misc 啤酒馆mod 无科研惩罚补丁.txt昨天是作废的支票;明天是尚未兑现的期票;只有今天才是现金,才能随时兑现一切。人总爱欺骗自己,因为那比欺骗别人更容易。# NOTE: Obviously, the order of the variables cannot be changed.
economy = {
# IC to TC ratio
1.5 #redifined for human via event
# IC to Supplies ratio
4 #4.5
# IC to Consumer Goods Ratio
1.0
# IC to Money Ratio
0.25
# Max Gearing Bonus ( never lower than value * build time )
0.65
# Gearing Bonus Increment ( lesning of build time per successive build, down to Max Gearing Bonus )
0.05
# IC Non-National Province Multiplier
0.2
# IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where applicable)雪候鸟
0.2
# TC Undeployed Division Load
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# TC Occupied Province Load
3.0
# TC Land Division Load Multiplier
1.0 #1.0
# TC Air Division Load Multiplier
1.0 #1.0
# TC Naval Division Load Multiplier
0.3 #0.3333
# TC Load from partisans
10.0 #3
# TC load factor from offensives
1.5
# TC Load from province dev
5.0
# TC Load from bas in queue
100.0
# National Province Manpower Multiplier (income per day)
0.01 #0.1
# Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.
0.001 #0
# Colonial Province Manpower Multiplier (multiplied on the other)
0.06 #0.1
# Requirement for "Influence Nation" to affect domestic sliders: Our IC >= Target IC * X
1.5 #0.5
# Trickle-back factor for manpower from loss in battle. (ie, how many are just wounded.)
0.35 #0.5
# Reinforcement Manpower Cost Factor
0.9
# Reinforce cost
0.9
# Reinforce time
0.5
# Upgrade cost
0.5
# Upgrade time
0.5
# Nationalism starting value
15
# Monthly Nationalism reduction
0.0102
# Time in days to nd a division to an ally
30
# TC Load from undeployed brigades (multiplied on top of the division cost)
0.3
# If units can be sold/transfered to non allied countries
0
# Days between spy missions in a country. Do not u fractions
15 #8
# Days between increa intelligence levels. Do not u fractions
180
# Chance to detect the initiator of a spy mission; Values = [0 - 100]; 0 = never detected, Do not u fractions
20 #50
# Relationships hit for detected missions
5 #10
# Show 3rd country spy reports: 0 = no reports; 1 = only detected; 2 = detected + all successful; 3 = all reports
1
# Distance modifier for neighbours; Values = [0.0 - 1.0]; 0.0 = No neighbour distance bonus.
0.25
# Spy information accuracy modifier. Values = [-10 - 10]; 10 = Full info
0
# Disables AI Peacetime offensive spy missions: 0 = all are allowed; 1 = Assassination, Coup, Fund Partisans and Nuclear sabotage are disabled; 2 = (1) + Delay TT and Disrupt Prod. are disabled.
1
# Max IC on cost modifier; If ba IC in target > this u this, el u ba IC
80
# AI spy missions cost modifier: 1.0 = No change; 0.5 =普通话测试成绩
50% discount; 2.0 = doubled cost.
0.6 #1.0
# AI diplo missions cost modifier: 1.0 = No discount; 0.5 = 50% discount; 2.0 = doubled cost. Note: Demand territory and Trade deals are for free.
0.6
# AI influence modifier. Reduce or increa number of Influence missions AI does: 1 = no change; 0 = No influence missions; 2 = doubled.
0.8 #1.0
}
combat = {
# Land XP gain Factor
2.5
# Naval XP gain Factor
6.0
# Air XP gain Factor
2
# Division XP gain Factor
1.5
# Leader XP gain Factor
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# Attrition Severity Modifier
