List of Modifiers
Last updated on January 5th 2026
List of the variables that modifiers can affect.
Coverage: 200 out of 200 (100%).
Country Modifiers
badboy = n: Fixed increase or decrease in infamy at the start of every month.prestige: Flat change in prestige per month, where n = 0.02 yields +0.02 prestige/month.permanent_prestige: Gives flat amount of permanent baseline prestige to the nation, where n = 5 gives 5 prestige.cb_generation_speed_modifier = cb_creation_speed: Percentage increase/decrease in the rate at which CB's are justified by a country. For example,cb_generation_speed_modifier = nwhere n = 0.1 is a 10% increase in the speed.diplomatic_points_modifier = diplomatic_pointswhere n = 0.1 would be a 10% increase in diplomatic points. Percentage change in the monthly diplomatic points given to the country.influence_modifier = diplomatic_influence: Percentage change in the base influence points the country generates where n = 0.1 would be a 10% increase in base influence gain.colonial_life_rating: Changes the life rating required for the nation to colonize a province. E.g.colonial_life_rating = -5reduces the boundary by 5.colonial_prestige: Percentage change in the gain of prestige from converting a colonial state into an incorporated one, where n = 0.1 would be a 10% increase.max_national_focus: Gives extra national focus slots. n = 1 unlocks extra slot.colonial_migration: Percentage changes the migration of pops from integrated states into colonies.
Demography
education_efficiency_modifier: Percentage change in the country's education efficiency where n = 0.1 would be a 10% increase in efficiency.global_assimilation_rate: Percentage change in the assimiliation rate of foreign culture pops in a country where n = 0.1 would be a 10% increase.global_immigrant_attract: Increases or decreases the attractiveness of the country to prospective immigrants where n = 1 would be a 100% increase.global_pop_(trait)_modifier: Monthly increase or decrease in (trait) for all pops (can be consciousness or militancy) where n = 1 would add 1 MIL each month.global_population_growth: Percentage increase or decrease in the natural growth of pops in the entire country where n = 0.1 would be a 10% increase in the growth rate.global_pop_militancy_modifier: Scales militancy on the national level.global_pop_consciousness_modifierScales consciousness on the national level.core_pop_consciousness_modifier,core_pop_militancy_modifier: Monthly increase or decrease in consciousness or militancy for all pops in core provinces. E.g.,core_pop_militancy_modifier = nwhere n = 1 would add 1 MIL each month.non_accepted_pop_consciousness_modifier: monthly change in consciousness (CON) for all POPs of non-accepted cultures where n = 2 would add 2 CON/month to POPs of non-accepted cultures.non_accepted_pop_militancy_modifier: Monthly change in militancy (MIL) for all POPs of non-accepted cultures where n = 2 would add 2 MIL/month to POPs of non-accepted cultures.global_conversion_rate: Percentage change the national conversion rate.pop_growth = global_pop_growth: Percentage change the national pop growth rate.seperatism: Doesn't do anything in v1.2.2
Politics
issue_change_speed: Percentage increase in the rate at which pops change their issue interest where n = 0.1 would be a 10% increase to the speed.suppression_points_modifier: Percentage change in the gain of suppression points, where n = 0.1 is an increase of 10%.
Reforms and ruling party
political_reform_desire: Percentage change in the desire of all pops within the country for political reforms, where n = 0.1 is an increase of 10%.ruling_party_support: Percentage change in voter support for the current ruling party throughout the country, where n = 0.1 would be a 10% increase in voter support.social_reform_desire: Percentage change in the desire of all pops within the country for social reforms, where n = 0.1 is an increase of 10%.rich_vote,middle_vote,poor_vote. Percentage increase or decrease in the weighting of the strata's vote.poor_vote = 0.1is a 10% increase in the weight of all poor pops' votes.
