Defines:修订间差异

本页面适用于最新的版本(1.14)。
(施工中,等待后续本地化)
无编辑摘要
 
(未显示同一用户的1个中间版本)
第1行: 第1行:
{{version|1.14}}
{{需要翻译|译者=霜泽图书馆}}
{{version|1.14}}
{{version|1.14}}
Defines are exposed constants used by the game to control almost every aspect of it. They allow modders to influence systems that do not have a direct script component.
Defines are exposed constants used by the game to control almost every aspect of it. They allow modders to influence systems that do not have a direct script component.
第8,109行: 第8,111行:


{{Modding navbox}}
{{Modding navbox}}
[[Category:Modding]]
[[ 分类:Modding]]

2024年9月8日 (日) 01:13的最新版本

Defines are exposed constants used by the game to control almost every aspect of it. They allow modders to influence systems that do not have a direct script component.

Defines are defined in /Hearts of Iron IV/common/defines/*.lua files.

Overrides

As defines are Lua code rather than a PDXscript-interpreted file, any Lua code can go in there, however modules allowing to go out of this directory are not available. As a consequence of this, there is no need to copy the entire file to edit it. Defines, including graphical defines, are merely a Lua-contained array, and it is possible to modify a single member of the array in Lua using, for example, NDefines.NGame.START_DATE = "1936.1.2.12". Each of these lines is contained on a separate line and there are no commas separating them, such as the following:

NDefines.NGame.START_DATE = "1936.1.2.12" -- An unnecessary comma will result in a game crash upon launching.
NDefines.NGraphics.COUNTRY_FLAG_TEX_MAX_SIZE = 2048 -- They are present in the base game defines file due to the fact that NDefines is one single large array, and when defining an array with members, the members are separated with commas. However, commands are not separated with commas.

This goes into a separate file set to be evaluated after the base game defines, which is sorted by filenames using the ASCII character IDs. Since 0 is among the earliest characters by ID – placed before letters, other numbers, and underscores – almost any filename can work.
In the base game files, the graphical defines are set to be merged into NDefines in the last line of the base game file. However, since Lua does not create copies of tables by default, the base game's NDefines contains pointers to the actual elements, which are contained within NDefines_Graphics regardless. For this reason, modifying either NDefines or NDefines_Graphics works for changing graphical defines.
A mod should never contain the 00_defines.lua and 00_graphics.lua files within of itself: these files are commonly changed even in minor game updates, and having a define missing from a file results in the mod being unstable, potentially having a crash on startup.

NGame

Name Default Developer comment Usage
START_DATE "1936.1.1.12" Default start date, base for some durations (e.g. license costs, AI construction strategy)
END_DATE "1949.1.1.1" Decides on the date when the final scoreboard is shown, unless a sufficiently major war is ongoing
MAP_SCALE_PIXEL_TO_KM 7.114 Yes, we did the math Translates the pixel distances from world map bitmaps into distances in-game, such as for unit speed
SAVE_VERSION 22 1.14.0 (ToA) Compatibility version for save files
CHECKSUM_SALT "zwOdv5d9wm9uDSOT" Data to modify generated checksum when game binaries have changed but not any content files.
LAG_DAYS_FOR_LOWER_SPEED 10 Days of client lag for decrease of gamespeed
LAG_DAYS_FOR_PAUSE 25 Days of client lag for pause of gamespeed.
GAME_SPEED_SECONDS { 2.0, 0.5, 0.2, 0.1, 0.0 } game speeds for each level. Must be 5 entries with last one 0 for unbound Useful for multiplayer mods
MAJOR_PARTICIPANTS_FOR_MAJOR_WAR 3 Minimum number of major countries involved in a war to consider it major enough to not end the game even though the enddate has been reached.
TRADE_ROUTE_RECALCULATE_FREQUENCY_DAYS 30 Max recalculation time for all trade routes (0 means we do not recalucate prediodically trade routes)
COMBAT_LOG_MAX_MONTHS 12 Non-air combat log data will be pruned after this duration
MESSAGE_TIMEOUT_DAYS 60 Useful if running the handsoff game. The popup messages that doesn't require the player respond will automatically hide after some timeout.
INFO_MESSAGE_TIMEOUT_DAYS 3 Same but for unimportant messages.
AIR_LOG_TIMEOUT_HOURS 24 Data storring data Air combat log data will be pruned after this duration
EVENT_TIMEOUT_DEFAULT 13 Default days before an event times out if not scripted
MISSION_REMOVE_FROM_INTERFACE_DEFAULT 13 Default days before a mission is removed from the interface after having failed or completed
DECISION_ALERT_TIMEOUT_DAYS 30 Days left when player will be alerted about timing out events or decisions
FUEL_RESOURCE "oil" resource that will give country fuel If changed, localisation may need to be updated to make the icon show the new resource. The default values that can be replaced are FUEL_DAILY_GAIN_FROM_OIL:0 "From $OIL$£resources_strip|1 : $NUM|H$" and FUEL_DAILY_GAIN_OIL_ONLY:0 "Daily Gain: $NUM|H$ (from $OIL|H$£resources_strip|1 )". £resources_strip|1 is a text icon which may need to be updated, and $OIL$ shouldn't be changed.
MAX_EFFECT_ITERATION 1000 maximum allowed iteration for loop effects
MAX_SCRIPTED_LOC_RECURSION 30 max recursion for scripted localizations
HANDS_OFF_START_TAG "HAI" tag for player country for -hands_off runs. use an existing tag that is less likely to affect the game
ALERT_SFX_COOLDOWN_DAYS 14 After playing an alert sound, don't play the same sound for XXX days, even if it fires again.
MUSIC_PLAYER_RECENTLY_PLAYED_SIZE 10 The music player keeps track of recently played music to try and avoid playing the same songs too often. This determines the max number of songs in the recently played list.

