# NCP2
#
# All global modifiers are here.  They are applied from certain game-features.
#
# You can't add new entries but you can change effects.


#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
	guard_cost = -0.5
	militia_cost = -0.5
	light_infantry_cost = -0.5
	cavalry_cost = -0.5
	artillery_cost = -0.5
	big_ship_cost = -0.5
	light_ship_cost = -0.5
	galley_cost = -0.5
	build_cost = -0.5
	global_revolt_risk = -3
	war_exhaustion = -1.0
	defensiveness = 0.5
	
	idea_points = 10

}

easy_player = {
	global_manpower_modifier = 0.25
	infantry_cost = -0.25
	guard_cost = -0.25
	militia_cost = -0.25
	light_infantry_cost = -0.25
	cavalry_cost = -0.25
	artillery_cost = -0.25
	big_ship_cost = -0.25
	light_ship_cost = -0.25
	galley_cost = -0.25
	build_cost = -0.25
	global_revolt_risk = -1
	war_exhaustion = -0.5

	idea_points = 5

}

hard_player = {
	land_morale = -0.1
	naval_morale = -0.1
}

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

very_easy_ai = {
	land_morale = -0.25
	naval_morale = -0.25
	global_manpower_modifier = -0.1
	defensiveness = -0.25
}

easy_ai = {
	land_morale = -0.1
	naval_morale = -0.1
	global_manpower_modifier = -0.05
}

hard_ai = {
	land_morale = 0.25
	naval_morale = 0.25
	global_tax_modifier = 0.25
	max_war_exhaustion = -3
	war_exhaustion = -0.5
	global_manpower_modifier = 0.25
	defensiveness = 0.5
	
	idea_points = 10

}

very_hard_ai = {
	land_morale = 0.5
	naval_morale = 0.5
	global_tax_modifier = 0.5
	max_war_exhaustion = -6
	war_exhaustion = -1
	global_manpower_modifier = 0.5
	defensiveness = 1.0
	
	idea_points = 20

}


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

city = {
	fort_level = 1
	supply_limit = 3000	
	regiment_recruit_speed = -0.25
}


coastal = {
	supply_limit = 3000
}

non_coastal = {
}

coastal_sea = {
}




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

land_province = {
	max_attrition = 5			#Maximum Attrition is 5
	garrison_growth = 0.05			#10% base growth
}


#Winter levels
mild_winter = {
	local_attrition = 1				#Attrition weight is 200% ( ie +100% )
	max_attrition = 2			#Maximum Attrition is increased by 2
	local_movement_speed = -0.1 
	localarmy_reinforce_speed = -0.1
}

normal_winter = {
	local_attrition = 2				#Attrition weight is 300%
	max_attrition = 5			#Maximum Attrition is increased by 5
	local_movement_speed = -0.3
	localarmy_reinforce_speed = -0.3
}

severe_winter = {
	local_attrition = 4				#Attrition weight is 500%
	max_attrition = 10			#Maximum Attrition is increased by 10
	local_movement_speed = -0.5
	localarmy_reinforce_speed = -0.5 
}

#TRANSPORT NETWORK LEVEL
transport_none = {
	local_movement_speed = -0.1
}
transport_track = {
	local_movement_speed = 0.0
	supply_limit = 1000
}
transport_road = {
	local_movement_speed = 0.1
	supply_limit = 1500
}
transport_major_road = {
	local_movement_speed = 0.25
	supply_limit = 2500
}

