Well, rather than wait for a dedicated modding forum to open upon game launch, I thought I'd get started by posting all the modifiers I've found so far in the code.
Devs, please move this thread to the mod forum when it opens.
Notes:
1. I tried to categorize the modifiers a bit, but some apply to more than one category
2. I am quite certain I'm missing some, but not many.
3. I'm pretty confident I know what all these apply to (e.g. "range = #" appears to apply to naval and colonial range, but not trade), so feel free to ask.
Modifiers:
Military:
global_regiment_recruit_speed = -0.2
reinforce_speed = 0.15
global_manpower_modifier = 0.5
land_morale = 0.25
war_exhaustion_cost = 0.25
discipline = -0.25
land_forcelimit_modifier = -0.5
manpower_recovery_speed = -0.5
leader_shock = 1
leader_siege = 1
leader_land_manuever = 1
war_exhaustion = -0.05
war_exhaustion_cost = -0.20
global_ship_cost = -0.2
global_regiment_cost = -0.2
naval_maintenance_modifier = -0.05
land_maintenance_modifier = -0.25
merc_maintenance_modifier = 1.5
army_tradition_decay = 0.05
navy_tradition_decay = 0.05
naval_forcelimit = 2
land_forcelimit = 2
free_leader_pool = 1
infantry_cost = 0.01
cavalry_cost = 0.01
artillery_cost = 0.01
heavy_ship_cost = 0.0
light_ship_cost = 0.0
galley_cost = 0.01
transport_cost = 0.01
mercenary_cost = 0.01
defensiveness = -0.02
recover_army_morale_speed = 0.1
recover_navy_morale_speed = 0.1
blockade_efficiency = 0.20
leader_naval_manuever = 1
prestige_from_naval = 0.05
prestige_from_land = 0.03
embargo_efficiency = 0.10
infantry_power = 0.1
cavalry_power = 0.05
artillery_power = 0.1
heavy_ship_power = 0.05
light_ship_power = 0.05
land_attrition = -0.25
hostile_attrition = 0.5
Economic/Tech:
global_tax_modifier = 0.1
global_own_trade_power = 0.05
global_trade_income_modifier = 0.2
trade_range_modifier = 0.25
global_trade_power = -0.50
range = 0.1
trade_efficiency = -0.05
trade_steering = 1.0
global_prov_trade_power_modifier = 2.0
global_foreign_trade_power = -1.0
trade_goods_size = 0.10
global_tariffs = -0.25
trade_value_modifier = 0.20
merchants = -1
overseas_income = -0.25
production_efficiency = 0.10
advisor_cost = 1.0
build_cost = 1.0
inflation_reduction = 0.05
interest = -1
technology_cost = -0.05
mil_tech_cost_modifier = -0.02
dip_tech_cost_modifier = -0.02
adm_tech_cost_modifier = -0.02
Misc:
relations_decay_of_me = -0.25
prestige = 1
prestige_decay = -0.01
missionaries = 1
global_revolt_risk = 10
stability_cost_modifier = 0.20
papal_influence = 2
tolerance_own = -3
core_creation = 2.0
bureaucrats_influence = 0.25
unjustified_demands = 0.5
diplomatic_upkeep = -4
advisor_pool = -1
heir_chance = -0.5
religious_unity = -0.25
legitimacy = -5
diplomats = 2
colonists = 1
global_missionary_strength = 0.04
colonist_placement_chance = 0.05
republican_tradition = 0.01
global_spy_defence = 0.05
temples_influence = 0.02
spy_offence = 0.05
fabricate_claims_time = 0.25
diplomatic_reputation = 5
global_colonial_growth = 25
colonist_time = -0.33
discovered_relations_impact = -0.50
rebel_support_efficiency = 0.5
idea_cost = 0.05
enemy_core_creation = 1.0
may_sabotage_reputation = yes
may_sow_discontent = yes
may_infiltrate_administration = yes
reduced_stab_impacts = yes
may_force_march = yes
Devs, please move this thread to the mod forum when it opens.
