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.  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.  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.  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.