Modifiers

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Modifiers are bonus or penalties, referenced by a variable, localized and attached to characters, province, religion or opinion depending on the type.

Modifiers are everywhere and can be attached in multiple ways: traits, technology, events, culture, triggers, ...

All values of modifiers are double, but depending on how they are used in formulas, they can either be:

  • Flat (additive): 1 means +1
  • Percentage (multiplicative): 1 means +100% (i.e. x 2), 0.1 means +10% (i.e. x 1.1), etc.


List of modifiers[edit]

Modifiers can only be used in the correct scope. When using modifier in wrong scope, it will display as NONE in tooltip and/or will do absolutely nothing (though some modifier displayed as NONE may actually apply its effect):

  • [1]Character: Character modifiers are attached to characters and modify their personal or state abilities, their behavior (for the AI characters), or the opinion a group of people have of that character. They are primarily used in events via command add_character_modifier, combat tactics (for commanders), ambitions & focuses, and religion character_modifier.
  • Traits: Traits modifiers are used inside traits. All character modifiers work in traits, but not vice-versa.
  • [2]Province: Province modifiers are attached to provinces and impact the actions of characters while they are in that province. They are added in events via add_province_modifier command, or via disease.
  • Councillor: Councillor jobs modifiers give bonus to a province where the job is being performed by the councillor.
  • Technology: Technology modifiers give bonus to a provinces which have attained that technological level. Anything that works as a province modifier will work as a tech modifier, though not vice-versa.
  • [3]Holding: Holding modifiers are attached to individual holdings in a province with the add_holding_modifier command. In pre-2.4 patches, this kind of modifier was only attached via vanilla code.
  • [4]Building: Building modifiers only affect the holding they're built in. For family palace buildings, any character modifier can also be used, and will apply to its owner
  • Laws: Laws modifiers apply to the primary title having such laws active.

Notes:

