This is a list (not fully up-to-date) of MD unique modifiers, effects and tutorials to assist modders and submodders to create content for our mod.

Modifiers

These can be used anywhere that a normal modifier can be used such as political_power_factor.

Economic Modifiers
Modifier Name Category Description Notes
interest_rate_multiplier_modifier Economic Modifies the country’s interest rate This is whole number ( i.e. -1 )
personnel_cost_multiplier_modifier Economic Modifies the country’s military wages N/A
army_personnel_cost_multiplier_modifier Economic Modifies the country’s land forces wages N/A
navy_personnel_cost_multiplier_modifier Economic Modifies the country’s naval forces wages N/A
airforce_personnel_cost_multiplier_modifier Economic Modifies the country’s air forces wages N/A
equipment_cost_multiplier_modifier Economic Modifies the country’s equipment upkeep N/A
bureaucracy_cost_multiplier_modifier Economic Modifies the country’s bureaucracy spending cost N/A
police_cost_multiplier_modifier Economic Modifies the country’s internal security spending cost N/A
education_cost_multiplier_modifier Economic Modifies the country’s internal security spending cost N/A
health_cost_multiplier_modifier Economic Modifies the country’s health care spending cost N/A
social_cost_multiplier_modifier Economic Modifies the country’s welfare spending cost N/A
econ_cycle_upg_cost_multiplier_modifier Economic Modifies the economic cycle upgrade cost N/A
tax_rate_change_multiplier_modifier Economic Modifies the tax rate law change pp cost N/A
propaganda_campaign_cost_modifier Economic Modifies all propaganda campaign decision monetary cost N/A
projects_cost_modifier Economic Modifies the economic projects (the project section in the Economic Preview tab) N/A
salafist_outlook_campaign_cost_modifier Economic Modifies the Salafi Indoctrination campaign decision monetary cost N/A
nonaligned_outlook_campaign_cost_modifier Economic Modifies the Non-Aligned campaign decision monetary cost N/A
western_outlook_campaign_cost_modifier Economic Modifies the Western Outlook campaign decision monetary cost N/A
emerging_outlook_campaign_cost_modifier Economic Modifies the Emerging Outlook campaign decision monetary cost N/A
nationalist_outlook_campaign_cost_modifier Economic Modifies the Nationalist Outlook campaign decision monetary cost N/A
receiving_investment_duration_modifier Economic Modifies the duration of incoming International Investment projects N/A
receiving_investment_cost_modifier Economic Modifies the cost of incoming International Investment projects N/A
investment_duration_modifier Economic Modifies the duration of an outgoing International Investment project N/A
investment_cost_modifier Economic Modifies the cost of an outgoing International Investment project N/A
civ_facs_worker_requirement_modifier Economic Modifies the number of workers required by a Civilian Factory N/A
mil_facs_worker_requirement_modifier Economic Modifies the number of workers required by a Military Factory and Dockyard N/A
offices_worker_requirement_modifier Economic Modifies the number of workers required by an Office Park N/A
buildings_worker_requirement_modifier Economic Modifies the number of workers required by all buildings N/A
agriculture_workers_modifier Economic Modifies the number of workers required by agriculture N/A
agriculture_district_worker_requirement_modifier Economic Modifies the number of workers required by Commercialized Agriculture Districts N/A
resource_sector_workers_modifier Economic Modifies the number of workers required by the resource sectors N/A
tax_gain_multiplier_modifier Economic Modifies the amount of money gained from all taxes (Population and Corporate) N/A
population_tax_income_multiplier_modifier Economic Modifies the amount of money gained from population taxes N/A
corporate_tax_income_multiplier_modifier Economic Modifies the amount of money gained from corporate taxes N/A
office_park_income_tax_modifier Economic Modifies the amount of money gained from Office Parks N/A
dockyard_income_tax_modifier Economic Modifies the amount of money gained from Naval Yards N/A
military_industry_tax_modifier Economic Modifies the amount of money gained from Military Industry N/A
civilian_industry_tax_modifier Economic Modifies the amount of money gained from Civilian Industry N/A
agriculture_tax_modifier Economic Modifies the amount of money gained from Agriculture N/A
agriculture_district_income_tax_modifier Economic Modifies the amount of money gained from Commercialized Agriculture Districts N/A
resource_export_multiplier_modifier Economic Modifies the amount of money gained from all Resource Exports N/A
oil_export_multiplier_modifier Economic Modifies the amount of money gained from Fossil Fuel Exports N/A
steel_export_multiplier_modifier Economic Modifies the amount of money gained from Steel Exports N/A
tungsten_export_multiplier_modifier Economic Modifies the amount of money gained from Technology Metal Exports N/A
aluminium_export_multiplier_modifier Economic Modifies the amount of money gained from Light Metal Exports N/A
chromium_export_multiplier_modifier Economic Modifies the amount of money gained from Precious Metal Exports N/A
rubber_export_multiplier_modifier Economic Modifies the amount of money gained from Rubber Exports N/A
return_on_investment_modifier Economic Modifies the return rate on International Investment 0.02 will add 2% to your ROI rate
productivity_growth_modifier Economic Modifies the productivity growth of a nation Keep this small or else it quickly snowballs
state_productivity_growth_modifier Economic State level modifier to increase/decrease the productivity growth of a state N/A
country_productivity_growth_modifier Economic Country level modifier increase/decrease the productivity growth of a state N/A
agricolture_productivity_modifier Economic Modifier to increase/decrease the productivity generate from agriculture N/A
civilian_factories_productivity Economic Modifier to increase/decrease the productivity generate from civilian factories N/A
military_factories_productivity Economic Modifier to increase/decrease the productivity generate from mil factories N/A
dockyard_prodctivity Economic Modifier to increase/decrease the productivity generate from dockyards N/A
offices_productivity Economic Modifier to increase/decrease the productivity generated from offices N/A
total_workforce_modifier Economic Modifier to increase/decrease the amount of your workforce for buildings N/A
high_unemployment_threshold_modifier Economic Modifier to increase/decrease the limit before you suffer penalties from high unemployment N/A
gdp_from_resource_sector_modifier Economic Modifier to increase/decrease the gdp from the resource sector N/A
international_market_income_modifier Economic Modifier to increase/decrease the amount of money gained from selling equipment on the international market N/A
