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Abominus

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Greetings,

since 2.2 messed up with the modifier (AGAIN :D), I would really appreciate it, if the devs could update the stellaris wiki or post here all modifier and their outcome.

Special question? How is the modfier for the minerals-output of slaves? Only the minerals...
 

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Excellent idea. Please.
 

Ashram Darkstar

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Here is a list of modifiers I've cobbled together from other posts and what I've seen when working on mods:

weapon_type_energy_weapon_damage_mult = 0.05
weapon_type_kinetic_weapon_damage_mult = 0.05
weapon_type_explosive_weapon_damage_mult = 0.05
weapon_type_energy_weapon_fire_rate_mult = 0.05
weapon_type_kinetic_weapon_fire_rate_mult = 0.05
weapon_type_explosive_weapon_fire_rate_mult = 0.05

ship_weapon_damage = 0.25
ship_weapon_range_mult = 0.20
ship_fire_rate_mult = 0.10
ship_armor_mult = 0.05
ship_hull_mult = 0.05
ship_shield_mult = 0.05
ship_shield_regen_add_static = 1
ship_shield_regen_add_perc = 0.05
ships_upkeep_mult = -0.10
ship_speed_mult = 0.15
ship_evasion_mult = 0.05
ship_hull_regen_add_perc = 0.5
ship_hull_regen_add_static = 1
ship_armor_regen_add_perc = 0.5
ship_armor_regen_add_static = 3
ship_sensor_range_add = 1
ship_hyperlane_range_add = 2
ship_orbital_bombardment_mult = 0.20
ship_anomaly_research_speed_mult = 0.20
ship_home_territory_fire_rate_mult = 0.15
ship_emergency_ftl_mult = -0.15
ship_disengage_chance_mult = 0.25
ship_windup_mult = -0.25
ship_winddown_mult = -0.25
ship_ftl_jumpdrive_range_mult = 0.50
science_ship_survey_speed = 0.35
ship_corvette_cost_mult = -0.05
ship_destroyer_cost_mult = -0.2
ship_cruiser_cost_mult = -0.2
ship_battleship_cost_mult = -0.2
ship_colonizer_cost_mult = -0.2
ship_anomaly_generation_chance_mult = 0.10
ship_military_station_small_cost_mult = -0.33

shipclass_military_station_hull_mult = 0.1
shipclass_military_station_damage_mult = 0.1
shipclass_science_ship_disengage_mult = 0.5
shipclass_starbase_damage_mult = 0.20
shipclass_mining_station_build_cost_mult = -0.22
shipsize_corvette_build_speed_mult = 0.25
shipsize_destroyer_build_speed_mult = 0.25
shipsize_cruiser_build_speed_mult = 0.25
shipsize_battleship_build_speed_mult = 0.25
shipsize_corvette_hull_add = 100
shipsize_destroyer_hull_add = 100
shipsize_cruiser_hull_add = 100
shipsize_battleship_hull_add = 100

planet_jobs_energy_produces_mult = 0.15
planet_jobs_energy_produces_mult = 0.15
planet_jobs_minerals_produces_mult = 0.15
planet_jobs_engineering_research_produces_mult = 0.1
planet_jobs_physics_research_produces_mult = 0.1
planet_jobs_society_research_produces_mult = 0.1
planet_jobs_unity_produces_mult = 0.1

planet_researchers_produces_mult = 0.2
planet_technician_energy_produces_mult = 0.1
planet_researchers_engineering_research_produces_mult = 0.2
planet_researchers_physics_research_produces_mult = 0.2
planet_jobs_specialist_produces_mult = 0.05
planet_jobs_worker_produces_mult = 0.05
planet_jobs_slave_produces_mult = 0.05
planet_jobs_simple_drone_produces_mult = 0.05
planet_jobs_complex_drone_produces_mult = 0.05
planet_jobs_robotic_produces_mult = 0.05
planet_jobs_produces_mult = 0.05
planet_jobs_upkeep_mult = -0.05
planet_miners_minerals_produces_mult = 0.10
planet_miners_minerals_produces_add = 1
planet_pops_consumer_goods_upkeep_mult = -0.10
planet_livestock_food_produces_add = 2
planet_pops_robotics_upkeep_mult = -0.10
planet_pop_assemblers_upkeep_mult = -0.20
planet_orbital_bombardment_damage = -0.25
planet_max_buildings_add = 1
planet_non_artificial_max_districts_add = 1
planet_crime_no_happiness_add = -10
planet_colony_development_speed_mult = 0.25
planet_pops_organics_food_upkeep_mult = -0.10
planet_stability_add = 5
planet_structures_cost_mult = -0.10
planet_building_build_speed_mult = 0.25
planet_buildings_upkeep_mult = -0.10
planet_buildings_cost_mult = -0.10
planet_districts_cost_mult = -0.10
planet_districts_upkeep_mult = -0.10
planet_crime_mult = -0.15
planet_amenities_mult = 0.05
planet_immigration_pull_mult = 0.50
planet_pop_assembly_mult = 0.20