Administrative control and bureaucracy
administrative_efficiency_modifier = administrative_efficiency = admin_efficiency: where n = -0.1 is -0.1 admin efficiency or, in other words, -10% admin efficiency.. Increases or reduces the country's administrative efficiency modifier. Affects states as well as the country wide admin efficiency.tax_efficiency: Percentage change in the efficiency of tax collection for the entire country, where n = 0.1 is an increase of 10%.
Research
research_points: Flat change in research points per day, where n = 0.01 is +0.01 research points per day.research_points_modifier = increase_research: Percentage change in the rate of research points (RP) generation. Applied after any research_points base modifier. n = -0.5 would halve research point gain from any source.research_points_on_conquer: Percentage modifier on the number of research points an uncivilized nation gains when they conquer lands, where n = 0.25 will increase the number of research points gained via conquest by +25%.army_tech_research_bonus,navy_tech_research_bonus,culture_tech_research_bonus,commerce_tech_research_bonus,industry_tech_research_bonus,military_theory_tech_research_bonus,diplomacy_tech_research_bonus,population_tech_research_bonus,flavor_tech_research_bonus: Percentage cost change of the category's technologies, where n = 0.1 decreases the cost of technologies by 10%.civilization_progress_modifier: Increases civilization progress of unciv nation. At 100%, nation can civilize.unciv_economic_modifier,unciv_military_modifier: Percentage Changes the cost of unciv reforms of the uncivs inside the sphere of the nation that has the modifier.self_unciv_economic_modifier,self_unciv_military_modifier: Percentage change the cost of unciv reforms of the nation itself.
Economy
import_cost: The amount in percentage that an extra cost is imposed on imported goods where n = 0.1 would make imported goods 10% more expensive.rgo_input: Doesn't appear to do anythingrgo_output: Percentage change in the output of all the country's RGO's, where n = 0.1 would be a 10% increase in output.rgo_throughput: Percentage change in the throughput of all of a country's RGO's, where n = 0.1 would be a 10% increase in throughput.artisan_input: Scales inputs of artisans, where n = -0.1 reduces their inputs by 10%.artisan_throughput: Scales the throughput of artisans (both inputs and outputs), where n = 0.1 increases throughput by 10%.- Nation-level
poor_life_needs,middle_life_needs,rich_life_needs,poor_everyday_needs,middle_everyday_needs,rich_everyday_needs,poor_luxury_needs,middle_luxury_needs,rich_luxury_needs: Changes the size of needs of the particular strata and needs type. Syntax:poor_life_needs = n,with n between -1 and 1. factory_cost: Percentage increase/decrease in the cost of factories for the country, where n = 0.1 is a 10% increase in factory cost.factory_input: Percentage change in the input of all factories in the country, where n = 0.1 is a 10% increase in input.factory_output: Percentage change in the output of all factories in the country, where n = 0.1 is a 10% increase in output.factory_owner_cost: Percentage increase/decrease in the cost of factories for the country, where n = 0.1 is a 10% increase in factory cost.factory_throughput: Percentage change in the throughput of all factories in the country where n = 0.1 is a 10% increase in throughput.aristocrat_reinvestment: Increases the % of incomes this pop type deposits into the investment pool.capitalist_reinvestment: Increases the % of incomes this pop type deposits into the investment pool.middle_class_reinvestment: Increases the % of incomes this pop type deposits into the investment pool.farmers_reinvestment: Increases the % of incomes this pop type deposits into the investment pool.aristocrat_savings: Increases the % of incomes this pop type deposits into the national bank.capitalist_savings: Increases the % of incomes this pop type deposits into the national bank.farmers_savings: Increases the % of incomes this pop type deposits into the national bank.rich_savings_modifier: Increases the % of incomes this pop type deposits into the national bank. Doesn't do anything in v1.2.2.middle_class_savings = middle_savings_modifier: Increases the % of incomes this pop type deposits into the national bank. Doesn't do anything in v1.2.2.poor_savings_modifier: Poor cannot save. Doesn't do anything in v1.2.2.disallow_naval_trade = 1: If >0.0f, then the nation can't trade with other countries by sea. Passing zero or negative values will lead to unexpected results.disallow_land_trade = 1: If >0.0f, then the nation can't trade with other countries by land. Passing zero or negative values will lead to unexpected results.