international_market_purchase_modifier Economic Modifier to increase/decrease the cost of buying equipment from the international market N/A
migration_rate_value_factor Migration Modifier to increase/decrease the amount of net migration into your country N/A
internal_investments_pp_cost_modifier Economic Modifier to increase/decrease the amount of political power spent on Internal Investments N/A
internal_investments_money_cost_modifier Economic MModifier to increase/decrease the amount of money spent on Internal Investments N/A
Law Modifiers
Modifier Name Category Description Notes
expected_adm_modifier Law Modifier that increases/decreases the expected government spending on Bureau (Laws) N/A
expected_police_modifier Law Modifier that increases/decreases the expected government spending on Police/Internal Security (Law) N/A
expected_education_modifier Law Modifier that increases/decreases the expected government spending on Education (Law) N/A
expected_healthcare_modifier Law Modifier that increases/decreases the expected government spending on Healthcare (Law) N/A
expected_welfare_modifier Law Modifier that increases/decreases the expected government spending on Social Spending (Law) N/A
expected_mil_modifier Law Modifier that increases/decreases the expected government spending on Military (Law) N/A
corruption_cost_factor Law Modifies the political power cost of changing Corruption N/A
economic_cycles_cost_factor Law Modifies the political power cost of changing Economic Cycles N/A
internal_factions_cost_factor Law Modifies the political power cost of changing Internal Factions N/A
bureaucracy_cost_factor Law Modifies the political power cost of changing Bureaucracy Spending N/A
Military_Spending_cost_factor Law Modifies the political power cost of changing Military Spending N/A
crime_fighting_cost_factor Law Modifies the political power cost of changing Police/Internal Security Spending N/A
education_budget_cost_factor Law Modifies the political power cost of changing Education Spending N/A
health_budget_cost_factor Law Modifies the political power cost of changing Healthcare Spending N/A
social_budget_cost_factor Law Modifies the political power cost of changing Welfare Spending N/A
trade_laws_cost_factor Law Modifies the political power cost of changing Trade Law N/A
Conscription_Law_cost_factor Law Modifies the political power cost of changing Conscription Law N/A
Military_Status_Women_cost_factor Law Modifies the political power cost of changing Military Status of Women Law N/A
Foreign_Intervention_Law_cost_factor Law Modifies the political power cost of changing Foreign Intervention Law N/A
Officer_Training_Law_cost_factor Law Modifies the political power cost of changing Officer Training Law N/A
migration_rate_value_factor Law Modifies net migration rate N/A
materiel_manufacturer_cost_factor Law Modifies the political power cost of changing Infantry/Other Design Companies This is used when you do not have Arms Against Tyranny enabled.
tank_manufacturer_cost_factor Law Modifies the political power cost of changing Armour Design Companies This is used when you do not have Arms Against Tyranny enabled.
aircraft_manufacturer_cost_factor Law Modifies the political power cost of changing Aircraft Design Companies This is used when you do not have Arms Against Tyranny enabled.
naval_manufacturer_cost_factor Law Modifies the political power cost of changing Naval Design Companies This is used when you do not have Arms Against Tyranny enabled.
Influence Modifiers
Modifier Name Category Description Notes
foreign_influence_modifier Influence Modifier that increases the effectiveness of your influence actions N/A
foreign_influence_defense_modifier Influence Modifier that decreases the effectiveness of foreign influence actions in our country N/A
foreign_influence_auto_influence_cap_modifier Influence Modifier that increases the number of Auto-Influence slots a tag has available N/A
influence_coup_modifier Influence Modifier that increase/decreases the success rate of a coup N/A
foreign_influence_continent_modifier Influence Modifier that increase/decreases the effectiveness of foreign influence on other continents This modifier is a negative modifier.
foreign_influence_home_continent_modifier Influence Modifier that increase/decreases the effectiveness of foreign influence on our home continents This modifier is a negative modifier.
foreign_influence_monthly_domestic_independence_gain_modifier Influence Increases the amount of the monthly Domestic Independence Gain  
foreign_influence_monthly_domestic_independence_gain_factor Influence Modifier that increases/decreases the effectiveness of foreign influence on other continents Increases the amount of the monthly Domestic Independence Gain by this factor
Energy Modifiers
Modifier Name Category Description Notes
energy_gain Energy Modifies energy gain as a flat amount 10 = 10 more energy gain
energy_gain_multiplier Energy Modifies energy gain as a percentage, modifies all sources of energy gain N/A
renewable_energy_gain Energy Modifies energy gain from renewable N/A
renewable_energy_gain_multiplier Energy Modifies energy gain from renewable as a modifier N/A
pop_energy_use_multiplier Energy Modifies the amount of energy used by the population N/A
fossil_pp_energy_generation_modifier Energy Modifies the energy generated by a Fossil Fuel Powerplant N/A
nuclear_energy_generation_modifier Energy Modifies energy generated by a Nuclear Reactor N/A
hydroelectric_energy_storage Energy Used for basic static energy use/storage for hydroelectric modifiers in a particular state N/A
nuclear_fuel_consumption_modifier Energy Modifies the consumption of LEU fuel by Nuclear Reactors N/A
fossil_pp_fuel_consumption_modifier Energy Modifies the consumption of fuel by Fossil Fuel Powerplant N/A
non_electric_fuel_consumption_modifier Energy Modifies the consumption of fuel by a countries population N/A
energy_use Energy Modifies energy use as a flat amount 10 = 10 more energy consumption
energy_use_multiplier Energy Modifies energy consumption as a percentage, modifies all sources of energy consumption N/A
battery_park_construction_cost Energy Modifies the cost of building a battery park N/A
leu_fuel_production_modifier Energy Modifies the amount of LEU fuel produced each week by enrichment facilities N/A
heu_fuel_production_modifier Energy Modifies the amount of HEU fuel produced each week by enrichment facilities N/A
state_renewable_energy_generation_modifier Energy Modifies the amount of State Renewable Energy Generation N/A
Political Modifiers
Modifier Name Category Description Notes
popularity_attack_modifier Political Modifier that increases the effectiveness of attacking political parties in the political GUI The modifier is not percentual. EX: popularity_attack_modifier = 2.0 for 2x damage
popularity_boost_modifier Political Modifier that increases the effectiveness of boosting political parties in the political GUI The modifier is not percentual. EX: popularity_boost_modifier = 2.0 for 2x boost

