Auto Modifier
Base Value for Every Country
Unlocks
Allow Bureaucracy
Allows Nobles to Migrate
Allows Burghers to Migrate
Allows Clerics to Migrate
Nobility in Parliament
Nobility Allowed in Cabinet
Clergy Allowed in Cabinet
Burghers Allowed in Cabinet
Crown Allowed in Cabinet
Nobility Allowed for Marriage
Crown Allowed to Command
Tribes Allowed to Command
Cossacks Allowed to Command
Nobility Allowed to Command
Burghers Allowed to Command
Commoners Allowed to Command
Dhimmi Allowed to Command
Allow Males to Command
Allow Males in Cabinet
Can Extract Clay
Can Gather Sand
Can Farm Silk
Can Gather Dyes
Can Gather Incense
Can Hunt for Ivory
Can Hunt for Fur
Can Cut Lumber
Can Gather Salt
Can Gather Medicaments
Can Mine Gems
Can Gather Pearls
Can Gather Amber
Can Capture Elephants
Can Raise Camels
Can Farm Wool
Can Hunt for Wild Game
Can Farm Fish
Can Gather Tea
Can Farm Cocoa
Can Farm Coffee
Can Farm Fiber Crops
Can Farm Wine
Can Farm Cotton
Can Farm Sugar
Can Farm Tobacco
Can Maintain Livestock
Can Farm Olives
Can Farm Fruit
Can Gather Pepper
Can Gather Cloves
Can Gather Saffron
Can Extract Beeswax
Can Gather Chili
Can Extract Pottery
Allow Bureaucracy
Allows Nobles to Migrate
Allows Burghers to Migrate
Allows Clerics to Migrate
Nobility in Parliament
Nobility Allowed in Cabinet
Clergy Allowed in Cabinet
Burghers Allowed in Cabinet
Crown Allowed in Cabinet
Nobility Allowed for Marriage
Crown Allowed to Command
Tribes Allowed to Command
Cossacks Allowed to Command
Nobility Allowed to Command
Burghers Allowed to Command
Commoners Allowed to Command
Dhimmi Allowed to Command
Allow Males to Command
Allow Males in Cabinet
Can Extract Clay
Can Gather Sand
Can Farm Silk
Can Gather Dyes
Can Gather Incense
Can Hunt for Ivory
Can Hunt for Fur
Can Cut Lumber
Can Gather Salt
Can Gather Medicaments
Can Mine Gems
Can Gather Pearls
Can Gather Amber
Can Capture Elephants
Can Raise Camels
Can Farm Wool
Can Hunt for Wild Game
Can Farm Fish
Can Gather Tea
Can Farm Cocoa
Can Farm Coffee
Can Farm Fiber Crops
Can Farm Wine
Can Farm Cotton
Can Farm Sugar
Can Farm Tobacco
Can Maintain Livestock
Can Farm Olives
Can Farm Fruit
Can Gather Pepper
Can Gather Cloves
Can Gather Saffron
Can Extract Beeswax
Can Gather Chili
Can Extract Pottery
Monthly War Exhaustion−0.03
Maximum Government Bonds+1
Monthly Control Decline+0.5%
Maximum War Exhaustion+20
Stability Decay+0.5%
Prestige Decay+1%
Army Tradition Decay+0.5%
Navy Tradition Decay+0.5%
Maritime Presence Decay+0.5%
Monthly Karma Decay+0.01
Prosperity Decay+1%
Trade Income+10%
Tariff Income+10%
Maximum Tariff+20%
Maximum Trade Subventions+20%
Monthly Rebel Growth+0.1%
Education of Heirs+75%
Artist Monthly Start Chance+10%
Peasant Enfranchisement+25%
Number of Local Governors+1
Union Weight+0.25
Ship Capture Chance+2.5%
Combined Arms Threshold+50%
Combined Arms Requirement+10%
Combined Arms Bonus+2.5%
Speed of Annexation+0.5
Tolerance of the True Faith+1
Tolerance of Heathen Beliefs−5
Tolerance of Heretical Beliefs−2.5
Military Tactics+1
Monthly Experience Decay+5%