0.05
# Combat Modifier: Ba Proximity
0.15
# Combat Modifier: Shore Bombardment Multiplier (Applies to the SB value of ships for org damage)
0.01
# Combat Modifier: Total Invasion Mod for each division above three.
-0.1
# Combat Modifier: Multiple Combat Mod
-0.4
# Combat Modifier: Offensive Combined Arms Bonus
0.15 #0.05
# Combat Modifier: Defensive Combined Arms Bonus
0.15 #0.15
# Combat Modifier: Surpri Mod
-
0.3
# Combat Modifier: Land Exceeding Max Command Limit Mod
-0.75
# Combat Modifier: Air Exceeding Max Command Limit Mod
-0.40 #-0.25
# Combat Modifier: Naval Exceeding Max Command Limit Mod
-0.40
# Combat Modifier: Envelopment Mod (for each attack direction above one)
-0.15
# Combat Modifier: Encircled Mod (for completely surrounded units)
-0.2 #-0.1
# Combat Modifier: Land Fort Multiplier ( value * fort level)
-0.125
# Combat Modifier: Coastal Fort Multiplier ( value * fort level)
-0.125 #-0.09
# Combat Modifier: Disnt Multiplier
-0.02 #-0.005
# Combat Modifier: Supply Problems Mod
-0.3
# Combat Modifier: Radar Station ( value * radar level)
-0.05 #0.025
# Combat Modifier: Interceptor vs Bomber Mod
0.33 #0.25
# Combat Modifier: Total Air Overstacking Mod for each division above two.
-0.02
# Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
-0.02 #-0.01
# Land Leader Command Limit (nr of divisions), Rank 0 (highest)
12
# Land Leader Command Limit (nr of divisions), Rank 1
9 #9
# Land Leader Command Limit (nr of divisions), Rank 2
3
# Land Leader Command Limit (nr of divisions), Rank 3 (lowest)
1
# Air Leader Command Limit (nr of divisions), Rank 0 (highest)
18 #16
# Air Leader Command Limit (nr of divisions), Rank 1
9 #8
# Air Leader Command Limit (nr of divisions), Rank 2
6 #4
# Air Leader Command Limit (nr of divisions), Rank 3 (lowest)
3 #3
# Naval Leader Command Limit (nr of ships), Rank 0 (highest)
30 #30
# Naval Leader Command Limit (nr of ships), Rank 1
18 #18
# Naval Leader Command Limit (nr of ships), Rank 2
12 #12
# Naval Leader Command Limit (nr of ships), Rank 3 (lowest)厚古薄今
企业林
争先创优6 #6
# HQ Command Limit Factor (value * HQ Leader Command Limit)
2.5 #2
# Convoy protection factor (higher, the more fearful convoy escorts are for raiders.)
1.0
# Delay in hours after a combat ends before new orders can be given.
24 #24
# Maximum sizes of air-st
acks
4 #4
# Effect of experience on combat
0.5
# Damage factor versus Naval Bas from bombing
1.5 #2.0
# Damage factor versus Air Bas from bombing
2.0
# Damage factor versus AA from bombing
0.1
# Damage factor versus rocket from bombing
0.2
# Damage factor versus nuke from bombing
0.2
# Damage factor versus Radar from bombing
0.5
# Damage factor versus Infra from bombing
0.1
# Damage factor versus IC from bombing
2
# Damage factor versus resources from bombing
2.0
# How effective is ground-def efficiency when applied to defence chance rolls.
1.2 #1.0
# Ba chance to avoid hit if defences left.
0.8 #
# Ba chance to avoid hit if no defences left.
0.6 #0.6
#CHANCE TO GET TERRAIN TRAIT
800 #600
#CHANCE TO GET EVENT TRAIT
600 #300
#BONUS ON TERRAIN TRAIT
0.15
#BONUS_ON_EVENT_TRAIT_
0.10
#Chance of leaders dying while in combat per day
0.0003 #0.0003
#_CV_AIR_ORG_DMG_MODIFYER1_ Increasing this value will increa the org dmg air units takes
25.0
#_CV_AIR_ORG_DMG_MODIFYER2_Str dmg will increa by org/ this value
0.003
#_CV_AIR_STR_DMG_MODIFYER_ Increasing this value will increa the str dmg air units takes
0.1
# Extra ORG damage multiplier to subs in combat. 1 = no extra damage. Do not u fractions
6 #3
# Extra STR damage multiplier to subs in combat. 1 = no extra damage. Do not u fractions
1 #3
# Pure sub stacks detection modifier ( 0 = subs will never be detected, 1.0 - no change )
0.5 #1.0
}
rearch = {
# Blueprint Bonus
3.0
# Pre-Historical Date Mod (value * days prior to historical date. Lower limit for the total is -0.9. )一个早晨
-0.0015
# Money cost for each skill-level
0.3 #0.2
# Mean number of "invention" events occuring per year
4
}