Faction Modifier
From AGEWiki
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)