Budget
minimum_wage: Sets minimum wage factor for the pops.unemployment_benefit: Enables the government to pay benefits to unemployed pops. Sets the proportion and max amount of social payments. 1% unemployment level at 100% social spending spends 1% of the national budget on pensions.pension_level: Enables the government to pay pensions to pops. Sets the proportion and max amount of social payments. 1% pension level at 100% social spending spends 1% of the national budget on pensions.
Loans
loan_interest: Change in the interest applied to foreign loans where where n = 0.1 is an increase of 10% interest.max_loan_modifier: Percentage increase or decrease in the maximum loan the country can take where n = 0.1 is an increase of 10% in maximum loan size. Multiplies the deposits from pops by this modifier to create fractional reserves (commercial money).
Tariffs
min_tariff: Change in the minimum permissible tariff where n = 0.1 increases the minimum tariff threshold by a flat 10%. Example:min_tariff = 0.25will yield a minimum tariff rate of 25% if the base value was 0%.max_tariff: Change in the maximum permissible tariff where n = 0.1 increases the maximum tariff threshold by 10%.tariff_efficiency_modifier: Percentage change of tariff efficiency.
Taxes
min_tax: Change in the maximum permissible tax where n = 0.1 increases the min tax threshold by 10%. Example:min_tax = 0.25will yield a minimum tax rate of 25% if the base value was 0%.max_tax: Change in the maximum permissible tax where n = 0.1 increases the maximum tax threshold by 10%.
Military
min_military_spending: Change in the minimum military wages spending threshold where n = 0.1 increases the minimum military spending threshold by 10%.max_military_spending: Change in the maximum military spending threshold where n = 0.1 increases the maximum military spending threshold by 10%. Default: 100%. The max military spending you can limit a nation to is 1% (max_military_spending = 0.99). At 100% (max_military_spending = 1) this modifier doesn't work.min_land_upkeep: Change in the minimum upkeep of land armies threshold where where n = 0.1 increases the minimum land spending by 10%.
Social spending
min_social_spending: Change in the minimum social spending threshold where n = 0.1 increases the minimum social spending threshold by 10%max_social_spending: Change in the maximum social spending threshold where n = -0.1 decreases the maximum social spending threshold by 10%. Default: 100%.
Domestic investment
min_domestic_investment: Change in the minimum domestic investment where n = 0.1 increases the minimum threshold by 10%.max_domestic_investment: Change in the maximum domestic investment where n = -0.1 decreases the maximum domestic investment by 10%.
Military
reinforce_speed: Increases reinforcement speed of the nation. n = 0.1 increases by 10%.reinforce_rate: Increases reinforcement rate of the nation. n = 0.1 increases by 10%. Adds multiplicatively toreinforce_speed.org_regain = morale: Percentage change of the rate of organization regeneration for a country's units, where n = 0.1 is an increase of 10% organization/month.leadership_modifier: Percentage increase or decrease in the rate of Leadership generation where n = 1 would double the production (+100%)supply_consumption: Percentage increase/decrease in the amount of resources needed to supply units, where n = 0.1 would be an increase of 10%.unit_start_experience: Fixed percentage point change in the starting experience of all new units, where n = 15 would start new land units with 15% (out of 100%) experience.war_exhaustion: Monthly change in a country's war exhaustion, where n = 1 would add 1 WE each month.max_war_exhaustion: Increases maximum war exhaustion of the nation. Default value is usually set in static modifiers. n = 1 adds one extra attrition level.regular_experience_level: Minimal experience the regiment/ship can have. n = 0.15 is 15% of experience cap.unit_recruitment_time: Doesn't do anything in V1.2.2
Land Armies
land_organisation = land_organization = army_organization = army_organisation: Percentage increase in the organization levels for a country's armies where n = 0.1 would be a 10% increase to organization.land_unit_start_experience: Fixed percentage point change in the starting experience of new land units where n = 15 would start new land units with 15% (out of 100%) experience.land_attack_modifier: Country-wide Unit stat modifier.land_defense_modifier: Country-wide Unit stat modifier.land_defence_modifier: Country-wide Unit stat modifier.military_tactics: Tactics reduce incoming damage to armies.combat_width: Percentage change the combat width of the nation. When two nations have a battle, the smallest combat width is applied.land_attrition: Percentage change army attrition going over supply capacity cap up to the max attrition.soldier_to_pop_loss: Percentage change the ratio of soldier loss being converted into pop loss. Default value -soldier_to_pop_damagedefine. As of V1.2.2, increase in soldier_to_pop_loss reduces actual damage to pops.dig_in_cap: Increases the dig-in cap. n = 1 increases the cap by one level.