  • <holding_type> can be city, castle or temple
  • <unit> can be pikemen, light_cavalry, knights, heavy_infantry, archers or light_infantry. Entries from /common/special_troops are also valid: horse_archers, war_elephants, camel_cavalry.
  • <tech_type> can be economy, culture or military
  • ✓ means the modifier is known to work in that scope (used in vanilla or tested)
  • X means the modifier is known not to work in that scope
Character attribute modifiers Description Type Character[1] Traits Province[2] Councillor Technology Holding[3] Building[4] Laws
diplomacy Diplomacy skill of a character Flat X
diplomacy_penalty Modifies diplomacy skill of character. Total bonus cannot exceed 0. Flat X
stewardship Stewardship skill of a character Flat X
stewardship_penalty Modifies stewardship skill of character. Total bonus cannot exceed 0. Flat X
martial Martial skill of a character Flat X
martial_penalty Modifies martial skill of character. Total bonus cannot exceed 0. Flat X
intrigue Intrigue skill of a character Flat X
intrigue_penalty Modifies intrigue skill of character. Total bonus cannot exceed 0. Flat X
learning Learning skill of a character Flat X
learning_penalty Modifies learning skill of character. Total bonus cannot exceed 0. Flat X
fertility Fertility of a character. Percent X
fertility_penalty Modifies fertility of character. Total bonus cannot exceed 0. Percent X
health Health of a character Flat X
health_penalty Modifies health of character. Total bonus cannot exceed 0. Flat X
combat_rating Duel skill of a character Flat X
Realm modifiers Description Type Character[1] Traits Province[2] Councillor Technology Holding[3] Building[4] Laws
demesne_size Maximum demesne size Flat X
vassal_limit Vassal limit Flat X X X X
global_revolt_risk Revolt risk in a ruler's realm (whole provinces, not only demesne) Percent X
local_revolt_risk Revolt risk in a in a province Percent X X X
disease_defence Chance of a province to gain a disease Percent X
culture_flex Tolerance to other cultures Percent
religion_flex Tolerance to other religions Percent
short_reign_length Short reign penalty in years Flat
moved_capital_months_mult Modifies the delay for how often one can change capital, if their government allows for more frequent switching than once per lifetime. Scripted on capital buildings.
Intrigue modifiers Description Type Character[1] Traits Province[2] Councillor Technology Holding[3] Building[4] Laws
assassinate_chance_modifier Chances to assassinate characters in a province Percent
arrest_chance_modifier Percent
plot_power_modifier Plot power for character's plots Percent X
plot_discovery_chance Chances to uncover plots in a province Percent X
Wealth, prestige, and piety Description Type Character[1] Traits Province[2] Councillor Technology Holding[3] Building[4] Laws
tax_income Taxes from holding in demesne Flat
global_tax_modifier Tax gained from every province in a ruler's realm. If used as a trait, properly increases the overall desmesne income but is listed as 'Stewardship' bonus. Percent X
local_tax_modifier Tax gained from every holding in a province Percent
<holding_type>_tax_modifier Tax gained from castles/cities/temples in demesne Percent X
<holding_type>_vassal_tax_modifier Tax gained from vassals of the government type that normally corresponds to that holding Percent
nomad_tax_modifier
monthly_character_prestige Prestige of a character earned each month Flat X
liege_prestige Gives prestige to building owner and his/her liege X X
add_prestige_modifier Modifier of character prestige gain Percent X X
monthly_character_piety Piety of a character earned each month Flat X
liege_piety Gives piety to building owner and his/her liege X X
add_piety_modifier Modifier of character piety gain Percent X X
monthly_character_wealth Wealth of a character earned each month Flat
AI behavior modifiers Description Type Character[1] Traits Province[2] Councillor Technology Holding[3] Building[4] Laws
ai_rationality Influences the way the AI makes choices, such as whether the AI will compare its own levy size with its enemy levy size if it wants to go to war. Flat X
ai_zeal Influences the way the AI deals with religious conflict, primarily whether the AI will join crusades and neighboring holy wars. Flat X
ai_greed Influences interactions concerning money, such as the effect of gifts on opinion as well as likelihood to ransom or start embargo wars. Flat X
ai_honor Influences the likelihood the AI will honor relationships and alliances, and the chance of attacking despite such relations. Also affects its likelihood of joining plots. Flat X
ai_ambition Influences the AI's desire for expansion, primarily affecting the likelihood of wanting to declare war. Flat X
AI construction modifiers Description Type Character[1] Traits Province[2] Councillor Technology Holding[3] Building[4] Laws
ai_feudal_modifier Influences the AI's building creation weight if the ai is feudal, or if tribal but strive to become feudal Flat
ai_republic_modifier Influences the AI's building creation weight if the ai is a republic, or if tribal but strive to become a republic Flat X X
Construction modifiers Description Type Character[1] Traits Province[2] Councillor Technology Holding[3] Building[4] Laws
build_time_modifier Time to construct a building Flat
local_build_time_modifier Time to construct a building in a province Percent X
build_cost_modifier Cost of constructing a building Flat
local_build_cost_modifier Cost of constructing a building in a province Percent X
