Faction Modifier

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VGN only

Factions modifiers are adjustments to faction-level variables. Their main usage is for the effects of technologies. For example upon the discovery of Quinine, attrition in jungle will be reduced significantly.

A "Faction Modifier Group" (FMG) can have several (no upper limit) "Faction Single Modifiers" (FSM). One can give a boost in cohesion of troops plus 1 free xp to units built e.g.

See FacMods Variables.ini in the \Aliases subdirectory for the acceptable values

Examples:

Army techs:

+ to Cohesion if in defensive (several subcategories like infantry, cavalry etc.)
+ to Cohesion if in offensive (several subcategories like infantry, cavalry etc.)
+ to Offensive Fire (several subcategories like infantry, cavalry etc.)
+ to Defensive Fire (several subcategories like infantry, cavalry etc.)
+ to Assault (several subcategories like infantry, cavalry etc.)
+ to speed (several subcategories like infantry, cavalry etc.)
Entrench time reduction
Max Entrench level modified
Bonus chance to March to the Sound of Guns
+ to Patrol value
+ to evasion value
Bonus to CP generated by a leader (allow bigger stacks w/o penalty)
Reduction in the max CP penalty
Reduction in rail transport cost
+ to Gas attack value
+ to Gas defence value
+ to officer generation
+ to soldiers generation
- to unit build time
More free xp when units built

Commerce & Industry

More Inflation reduction
+ to private capital generation
+ to state fund generation
Loan interest reduction
+ to sites efficiency (from bureaucracy etc.)
Reduction in site build time (by category)
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