hard_player = {
	land_morale = -0.25
	naval_morale = -0.25
}




very_easy_ai = {
	land_morale = -0.25
	naval_morale = -0.25
}

easy_ai = {
}

hard_ai = {
	land_morale = 0.25
	naval_morale = 0.25
	global_tax_modifier = 0.25
}

very_hard_ai = {
	land_morale = 0.5
	naval_morale = 0.5
	global_tax_modifier = 0.5
}


##########################################################################
# Provincial Static Modifiers
##########################################################################

overseas = {
	local_tax_modifier = -0.3		#30% penalty if overseas.
	local_missionary_cost = 0.75		#75% more expensive overseas.
	local_spy_defence = -0.05		#5% penalty on defending in overseas.
	regiment_recruit_speed = 0.5		#50% longer time to build troops
	ship_recruit_speed = 1.0		#100% longer time to build troops
	garrison_growth = -0.05			#5% penalty on garrison growth
	local_manpower_modifier = -0.5		#50% penalty on manpower.
}

coastal = {
}

non_coastal = {
	local_colonist_cost = 0.1		#10% more expensive colonists
}

coastal_sea = {
	supply_limit = 5
}

tropical = {
	local_colonist_cost = 0.2		#20% more expensive colonists
	local_colonist_placement_chance = -0.1	#10% penalty
	population_growth = -0.08		#Harsh population growth
	attrition = 5				#Attrition increased by 5 weights
	max_attrition = 5			#Maximum Attrition is increased by 5
}

sea_zone = {
	max_attrition = 5			#Maximum Attrition is 5
}

land_province = {
	max_attrition = 5			#Maximum Attrition is 5
	stability_cost = 25			#stability cost
	garrison_growth = 0.1			#10% base growth
	direct_tax_percentage = 0.10		#10% base minimum
}


mild_winter = {
	attrition = 2				#Attrition increased by 2 weights
	max_attrition = 2			#Maximum Attrition is increased by 2
}

normal_winter = {
	attrition = 5				#Attrition increased by 5 weights
	max_attrition = 5			#Maximum Attrition is increased by 5
}

severe_winter = {
	attrition = 10				#Attrition increased by 10 weights
	max_attrition = 10			#Maximum Attrition is increased by 10
}

out_of_supply = 
{
	max_attrition = 10			#Maximum Attrition is increased by 10
}

blockaded = 
{
	local_tax_modifier = -0.75		#75% penalty if blockaded
	local_trade_income_modifier = -0.75		#75% less trade income.
}

no_adjacent_controlled = {
	local_colonist_cost = 0.15		#15% more expensive colonists
	local_colonist_placement_chance = -0.05	#5% penalty
}


provincial_tax_income = {
	local_missionary_placement_chance = -0.02	#2% penalty for each tax-income
	local_missionary_cost = 0.01
	supply_limit = 0.2				#20% weight for each tax-income
	local_spy_defence = 0.01			#1% for each tax income.
	regiment_recruit_speed = -0.01			#1% shorter time to build troops for each cash.
}

city_population = {
	local_missionary_cost = 0.01		#1% for each 1,000 pop.
}

city = {
	local_tax_modifier = 1.0		# full tax
}

colony_level = {
	local_colonist_cost = -0.02		#2% cheaper for each level
	local_colonist_placement_chance = 0.04	#4% chance for each level.  (up to 40% bonus)
	population_growth = 0.005		#0.5% for each level
	local_tax_modifier = 0.1		#10% for each level.
}

native_aggressiveness = {
	local_colonist_placement_chance = -0.03	#3% penalty
	population_growth = -0.01		#1% less growth for each agressive
}

core = {
	direct_tax_percentage = 0.90		#90% more in a core
}


same_culture_group = {
	local_tax_modifier = -0.1		#10% penalty if same culture group but nothing else.
}

non_accepted_culture = {
	local_tax_modifier = -0.3			#30% penalty if different culture
	local_missionary_placement_chance = -0.05	#5% penalty 
	local_manpower_modifier = -0.5			#50% penalty on manpower.
	local_revolt_risk = 1				#1% revolt risk!
}

different_religion = {
	local_tax_modifier = -0.3		#30% penalty if different religion and not in same group
	stability_cost = 50			#50$ more expensive for each province
	local_revolt_risk = 1			#1% revolt risk!
}

same_religion_group = {
	local_tax_modifier = -0.3		#30% penalty if different religion but same group
	stability_cost = 25			#25$ more expensive for each province
}

has_center_of_trade = {
	population_growth = 0.05		#5% base population growth
	tax_income = 10				#income bonus for keeping a cot!
	merchants = 1				#1 merchant for each positive stability
}

