# Terra Nova
# 
##########################################################################
# 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
	badboy_limit = 25
	war_exhaustion = -0.2
}

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
	badboy_limit = 10
	war_exhaustion = -0.1

}

hard_player = {
	badboy_limit = -10
}

very_hard_player = {
	land_morale = -0.25
	naval_morale = -0.25
	badboy_limit = -15
}

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
	max_war_exhaustion = -3
}

very_hard_ai = {
	land_morale = 0.5
	naval_morale = 0.5
	global_tax_modifier = 0.5
	max_war_exhaustion = -6
}

##########################################################################
# Provincial Static Modifiers
##########################################################################
overseas = {
	local_tax_modifier = -0.5 		#-0.9 IN
	local_missionary_cost = 0.50 		#0.75 IN
	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.
	local_revolt_risk = 1
}

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
	local_colonial_growth = -0.25		#Harsh population growth
	#population_growth = -0.08 		#-0.5 IN  #not here in 3.1
	attrition = 5				#Attrition increased by 5 weights
	max_attrition = 5			#Maximum Attrition is increased by 5
}

sea_zone = {
	max_attrition = 1 			#5 IN 3.0 and 3.1
}

land_province = {
	max_attrition = 5			#Maximum Attrition is 5
	stability_cost = 25			#5 IN 3.1
	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_tariffs = -0.5			#-1.0
	local_tax_modifier = -0.5  		#-0.75
	local_trade_income_modifier = -0.5 	#-0.75
	regiment_recruit_speed = 0.2
	ship_recruit_speed = 0.2
	local_revolt_risk = 1
}

no_adjacent_controlled = {
	local_colonist_cost = 0.15		#15% more expensive colonists
	local_colonist_placement_chance = -0.05	#5% penalty
	local_colonial_growth = -0.05
	local_revolt_risk = 1
}

provincial_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.
	ship_recruit_speed = -0.01
}

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

city = {
	local_tax_modifier = 1.0		# full tax
}

capital_city = {
	population_growth = 0.01		#1% base population growth
	tax_income = 2									#Extra income bonus
	garrison_growth = 0.3			#30% bonus on garrison growth
}

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)
	local_tax_modifier = 0.1		#10% for each level.
	local_colonial_growth = 0.05		#0.0
}

native_aggressiveness = {
	local_colonist_placement_chance = -0.03	#3% penalty
	local_colonial_growth = -0.05		#5% less growth for each agressive
}

core = {
	direct_tax_percentage = 0.8		#90% IN 3.0 and 3.1
	stability_cost = -5 			#0.0
}

same_culture_group = {
	local_tax_modifier = -0.1		#10% penalty if same culture group but nothing else.
	stability_cost = 5 			#0.0
}

non_accepted_culture = {
	local_tax_modifier = -0.2 		#-0.3
	local_manpower_modifier = -0.3		#30% penalty on manpower.
	local_revolt_risk = 1			#1% revolt risk!
	stability_cost = 50			#0.0
}

different_religion = {
	local_tax_modifier = -0.2		#-0.3
	stability_cost = 50			#20
	local_revolt_risk = 1			#1% revolt risk!
}

same_religion_group = {
	local_tax_modifier = -0.2		#-0.3
	stability_cost = 25			#5
}

has_inland_center_of_trade = {
	population_growth = 0.05		#0.01
	tax_income = 2				#income bonus for keeping a cot!
	local_spy_defence = -0.05 		#0.0
	stability_cost = 25 			#0.0
	local_manpower_modifier = 0.25 		#0.0
	local_missionary_cost = 0.1		#0.0
}

has_coastal_center_of_trade = {
	population_growth = 0.05		#5% base population growth
	tax_income = 2				#income bonus for keeping a cot!
	local_spy_defence = -0.05 		#0.0
	stability_cost = 25 			#0.0
	local_manpower_modifier = 0.25 		#0.0
	local_missionary_cost = 0.10 		#0.0
}