Effects/Scripted Effects

MD Building Costs

Each of the values for buildings that consume a building slot (i.e. Civilian Industry) has the building slot factored in.

– State Buildings:

  • Civilian Industry (industrial_complex) - $7.50
  • Military Industry (arms_factory) - $7.50
  • Dockyard (dockyard) - $7.50
  • Offices (offices) - $12
  • Commercialized Agriculture District - $3.75
  • Infrastructure (infrastructure) - $3.50
  • Air Base (air_base) - $2.50
  • Sam Site (anti_air_building) - $3.25
  • Renewable Energy Infrastructure (synthetic_refinery) - $8.50
  • Fuel Silo (fuel_silo) - $3.00
  • Radar Station (radar_station) - $1.75
  • Network Infrastructure (internet_station) - $3.00
  • Missile Launch Site (rocket_site) - $3.00
  • Nuclear Reactor (nuclear_reactor) - $9.00
  • State-Wide Defensive Network (stronghold_network) - $8.00
  • Fossil Fuel Powerplant (fossil_powerplant) - $2.25
  • Building Slots Minimum: $1.00 per slot

– Provincial Buildings

  • Naval Engineering Facility (naval_facility) - $15.00
  • Land Warfare Facility (land_facility) - $15.00
  • Aerodynamics & Avionics Facility (air_facility) - $15.00
  • Civilian R&D Facility (nuclear_facility) - $15.00
  • Naval Base (naval_base) - $0.50 per level
  • Land Fort (bunker) - $0.50 per level
  • Coastal Bunker (coastal_bunker) - $0.50 per level
  • Supply Hub (supply_node) - $2.50
  • Railways (rail_way) - $0.01 per province

– Resources:

Resources in MD translates to a 8 resources to one civilian factory. Therefore, if you were to add 1 steel it would cost the nation $0.938 Billion in MD standard. The below example illustrates how you should balance out resource costs.

Example:

capital_scope = {
	add_resource = {
		type = steel
		amount = 4
	}
}
set_temp_variable = { treasury_change = -3.75 }
modify_treasury_effect = yes
MD Building Effects

If you are lazy to calculate cost for common effects with buildings, you can check common\scripted_effects\00_scripted_effects.txt

State Scope effects requires to put the effect inside a state. If the building cannot be added into a state, it will be added to any random owned state.
Example:

117 = {
	one_state_industrial_complex = yes
}

Also try to use as more as possible these effects.

Civilian Factory

one_random_industrial_complex = yes #add 1 civ with slot and cost
two_random_industrial_complex = yes #add 2 civs with slots and cost
three_random_industrial_complex = yes #add 3 civs (2 in 1st random state and 3rd in another one) with slots and cost
four_random_industrial_complex = yes #add 4 civs (2 in 1st random state and 2 in another one) with slots and cost

~~State Scope~~
one_state_industrial_complex = yes #add 1 civ with slot and cost in a predefined state
two_state_industrial_complex = yes #add 2 civs with slot and cost in a predefined state
three_state_industrial_complex = yes #add 3 civs with slot and cost in a predefined state
four_state_industrial_complex = yes #add 4 civs with slot and cost in a predefined state

Military Factory

one_random_arms_factory = yes #add 1 military factory with slot and cost
two_random_arms_factory = yes #add 2 military factories with slots and cost
three_random_arms_factory = yes #add 3 military factories (2 in 1st random state and 3rd in another one) with slots and cost
four_random_arms_factory = yes #add 4 military factories (2 in 1st random state and 2 in another one) with slots and cost

~~State Scope~~
one_state_arms_factory = yes #add 1 military factory with slot and cost in a predefined state
two_state_arms_factory = yes #add 2 military factories with slot and cost in a predefined state
three_state_arms_factory = yes #add 3 military factories with slot and cost in a predefined state
four_state_arms_factory = yes #add 4 military factories with slot and cost in a predefined state