occupied = {
	population_growth = -0.03		#3% penalty if occupied by enemies
	local_revolt_risk = 2			#2% revolt risk!
	garrison_growth = -0.05			#5% penalty on growth
}

under_siege = {
	population_growth = -0.03		#3% penalty if occupied by enemies
}

looted = {
	population_growth = -0.05		#5% penalty if looted
	max_attrition = 5			#Maximum Attrition is increased by 5
	local_tax_modifier = -0.5		#50% less tax income.
}

tolerance = {
	population_growth = 0.01		#3% penalty if occupied by enemies
	local_revolt_risk = -1			#1% revolt risk for each intolerance level
}

non_culture_cot = {
	foreign_merchant_compete_chance = -0.15		#Each non-culture CoT controlled reduces compete chance by 15%
}

revolt_risk = {
	local_tax_modifier = -0.05		#-5% for each rr
	local_spy_defence = -0.01		#reduce defence by 1%
	regiment_recruit_speed = 0.1		#10% longer time to build troops for each rr
}

nationalism = {
	local_revolt_risk = 0.1			#0.1% for each year revolt risk!
	minimum_revolt_risk = 0.1		#0.1% for each year revolt risk!
}

manpower = {
	garrison_growth = 0.01			#1% increase from manpower.
}

##########################################################################
# Global Static Modifiers
##########################################################################

base_values = {
	merchants = 2				#2 merchant yearly'
	army_tradition_decay = 0.03		#lose 3% yearly
	navy_tradition_decay = 0.03		#lose 3% yearly
	prestige_decay = 0.05			#lose 5% prestige each year
}

war_taxes = {
	global_tax_modifier = 0.5		#50% bonus
	max_war_exhaustion = 2			#increases the max.
}

stability = {
	interest = -0.01				#1% interest reduction for loan taken at positive stability point.
	merchants = 1				#1 merchant for each positive stability
	merchant_placement_chance = 0.05	#5% chance each step.
	merchant_compete_chance = 0.01		#1% chance each step.
	global_revolt_risk = -1			#-1% revolt risk each step
	global_spy_defence = 0.05		#-15 to +15% modifier
}

positive_stability = {
	global_tax_modifier = 0.1		#10% for each positive stab
}

negative_stability = {
	global_revolt_risk = -1			#-1% EXTRA revolt risk each step
}


cancelled_loan = {
	interest = 0.03				#3% increase for each cancelled loan
}

bank_loan = {
	interest = 0.02				#2% increase for each current bankloan
}



inflation = {
	build_cost = 0.01			#1% for each inflation step.
	stability_cost_modifier = 0.01		#1% for each inflation step.
	merchant_cost = 0.01			#1% for each inflation step
	colonist_cost = 0.01			#1% for each inflation step
	missionary_cost = 0.01			#1% for each inflation step
	infantry_cost = 0.01			#1% for each inflation step
	cavalry_cost = 0.01			#1% for each inflation step
	artillery_cost = 0.01			#1% for each inflation step
	bigship_cost = 0.01			#1% for each inflation step
	lightship_cost = 0.01			#1% for each inflation step
	galley_cost = 0.01			#1% for each inflation step
	transport_cost = 0.01			#1% for each inflation step
	land_tech_cost_modifier = 0.01		#1% for each inflation step
	trade_tech_cost_modifier = 0.01		#1% for each inflation step
	naval_tech_cost_modifier = 0.01		#1% for each inflation step
	government_tech_cost_modifier = 0.01	#1% for each inflation step
	production_tech_cost_modifier = 0.01	#1% for each inflation step
	advisor_cost = 0.01			#1% for each inflation step
	spies_cost = 0.01			#1% for each inflation step
}

bankruptcy = {
	global_revolt_risk = 1			#revolt risk increased by 1 during bankruptcy effects.
	interest = 0.10				#10% higher interest during bankruptcy effects
	land_morale = -2
	naval_morale = -2
}

monopoly = {
	merchants = 1				#1 extra merchant for each monopoly.
}

war = {
	diplomats = 1				#1 diplomat yearly if at war.
	max_war_exhaustion = 10			#base max at war.
	war_exhaustion = 0.041			#about 1/24 increase each month
	
	merchants = -1				#1 less merchant if at war.
}

peace = {
	max_war_exhaustion = 10			#base max at peace.
	war_exhaustion = -0.083			#about 1/12 decrease each month
}

war_exhaustion = {
	stability_investment = -1		#reduce investment with 1$ by each step.
	global_revolt_risk = 1			#increase revolt risk with 1 for each warexhaust..
}

