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

# The names can NOT be removed or changed since the code references them

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

very_easy_player = {
	global_revolt_risk = -3
}

easy_player = {
	global_revolt_risk = -1
}

hard_player = {
}

very_hard_player = {
	land_morale = -0.25
}


very_easy_ai = {
	land_morale = -0.25
}

easy_ai = {
}

hard_ai = {
	land_morale = 0.25
	global_tax_modifier = 0.25
}

very_hard_ai = {
	land_morale = 0.5
	global_tax_modifier = 0.5
}

##########################################################################
# Settlement Base Modifiers
##########################################################################

castle = {
	fort_level = 1
	levy_size = 1
	infantry_levy = 2
	cavalry_levy = 1
}


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

province_base_values = {
	max_attrition = 5			#Maximum Attrition is 5
	garrison_growth = 0.1			#10% base growth
	supply_limit = 5
}

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

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
}

no_adjacent_controlled = {
}

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_revolt_risk = 1				#1% revolt risk!
}

different_religion = {
	local_tax_modifier = -0.2		#20% penalty if different religion and not in same group
	local_revolt_risk = 1			#1% revolt risk!
}

same_religion_group = {
	local_tax_modifier = -0.2		#20% penalty if different religion but same group
	local_revolt_risk = 1			#1% revolt risk!
}

occupied = {
	local_revolt_risk = 2			#2% revolt risk!
	garrison_growth = -0.05			#5% penalty on growth
}

under_siege = {
}

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

revolt_risk = {
	local_tax_modifier = -0.01		#-1% for each rr
	levy_reinforce_speed = -0.01		#10% longer time to build troops for each rr
}

foreign_rebels = {
	local_revolt_risk = 5			#5% revolt risk
	icon = 1
}

demesne_limit_penalty  = {
	global_revolt_risk = 5			#5% revolt risk
}

retinue_limit_penalty  = {
	maintenance_cost = 0.1	#10% maintenance cost increase
}

recently_conquered = {
	local_revolt_risk = 5
	local_tax_modifier = -0.5
	levy_reinforce_speed = -0.05
}

cannot_afford_levy_modifier = {
	global_revolt_risk = 2
}

negative_money_modifier = {
	land_morale = -1
}
EMPEROR_modifier =
{
	force_limit = 4.0
}

KING_modifier =
{
	force_limit = 3.0 #king is not used
}

DUKE_modifier =
{
	force_limit = 3.0
}

COUNT_modifier =
{
	force_limit = 2.0
}

clan_leader_peace =
{
	monthly_character_honor = 0.1
}


##########################################################################
# Attribute Mods: Multiplied by the value (including councillor and spouse additions)
##########################################################################

static_diplomacy_mod = {
	land_morale = 0.1
}

static_intrigue_mod = {
	leader_siege = 0.1
}

static_martial_mod = {
	global_defensive = 0.01
	discipline = 0.01
	leader_siege = 0.2
	leader_maneuver = 0.2
	leader_fire = 0.35
	leader_shock = 0.35
	leader_morale = 0.01	
}


##########################################################################
# Realm Static Modifiers
##########################################################################

base_values = {
}

war = {
}

peace = {
}

war_exhaustion = {
	global_revolt_risk = 1			#increase revolt risk with 1 for each warexhaust..
}

pretender_modifier = {
}


##########################################################################
# Culture Static Modifiers
##########################################################################

default_culture_modifier = {
}


##########################################################################
# Landed title modifiers
##########################################################################

##########################################################################
# Faction modifiers
##########################################################################

shinto_bonus = {
	monthly_character_honor = 0.2
}

shinto_leader = {
	monthly_character_honor = 0.2
}

buddhist_bonus = {
	global_levy_reinforce_speed = 0.1
	retinue_reinforce_speed = 0.1
}

buddhist_leader = {
	global_levy_reinforce_speed = 0.1
	retinue_reinforce_speed = 0.1
}

christian_bonus = {
	global_tax_modifier = 0.1
	
}

christian_leader = {
	global_tax_modifier = 0.1
}

shinto_temple_modifier = {
	shinto_relation = 1.0
}

buddhist_temple_modifier = {
	buddhist_relation = 1.0
}

christian_temple_modifier = {
	christian_relation = 1.0
}

shinto_ratio_modifier = {
	shinto_relation = 50.0
}

buddhist_ratio_modifier = {
	buddhist_relation = 50.0
}

christian_ratio_modifier = {
	christian_relation = 50.0
}