Gold Impacts Inflation+100%
Silver Impacts Inflation+100%
Crown Power from Population+100%
Supply Depot Capacity+1,000
Artillery Bonus vs Fort+5
Fort Limit+1
Building Upkeep Multiplier+20%
Possible Government Reforms+1
Cabinet Seats+2
Privateer Durability+5%
Skill of New Artists+10%
Non-Culture Levy Size−75%
Unemployed Slave Promotion+0.1%
Maximum Religious Influence+100
Pop Assimilation Speed+1
Pop Conversion Speed+2
Diplomatic Range+1,000
Naval Range+1,000
Colonial Range+1,000
Trade Range+300
Mercenary Range+500
Mercenary Cost for Enemies+25%
Mercenary Market Income0%
Logistics Distance+30
Local Access to Raw Materials+10%
Estate Satisfaction from New Buildings+2.5%
Minting Threshold+5%
Bond Interest+5%
Food Decay+0.5%
Diplomatic Capacity+2
Maximum Diplomats+3
Monthly Diplomats+0.1
Casus Belli Creation Speed+4%
Expected Diplomatic Spending+10%
Estates Satisfaction Equilibrium+25%
Noble Estate Satisfaction Equilibrium+10%
Clergy Estate Satisfaction Equilibrium0%
Burgher Estate Satisfaction Equilibrium+20%
Peasant Estate Satisfaction Equilibrium+30%
Ḏimmī Estate Satisfaction Equilibrium+20%
Tribes Satisfaction Equilibrium+20%
Cossacks Satisfaction Equilibrium+20%
Estates Satisfaction Decay+5%
Estates Satisfaction Recovery+0.1%
Maximum Tax+35%
Minimum Tax0%
Army Morale Recovery Speed+5%
Navy Morale Recovery Speed+5%
Bank Interest+10%
Maritime Trade Advantage+0.05
Monthly Inflation−0.1%
Proximity Cost with Maritime Presence+5
Proximity Cost without Maritime Presence+30
Proximity Cost through Roads+20
Land Proximity Cost without infrastructure+40
Proximity Cost through Port+35
Proximity Cost for a land/sea transtion+35
Proximity Cost of going upstream along a River+12
Proximity Cost of going downstream along a River+12
Proximity Cost on Frozen Water+20
Pop Migration Speed+0.0001
Allows Soldiers to MigrateNo
Allows Laborers to MigrateNo
Allows Peasants to MigrateNo
Allows Tribesmen to MigrateNo
Allows Slaves to MigrateNo
Movement Time when Attached to Another Unit+20%
Cultures Capacity0
Exploration Monthly Progress+0.05
Exploration Cost Efficiency0%
AI Maximum Parallel Colonial Charters+2AI only
Pop Join Rebels Threshold+20%
Pop Leave Rebels Threshold+35%
Win War Chance Threshold+60%AI only
Win War Chance Lower Limit+50%AI only
War Declaration Stability Hit Tolerance0AI only
War Declaration War-Exhaustion Tolerance0AI only
Slave Raid Efficiency+2%
Parliament Request Issue Support Needed+50%
Diplomatic Reputation+1
Army Morale Movement Cost+0.69%
Naval Morale Movement Cost0%
Army Morale Attrition Cost+1%
Naval Morale Attrition Cost0%
Morale Recovery in Friendly Territory+25%
Scripting 9
References 8
Script Values
- base_default_estate_target_satisfactionModifiers
- burghers_default_satisfactionModifiers
- clergy_default_satisfactionModifiers
- cossacks_default_satisfactionModifiers
- dhimmi_default_satisfactionModifiers
- nobles_default_satisfactionModifiers
- peasants_default_satisfactionModifiers
- tribes_default_satisfactionModifiers
Mentions 1
CountryName
requires_real = no