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Fighting Spirit Decay Code Question and Confusion. Strategy Guide wrong?

Posted: Thu Feb 19, 2026 6:51 pm
by Tanaka
From the Strategy Guide:

From May 30th, 1861, the Confederacy will receive 500 Fighting Spirit points each
turn that they hold Richmond


Every turn, the Union will lose 200 Fighting Spirit points representing the effects of
war weariness. Note that this will not apply to the Union AI on Intermediate difficulty and
above.


Should that not say 400 FS as per below? Should the Union lose 200 per turn per above or 400 per turn per below? Should that not be -200 or -400 for both the player and the AI with the AI exemptions below? Why is AI level 3 NM increase lower than AI level 4?

{
#NAME= Union: War Weariness
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 103
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= -400
#NM_TURNS= 1
#DATE= 1861/04/12
#OBJECTIVE_TEXT_POSITION=
; Dummy
#ALIGNMENT_POSITION= 295,22 [1]
; Set variable: Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= Union: AI Lv2
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 1
#LEVEL= 2
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 103
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= 200
#NM_TURNS= 1
#DATE= 1861/04/12
#OBJECTIVE_TEXT_POSITION=
; Dummy
#ALIGNMENT_POSITION= 295,22 [1]
; Set variable: Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= Union: AI Lv3
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 1
#LEVEL= 3
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 103
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= 100
#NM_TURNS= 1
#DATE= 1861/07/01
#OBJECTIVE_TEXT_POSITION=
; Dummy
#ALIGNMENT_POSITION= 295,22 [1]
; Set variable: Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= Union: AI Lv4
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 1
#LEVEL= 4
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 103
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= 150
#NM_TURNS= 1
#DATE= 1861/07/01
#OBJECTIVE_TEXT_POSITION=
; Dummy
#ALIGNMENT_POSITION= 295,22 [1]
; Set variable: Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= Confederate: AI Lv3
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 2
#LEVEL= 3
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= 100
#NM_TURNS= 1
#DATE= 1861/07/01
#OBJECTIVE_TEXT_POSITION=
; Dummy
#ALIGNMENT_POSITION= 295,15 [2]
; Set variable: Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= Confederate: AI Lv4
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 2
#LEVEL= 4
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= 150
#NM_TURNS= 1
#DATE= 1861/07/01
#OBJECTIVE_TEXT_POSITION=
; Dummy
#ALIGNMENT_POSITION= 295,15 [2]
; Set variable: Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

Re: Fighting Spirit Decay Code Question and Confusion

Posted: Thu Feb 19, 2026 7:13 pm
by Tanaka
I have made these changes in my mod and decreased to -200. I also added another CSA AI level:

From May 30th, 1861, the Confederacy will receive 200 Fighting Spirit points each
turn that they hold Richmond.

Every turn, the Union will lose 200 Fighting Spirit points representing the effects of
war weariness. Note that this will not apply to the Union AI on Intermediate difficulty and
above.

{
#NAME= Union: War Weariness
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 103
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= -200
#NM_TURNS= 1
#DATE= 1861/04/12
#OBJECTIVE_TEXT_POSITION=
; Dummy
#ALIGNMENT_POSITION= 295,22 [1]
; Set variable: Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= Union: AI Lv2
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 1
#LEVEL= 2
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 103
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= 100
#NM_TURNS= 1
#DATE= 1861/04/12
#OBJECTIVE_TEXT_POSITION=
; Dummy
#ALIGNMENT_POSITION= 295,22 [1]
; Set variable: Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= Union: AI Lv3
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 1
#LEVEL= 3
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 103
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN=150
#NM_TURNS= 1
#DATE= 1861/07/01
#OBJECTIVE_TEXT_POSITION=
; Dummy
#ALIGNMENT_POSITION= 295,22 [1]
; Set variable: Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= Union: AI Lv4
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 1
#LEVEL= 4
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 103
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= 200
#NM_TURNS= 1
#DATE= 1861/07/01
#OBJECTIVE_TEXT_POSITION=
; Dummy
#ALIGNMENT_POSITION= 295,22 [1]
; Set variable: Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= Confederate: AI Lv2
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 2
#LEVEL= 2
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= 100
#NM_TURNS= 1
#DATE= 1861/07/01
#OBJECTIVE_TEXT_POSITION=
; Dummy
#ALIGNMENT_POSITION= 295,15 [2]
; Set variable: Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= Confederate: AI Lv3
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 2
#LEVEL= 3
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= 150
#NM_TURNS= 1
#DATE= 1861/07/01
#OBJECTIVE_TEXT_POSITION=
; Dummy
#ALIGNMENT_POSITION= 295,15 [2]
; Set variable: Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

{
#NAME= Confederate: AI Lv4
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 2
#LEVEL= 4
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 64
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= 200
#NM_TURNS= 1
#DATE= 1861/07/01
#OBJECTIVE_TEXT_POSITION=
; Dummy
#ALIGNMENT_POSITION= 295,15 [2]
; Set variable: Union in war, Union side, not surrendered
#VARIABLE_CONDITION= 103 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

Re: Fighting Spirit Decay Code Question and Confusion. Strategy Guide wrong?

Posted: Fri Feb 20, 2026 11:17 am
by BiteNibbleChomp
The guide is correct, just worded a bit awkwardly. Short answer is that the #LEVEL check is a "this level or harder" check, not "only on this level" - eg. the script that has #LEVEL=3 will fire on both Veteran and Expert levels.

From the guide:
War Weariness: -400/turn (-200/turn for the Union AI on Intermediate or above)
State Capitals: 25/turn/location
Veteran AI: +100/turn
Expert AI: +150/turn (in addition to the Veteran bonus)

"Union: War Weariness" is the -400 one, that fires for everyone.
"Union: AI Lv2" adds +200, effectively offsetting half of the War Weariness.
"Union: AI Lv3" adds another +100. In practical terms this is the same as a further offset to war weariness, I've just framed it as an additional bonus for the AI instead of a penalty offset by a greater amount. Same goes for the Expert one.

- BNC

Re: Fighting Spirit Decay Code Question and Confusion. Strategy Guide wrong?

Posted: Sat Feb 21, 2026 6:20 pm
by Tanaka
BiteNibbleChomp wrote: Fri Feb 20, 2026 11:17 am The guide is correct, just worded a bit awkwardly. Short answer is that the #LEVEL check is a "this level or harder" check, not "only on this level" - eg. the script that has #LEVEL=3 will fire on both Veteran and Expert levels.

From the guide:
War Weariness: -400/turn (-200/turn for the Union AI on Intermediate or above)
State Capitals: 25/turn/location
Veteran AI: +100/turn
Expert AI: +150/turn (in addition to the Veteran bonus)

"Union: War Weariness" is the -400 one, that fires for everyone.
"Union: AI Lv2" adds +200, effectively offsetting half of the War Weariness.
"Union: AI Lv3" adds another +100. In practical terms this is the same as a further offset to war weariness, I've just framed it as an additional bonus for the AI instead of a penalty offset by a greater amount. Same goes for the Expert one.

- BNC
Thank you for the clarification!