# Each full 100 gold worth of trade is one level
center_of_trade_level = {
	population_growth = 0.01		#1% base population growth
	tax_income = 2									#extra income bonus
	local_manpower_modifier = 0.1		#10% bonus on manpower.
}

occupied = {
	population_growth = -0.03		#3% penalty if occupied by enemies
	local_revolt_risk = 1
	garrison_growth = -0.03			#-0.01 IN
	local_tax_modifier = -0.15 		#0.0
}

under_siege = {
	population_growth = -0.05		#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 = -0.4		#50% IN
	regiment_recruit_speed = 0.3
	ship_recruit_speed = 0.3
}

scorched_earth = {
	population_growth = -0.20		# 20% penalty
	max_attrition = 10			# Maximum Attrition is increased by 10
	local_tax_modifier = -0.75		# 75% less tax income.
	supply_limit = -1			# Can support fewer regiments
}

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
}

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
	ship_recruit_speed = 0.1
}

nationalism = {
	local_revolt_risk = 0.2			#0.3
	minimum_revolt_risk = 0.0 		#0.3
}

manpower = {
	garrison_growth = 0.01			#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
}

active_missionary = {
	local_revolt_risk = 3			#6 IN
}

##########################################################################
# Global Static Modifiers
##########################################################################
base_values = {
	merchants = 2				#2 merchant yearly'
	diplomats = 2 				#0.0
	army_tradition_decay = 0.015 		#0.03
	navy_tradition_decay = 0.015 		#0.03
	prestige_decay = 0.03 			#0.05
	tolerance_own = 3
	tolerance_heathen = -3
	tolerance_heretic = -2
	diplomatic_skill = 3			#0.0 #attempts to make diplomacy worthwhile.
}

war_taxes = {
	global_tax_modifier = 0.5		#50% bonus
	max_war_exhaustion = 0.1		#steady increase
	trade_efficiency = -0.05 		#0.0
}

stability = { #either positive or negative
}

positive_stability = { #Good values are good, meaning the same.
	global_tax_modifier = 0.05
	global_revolt_risk = -1
	tolerance_heretic = 0.3
	tolerance_heathen = 0.3
	global_spy_defence = 0.05
	production_efficiency = 0.02
	trade_efficiency = 0.02
	interest = -0.05
	defensiveness = 0.05
	stability_cost_modifier = 0.15
}

negative_stability = { #bad values are actual good, meaning its the opposite.
	global_tax_modifier = 0.05
	global_revolt_risk = -1
	tolerance_heretic = 0.3
	tolerance_heathen = 0.3
	global_spy_defence = 0.1
	production_efficiency = 0.05
	trade_efficiency = 0.05
	interest = -0.1
	defensiveness = 0.05
	war_exhaustion = 0.001
}

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

bank_loan = {
	interest = 0.02				#2% increase for each current bankloan
	trade_efficiency = -0.02 		#0.0
}

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
	trade_efficiency = -0.005 		#0.0
	production_efficiency = -0.005 		#0.0
	mercenary_cost = 0.01
}

bankruptcy = {
	global_revolt_risk = 1			#revolt risk increased by 1 during bankruptcy effects.
	interest = 0.10				#10% higher interest during bankruptcy effects
	land_morale = -0.4 			#-2
	naval_morale = -0.4 			#-2
	trade_efficiency = -0.05 		#0.0
	production_efficiency = -0.05 		#0.0
}

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

war = {
	diplomats = 1				#1 diplomat yearly if at war.
	max_war_exhaustion = 20			#base max at war.
	merchants = -1				#1 less merchant if at war.
	trade_efficiency = -0.05 		#0.0
	production_efficiency = 0.05 		#0.0
	war_exhaustion = 0.01
	diplomatic_skill = -1			#0.0
}

peace = {
	max_war_exhaustion = 15	 		#20 IN 3.0 and 3.1
	war_exhaustion = -0.067			#about 1/12 decrease each month. Not in IN
}