#DEVELOPMENT LEVEL
dev_wild = {
	supply_limit = -1000
	local_movement_speed = -0.1
	local_manpower_modifier = -0.1
}
dev_cleared = {
	supply_limit = 0
	local_tax_modifier = 0.10
	local_manpower_modifier = 0.10
}
dev_normal = {
	supply_limit = 500
	local_tax_modifier = 0.20
	local_manpower_modifier = 0.20
}
dev_civ = {
	supply_limit = 1000
	local_movement_speed = 0.1
	local_tax_modifier = 0.25
	local_manpower_modifier = 0.25
}

fort_level = {
	local_revolt_risk = -1	 
	local_defensiveness = 0.20
}

harbor_level = {
	ship_recruit_speed = -0.1
	local_ship_cost = -0.05
	localnavy_reinforce_speed = 1.00
}

depot_level = {
	supply_limit = 2500
	regiment_recruit_speed = -0.1
	local_regiment_cost = -0.05
	local_manpower_modifier = 0.05	
	localarmy_reinforce_speed = 0.15 
	supply_production = 20
}



no_adjacent_controlled = {
	max_attrition = 3			#Maximum Attrition is increased by 3
}


blockaded = {
	local_tax_modifier = -0.90
	regiment_recruit_speed = 0.33
	ship_recruit_speed = 0.33
}

provincial_tax_income = {
	supply_limit = 100
	regiment_recruit_speed = -0.01			#1% shorter time to build troops for each cash.
	ship_recruit_speed = -0.01		
	supply_production = 5
}

capital_city = {
	local_manpower_modifier = 0.1		#10% bonus on manpower.
	tax_income = 2						#Extra income bonus
	garrison_growth = 0.1				#10% bonus on garrison growth
}




core = {
}


same_culture_group = {
	local_tax_modifier = -0.1		#10% penalty if same culture group but nothing else. Not applied if the controller is the Union Tag of the culture group, or has culture_group_union set.
}

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




occupied = {
	local_revolt_risk = 1			#1% revolt risk for each year occupied.
	garrison_growth = -0.03			#1% penalty on growth if occupied.
	supply_production = -5			# -50 produced supply when occupied
}

under_siege = {

}


scorched_earth = {
	max_attrition = 10					# Maximum Attrition is increased by 10
	local_tax_modifier = -0.75			# 75% less tax income.
	supply_limit = -2000
}


revolt_risk = {
	local_tax_modifier = -0.05
	regiment_recruit_speed = 0.1		#10% longer time to build troops for each rr
	ship_recruit_speed = 0.1
}

nationalism = {
	local_revolt_risk = 0.2			#0.2% for each year revolt risk!
	minimum_revolt_risk = 0.2		#0.2% for each year revolt risk!
}

manpower = {
	garrison_growth = 0.001			#0.1% increase from manpower.
}

friendly_regiments = {
	local_revolt_risk = -1.0			#-1% for each friendly regiment in the province.
	minimum_revolt_risk = -0.5			#same here
}



# Core province of the owner's culture group, while fighting a defensive war
national_defense = {
	local_revolt_risk = -5
}

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

base_values = {
	range = 400
	idea_points = 15
	land_morale = 1
	naval_morale = 1
	diplomats = 1
}


cancelled_loan = {
}

bank_loan = {
}


bankruptcy = {
	global_revolt_risk = 1			#revolt risk increased by 1 during bankruptcy effects.
	interest = 10
	land_morale = -2
	naval_morale = -2
	reinforce_speed = -0.25				# Slower reinforce
	land_maintenance_modifier = -0.20	# Lower maintenance
	naval_maintenance_modifier = -0.20	# Lower maintenance
}

war = {
	max_war_exhaustion = 20				#base max at war.
}

peace = {
	max_war_exhaustion = 20			# base max at peace.
	war_exhaustion = -0.5			# -6 per year
}

war_exhaustion = { # per pt of WE, we get that:
	global_revolt_risk = 0.5		#increase revolt risk 
	land_morale = -0.05
	naval_morale = -0.05	
	global_manpower_modifier = -0.03
	reinforce_speed = -0.05				# Slower reinforce	
}

monarch_adm = {
	global_tax_modifier = 0.02
	global_manpower_modifier = 0.02
	global_supply_production = 0.02
}	

monarch_dip = {
	warscore_cost_reduction = -0.01
	reinforce_speed = 0.01
	blockade_efficiency = 0.05
}

monarch_mil = {
	land_morale = 0.1
	naval_morale = 0.1
	start_experience = 2
	war_exhaustion = -0.02
}

total_occupation = {
	war_exhaustion = 0.01				#increased by war exhaustion.
}

total_blockaded = {
	war_exhaustion = 0.2				#increased by war exhaustion.  
}

land_dominant = {
	global_tax_modifier = 0.1
	land_morale = 0.25
}

naval_dominant = {
	global_tax_modifier = 0.1
	naval_morale = 0.25
}

##########################################################################
# Combat Static Modifiers
##########################################################################