Opinion modifiers Description Type Character[1] Traits Province[2] Councillor Technology Holding[3] Building[4] Laws
ambition_opinion Changes the trait-holder's opinion of characters from which they want something (e.g., a county) Flat
vassal_opinion Changes a vassal's opinion of you Flat
sex_appeal_opinion Changes the other sex's opinion of you (or same sex if Homosexual), until age 45 for women and 65 for men Flat
same_opinion Changes a character's opinion with the same trait as you Flat
same_opinion_if_same_religion Changes a character's opinion with the same trait, if they have your religion Flat
opposite_opinion Changes a character's opinion with a trait defined in opposites = { } of you Flat
liege_opinion Changes your opinion of your liege OR changes your liege's opinion of you (depending on where it is used) Flat
general_opinion Changes all characters' opinion of you Flat
twin_opinion Changes your twin's opinion of you Flat
dynasty_opinion Changes all dynasty members' opinion of you Flat X
male_dynasty_opinion Changes all men in your dynasty's opinion of you Flat X X
female_dynasty_opinion Changes all women in your dynasty's opinion of you Flat X X
child_opinion Changes your children's opinion of you Flat X X
oldest_child_opinion Changes your oldest child's opinion of you Flat X
youngest_child_opinion Flat X
spouse_opinion Changes your spouses' opinion of you Flat X X
<religion>_opinion Changes the opinion of all characters of that religion toward the character. Values are hardcoded (not dynamic): christian_opinion, jewish_opinion, muslim_opinion, zoroastrian_opinion. Added in patch 2.1.5: hindu_opinion, jain_opinion, buddhism_opinion, indian_opinion, orthodox_opinion, pagan_opinion and aztec_opinion. Flat X[1]
same_religion_opinion Changes same religion members' opinion of you Flat
infidel_opinion Opinion of other religion groups Flat
christian_church_opinion Flat
church_opinion Changes the clergy's opinion of you Flat
temple_opinion Flat X
temple_all_opinion Flat X
town_opinion Flat
city_opinion Changes Burgher vassals' opinion of you Flat X X
castle_opinion Changes Feudal vassals' opinion of you Flat
feudal_opinion Opinion of direct feudal vassals Flat X X
tribal_opinion Opinion of tribal vassals (all tribals, including unreformed tribals) Flat X
unreformed_tribal_opinion Flat
rel_head_opinion Opinion of character's religious head Flat X
free_invest_vassal_opinion Opinion of vassals with bishops Flat X
clan_sentiment []
Warfare modifiers Description Type Character[1] Traits Province[2] Councillor Technology Holding[3] Building[4] Laws
levy_size Maximum levies. Does not influence fleet size. Percent X
<holding_type>_levy_size Maximum levies of a castle/city/temple Percent
levy_reinforce_rate Time for levies to regenerate Percent
<unit> Number of archers, etc.. Flat
<unit>_max_levy archers_max_levy, etc.
<unit>_min_levy archers_min_levy etc.
<unit>_offensive Percent
<unit>_defensive Percent
<unit>_morale Percent
<holding_type>_vassal_min_levy Minimum levy vassals have to provide to their liege. Not cumulative between laws (takes the lowest). Percent
<holding_type>_vassal_max_levy Maximum levy vassals have to provide to their liege. Not cumulative between laws (takes the highest). Percent
land_morale Morale of realm army Percent X
land_organisation Morale recovery rate Percent
regiment_reinforcement_speed
garrison_size Size of holding garrison Percent X X
garrison_growth Regeneration rate of holding garrison. Doesn't work in 2.2.1 will appear as NONE
fort_level Holding fort level Flat X X
global_defensive X
land
global_supply_limit Percent X
global_winter_supply Applicable on the capital.
supply_limit Amount of soldiers that can remain in a province until attrition occurs Percent X X
max_attrition Province maximum attrition Percent X
siege_defence Siege defence speed Percent
siege_speed Siege offence speed Percent
global_movement_speed Percent X
local_movement_speed Increases movement rate Percent
galleys_perc Number of galleys Percent X X
retinuesize Number of retinues Flat X[2]
retinuesize_perc Number of retinues Percent
retinue_maintenence_cost Applicable on characters, family palaces and the capital. [] X []
horde_maintenence_cost Applicable on characters, family palaces and the capital. []
Technology modifiers Description Type Character[1] Traits Province[2] Councillor Technology Holding[3] Building[4] Laws
tech_growth_modifier Growth rate of all technology types. Percent X X
commander_limit Increases the number of commanders a ruler can have. Scripted in buildings for capital settlements. Flat
tech_growth_modifier_<tech_type> Growth rate of cultural/military/economic technology. Cumulative with tech_growth_modifier. Percent X X
<tech_type>_techpoints Generation of technology points in province Percent X[3]
Trade modifiers Description Type Character[1] Traits Province[2] Councillor Technology Holding[3] Building[4] Laws
max_tradeposts Maximum number of trade posts Flat X X
tradevalue Trade zone value Flat
trade_route_wealth
trade_route_value
global_trade_route_wealth Applicable on the capital of holders of a trade post.
global_trade_route_value Applicable on the capital of holders of a trade post.
global_tradevalue Applicable on the capital of holders of a trade post.
global_tradevalue_mult Applicable on the capital of holders of a trade post.
Population modifiers Description Type Character[1] Traits Province[2] Councillor Technology Holding[3] Building[4] Laws
population_growth
manpower_growth []
max_population_mult Percent []
max_manpower_mult []
max_population Flat []