Infrastructure

one_random_infrastructure = yes #add 1 infrastructure with cost
two_random_infrastructure = yes #add 2 infrastructure in 2 random states with cost
three_random_infrastructure = yes #add 3 infrastructure in 3 random states with cost

~~State Scope~~
one_state_infrastructure = yes #add 1 infrastructure with cost in a predefined state
two_state_infrastructure = yes #add 2 infrastructure with cost in a predefined state
three_state_infrastructure = yes #add 3 infrastructure with cost in a predefined state

Dockyards

one_random_dockyard = yes #add 1 dockyard with slot and cost
two_random_dockyards = yes #add 2 dockyards with slots and cost

~~State Scope~~
one_state_dockyard = yes #add 1 dockyard with slot and cost in a predefined state
two_state_dockyard = yes #add 2 dockyards with slot and cost in a predefined state

Offices

The following also give a fossil fuel power plant.

one_office_construction = yes #add 1 office construction with slot and cost
two_office_construction = yes #add 2 office constructions with slots and cost
three_office_construction = yes #add 3 office constructions (2 in 1st random state and 3rd in another one state) with slots and cost

~~State Scope~~
one_state_office_construction = yes #add 1 office construction with slot and cost in a predefined state
two_state_office_construction = yes #add 2 office constructions with slots and cost in a predefined state
three_state_office_construction = yes #add 3 office constructions with slots and cost in a predefined state

Commercialized Agriculture District

one_random_agriculture_district = yes #add 1 agriculture district construction with slot and cost

~~State Scope~~
one_state_agriculture_district = yes #add 1 agriculture district construction with slot and cost in a predefined state

Air bases (air_base)

one_air_base = yes #add 1 air base with cost
two_air_base = yes #add 2 air bases in various states with cost

~~State Scope~~
one_state_air_base = yes #add 1 air base with cost in a predefined state
two_state_air_base = yes #add 2 air bases with cost in a predefined state

Network Infrastructure (internet_station)

one_random_network_infrastructure = yes #add 1 network infrastructure with cost
two_random_network_infrastructure = yes #add 2 network infrastructure in various states with cost

~~State Scope~~
one_state_network_infrastructure = yes #add 1 network infrastructure with cost in a predefined state
two_state_network_infrastructure = yes #add 2 network infrastructure with cost in a predefined state

Anti Air | Sam Site (anti_air_building)

one_anti_air = yes #add 1 anti air with cost
two_anti_air = yes #add 2 anti airs in various states with cost

~~State Scope~~
one_state_anti_air = yes #add 1 anti air with cost in a predefined state
two_state_anti_air = yes #add 2 anti airs with cost in a predefined state

Radar Station (radar_station)

one_radar_station = yes #add 1 radar station with cost
two_radar_station = yes #add 2 radar stations in various states with cost

~~State Scope~~
one_state_radar_station = yes #add 1 radar station with cost in a predefined state
two_state_radar_station = yes #add 2 radar stations with cost in a predefined state

Synthetic refinery (synthetic_refinery)

one_random_synthetic_refinery = yes #add 1 Synthetic refinery with slot and cost
two_random_synthetic_refinery = yes #add 2 Synthetic refineries in various states with slots and cost
three_random_synthetic_refinery = yes #add 3 Synthetic refineries in various states with slots and cost

~~State Scope~~
one_state_synthetic_refinery = yes #add 1 Synthetic refinery with slot and cost in a predefined state
two_state_synthetic_refinery = yes #add 2 Synthetic refineries with slot and cost in a predefined state
three_state_synthetic_refinery = yes #add 3 Synthetic refineries with slot and cost in a predefined state

Other buildings

one_random_nuclear_reactor = yes #add 1 nuclear reactor with slot and cost
two_random_nuclear_reactor = yes #add 2 nuclear reactors with slot and cost

~~State Scope~~
one_state_nuclear_reactor = yes #add 1 nuclear reactor with slot and cost in a predefined state
two_state_nuclear_reactor = yes #add 2 nuclear reactors with slot and cost in a predefined state
MD Economic Effects

All scripted effects provided automatically create tooltips for you. Do NOT localize additional tooltips.

How to Modify Treasury

# - reduces the treasury
set_temp_variable = { treasury_change = -10.00 }
modify_treasury_effect = yes

small_expenditure = yes
medium_expenditure = yes
large_expenditure = yes

Other Economic Effects

set_temp_variable = { debt_change = 0.1 }
modify_debt_effect = yes
set_temp_variable = { int_investment_change = 0.1 }
modify_international_investment_effect = yes
set_temp_variable = { corp_change = 2 }
modify_corporate_tax_rate_effect = yes
set_temp_variable = { pop_change = 2 }
modify_population_tax_rate_effect = yes
# - Adjusting the productivity of a number as a flat value
set_temp_variable = { temp_productivity_change = 0.025 }
flat_productivity_change_effect = yes

Guide on How To-Do Additional Income/Additional Expenses

Step One: go to common/scripted_effects/00_money_system.txt
Step Two: look for calculate_additional_income_rate
Step Three: In that section there should be a noted one that says Country Specific. Throw it in there.
if = {
  limit = { original_tag = TAG  }
  if = {
    limit = { has_idea = whatever }
    set_variable = { whatever_gain = 0.05 }
    add_to_variable = { additional_income_rate = whatever_gain }
  }
}
Step Four: go to common/scripted_localization/money_scripted_localization.txt. It doesn't really matter where you put it in here.
defined_text = {
    name = additional_income_summary_whatever
    text = {
        trigger = { has_idea = whatever }
        localization_key = "whatever_TT" #define this summary "$$[?whatever_gain|+3] from §Y$whatever$§!\n"
    }
    text = {
        trigger = { NOT = { has_idea = whatever } }
        localization_key = ""
    }
}
Step Five: go to MD_money_l_english.yml (localisation/english). Look up ADDITIONAL_INCOME_REVENUES_TOOLTIP
Then at the end or somewhere in it just put [additional_income_summary_whatever]
Step Six: Go back to your original idea file this should show you the amount in the spirits modifiers

**NOTE** Variable displays will not work in this section. You will need to create seperate tooltip that states expclitly what you want or added the localization into the _desc of the idea.