Naval fleets
naval_organisation = naval_organization: Percentage increase in the organization levels for a country's navies where n = 0.1 would be a 10% increase to organization.naval_unit_start_experience: Percentage increase in the starting experience of new ships where n = 15 would start new ships with 15% (out of 100%) experience.naval_attack_modifier: Country-wide Unit stat modifier.naval_defense_modifier: Country-wide Unit stat modifier.naval_defence_modifier: Country-wide Unit stat modifier.naval_attrition: Doesn't do anything in v1.2.2supply_range: Doesn't do anything in V1.2.2
Mobilisation
mobilisation_economy_impact = mobilization_economy_impact: Percentage increase/decrease in the economic impact of a country mobilizing its population where n = -0.25 would indicate a 25% reduction in the impact.mobilization_impact = mobilisation_impact: Percentage increase/decrease in the mobilization impact of a country where n = -0.25 would indicate a 25% reduction in the impact.mobilisation_size = mobilization_size: Percentage increase/decrease in the mobilization level for the country where n = 0.05 increases mobilization by 5% of the population.
Province Modifiers
assimilation_rate: Percentage change in the assimiliation rate of foreign culture pops in a province, where n = 0.1 would be a 10% increase.immigrant_attract = immigration: Increases or decreases the attractiveness of a province to prospective immigrants, where n = 1 would be a 100% increase.immigrant_push: Increases or decreases the amount emigrating from the province in scope where n = 1 would be a 100% increase.
While this does not increase the emigration rate, it does increase the emigration amount. Every month, the emigration chance tick hits, and if it hits a threshold (threshold percentage factors are in ..\common\pop_types.txt), this modifier will increase the amount that would emigrate from a certain pop. For example, if there is a non-accepted pop at 7 militancy and in a province that is not their core, they will most certainly hit the emigration threshold. Normally, only a few thousand at most per month would leave, however, if immigrant_push was set to, say, 100, it would increase the amount emigrating by a factor of 10,000. This would increase the emigration amount from the usual thousand or so, into the hundreds of thousands.