pop_environment_tolerance = 0.10
pop_growth_speed = 0.10
pop_growth_from_immigration = 0.15
pop_resettlement_cost_mult = -0.25
pop_housing_usage_mult = -0.1
pop_amenities_usage_mult = -0.1
pop_amenities_usage_no_happiness_mult = -0.1
pop_government_ethic_attraction = 0.30
pop_cat_worker_happiness = -0.1
pop_cat_slave_happiness = -0.1
pop_happiness = 0.05
pop_citizen_happiness = 0.05
pop_assembly_speed = -0.15
pop_resettlement_cost_mult = -0.33
pop_demotion_time_mult = -0.50
pop_factions_produces_add = 1
pop_factions_produces_mult = 0.25
pop_ethic_spiritualist_attraction_mult = 0.5

job_coordinator_per_pop = 0.05
job_synapse_drone_per_pop = 0.05

leader_skill_levels = 1
leader_age = 80
leaders_upkeep_mult = -0.20
leaders_cost_mult = -0.20
scientist_skill_levels = 2
governor_skill_levels = 2
admiral_skill_levels = 2
country_leader_pool_size = 1

all_technology_research_speed = 0.1
num_tech_alternatives_add = 1

diplomacy_upkeep_mult = -0.5

station_researchers_produces_mult = 0.10
station_gatherers_produces_mult = 0.10
station_gatherers_cost_mult = -0.25

starbases_upkeep_mult = -0.2
starbase_defensive_war_ship_build_speed_mult = 0.33
starbase_shipyard_build_speed_mult = 0.25
starbase_shipyard_build_cost_mult = -0.10
starbase_upgrade_cost_mult = -0.33
starbase_upgrade_speed_mult = 0.25
starbase_buildings_cost_mult = -0.25
starbase_modules_cost_mult = -0.25
starbase_outpost_cost_mult = -0.15

deposit_blockers_cost_mult = -0.333
planet_clear_blocker_time_mult = -0.2

category_biology_research_speed_mult = 0.20
category_industry_research_speed_mult = 0.1
category_materials_research_speed_mult = 0.1

trade_value_mult = 0.1
local_trade_protection_add = 5
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 10

species_leader_exp_gain = 0.25

army_attack_damage_mult = 0.15
army_attack_morale_mult = 0.15
army_damage_mult = 0.40
army_morale = 0.1
army_health = 0.1
army_defense_damage_mult = 0.5
army_defense_health_mult = 0.25
armies_upkeep_mult = -0.2
armies_cost_mult = -0.2
planet_army_build_speed_mult = 0.2

BIOLOGICAL_species_trait_points_add = 1
MACHINE_species_trait_points_add = 1

pc_nuked_habitability = 0.7

colony_start_num_pops_add = 1

ascension_perks_add = 1

edict_length_mult = 0.1
edicts_cost_mult = -0.20

country_base_minerals_produces_add = 10
country_base_energy_produces_add = 10
country_base_food_produces_add = 10
country_base_unity_produces_add = 10
country_base_alloys_produces_add = 10
country_base_influence_produces_add = 10

country_ship_upgrade_cost_mult = -0.20
country_government_civic_points_add = 1
country_command_limit_add = 20
country_naval_cap_add = 30
country_naval_cap_mult = 0.20
country_consumer_goods_produces_mult = 0.15
country_alloys_produces_mult = 0.25
country_energy_produces_mult = 0.05
country_minerals_produces_mult = 0.05
country_food_produces_mult = 0.10
country_unity_produces_mult = 0.05
country_trust_cap_add = 50
country_synthetic_trust_cap_add = 50
country_trust_growth = 0.33
country_trade_fee = -0.10
country_influence_produces_mult = 0.05
country_starbase_influence_cost_mult = -0.10
country_starbase_capacity_add = 2
country_admin_cap_add = 20
country_resource_max_add = 20000
country_claim_influence_cost_mult = -0.1
country_war_exhaustion_mult = -0.1
country_occupation_armies_add = 2
country_subject_power_penalty_mult = -0.33
country_pop_enslaved_mult = 0.40
country_election_influence_cost_mult = -0.75
country_trade_attractiveness = 0.10
country_engineering_tech_research_speed = 0.05
country_physics_tech_research_speed = 0.05
country_society_tech_research_speed = 0.05