war_exhaustion = {
	stability_cost_modifier = 0.03		#0.05
	global_revolt_risk = 0.5		#increase revolt risk for each warexhaust..
	trade_efficiency = -0.01 		#0.0
	land_morale = -0.02 			#0.0		
	naval_morale = -0.02 			#0.0
	global_regiment_recruit_speed = 0.02
	global_ship_recruit_speed = 0.02
}

monarch_adm = {
	merchant_cost = -0.05			#5% decrease for each step
	trade_efficiency = 0.01 		#0.0
	build_cost = -0.01			#1% cheaper construction for each skill level.
	colonist_placement_chance = 0.05	#5% for each ADM (5-45)
	stability_investment = 2		#2$ for each ADM
	government_tech_investment = 1
	production_tech_investment = 1
	trade_tech_investment = 1
	war_exhaustion = -0.008			#-0.016
	diplomatic_skill = 0.1			#0.0
}

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
	diplomatic_skill = 0.1			#0.0
}

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
	war_exhaustion = -0.008			#0.0
	diplomatic_skill = 0.1			#0.0
}

trade_efficiency = {
	merchant_placement_chance = 0.2		#0.5
	merchant_compete_chance = 0.2		#0.5
}

production_efficiency = {
	colonist_placement_chance = 0.2		#0.2 for each 1% of PE (ie, if 100% PE, 20% bonus added.)
	infantry_cost = -0.2			#0.0 #100PE is -20% cost
	cavalry_cost = -0.2			#0.0
	artillery_cost = -0.2			#0.0
	bigship_cost = -0.2			#0.0
	galley_cost = -0.2			#0.0
	lightship_cost = -0.2			#0.0
	build_cost = -0.2			#0.0
}

trade_refusal = {
	trade_tech_cost_modifier = 0.02		#0.0
}

trade_agreement = {
	trade_tech_cost_modifier = 0.02		#0.0
}

defender_of_faith = {
	land_morale = 0.3			#0.5 extra land morale
	naval_morale = 0.3			#0.5 extra land morale
	prestige = 0.01				#1% extra prestige yearly
	badboy = -0.03				#0.0
	trade_efficiency = 0.05 		#0.0
	production_efficiency = -0.05 		#0.0
	diplomatic_skill = 0.5			#0.0
}

emperor = {
	trade_efficiency = 0.05 		#0.0
	diplomats = 1				#1 extra diplomat is emperor
	spy_efficiency = 0.05			#minor bonus on spies.
	prestige = 0.01				#1% extra prestige yearly
	badboy_limit = 5			#0.0
	diplomatic_skill = 0.5			#0.0
}

states_in_hre = { #bonuses for each state with capital in HRE..
	land_forcelimit	= 0.25			#2
	stability_investment = 0.5 		#1
	global_manpower = 0.25 			#0.5
	trade_efficiency = 0.01 		#0.0
}

luck = {
	trade_efficiency = 0.05 		#0.0
	production_efficiency = 0.05 		#0.0
	colonist_placement_chance = 0.1
	missionary_placement_chance = 0.03
	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 = -0.25 	#-0.50
	diplomatic_skill = 0.5			#0.0
}

badboy = {
	stability_cost_modifier = 0.01		#1% more expensive for each.
	trade_efficiency = -0.01 		#0.0
}

prestige = {
	trade_efficiency = 0.05			#0.0
	missionary_placement_chance = 0.02	#0.0
	land_morale = 0.25 			#0.5	
	naval_morale = 0.25 			#0.5
	diplomats = 1
	global_trade_income_modifier = 0.1	#0.15
	defensiveness = 0.1			#+10/-10
	mercenary_cost = -0.25			#-0.33
}

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.
	diplomatic_skill = 0.5			#0.0
}

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.
}

placed_merchants = {
	merchant_compete_chance = -0.005
	merchant_placement_chance = -0.001	#0.0
	merchants = -0.05			#0.0
}

total_occupation = {
	war_exhaustion = 0.02			#increased by war exhaustion.
}

total_blockaded = {
	war_exhaustion = 0.02			#0.18 IN 3.1
}

uncontested_cores = {
	prestige = -0.002			#-0.003
}

##################################################################################################
# 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
	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
}