Do this in the modifiers:

modifiers = {
  custom_modifier_tooltip = whatever_TT
}

Set/Remove Trade Agreement

Creates or removes a trade agreement

  • sender_nation — The nation sending the agreement
  • receiver_nation — Nation retrieving the agreement
  • remove_agreement — Optional (Set to 1)
set_temp_variable = { receiver_nation = RAJ.id }
set_temp_variable = { sender_nation = SIN.id }
set_improved_trade_agreement = yes

Set/Remove Permanent Investment Targets

Creates or removes adding_nation to another AI’s investment pool

  • target_nation — The nation sending the agreement
  • adding_nation — Nation retrieving the agreement
  • remove_nation — Optional (Set to 1)
set_temp_variable = { target_nation = RAJ.id }
set_temp_variable = { adding_nation = SIN.id }
change_permanent_investment_target = yes

Increase/Decrease Economic Growth

Increases or decreases the nation’s current economic cycle

increase_economic_growth = yes
decrease_economic_growth = yes
increase_two_level_economic_growth = yes
decrease_two_level_economic_growth = yes
depression = yes
recession = yes
stagnation = yes
stable_growth = yes
fast_growth = yes
economic_boom = yes

Increase/Decrease Bureaucracy Law

Increases or decreases the nation’s current Bureaucracy Spending Law

decrease_centralization = yes
decrease_centralization_2 = yes
decrease_centralization_3 = yes
increase_centralization = yes
increase_centralization_2 = yes
increase_centralization_3 = yes
increase_centralization_4 = yes

Increase/Decrease Social Spending

Increase or decreases the nation’s current Social Spending Law

increase_social_spending = yes
increase_social_spending_2 = yes
increase_social_spending_3 = yes
increase_social_spending_4 = yes
decrease_social_spending = yes
decrease_social_spending_2 = yes
max_social_spending = yes

Increase/Decrease Education Spending

Increase or decreases the nation’s current Education Spending Law

increase_education_budget = yes
increase_education_budget_2 = yes
increase_education_budget_3 = yes
increase_education_budget_4 = yes
decrease_education_budget = yes
decrease_education_budget_2 = yes
max_education_budget = yes

Increase/Decrease Health Spending

Increase or decreases the nation’s current Education Spending Law

increase_healthcare_budget = yes
increase_healthcare_budget_2 = yes
increase_healthcare_budget_3 = yes
increase_healthcare_budget_4 = yes
decrease_healthcare_budget = yes
decrease_healthcare_budget_2 = yes
max_healthcare_budget = yes

Increase/Decrease Police Spending

Increase or decreases the nation’s current Police Spending Law

increase_policing_budget = yes
increase_policing_budget_2 = yes
increase_policing_budget_2 = yes
increase_policing_budget_4 = yes
decrease_policing_budget = yes
decrease_policing_budget_2 = yes

Increase/Decrease Trade Law

The following are for increasing and decreasing the “Trade Law” of your nation:

increase_exports = yes
decrease_exports = yes
set_exports_to_min = yes
set_exports_to_max = yes

Increase/Decrease Military Spending Law

The following are for increasing your military spending law.

increase_military_spending = yes
decrease_military_spending = yes
decrease_military_spending_2 = yes
sizeable_military_spending = yes # Sets your military spending to sizeable

Increase/Decrease Migration Law

The following are for increasing and decreasing your Migration and Border Regulations laws

increase_migration_law = yes
decrease_migration_law = yes
MD Internal Faction Effects

Internal Factions Code Snippet

set_temp_variable = { temp_opinion = 5 }
change_small_medium_business_owners_opinion = yes

If you want industrial_conglomerates opinion to be improved.

set_temp_variable = { temp_opinion = 5 }
change_industrial_conglomerates_opinion = yes
Internal Faction Breakdown
# List of Factions sorted by category
# ----------------------------------
# Economic Type: Small & Medium Business Owners, International Bankers, Fossil Fuel Industry
# Industrial Conglomerates, Oligarchs
#
# Militaristic: Maritime Industry, Military-Industrial Complex, The Military, Intelligence Community
#
# Special Interest: Labour Unions, Landowners, Farmers, Communist Cadres
#
# Religious Factions: Wahhabi Ulema, The Ulema, The Clergy, The Priesthood
#
# Nation Specific: The Donju, The Bazaar, Saudi Royal Family, IRGC, Iranian Quds Force,
# Foreign Jihadis, Chaebols, Wall Street
Available Faction Commands
  • change_small_medium_business_owners_opinion
  • change_industrial_conglomerates_opinion
  • change_fossil_fuel_industry_opinion
  • change_defense_industry_opinion
  • change_maritime_industry_opinion
  • change_international_bankers_opinion
  • change_oligarchs_opinion
  • change_farmers_opinion
  • change_landowners_opinion
  • change_labour_unions_opinion
  • change_communist_cadres_opinion
  • change_the_clergy_opinion
  • change_the_ulema_opinion
  • change_the_priesthood_opinion
  • change_the_wahabi_ulema_opinion
  • change_the_military_opinion
  • change_intelligence_community_opinion
  • change_the_bazaar_opinion – Iranian Unique Small Medium Business Owners
  • change_the_donju_opinion – North Korean Oligarchs
  • change_saudi_royal_family_opinion – Unique Faction for Gulf States
  • change_foreign_jihadis_opinion – Unique Faction for Fascist States (Al-Shabaab i.e.)
  • change_irgc_opinion – Unique Faction for Iran
  • change_iranian_quds_force_opinion – Unique Faction for Iranian Proxy States
  • change_chaebols_opinion – Unique South Korean oligarchs
  • change_wall_street_opinion – Unique American International Bankers
MD Influence Effects

