unfucking the mod
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common/modifiers/00_NEOW_religion_modifiers.txt
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common/modifiers/00_NEOW_religion_modifiers.txt
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bhakti_leviathan_nationalisators = { # Gods of the Empire itself, firsts among equals. Britannia
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icon = prestige_positive
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monthly_prestige = 1
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}
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bhakti_leviathan_technosaurs = { # Gods of rhetoric, culture, the hearth. Tesco
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icon = letter_positive
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diplomacy = 1
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build_speed = -0.1
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}
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bhakti_leviathan_mechasaurs = { # Gods of labor, creation, industry, toil. Ddraig Goch
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icon = stewardship_positive
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stewardship = 1
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monthly_county_control_growth_add = 0.1
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}
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bhakti_leviathan_petrosaurs = { # Gods of discovery, secrets, tricks. Shell, Rio Tinto
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icon = intrigue_positive
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intrigue = 1
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development_growth_factor = 0.1
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}
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bhakti_leviathan_metallurgicals = { # Gods of knowledge, writing, learning, wisdom. Darwin
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icon = learning_positive
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learning = 1
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monthly_piety = 0.5
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}
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bhakti_leviathan_nautiluses = { # Gods of rivers, oceans, seas, water. Titanic
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icon = prowess_positive
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prowess = 3
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embarkation_cost_mult = -0.2
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}
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bhakti_leviathan_aerosaurs = { # Gods of warfare, combat, destruction, fire, death. The most numerous and common, which all Leviathans arguably should qualify as.
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icon = martial_positive
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martial = 1
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movement_speed = 0.1
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}
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common/modifiers/_modifiers.info
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common/modifiers/_modifiers.info
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In this folder, character modifiers are defined
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The modifers are on the format:
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modifer_key = {
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icon = icon_name
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# Effects, such as
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# tax_mult = 0.25
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# county_opinion_add = -30
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# Modifier can have scale that'll be calculated once when effect assigns a modifier, and later
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# remains unchanged for the entire modifier duration
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scale = {
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# Scripted value - can be named value or direct math here
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# Root scope is the object that's going to get the modifier
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# Scripted value top level description will be added to modifier description
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value = scale_scripted_value
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# Loc key that's used for base level entry, to show alongside with the scaled value
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desc = base_value_description
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}
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}
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"modifier_key" is the name of the modifier, that is used in effects to apply it
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"icon" decides which modifier icon to use. if it ends in positive or negative, the name of the modifier will be colored appropriately
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