# Crossings
river_crossing = {
	
	guard_attack = -0.20	
	infantry_attack = -0.10
	militia_attack = -0.10
	light_infantry_attack = -0.10

	cavalry_attack = -0.2

	artillery_attack = -0.30

	cavalry_defense = -0.20
	
	land_morale = -0.10
}

river_crossing_pontoneers = {	

	guard_attack = -0.10	
	infantry_attack = -0.05
	militia_attack = -0.05
	light_infantry_attack = -0.05

	cavalry_attack = -0.15

	artillery_attack = -0.20

	cavalry_defense = -0.10
	
	land_morale = -0.05

}

strait_crossing = {

	guard_attack = -0.20	
	infantry_attack = -0.20
	militia_attack = -0.25
	light_infantry_attack = -0.15

	cavalry_attack = -0.50

	artillery_attack = -0.20

	cavalry_defense = -0.20

	land_morale = -0.20
}

AttackerModifiers_fort = {
	cavalry_attack = -0.5
	cavalry_defense = -0.5
	
	cavalry_initiative = 4
	guard_initiative = 3
	infantry_initiative = 2
	militia_initiative = 2
	light_infantry_initiative = 1
	
	attack = -0.25
	artillery_attack = 0.25
}

DefenderModifiers_fort = {
	defense = 6.0
	attack = 3.0
	infantry_initiative = -2
	militia_initiative = -2
	light_infantry_initiative = -2
	guard_initiative = -2
	artillery_initiative = -2
}

AttackerModifiers_breach = {
	attack = -0.25
	artillery_attack = 0.25
	cavalry_attack = -0.5
	cavalry_defense = -0.3
	cavalry_initiative = 4
	guard_initiative = 3
	infantry_initiative = 2
	militia_initiative = 2
	light_infantry_initiative = 1
}

DefenderModifiers_breach = {
	defense = 3.0
	attack = 2.0
	infantry_initiative = -2
	militia_initiative = -2
	light_infantry_initiative = -2
	guard_initiative = -2
	artillery_initiative = -2
}

AttackerModifiers_forest = {
	cavalry_attack = -0.5
	artillery_attack = -0.25
	light_infantry_defense = 0.25
}

DefenderModifiers_forest = {
	cavalry_attack = -0.5
	artillery_attack = -0.25
	light_infantry_attack = 0.5
	light_infantry_defense = 0.25
}

AttackerModifiers_hills = {
	cavalry_attack = -0.5
	light_infantry_defense = 0.25
}

DefenderModifiers_hills = {
	cavalry_attack = -0.5
	light_infantry_attack = 0.25
	light_infantry_defense = 0.25
}

AttackerModifiers_woods = {
	cavalry_attack = -0.5
	artillery_attack = -0.25
	light_infantry_defense = 0.25
}

DefenderModifiers_woods = {
	cavalry_attack = -0.5
	artillery_attack = -0.25
	light_infantry_attack = 0.5
	light_infantry_defense = 0.25
}

AttackerModifiers_mountain = {
	light_infantry_defense = 0.5
	cavalry_attack = -0.75
}

DefenderModifiers_mountain = {
	light_infantry_attack = 0.25
	light_infantry_defense = 0.5
	cavalry_attack = -0.75
}

AttackerModifiers_impassable_mountains = {
	light_infantry_defense = 0.5
	cavalry_attack = -0.75
}

DefenderModifiers_impassable_mountains = {
	light_infantry_attack = 0.25
	light_infantry_defense = 0.5
	cavalry_attack = -0.75
}