conversion_rate: Percentage change the conversion rate in the province.life_rating: Percentage change in the life rating of a province, where n = 1 would be an increase of 100%.number_of_voters: Percentage change in the local voting power.boost_strongest_party: Percentage boost to the party loyalty of the strongest party in the province.local_artisan_input: Percentage change in the input of a province's artisans, where n = -0.1 would be a 10% reduction in inputs.local_artisan_output: Percentage change in the output of a province's artisans, where n = 0.1 would be a 10% increase in output.local_artisan_throughput: Percentage change in the throughput of province's artisans, where n = 0.1 would be a 10% increase in throughput.local_factory_input: Percentage change of the input of factories in the province's state, where n = 0.1 would be a 10% increase in input.local_factory_output: Percentage change of the output of factories in the province's state, where n = 0.1 would be a 10% increase in output.local_factory_throughput: Percentage change of the throughput of factories in the province's state, where n = 0.1 would be a (10% / number of provinces in the state) increase in throughput.local_repair: Percentage change of the repair rate for ships in a province, where n = 0.1 is an increase of 10% additional strength repaired per month.local_rgo_input: Doesn't appear to do anythinglocal_RGO_output: Percentage change in the output of a province's RGO, where n = 0.1 would be a 10% increase in output.local_RGO_throughput: Percentage change in the throughput of a province's RGO, where n = 0.1 would be a 10% increase in throughput.local_ruling_party_support: Percentage change in voter support for the current ruling party in the province, where n = 0.1 would be a 10% increase in voter support.local_ship_build: Percentage change of the time to build naval units in this province, where n = 0.1 is a 10% increase.pop_consciousness_modifier,pop_militancy_modifier: Monthly increase or decrease in consciousness or militancy for all pops in a province. Example:pop_consciousness_modifier = nwhere n = 1 would add 1 CON each month.population_growth: Percentage increase or decrease in the natural growth of pops in a province, where n = 0.1 would be a 10% increase in the growth rate.farm_rgo_eff,mine_rgo_eff: Percentage change in the efficiency of a province's RGO, where n = 0.1 would be a 10% increase in efficiency.farm_rgo_size,mine_rgo_size: Percentage change in the size of a province's RGO, where n = 0.1 would be a 10% increase in RGO size.rgo_size: shorthand to increase bothfarm_rgo_sizeandmine_rgo_sizesimultaneously.literacy_con_impact: Impact of literacy on consciousness, where n = 0.1 is 10% increase.trade_routes_attraction: Increases attraction of trade routes.- Province-level
poor_life_needs,middle_life_needs,rich_life_needs,poor_everyday_needs,middle_everyday_needs,rich_everyday_needs,poor_luxury_needs,middle_luxury_needs,rich_luxury_needs: Changes the size of needs of the particular strata and needs type. Don't work in PA as of v.1.2.2. Syntax:poor_life_needs = n,with n between -1 and 1. supply_limit: Modifies local supply limit. n = 0.1 increases the supply limit by 10%.attrition: Increases attrition an army gets when over supply limit. n = 0.1 increases the attrition by 10%.max_attrition: Increases max attrition in the province. Usually it is used in climate and terrain.defense = defence = defender,attack = attacker: Gives bonus to dice rolls of the attacker or defencer for battles in the province.movement_cost: Percentage change in the movement cost of the province. n = 0.1 increases movement cost by 10% thus it will take 10% more time for an army to cross the province.combat_width: Percentage change of the local combat width that acts multiplicatively to the national combat widths.min_build_naval_base,min_build_railroad,min_build_fort,min_build_bank,min_build_universityrequires minimal level of province building to be able to build one in the province.population_growth: Local modifier to population growth.
Legacy or non-working modifiers
goods_demand: Percentage increase or decrease in the demand for all goods of pops in the country or province specified. It is not applied in the game. Syntax:goods_demand = nwhere n = 0.1 would be a 10% increase in the demand.poor_income_modifier = low_income_modifier,middle_income_modifier,rich_income_modifier: Percentage increase or decrease in the income of pops in the specified strata. It is not applied in the game. Syntax:rich_income_modifier = n, n = 0.1 is a 10% increase in income.
Modifier Icons
In the event_modifiers.txt file, you'll see that every modifier has an icon it displays—for country modifiers, this is the icon that appears in the diplomacy screen (the one over which you hover to get the description and modifiers text). For province modifiers, this is the icon that appears in the province detail screen. The number of the icon corresponds to the "placement" of the modifier in the modifiers.dds file (in the gfx\interface folder). So you could, conceivably, go to that file and count along the strip to see the number of the icon you want.
The thing to note, however, is that province modifiers and country modifiers actually work a bit differently. The country modifiers "skip" the first two icons on the strip (the gavels—you can't get either to appear as country modifier icons) and "icon = 1" for a country modifier is actually the green pie chart icon (and thus you can only go up to 18 rather than 20). The picture below displays this (using the icons form vanilla), with the first row being province modifiers and the second row being country modifiers: