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It modifies the quality of staging coups. How effective sabotage in occupied states are. Modifier of how long it takes for other countries to justify a war goal on you. How resistant the country is to ideology boosting from other countries. Does nothing if you do not have Together for Victory DLC.
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Likelihood the AI wants to join a faction, or invite members in to its own faction.ĭaily flat autonomy gain if you are a puppet. (doesn't work for ideas if the laws weren't loaded earlier by alphabet) The vanilla law idea group names are mentioned in 00_idea.txt and are "trade_laws", "mobilization_laws", "economy" and "political_advisor" Gives a bonus or penalty to how this country behaves towards other countries of the chosen ideology.Ĭhanges the political power cost to modify country laws of said type. The vanilla ideology names are "fascism", "communism", "neutrality" and "democratic". Increases or decreases daily ideology drift, so that the ideology slowly becomes more or less popular. This 1.40 (or 1.4) is then multiplied with each individual divisions organization value to get the end value. For example, if you have two ideas that each change army organization by 0.20, then the resulting modifier is 1.40.
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Most modifiers are by default 1.00, representing 100%. Modifiers can unfortunately not directly be used in place of triggers or effects (but see this workaround), usually an effect from for example a national focus, would add an idea (national spirit) that contains these modifiers as permanent bonuses. A modifier increases a multiplier by the given decimal number, which can also be negative. A modifier is a numeric multiplier that represent certain strengths and weaknesses of a country.
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