Influence Action Examples

Percent Change is given in a whole number increment (i.e. 10 = 10%)

  • Domestic Influence
    # set_temp_variable = { percent_change = +-x }
    change_domestic_influence_percentage = yes
    
  • Change Index Influencers
    # set_temp_variable = { percent_change = +-x }
    # set_temp_variable = { influencer_index = 0-6 }
    change_current_influencer_index_percentage = yes
    
  • General Influence Change – Keep in mind if the 7th influencer has more influence then your percent_change the target nation will gain domestic influence instead of you gaining influence.

i.e. 7th Influencer has 5% influence and you are influencing by 3%. The target nation gains domestic influence instead.

# set_temp_variable = { percent_change = -+ x }
# set_temp_variable = { tag_index = SCOPE }
# set_temp_variable = { influence_target = SCOPE }
# Supported Scope: FROM, ROOT, PREV, TAG
change_influence_percentage = yes
MD Political Effects **Code Snippet to Add Party Popularity to Subideologies** - set_temp_variable = { party_index = X } #Index of party to be changed 0-23 - set_party_index_to_ruling_party = yes -- automatically sets index to ruling party - set_temp_variable = { party_popularity_increase = Y } #How much party popularity is changed, must be in decimals so 2% is 0.02 - set_temp_variable = { temp_outlook_increase = Z } #OPTIONAL PARAMETER -- Must be in decimals so 2% is 0.02 - add_relative_party_popularity = yes ``` set_temp_variable = { party_index = 2 } set_temp_variable = { party_popularity_increase = 0.10 } set_temp_variable = { temp_outlook_increase = 0.10 } -- OPTIONAL add_relative_party_popularity = yes ``` ***Modify Ruling Outlook Popularity:*** Purpose: Modifies the ruling outlook only by ``arg_popularity`` ``` set_temp_variable = { arg_popularity = +- } add_ruling_outlook_popularity = yes ``` ***Add a Party to Coalition*** Purpose: Lightweight script to dynamically localize the addition of members into coalition. ``` set_temp_variable = { add_col_one = 0-23 } add_coalition_members_effect = yes ``` ***Remove a Party from Coalition*** Purpose: Lightweight script to dynamically localize the removal of members into coalition. ``` set_temp_variable = { remove_col_one = 0-23 } remove_coalition_members_effect = yes ``` ***Set the Ruling Party Via Effect*** Purpose: Set the ruling party via scripted effect to some subideology. You need to still do the set_politics as I cannot parameterize it. ``` # set_temp_variable = { rul_party_temp = 0-23 } # set_temp_variable = { col_one = 0 - 23 } -- Optional: This sets the first coalition member # set_temp_variable = { col_two = 0 - 23 } -- Optional: This sets the second coalition member # set_temp_variable = { col_three = 0 - 23 } -- Optional: This sets the third coalition member # set_temp_variable = { change_leader_temp = 0-1 } -- Optional: If you do not want to change the ruling leader then set this value to 1 # It's imperative you put the set_politics second! Else it doesn't properly update the set_party_name set_temp_variable = { rul_party_temp = 20 } change_ruling_party_effect = yes set_politics = { ruling_party = nationalist elections_allowed = no } ``` ***Modifying Election Threshold:*** Purpose: Modifies the Election Threshold (minimum value a party needs to be considered for coalitions). ``` set_temp_variable = { threshold_change = 0.03 } modify_election_threshold = yes ``` ***Allow/Ban Parties*** Bans the provided party index for elections ``` set_temp_variable = { party_index = 1-24 } ban_party_scripted_call = yes ``` Allows the provided party index for elections ``` set_temp_variable = { party_index = 1-24 } unban_party_scripted_call = yes ``` ``` set_country_flag = free_allow_parties # Set this if you don't want a PP cost set_partyall_allowed = yes # Allows all the parties ``` ``` set_country_flag = free_ban_parties # Set this if you don't want a PP cost set_partyall_banned = yes # Bans all the parties ```
Counter Terror Effects **Radicalization / Threat Level** Only Counter Terror nations can use this. For a full list of tags go to common -> on_actions.txt and look for _ct_states. ``` set_temp_variable = { rad_change = -5 } modify_radicalization_effect = yes ``` ``` set_temp_variable = { threat_change = 2 } modify_terror_threat_effect = yes ```
MD Cartel Related Effects modify_cartel_variables_effect Purpose: Handles the macro for needing to change any cartel strength or cartel political influence set_temp_variable = { cart_strength_change = +- x } set_temp_variable = { cart_influence_change = +- x } ``` set_temp_variable = { cart_strength_change = 2 } set_temp_variable = { cart_influence_change = 2 } modify_cartel_variables_effect = yes ```
MD European Union Effects **Euroscepticism Effects** To add/remove Euroscepticism all you need to do is: ``` set_temp_variable = { modify_eurosceptic = 0.05 } set_temp_variable = { modify_eurosceptic_target = THIS } eurosceptic_change = yes ``` "THIS" can use any of the following: - THIS - ROOT - PREV - FROM - Any country tag (such as GER) For this effect to occur in *all* current EU states: ``` set_temp_variable = { modify_eurosceptic = -0.05 } EU_eurosceptic_change = yes ``` And finally, for this effect to occur in *current* and *potential* EU member states: ``` set_temp_variable = { modify_eurosceptic = -0.05 } EU_potential_eurosceptic_change = yes ```
Energy Effects Constructs enrichment facilities for the nation. It costs 25.00 per. The scripted effect handles the cost. Just input a number. ``` set_temp_variable = { temp_change = 2 } build_enrichment_facilities_effect = yes ``` Constructs a battery park as part of an effect. It costs 100.00 per unless you have modifiers to reduce or increase it. ``` set_temp_variable = { temp_change = 2 } build_battery_park_effect = yes ```