monarch_adm = {
	merchant_cost = -0.05			#5% decrease for each step
	merchant_placement_chance = 0.03	#3% for each skill-level.
	merchant_compete_chance = 0.01		#1% for each skill-level.
	build_cost = -0.01			#1% cheaper construction for each skill level.
	colonist_placement_chance = 0.05	#5% for each ADM (5-45)
	missionary_placement_chance = 0.04	#4% for each ADM
	stability_investment = 2		#2$ for each ADM
	government_tech_investment = 1
	production_tech_investment = 1
	trade_tech_investment = 1
}

monarch_dip = {
	badboy = -0.1				#reduce by about 1 every 2 years with average skill.
	badboy_limit = 1			#each increases by 1
	diplomats = 0.3				#0.3 for each skilllevel
	max_war_exhaustion = -0.11		#-0.11 for each skilllevel.. so a skill 9 reduces max by 1.
	spy_efficiency = 0.05			#5% for each skill level
}

monarch_mil = {
	land_morale = 0.1			#0.1 for each skill-level
	naval_morale = 0.1			#0.1 for each skill-level
	land_tech_investment = 1
	naval_tech_investment = 1
}

trade_efficiency = {
	merchant_placement_chance = 0.5		#0.5 for each 1% of TE
	merchant_compete_chance = 0.5		#0.5 for each 1% of TE
}

production_efficiency = {
	colonist_placement_chance = 0.2		#0.2 for each 1% of PE (ie, if 100% PE, 20% bonus added.)
}

trade_refusal = {
	trade_efficiency = -0.03		#3% penalty for each.
	trade_tech_investment = -2		#-2$ for each.
}

trade_agreement = {
	trade_efficiency = -0.03		#3% penalty for each.
}

defender_of_faith = {
	land_morale = 0.5			#0.5 extra land morale
	naval_morale = 0.5			#0.5 extra land morale
	production_tech_cost_modifier = 0.20	#20% slower tech speed.
	trade_tech_cost_modifier = 0.20		#20% slower tech speed.
	war_exhaustion = -0.025			#quicker recovery
	prestige = 0.01				#1% extra prestige yearly
}

emperor = {
	diplomats = 1				#1 extra diplomat is emperor
	spy_efficiency = 0.05			#minor bonus on spies.
	prestige = 0.01				#1% extra prestige yearly
}

states_in_hre = {				#bonuses for each state with capital in HRE..
	land_forcelimit	= 2			#each state increases forcelimit by 5
	stability_investment = 1		#and province 2$ each month to stability investments.
	global_manpower = 0.5			#each gives 0.5 MP to the emperor.
}


luck = {
	merchant_compete_chance = 0.1
	colonist_placement_chance = 0.1
	missionary_placement_chance = 0.1
	leader_fire = 1
	leader_shock = 1
	land_tech_cost_modifier = -0.02
	trade_tech_cost_modifier = -0.02
	naval_tech_cost_modifier = -0.02
	government_tech_cost_modifier = -0.02
	production_tech_cost_modifier = -0.02
	spy_efficiency = 0.05
	stability_cost_modifier = -0.50
}

badboy = {
	foreign_merchant_compete_chance = -0.01		#reduced by 1% for each badboy
	stability_cost_modifier = 0.01			#1% more expensive for each.
}

prestige = {
	merchant_placement_chance = 0.1		#+10/-10 total bonus from prestige.
	colonist_placement_chance = 0.1		#+10/-10 total bonus from prestige.
	missionary_placement_chance = 0.1	#+10/-10 total bonus from prestige.
	land_morale = 0.5		
	naval_morale = 0.5
	diplomats = 1				#1/-1 diplomat yearly if at war.
}

land_maintenance = {
	land_morale = 2.0
}

naval_maintenance = {
	naval_morale = 2.0
}

curia_controller = {
	diplomats = 1				#1 extra diplomat as curia controller
	prestige = 0.01				#1% extra prestige yearly
	stability_cost_modifier = -0.2		#20% cheaper stability
	badboy = -0.25				#A nice reduction.
}

controlled_cardinals = {				#bonuses for each controlled cardinal
	prestige = 0.002			#7 cardinals increases prestige by 1.4% yearly.
	stability_investment = 1		#and province 2$ each month to stability investments.
}

##################################################################################################
# Scripted and used from Spies
##################################################################################################
troop_desertions = {
	attrition = 5				#Attrition increased by 10 weights
	max_attrition = 5			#Maximum Attrition is increased by 10
	icon = 8
}

merchants_despised = {
	global_trade_income_modifier = -0.25		#25% less trade income
#	merchant_compete_chance = -0.25		#25% worse competing merchants
	icon = 6
}


spies_infiltrated = {
	spy_efficiency = -0.25			#25% worse spies.
	icon = 2
}

foreign_support_for_rebels = {
	local_revolt_risk = 3			#3% revolt risk!
	icon = 2
}

