Due to a sudden burst in spammer activity, account creation has been temporarily disabled. Sorry for the inconvenience to any new potential contributors.
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)