Gives piety to building owner and his/her liege Gives prestige to building owner and his/her liege Prestige of a character earned each month Tax gained from vassals of the government type that normally corresponds to that holding Tax gained from castles/cities/temples in demesne Tax gained from every holding in a province If used as a trait, properly increases the overall demesne income but is listed as 'Stewardship' bonus.
Tax gained from every province in a ruler's realm. Scripted on capital buildings.Ĭhances to assassinate characters in a provinceĭefaults to 1, and is multiplied with a character's plot power when it comes to murder plots. Modifies the delay for how often one can change capital, if their government allows for more frequent switching than once per lifetime. Revolt risk in a ruler's realm (whole provinces, not only demesne) Total bonus cannot exceed 0, i.e a disease with health_penalty = -1 combined with a treatment health_penalty = 2 will not result in +1 health, but 0. X means the modifier is known not to work in that scope.✓ means the modifier is known to work in that scope (used in vanilla or tested).Entries from /common/special_troops are also valid: horse_archers, war_elephants, camel_cavalry. can be pikemen, light_cavalry, knights, heavy_infantry, archers or light_infantry.Laws: Laws modifiers apply to the primary title having such laws active.Some modifiers can only work in family palaces. For family palace buildings, any character modifier can also be used, and will apply to its owner. Building: Building modifiers only affect the holding they're built in.In pre-2.4 patches, this kind of modifier was only attached via vanilla code. Holding: Holding modifiers are attached to individual holdings in a province with the add_holding_modifier command.Anything that works as a province modifier will work as a tech modifier, though not vice-versa. Technology: Technology modifiers give bonus to a provinces which have attained that technological level.Councillor: Councillor jobs modifiers give bonus to a province where the job is being performed by the councillor.They are added in events via add_province_modifier command, or via disease. Province: Province modifiers are attached to provinces and impact the actions of characters while they are in that province.All character modifiers work in traits, but not vice-versa. Traits: Traits modifiers are used inside traits.They are primarily used in events via command add_character_modifier, combat tactics (for commanders), ambitions & focuses, artifacts, bloodlines, and religion character_modifier. Character: Character modifiers are attached to characters and modify their personal or state abilities, their behavior (for the AI characters), or the opinion a group of people have of that character.When using modifier in wrong scope, it will display as NONE in tooltip and/or will do absolutely nothing (though some modifier displayed as NONE may actually apply its effect): Modifiers can only be used in the correct scope.