63 posts
Skills: Coding, Localisation/Language Translation, Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies
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Post by OscarAn94 - EvW-Dev on Jan 20, 2015 16:25:50 GMT
I found that most leaders typ, all but one, has no modifiers. This should ofcourse be added. So i'm asking you, what kind of modifer do you think each type should have?
EvWv1.0\common\minister_types.txt
C:\Users\Oscar\Desktop\EvWv1.0\common\minister_types.txt
extremist_type = {
}
hardliner_type = {
}
bureaucrat_type = {
}
administrator_type = {
}
reformer_type = {
}
ambitious_type ={
}
lethargic_type = {
}
visionary_type = {
}
traditionalist_type = {
}
dictator_type = {
}
autocrat_type = {
}
democrat_type = {
}
zealous_type = {
}
religious_type = {
}
moral_type = {
}
parental_type = {
}
liberal_type = {
}
courageous_type = {
}
fortunate_type = {
}
honest_type = {
}
loyal_type = {
}
reputable_type = {
}
iron_lady = {
}
controversial_figure = {
}
courteous_figure = {
}
supreme_leader = {
dissent_decrease = 0.05
national_unity_effect = 0.1
}
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63 posts
Skills: Coding, Localisation/Language Translation, Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies
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Post by OscarAn94 - EvW-Dev on Jan 20, 2015 17:59:07 GMT
These are the ones i made, what do youguys think about it? Any changes you want made?
extremist_type = {
dissent_increase = 0.01
neutrality = -0.02
local_revolt_risk = 0.01
}
hardliner_type = {
neutrality = -0.02
threat_impact = 0.02
}
bureaucrat_type = {
global_money = 0.01
}
administrator_type = {
supply_consumption = -0.05
global_money = 0.01
global_resources = 0.01
}
reformer_type = {
global_resources = -0.01
ruling_party_support = 0.02
}
ambitious_type ={
neutrality = -0.02
threat_impact = 0.01
}
lethargic_type = {
dissent_increase = 0.01
global_money = -0.01
}
visionary_type = {
national_unity = 0.2
}
traditionalist_type = {
peace_consumer_goods_demand = -0.05
}
dictator_type = {
local_manpower_modifier = 0.01
ruling_party_support = 0.02
}
autocrat_type = {
war_exhaustion = -0.1
}
democrat_type = {
global_revolt_risk = -0.02
}
zealous_type = {
global_revolt_risk = -0.02
global_manpower_modifier = 0.02
}
religious_type = {
global_revolt_risk = -0.01
global_manpower_modifier = 0.01
}
moral_type = {
dissent_decrease = 0.05
}
parental_type = {
territorial_pride = 0.05
}
liberal_type = {
local_manpower_modifier = -0.01
}
courageous_type = {
espionage_bonus = 0.02
}
fortunate_type = {
global_money = 0.01
}
honest_type = {
espionage_bonus = -0.01
}
loyal_type = {
national_unity = 0.2
}
reputable_type = {
dissent_decrease = 0.05
}
iron_lady = {
dissent_increase = 0.01
global_resources = 0.01
threat_impact = 0.01
}
controversial_figure = {
dissent_increase = 0.01
}
courteous_figure = {
dissent_decrease = 0.01
}
supreme_leader = {
dissent_decrease = 0.05
local_manpower_modifier = 0.10
territorial_pride = 0.05
national_unity = 0.5
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71 posts
Skills: Historical Research, Writing Events/Decisions, Modding Countries/Leaders
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Post by Medibee on Jan 20, 2015 20:17:33 GMT
The traditionalist should have an increase in tech costs.
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63 posts
Skills: Coding, Localisation/Language Translation, Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies
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Post by OscarAn94 - EvW-Dev on Jan 20, 2015 20:35:23 GMT
The traditionalist should have an increase in tech costs. Good idea, i'll look into that and try to find an existing modifier for that.
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71 posts
Skills: Historical Research, Writing Events/Decisions, Modding Countries/Leaders
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Post by Medibee on Jan 20, 2015 20:38:12 GMT
The traditionalist should have an increase in tech costs. Good idea, i'll look into that and try to find an existing modifier for that. I'm pretty sure that policies have modifiers that you can use.
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63 posts
Skills: Coding, Localisation/Language Translation, Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies
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Post by OscarAn94 - EvW-Dev on Jan 20, 2015 20:58:03 GMT
I would like to have population_growth = 0.01 in there somewhere, just dont know where it would fit.
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71 posts
Skills: Historical Research, Writing Events/Decisions, Modding Countries/Leaders
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Post by Medibee on Jan 20, 2015 21:02:25 GMT
It might work for religious type.
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63 posts
Skills: Coding, Localisation/Language Translation, Historical Research, Writing Events/Decisions, Modding Units, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies
|
Post by OscarAn94 - EvW-Dev on Jan 20, 2015 21:09:27 GMT
good idea, it's realistic since they usualy ban contraception. So i'll add it
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71 posts
Skills: Historical Research, Writing Events/Decisions, Modding Countries/Leaders
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Post by Medibee on Jan 20, 2015 21:29:19 GMT
Also, I think another good change would be if the democrat_type had an small espionage penalty and the courageous_type/loyal_type had a small moral boost.
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50 posts
Skills: Historical Research, Writing Events/Decisions, Finding Bugs, Economic Balancing
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Post by warsmith17 on Jan 21, 2015 1:01:38 GMT
I don't like the dissent increase for lethargic, I'd prefer to see increased supply consumption or an org penalty. Perhaps liberal type should have a dissent decrease, or revolt risk decrease in addition to the current effect.
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