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#11
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Voici les nouveaux effets des events. Ils sont classés par branche (la première est naval_ideas comme vous le voyez). Multipliez tous les chiffres, sauf ceux du moral, par 100 et vous obtiendrez les pourcentages des bonus que cela génére.
naval_ideas = { grand_navy = { naval_forcelimit_modifier = 0.40 prestige_from_naval = 0.15 navy_tradition = 0.01 } sea_hawks = { naval_morale = 0.20 blockade_efficiency = 0.25 galley_cost = -0.50 leader_naval_manuever = 1 } superior_seamanship = { leader_naval_manuever = 1 naval_morale = 0.50 blockade_efficiency = 0.15 transport_cost = -0.20 lightship_cost = -0.05 } naval_fighting_instruction = { naval_morale = 1.0 naval_tech_cost_modifier = -0.025 } excellent_shipwrights = { naval_forcelimit_modifier = 0.40 naval_tech_cost_modifier = -0.10 } naval_glory = { trigger = { has_country_flag = high_naval OR = { has_country_flag = medium_power has_country_flag = major_power has_country_flag = great_power } } naval_forcelimit_modifier = 0.40 naval_morale = 0.5 prestige_from_naval = 0.50 navy_tradition = 0.02 naval_tech_cost_modifier = -0.05 bigship_cost = -0.05 naval_attrition = -0.30 range = 0.25 } } land_ideas = { national_conscripts = { global_manpower_modifier = 0.35 land_forcelimit_modifier = 0.05 infantry_cost = -0.10 } grand_army = { land_forcelimit_modifier = 0.35 global_manpower_modifier = 0.10 prestige_from_land = 0.10 } military_drill = { global_manpower_modifier = 0.10 land_morale = 0.80 regiment_recruit_speed = -0.25 } engineer_corps = { leader_siege = 1 leader_fire = 1 land_morale = 0.25 land_tech_cost_modifier = -0.03 } battlefield_commisions = { leader_shock = 1 land_morale = 0.50 prestige_from_land = 0.05 } glorious_arms = { trigger = { has_country_flag = high_land OR = { has_country_flag = medium_power has_country_flag = major_power has_country_flag = great_power } } prestige_from_land = 0.50 land_morale = 0.20 army_tradition = 0.02 war_exhaustion = -0.01 global_manpower_modifier = 0.25 land_tech_cost_modifier = -0.05 land_attrition = -0.25 } exploration_ideas = { merchant_adventures = { merchants = 0.5 # 1 extra merchant each year merchant_cost = -0.2 merchant_compete_chance = 0.05 merchant_placement_chance = 0.05 } quest_for_the_new_world = { trigger = { has_country_flag = high_exploration OR = { has_country_flag = medium_power has_country_flag = major_power has_country_flag = great_power } } may_explore = yes colonist_placement_chance = 0.10 range = 0.25 colonists = 1 } colonial_ventures = { colonists = 1 # 1 extra colonist each year. colonist_cost = -0.15 overseas_income = 0.05 } shrewd_commerce_practise = { merchant_compete_chance = 0.05 merchant_placement_chance = 0.05 trade_tech_cost_modifier = -0.05 } vice_roys = { overseas_income = 0.15 colonist_cost = -0.05 colonist_placement_chance = 0.1 } smithian_economics = { production_efficiency = 0.15 production_tech_cost_modifier = -0.03 trade_tech_cost_modifier = -0.03 } } state_business_ideas = { bureaucracy = { inflation_reduction = 0.03 government_tech_cost_modifier = -0.05 global_tax_modifier = 0.05 global_spy_defence = 0.1 } national_bank = { inflation_reduction = 0.05 interest = -0.05 global_tax_modifier = 0.02 } national_trade_policy = { trade_efficiency = 0.10 merchant_cost = -0.25 merchants = 1 } espionage = { spies = 1 spies_cost = -0.50 } cabinet = { diplomats = 1 prestige = 0.01 advisor_cost = -0.25 spies_cost = -0.1 } bill_of_rights = { global_revolt_risk = -4 stability_cost_modifier = -0.1 } } culture_ideas = { church_attendance_duty = { stability_cost_modifier = -0.20 missionary_cost = -0.05 } divine_supremacy = { missionaries = 1 missionary_placement_chance = 0.20 missionary_cost = -0.025 } humanist_tolerance = { tolerance = 2 stability_cost_modifier = -0.15 } scientific_revolution = { trigger = { has_country_flag = high_culture OR = { has_country_flag = medium_power has_country_flag = major_power has_country_flag = great_power } } land_tech_cost_modifier = -0.02 naval_tech_cost_modifier = -0.02 production_tech_cost_modifier = -0.02 government_tech_cost_modifier = -0.02 trade_tech_cost_modifier = -0.02 } patron_of_art = { prestige = 0.02 global_revolt_risk = -1 } deus_vult = { missionary_placement_chance = 0.1 cb_on_religious_enemies = yes } }
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