Notes:
1. I tried to categorize the modifiers a bit, but some apply to more than one category
2. I am quite certain I'm missing some, but not many.
3. I'm pretty confident I know what all these apply to (e.g. "range = #" appears to apply to naval and colonial range, but not trade), so feel free to ask.
Modifiers:
Military:
global_regiment_recruit_speed = -0.2
reinforce_speed = 0.15
global_manpower_modifier = 0.5
land_morale = 0.25
war_exhaustion_cost = 0.25
discipline = -0.25
land_forcelimit_modifier = -0.5
manpower_recovery_speed = -0.5
leader_shock = 1
leader_siege = 1
leader_land_manuever = 1
war_exhaustion = -0.05
war_exhaustion_cost = -0.20
global_ship_cost = -0.2
global_regiment_cost = -0.2
naval_maintenance_modifier = -0.05
land_maintenance_modifier = -0.25
merc_maintenance_modifier = 1.5
army_tradition_decay = 0.05
navy_tradition_decay = 0.05
naval_forcelimit = 2
land_forcelimit = 2
free_leader_pool = 1
infantry_cost = 0.01
cavalry_cost = 0.01
artillery_cost = 0.01
heavy_ship_cost = 0.0
light_ship_cost = 0.0
galley_cost = 0.01
transport_cost = 0.01
mercenary_cost = 0.01
defensiveness = -0.02
recover_army_morale_speed = 0.1
recover_navy_morale_speed = 0.1
blockade_efficiency = 0.20
leader_naval_manuever = 1
prestige_from_naval = 0.05
prestige_from_land = 0.03
embargo_efficiency = 0.10
infantry_power = 0.1
cavalry_power = 0.05
artillery_power = 0.1
heavy_ship_power = 0.05
light_ship_power = 0.05
land_attrition = -0.25
hostile_attrition = 0.5
Economic/Tech:
global_tax_modifier = 0.1
global_own_trade_power = 0.05
global_trade_income_modifier = 0.2
trade_range_modifier = 0.25
global_trade_power = -0.50
range = 0.1
trade_efficiency = -0.05
trade_steering = 1.0
global_prov_trade_power_modifier = 2.0
global_foreign_trade_power = -1.0
trade_goods_size = 0.10
global_tariffs = -0.25
trade_value_modifier = 0.20
merchants = -1
overseas_income = -0.25
production_efficiency = 0.10
advisor_cost = 1.0
build_cost = 1.0
inflation_reduction = 0.05
interest = -1
technology_cost = -0.05
mil_tech_cost_modifier = -0.02
dip_tech_cost_modifier = -0.02
adm_tech_cost_modifier = -0.02
Misc:
relations_decay_of_me = -0.25
prestige = 1
prestige_decay = -0.01
missionaries = 1
global_revolt_risk = 10
stability_cost_modifier = 0.20
papal_influence = 2
tolerance_own = -3
core_creation = 2.0
bureaucrats_influence = 0.25
unjustified_demands = 0.5
diplomatic_upkeep = -4
advisor_pool = -1
heir_chance = -0.5
religious_unity = -0.25
legitimacy = -5
diplomats = 2
colonists = 1
global_missionary_strength = 0.04
colonist_placement_chance = 0.05
republican_tradition = 0.01
global_spy_defence = 0.05
temples_influence = 0.02
spy_offence = 0.05
fabricate_claims_time = 0.25
diplomatic_reputation = 5
global_colonial_growth = 25
colonist_time = -0.33
discovered_relations_impact = -0.50
rebel_support_efficiency = 0.5
idea_cost = 0.05
enemy_core_creation = 1.0
may_sabotage_reputation = yes
may_sow_discontent = yes
may_infiltrate_administration = yes
reduced_stab_impacts = yes
may_force_march = yes