#You can create new modifiers here. There are various settings available which will affect how it displays in tooltips. #Note that any modifier created here will do nothing by default. You need to manually give it effects. #And example would be by putting "mult = modifier:my_modifier" in certain triggered modifiers or resource tables. See 01_ruler_jobs.txt/head_researcher and 04_species_traits.txt/trait_charismatic for examples. #Settings: # icon: name of file in gfx\interface\icons\modifiers (without the .dds). Default is "mod_" + key # percentage: show as a % or not (default: no) # min_mult: sets the minimum this modifier can be when used as a multiplier in the source code (so probably not relevant since this modifier will not be applied in the source code - but you could theoretically overwrite a code-generated modifier here). Default 0 # max_decimals: default 2 # good: sets if it registers as "good" (i.e. a positive number is green, a negative red). Default no. # neutral: sets if no value is either good or bad (all is yellow). Default no. # hidden: probably hides it in tooltips? Needs testing. Default no. # no_diff: not sure what this does either. Default no # cap_zero_to_one: ditto. Default no # localize_with_value_key: expects you to put $VALUE$ in the loc key (the number will be printed there). Default no # category: sets the modifier category, which is sometimes used to determine whether it is applied to a certain object (so make sure this is set to what you want) # In other words, this is referring to the object that the modifier is read from. I.e. where you could get its value via check_modifier_value, for instance. # It should be set to the lowest possible place in the hierarchy, where country is the top, then planet would be in the middle, and pop would be at the bottom. # Possible values: all, pop, ship, station, fleet, country, army, leader, planet, component, pop_faction (currently unused, do not use), deposit, # megastructure, habitability, starbase, economic_unit, system, trade, federation, espionage pop_job_amenities_mult = { icon = mod_planet_amenities_mult percentage = yes good = yes category = planet } pop_lifestyle_trade_value_mult = { icon = mod_trade_value_mult percentage = yes good = yes category = pop_group } pop_lifestyle_trade_value_add = { icon = mod_trade_value_add percentage = no good = yes category = pop_group } living_standard_trade_value_rulers_add = { icon = mod_trade_value_add percentage = no good = yes category = pop_group } living_standard_trade_value_specialists_add = { icon = mod_trade_value_add percentage = no good = yes category = pop_group } living_standard_trade_value_workers_add = { icon = mod_trade_value_add percentage = no good = yes category = pop_group } living_standard_trade_value_slaves_add = { icon = mod_trade_value_add percentage = no good = yes category = pop_group } living_standard_trade_value_criminals_add = { icon = mod_trade_value_add percentage = no good = yes category = pop_group } job_soldier_or_warrior_add = { icon = mod_job_soldier_add good = yes category = planet } job_soldier_stability_add = { icon = mod_planet_stability_add good = yes category = planet } job_enforcer_stability_add = { icon = mod_planet_stability_add good = yes category = planet } planet_bureaucrats_stability_produces_add = { icon = mod_planet_stability_add good = yes category = planet } job_researcher_naval_cap_add = { icon = mod_country_naval_cap_add good = yes category = planet } job_augmentor_trade_value_add = { icon = mod_trade_value_add good = yes category = country } job_roboticist_branch_office_value_mult = { icon = mod_branch_office_value_mult percentage = yes good = yes category = planet } habitat_stability_add = { icon = mod_planet_stability_add good = yes category = planet } habitat_max_districts_mult = { icon = mod_planet_max_districts_mult good = yes percentage = yes category = country } habitat_max_districts_add = { icon = mod_planet_max_districts_add good = yes category = country } habitat_districts_minor_add = { icon = mod_planet_max_buildings_add good = yes category = country } habitat_districts_housing_add = { icon = mod_planet_housing_add good = yes category = country } habitat_district_jobs_mult = { icon = mod_planet_max_buildings_add good = yes percentage = yes category = country } district_jobs_mult = { icon = mod_planet_jobs_organics_produces_mult good = yes percentage = yes category = country } pop_non_noxious_happiness = { icon = mod_pop_happiness good = no category = planet } pop_cyborg_happiness = { icon = mod_pop_happiness percentage = yes good = yes category = pop_group } pop_non_cyborg_happiness = { icon = mod_pop_happiness percentage = yes good = yes category = pop_group } pop_cyborg_worker_happiness = { icon = mod_pop_happiness percentage = yes good = yes category = pop_group } pop_cyborg_specialist_happiness = { icon = mod_pop_happiness percentage = yes good = yes category = pop_group } shroud_delve_cooldown = { icon = mod_shroud_unavailable good = no category = country percentage = yes } shroud_delve_cost = { icon = mod_shroud_unavailable good = no category = country percentage = yes } salvage_chance_add = { good = yes category = country percentage = yes } negative_traits_country = { icon = "mod_negative_traits" good = no category = country } negative_leader_traits_species = { icon = "mod_negative_traits" good = no category = all } negative_traits_leader = { icon = "mod_negative_traits" good = no category = leader } restored_node_bonus_skill = { icon = "mod_leader_skill_levels" good = yes category = country } restored_legion_node_bonus_skill = { icon = "mod_leader_skill_levels" good = yes category = country } restored_regulatory_node_bonus_skill = { icon = "mod_leader_skill_levels" good = yes category = country } restored_growth_node_bonus_skill = { icon = "mod_leader_skill_levels" good = yes category = country } restored_cognitive_node_bonus_skill = { icon = "mod_leader_skill_levels" good = yes category = country } citizen_pop_same_species_class_happiness = { icon = "mod_pop_happiness" good = yes category = pop_group percentage = yes } citizen_pop_different_species_class_happiness = { icon = "mod_pop_happiness" good = yes category = pop_group percentage = yes } citizen_pop_political_power = { icon = "mod_pop_happiness" good = yes category = pop_group percentage = yes } divided_patrongage_max_subjects = { icon = "mod_country_subject_acceptance_add" good = yes category = country } gravity_snare_cooldown_mult = { icon = mod_gravity_snare_cooldown_mult good = no percentage = yes category = fleet } enemy_ship_destroyed_energy_add = { icon = "mod_enemy_ship_destroyed_energy_add" good = yes percentage = no category = country } deposit_increase_on_survey_chance_mult = { icon = "mod_deposit_increase_on_survey_chance" good = yes percentage = yes category = country } branch_office_holding_crime_mult = { icon = mod_planet_crime_mult good = yes category = country percentage = yes } dyson_swarm_limit_add = { icon = "mod_country_megastructure_build_cap_add" good = yes category = country } arc_furnace_limit_add = { icon = "mod_country_megastructure_build_cap_add" good = yes category = country } deep_space_citadel_limit_add = { icon = "mod_country_megastructure_build_cap_add" good = yes category = country } megastructure_dismantle_refund_mult = { icon = mod_country_megastructure_build_cap_add good = yes category = country percentage = yes } pop_non_psionic_happiness = { icon = mod_pop_happiness percentage = yes good = yes category = pop_group } pop_psionic_happiness = { icon = mod_pop_happiness percentage = yes good = yes category = pop_group } psionic_pop_bonus_workforce_mult = { icon = mod_planet_jobs_worker_produces_mult percentage = yes good = yes category = pop_group } psionic_specialist_pop_bonus_workforce_mult = { icon = mod_planet_jobs_specialist_produces_mult percentage = yes good = yes category = pop_group } pop_slave_bonus_workforce_mult = { icon = mod_planet_jobs_slave_produces_mult percentage = yes good = yes category = pop_group } capital_storm_diplo_weight_mult = { icon = mod_diplo_weight_mult good = yes category = country percentage = yes } find_arc_site_on_survey_chance_mult = { icon = "mod_ship_anomaly_generation_chance" good = yes percentage = yes category = country } treasure_trove_reward_mult = { icon = "mod_treasure_trove_reward_mult" good = yes percentage = yes category = country } voidworms_planet_orbital_bombardment_damage = { icon = "mod_planet_orbital_bombardment_damage" good = no percentage = yes category = country } split_into_smaller_size_on_death = { icon = "mod_ship_tracking_add" good = yes percentage = no max_decimals = 0 category = ship } heal_random_fleet_creature_on_death = { icon = mod_component_lifesteal_add good = yes percentage = yes category = ship } damage_random_nearby_enemy_on_death = { icon = mod_space_fauna_ship_damage_mult good = yes percentage = yes category = ship } on_fauna_capture_scientist_exp_gain = { icon = mod_scientist_exp_gain good = yes percentage = no category = fleet } voidworm_nymph_chance_on_bombardment = { icon = mod_planet_orbital_bombardment_damage good = yes percentage = yes category = ship } # This is a fake modifier used for tooltips zone_building_slots_add = { icon = mod_planet_max_buildings_add good = yes category = planet } # Amenities from Medical Workers job_healthcare_amenities_add = { icon = mod_planet_amenities_add percentage = no good = yes category = planet } # Logistic Growth from Medical Workers job_healthcare_logistic_growth_mult = { icon = mod_logistic_growth_mult percentage = yes good = yes category = planet } # Monthly Organic Pop Assembly (add) from Medical Workers job_healthcare_pop_assembly_organic_add = { icon = mod_planet_pop_assembly_organic_add percentage = no good = yes category = planet } # Monthly Organic Pop Assembly (mult) from Medical Workers job_healthcare_organic_pop_assembly_mult = { icon = mod_bonus_pop_growth_mult percentage = yes good = yes category = planet } # Habitability from Medical Workers job_healthcare_pop_environment_tolerance = { icon = mod_pop_environment_tolerance percentage = yes good = yes category = planet } # Organic Pop Upkeep from Medical Workers job_healthcare_organics_upkeep_mult = { icon = mod_planet_pops_organics_upkeep_mult percentage = yes good = no category = planet } job_capital_merchant_add = { icon = mod_job_merchant_add good = yes category = planet } job_capital_trader_add = { icon = mod_job_merchant_add good = yes category = planet } biomorphosis_progress_mult = { icon = mod_job_genomic_researcher_add good = yes percentage = yes category = planet } knight_quest_progress_add = { icon = mod_job_knight_add good = yes percentage = no category = planet } clone_soldiers_sustained = { icon = mod_logistic_growth_mult good = yes percentage = no category = planet } trade_from_trait_mult = { icon = mod_trade_value_mult good = yes percentage = yes category = country } fake_pop_growth_mod = { icon = mod_logistic_growth_mult good = yes percentage = no category = planet } colony_start_urban_districts_add = { icon = mod_planet_max_districts_add good = yes percentage = no category = country } robotic_pop_bonus_workforce_mult = { icon = mod_pop_bonus_workforce_mult percentage = yes good = yes category = planet } cyborg_pop_bonus_workforce_mult = { icon = mod_pop_bonus_workforce_mult percentage = yes good = yes category = planet } organic_pop_bonus_workforce_mult = { icon = mod_pop_bonus_workforce_mult percentage = yes good = yes category = planet } experimental_testing_test_subjects_death = { icon = mod_negative_pop_growth_req good = no percentage = yes category = country } cycle_positive_effects_bonus_mult = { icon = mod_cycle_of_fortune good = yes percentage = yes category = country } cycle_negative_effects_bonus_mult = { icon = mod_cycle_of_omens good = yes percentage = yes category = country } breach_the_shroud_situation_progress_speed_mult = { icon = mod_situation_progress_speed_mult good = yes percentage = yes } eater_of_worlds_monthly_attunement_add = { icon = mod_add_attunement_the_eater_of_worlds good = yes percentage = no category = country } composer_of_strands_monthly_attunement_add = { icon = mod_add_attunement_the_composer_of_strands good = yes percentage = no category = country } instrument_of_desire_monthly_attunement_add = { icon = mod_add_attunement_the_instrument_of_desire good = yes percentage = no category = country } cradle_of_souls_monthly_attunement_add = { icon = mod_add_attunement_the_cradle_of_souls good = yes percentage = no category = country } whisperers_in_the_void_monthly_attunement_add = { icon = mod_add_attunement_whisperers_in_the_void good = yes percentage = no category = country } psionic_aura_hyperlane_range_add = { icon = mod_psionic_aura_intensity_mult good = yes percentage = no max_decimals = 0 category = country } leader_recruitment_age = { icon = mod_leader_lifespan_add good = no percentage = no category = country } council_agenda_early_activation_cost_mult = { icon = mod_council_agenda_finishing_effect_duration_mult good = no percentage = yes category = country } # Does nothing: just for visuals shroud_storm_repelling = { icon = mod_country_storm_repelling_add good = yes percentage = yes category = country } # Does nothing: fixes missing tooltips shroud_forged_consumer_goods_upkeep = { icon = mod_consumer_goods_upkeep_add good = no percentage = no category = country } conduit_spawnrate_add = { icon = mod_ship_build_speed_mult neutral = yes percentage = no category = country } conduit_spawnrate_switch = { icon = mod_ship_build_speed_mult percentage = no good = yes category = country localize_with_value_key = yes } job_metallurgist_naval_cap_add = { icon = mod_navy_size_add good = yes category = country } refugee_attraction = { icon = mod_country_emigration_push_mult good = yes percentage = yes category = country }