Static modifiers[edit]

Static modifiers are global modifiers (character, province, or unit), and defined in /common/static_modifiers.txt

Some of these modifiers are referenced from the code.

Culture modifiers[edit]

Culture modifiers can be used to differentiate between different cultures.

Vanilla CK2 uses a single modifier, default_culture_modifier, which does nothing and appears to simply be a placeholder. Modders can use these culture modifiers to, for example, enhance a specific culture's heavy infantry statistics, reduce or increase specific troop type numbers per holding, increase tax income, or any number of other effects.

For example, the following is a culture modifier used in the Elder Scrolls Modification to differentiate unit statistics of the Nibenean from other cultures in the modification.

 nibenean_culture_modifier = {
 	pikemen_offensive = 0.1
 	pikemen_defensive = 0.1
 	light_cavalry_offensive = 0.25
 	light_cavalry_defensive = 0.25
 	knights_offensive = 0.15
 	knights_defensive = 0.15
 	heavy_infantry_offensive = -0.2
 	heavy_infantry_defensive = -0.2
 	light_infantry_offensive = -0.2
 	light_infantry_defensive = -0.2
 	archers_offensive = -0.1
 	archers_defensive = -0.1
 	
 	land_organisation = 0.1
 }


Event modifiers[edit]

Event modifiers are either:

  • character modifiers
  • province modifiers
  • holding modifiers (since patch 2.4)

They are stored under common/event_modifiers/ and grouped and referenced by a name.

In addition event modifiers can have an icon, as follows:

Type Positive Negative
Martial Martial positive modifier.png 1 19
Learning Learning positive modifier.png 2 20
Diplomacy Diplomacy positive modifier.png 3 21
Stewardship Stewardship positive modifier.png 4 22
Intrigue Intrigue positive modifier.png 5 23
Money Money positive modifier.png 6 24
Prestige Prestige positive modifier.png 7 25
Piety Piety positive modifier.png 8 26
Titles Titles positive modifier.png 9 27
Council Council positive modifier.png 10 28
Laws Laws positive modifier.png 11 29
Technology Technology positive modifier.png 12 30
Military Military positive modifier.png 13 31
Plots Plots positive modifier.png 14 32
Messages Messages positive modifier.png 15 33
Diplomatic actions Diplomatic actions positive modifier.png 16 34
Church Church positive modifier.png 17 35
Characters Characters positive modifier.png 18 36
Prison Prison positive modifier.png 37 38
Love Love positive modifier.png 39 40
Death Death positive modifier.png 41 42
Indian religion Indian religion positive modifier.png 43 44
Dog Dog positive modifier.png 45 65
Cat Cat positive modifier.png 46 66
Owl Owl positive modifier.png 47 67
Pagan religion Pagan religion positive modifier.png 48 49
Staff of Asclepius Staff of Asclepius positive modifier.png 50 51
Mystic Mystic positive modifier.png 52 53
Bonesaw Bonesaw positive modifier.png 54 55
Horseshoe Horseshoe positive modifier.png 56 57
Parrot Parrot positive modifier.png 58 68
Ham Ham positive modifier.png 59 60
Anchor Anchor positive modifier.png 61 62
Jewish religion Jewish religion positive modifier.png 63 64
Bed Bed positive modifier.png 69 70

Example:

sweet_temptation = {
  fertility = 0.2
  church_opinion = -20
  icon = 26
}

Event modifiers are attached by event to a character/province via add_character_modifier/add_province_modifier effects:

add_character_modifier = {
  modifier = sweet_temptation
  duration = -1
}

Triggered modifiers[edit]

Triggered modifiers are similar to character event modifiers, except that they do not need to be attached or detached by script: depending on conditions they will automatically be applied or removed.