subject_integration_influence_cost_mult = -0.15
country_subject_acceptance_add = 50
subject_tribute_mult = 0.50

empire_size_branch_office_mult = -0.25
branch_office_value_mult = 0.10

federation_naval_cap_contribution_mult = 1.00

terraforming_cost_mult = -0.25
terraform_speed_mult = 0.50

megastructure_build_speed_mult = 0.50
 

Abominus

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I looked into the error.log for keeping track, which of my modifiers wont work anymore. But, there is also a setup.log with some interesting modifiers and with "Categories".
Eg:
Code:
[07:27:34][modifier.cpp:386]: [152] Tag: subject_integration_influence_cost_mult, Categories: 256
[07:27:34][modifier.cpp:386]: [151] Tag: country_subject_acceptance_add, Categories: 256

Or:
Code:
[07:27:34][modifier.cpp:386]: [4228] Tag: planet_jobs_slave_produces_add, Categories: 524288
[07:27:34][modifier.cpp:386]: [4229] Tag: planet_jobs_slave_produces_mult, Categories: 524288
[07:27:34][modifier.cpp:386]: [4230] Tag: planet_jobs_slave_time_produces_add, Categories: 524288
[07:27:34][modifier.cpp:386]: [4231] Tag: planet_jobs_slave_time_produces_mult, Categories: 524288
[07:27:34][modifier.cpp:386]: [4232] Tag: planet_jobs_slave_energy_produces_add, Categories: 524288
[07:27:34][modifier.cpp:386]: [4233] Tag: planet_jobs_slave_energy_produces_mult, Categories: 524288
[07:27:34][modifier.cpp:386]: [4234] Tag: planet_jobs_slave_minerals_produces_add, Categories: 524288
[07:27:34][modifier.cpp:386]: [4235] Tag: planet_jobs_slave_minerals_produces_mult, Categories: 524288
 

Abominus

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I was curious... made an ap with those modifier.
Code:
planet_jobs_slave_produces_add = 1
planet_jobs_slave_produces_mult = 2
planet_jobs_slave_time_produces_add = 3
planet_jobs_slave_time_produces_mult = 4
planet_jobs_slave_energy_produces_add = 5
planet_jobs_slave_energy_produces_mult = 6
planet_jobs_slave_minerals_produces_add = 7
planet_jobs_slave_minerals_produces_mult = 8

Look for youself:

index.php
 

Attachments

  • test_ap.png
    test_ap.png
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Last edited:

Abominus

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Next test:

Code:
ap_test = {

    modifier = {
planet_jobs_slave_minerals_produces_add = 50
planet_jobs_slave_minerals_produces_mult = 2
}

    potential = { # Fixed by uberwaffe
        NOT = {
            has_ascension_perk = ap_test
        }
    }
    ai_weight = {
        factor = 0
    }
}

test_ap_1.png
 

Drachnon

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There wouldn't happen to be a modifier that increase the output of mining/research stations in a specific system? Cause I'm trying to make a starbase building that increases the system it's located in?
station_researchers_produces_mult = x.xx
station_gatherers_produces_mult = x.xx
seem like they would effect the entire empire.
 

rastro

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Next test:

Code:
ap_test = {

    modifier = {
planet_jobs_slave_minerals_produces_add = 50
planet_jobs_slave_minerals_produces_mult = 2
}

    potential = { # Fixed by uberwaffe
        NOT = {
            has_ascension_perk = ap_test
        }
    }
    ai_weight = {
        factor = 0
    }
}

View attachment 429255

Do you have a list of planetary modifiers as well?
I was having issues modding a solar system, thought I could add modifiers while I figure out the format I need.
 

Jabby

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There wouldn't happen to be a modifier that increase the output of mining/research stations in a specific system? Cause I'm trying to make a starbase building that increases the system it's located in?
station_researchers_produces_mult = x.xx
station_gatherers_produces_mult = x.xx
seem like they would effect the entire empire.
Those would. To find the modifier maybe look into the file for environmental hazards. That may help