Guides/How-To

MD How-To-Add Subideology Parties Adding political parties is a great way to add new flavor to nations without a lot of work! There are several files you need to edit to get the parties to show up in Millennium Dawn. - ``common/scripted_lozalition/subideology_scripted_localization.txt`` - ``localisation/english/MD_subideology_parties_l_english.yml`` - ``interface/MD_parties_icons.gfx`` - Party icons are stored in ``gfx/texticons/parties_icons/nation_name`` - Custom Leaders are stored in ``common/scripted_effects/[TAG]_political_leaders.txt`` It is fairly straightforward, but you will need to follow the tags exactly as they are written. List of Subideology Slots: *THESE CANNOT BE USED FOR CONSOLE COMMANDS* **Western** - Western_Autocracy - Pro-Western Autocrats - conservatism - Conservatives - liberalism - Liberals - socialism - Social Democrats **Emerging** - Communist-State - Emerging Communists - anarchist_communism - Left-Wing Radicalism - Conservative - Reactionaries - Autocracy - Emerging Autocrats - Mod_Vilayat_e_Faqih - Moderate Shiite Revolutionaries - Vilayat_e_Faqih - Hardline Shiite Revolutionaries **Salafism** - Kingdom - Wahhabi Monarchist - Caliphate - Saafi Jihadism **Non-Aligned** - Neutral_Muslim_Brotherhood - Moderate Islamist - Neutral_Autocracy - Non-Aligned Autocrats - Neutral_conservatism - Conservatives - oligarchism - Oligarchs - Neutral_Libertarian - Libertarians - Neutral_green - Greens - neutral_Social - Socialist Democrats - Neutral_Communism - Communists **Nationalist** - Nat_Populism - Right Wing Popluists - Nat_Fascism - Fascists - Nat_Autocracy - Military Junta - Monarchist - Absolutist Monarchist ***THE HOW TO*** To start you need to define the political party in the MD_subideology_parties_l_english.yml. Here we are using Armenia as our example. Please keep the same stylization here, where you only replace conservatism with the given ideologies. ![image](../uploads/image.png) The next place is to implement the icons in ``interface/MD_parties_icons.gfx``. You must first save your party icons in .dds format in ``gfx/texticons/parties_icons/{tag}``. This is where the image of the icon is stored. You then move onto ``interface/MD_parties_icons.gfx`` and implement them following the thousands of other spriteType examples. ![image](../uploads/image.png) Once you have completed that portion it is now time to move on to the implementation of the localization keys. From here, we move to the file ``common/scripted_localisation/subideology_scripted_localisation.txt``. There are three places you need to add for the individual localization keys. The first is {subideology}_L which is the party's title with its icon. The second is {subideology}_L_desc where the description is stored, and finally, {subideology}_L_icon where the icon is stored. ![image](../uploads/image.png) If you have done these steps correctly your parties should now be correctly displayed in the game. You can give these any kind of conditional if you want dynamics. ARM, SPR, and FRA all have examples of doing this dynamically using other triggers. New political leaders are a bit more complicated and require some more details to ensure they are correctly configured in-game. To begin, you must have stored your portraits in ``gfx/leaders/{tag}`` in .dds format or .tga format. Once that is complete we then move on to ``common/scripted_effects/{tag}_political_leaders.txt``. There are some notes to keep track of. Depending on the ideology of the leader, you need to set it by replacing the set_Nat_Autocracy with set_{subideology}. This classifies it to the proper sub ideology that a specific character belongs to. The only thing that needs to be added if a leader shouldn't be available after a certain condition or date is ``if = { limit = { date < 2016.1.2 } set_temp_variable = { b = 1 } } #skip if 2017``. This line determines whether the leader is skipped the next time the leader comes to power. ``` if = { limit = { has_country_flag = set_Nat_Autocracy } if = { limit = { check_variable = { Nat_Autocracy_leader = 0 } } add_to_variable = { Nat_Autocracy_leader = 1 } hidden_effect = { kill_country_leader = yes } create_country_leader = { name = "Clifford Husbands" picture = "generic.dds" ideology = Nat_Autocracy traits = { nationalist_Nat_Autocracy } } if = { limit = { has_country_flag = do_not_retire } subtract_from_variable = { Nat_Autocracy_leader = 1 } } if = { limit = { date < 2016.1.2 } set_temp_variable = { b = 1 } } #skip if 2017 } if = { limit = { check_variable = { Nat_Autocracy_leader = 1 } NOT = { check_variable = { b = 1 } } } add_to_variable = { Nat_Autocracy_leader = 1 } hidden_effect = { kill_country_leader = yes } create_country_leader = { name = "Sandra Mason" picture = "sandra_mason.dds" ideology = Nat_Autocracy traits = { nationalist_Nat_Autocracy } } if = { limit = { has_country_flag = do_not_retire } subtract_from_variable = { Nat_Autocracy_leader = 1 } } set_temp_variable = { b = 1 } } } ```