For performance reasons, they only apply to playable characters (counts or above).

They are stored in /common/triggered_modifiers/00_triggered_modifiers.txt

Structure:

triggered_modifier_name = {
  potential = {
    #Conditions on characters to check
  }
  trigger = {
    #Conditions for modifier to activate
  }
  icon = 24 #Same icons as event modifier icons
  active = no #Completely de-activates the modifier

  # Character modifiers go here
  land_morale = -0.25
}

Religion modifiers[edit]

Religion modifiers impact the moral authority of a religion. They are stored under common/religion_modifiers/.

Flag Value Description Code
authority int Percentage of religion moral authority. authority = -10
years int Duration of the modifier in years. years = 20

Example:

won_holy_war = {
  authority = 3
  years = 20
}

Religion modifiers can be attached via event, via the religion_authority effect:

religion_authority = {
  modifier = ruler_bowed_to_pope
  years = 10
}


Opinion modifiers[edit]

Opinion modifiers modify the relations between two characters. They are somehow similar to the opinion_xxx character modifiers, but apply to a single character, rather than a group of character (clergy, mayors, ...). In addition they can contain extra information, such as cause for imprisonment. They are stored under common/opinion_modifiers/.

In patch 2.1.5 some hardcoded opinion modifiers for relatives have been added for brother, half-brother, sister, half-sister, grandfather, grandmother, grandchild, uncle, aunt, nephew and niece.

Flag Value Description Code
opinion double opinion = -30
days int Duration in days days = 120
months int Duration in months months = 120
years int Duration in years years = 3
inherit bool Heirs inherit this opinion inherit = yes
decay bool Linear decay over time decay = yes
revoke_reason bool Gives righteous cause to revoke one title revoke_reason = yes
prison_reason bool Gives righteous cause to imprison a character prison_reason = yes
execute_reason bool Gives righteous cause to execute a character execute_reason = yes
banish_reason bool Gives righteous cause to banish a character banish_reason = yes
preparing_adventure_against_me bool preparing_adventure_against_me = yes
preparing_to_invade_me bool Used by Prepared Invasion mechanic preparing_to_invade_me = yes
preparing_invasion bool Used by Prepared Invasion mechanic preparing_invasion = yes
enemy bool Makes the characters enemies of each other (effectively at war) enemy = yes
crime bool Character counts as a rival for the is_foe condition (committed a criminal act against me) crime = yes
disable_non_aggression_pacts bool Temporarily disables all non-aggression pacts between the two characters disable_non_aggression_pacts = yes
non_aggression_pact bool Gives a temporary non-aggression pact between the two characters non_aggression_pact = yes

Example:

declared_war = {
  opinion = -25
  months = 160
  revoke_reason = yes
}

Opinion modifiers can be attached via event, via the opinion effect:

opinion = {
  modifier = opinion_shocked
  who = ROOT
  years = 2
}

Command modifiers[edit]

These modifiers apply only to the command_modifier clause of traits. They are multiplied by the number of martial points times COMMAND_MODIFIER_MARTIAL_MULTIPLIER = 0.05

Modifier Description Type
morale_offence Percentage
morale_defence Percentage
defence Percentage
speed Army movement speed Percentage
retreat Percentage
damage Percentage
siege Reduces siege time Percentage
random Percentage
flank Active when character leads a flank Percentage
center Active when character leads centre Percentage
cavalry Both knights and light_cavalry unit types. Percentage
religious_enemy Percentage
%phase% Percentage
%unit_type% light_infantry, heavy_infantry, etc. Percentage
terrain Gives TERRAIN_SPEC_BONUS = 0.2 bonus when fighting in that terrain. Percentage
narrow_flank Percentage
winter_supply
winter_combat Percentage

For instance:

command_modifier = {
	morale_defence = 0.1
	center = 0.1
}

References[edit]

  1. 874495/page-27#post-21629145
  2. forum:589686/page-1273#post-20658606
  3. Template:Forum
Modding
CommandsConditionsScopesModifiersEventsDecisions
Gfx/Sfx/localisation