Historical Events/Exact Date Trigger (ETD) Events File Path: ``common/scripted_effects/00_yearly_efffects`` Historical events for MD should be triggered using the new system in common/scripted_effects/00_yearly_effects.txt These are "container" effects triggered once a year by one country to trigger all historical scripted content for each country. You can put an event in two places, either in a "year" effect or in the on_startup effect at the top of the file. If you wish to have the event fire in 2000 (or 2017 if you still want content support for that start date). Add the event in the on-startup with the days until it should fire in the game's first year. Outside of that, if you wish to fire an event in a specific year, find the event and then add the day counters as you otherwise would for a normal event. ``` MD_event_on_startup_events = { if = { # The 2000 start date limit = { has_start_date < 2000.1.2 } # Events with known dates that should fire with the 2000 start date. CAM = { country_event = { id = Cameroon.1 days = 50 random_days = 50 } } } else = { USA = { country_event = { id = donald_trump.1000 days = 1 } } } } ``` ``` trigger_year_2067_events = { USA = { country_event = { id = collapse_event.1 days = 30 random_days = 336 } } } ```
Variable Guide/Explanation There are a ton interesting and fun things you can accomplish using simple variables and other forms of variables that arent entirely possible using only in-game values. Variables open up a whole new world in terms of gameplay and design that is normally undervalued in a game that its primary focus is the military aspect. # Basic Commands for Variables #set_variable = { var = example value = 1 } - Sets the Variable (can be used anywhere executing a script) to a value and also sets a variable with a name. Creates the variable if it doesnt exist before, OR sets it to a new value if already present somewhere. #add_to_variable { var = example value = 1 } - this is the long way of adding to a variable but it just adds one so now the variable is valued at 2. #subtract_from_variable { var = example value = 2 } - subtracts yields 0 from the current running script. You can also multiple, divide, round, and a few other functions depending on the situation you are using the variables. # Basic Setting Example: Example: ``` ####American Economic Variables Pre-Set### ###Regulatory Variable set_variable = { var = USA_economic_regulation_var value = 45 } set_variable = { var = USA_economic_regulation_var max = 100 } set_variable = { var = USA_economic_regulation_var min = 0 } ###Strength of Wall Street set_variable = { var = USA_strength_of_wall_street_var value = 17 } set_variable = { var = USA_strength_of_wall_street_var max = 50 } set_variable = { var = USA_strength_of_wall_street_var min = 0 } ``` The variables here are set in the United States history file and used for the American Economy decisions and effects that occur with every one of the American economy focuses, events or decisions. There are two new topics here in the set_variable which is min and max. They simply set the max possible value and the minimum possible value for the given variable. This is a basic rundown of variables and the simplest way to begin and use them. There are many ways of using this flexible effects in both systems and in general effects.
Unique Terrain Photos Guide **Step One: Create a Suitable Image Size & Put it in a Folder** Terrain photos need to be 413x70px in size. After selecting your image and sizing it, save the image as DDS. Then drop your photos in \mod\Millennium_Dawn\gfx\interface\terrain. **Step Two: Edit MD_terrain_cities.gfx Code** File Path: ``Millennium_Dawn\gfx\interface\terrain`` Then you need to tell the game to load your new .dds file. The code can be found in this file MD_terrain_cities.gfx found in this folder Millennium_Dawn\interface\MD_terrain_cities.gfx. The entry looks like this: ``` spriteType = { name = "GFX_terrain_brussels" textureFile = "gfx/interface/terrain/BAN_chittagong.dds" } ``` **Step Three: Edit countrystateview.gui Code** File Path: ``countrystateview.gui`` From there, you need to create an entry in the same folder in this file: countrystateview.gui. The entry looks like this ``` iconType = { name = "terrain_brussels_icon" spriteType = "GFX_terrain_brussels" alwaystransparent = yes } ``` **Step Four: Edit 01_province_modifiers Code** File Path: ``Millennium_Dawn\common\modifiers in this file: 01_province_modifiers.txt`` With all that done, you need two more things. 1. Add an empty modifier (the thing that will stick to your province) 2. Tell the game to attach your modifier to the province at game start. Empty modifiers can be found here: ``` terrain_brussels = { } ``` **Step Five: Edit 00_startup_effects.txt Code** This phase is the most code intensive, because it adjusts which map points will have the terrain photos that you will add, it is advised to have the game and an editing tool (like Visual Studio Code) open, where one screen contains the code and the other runs the game. You can find all state ID's through debug mode, or typing ``Tdebug`` in the console command. File Path: ``Millennium_Dawn\common\scripted_effects\00_startup_effects.txt`` And finally to make it spawn at game start, go here: Millennium_Dawn\common\scripted_effects in this file: 00_startup_effects.txt You'll find this entry for Brussels: ``` 50 = { add_province_modifier = { static_modifiers = { terrain_brussels } province = { id = 516 } } add_province_modifier = { static_modifiers = { terrain_antwerp } province = { id = 6598 } } } ``` 50 is the state ID, the level at which you place airbases and stuff like that, 516 is the accurate province within that state.

Any additional questions please DM @AngriestBird on Discord.