NDiplomacy

Name Default Developer comment Usage
DIPLOMACY_REQUEST_EXPIRY_DAYS 30
BASE_SURRENDER_LEVEL 1.0 Surrender when level reached. valid 0-1
MAX_TRUST_VALUE 100 Max trust value cap.
MIN_TRUST_VALUE -100 Min trust value cap.
MAX_OPINION_VALUE 100 Max opinion value cap.
MIN_OPINION_VALUE -100 Min opinion value cap.
BASE_TRUCE_PERIOD 180 Base truce period in days.
TRUCE_PERIOD_AFTER_KICKING_FROM_FACTION 60 Truce period after kicking someone from faction in days.
NUM_DAYS_TO_ENABLE_KICKING_NEW_MEMBERS_OF_FACTION 90 Number of days before being able to kick a new member of faction
NUM_DAYS_TO_ENABLE_REINVITE_KICKED_NATIONS 90 Number of days before being able to re invite a kicked nation to your faction
BASE_NEGATIVE_OPINION_AFTER_BEING_KICKED 20 Negative opinion that will be received after kicking a nation
DECAY_RATE_OF_NEGATIVE_OPINION_AFTER_BEING_KICKED 1 Weekly decay rate of the negative opinion
TRUCE_BREAK_COST_PP 200 Base cost in PP of breaking a truce by joining a war or accepting a call to war ( you cannot declare war yourself until the truce if up ), this is then multiplied by the time left on the truce ( so once half the truce is up it only cost 50% of this )
BASE_PEACE_PUPPET_FACTOR 100 Base factor for puppet in %.
BASE_PEACE_LIBERATE_FACTOR 100 Base factor for liberate in %.
BASE_PEACE_TAKE_UNCONTROLLED_STATE_FACTOR 10.0 Base factor for taking state you do not control
BASE_PEACE_TAKE_FACTION_CONTROLLED_STATE_FACTOR 0.5 Base factor for taking state you do not control, but someone in faction does
BASE_PEACE_FORCE_GOVERNMENT_COST 100 Base cost for forcing a country to change government.
PEACE_COST_FACTOR_CONTESTED_MAX 15 In peace conference, cost is factored based on how many times the state has been contested and for how long it has been uncontested (for everyone else)
To prevent overflows due to the exponential increase, cap the contested factor to this
PEACE_COST_FACTOR_UNCONTESTED_MAX 15 To prevent overflows due to the exponential increase, cap the uncontested factor to this
PEACE_COST_FACTOR_CONTESTED_BID 1.20 Cost factor for each contested bid on the state.
PEACE_COST_FACTOR_UNCONTESTED_BID_MIN 1.15 Minimum cost factor for each turn a bid has been uncontested on the state.
PEACE_COST_FACTOR_UNCONTESTED_BID_MAX 1.60 Maximum cost factor for each turn a bid has been uncontested on the state.
PEACE_COST_FACTOR_UNCONTESTED_BID_STEP 0.15 Uncontested cost factor will increase by this much each turn.
PEACE_COST_FACTOR_CAPITAL_SHIP_IC 0.005 In peace conference, cost for taking one capital ship per IC
PEACE_COST_FACTOR_SCREENING_SHIP_IC 0.005 In peace conference, cost for taking a part of the screening ships per IC
PEACE_INCREASE_COST_FACTOR_PER_MISSING_PERCENT_FOR_CAPITULATION 0.0012 increase factor if loser has not capitulated, for every percent between surrender level and BASE_SURRENDER_LEVEL
PEACE_COST_FACTOR_COMPLIANCE_STEPS { 0, 1.0, 30, 0.9, 70, 0.8 } peace action taker has a discount if they occupy the state depending on compliance
it's a table where first value is the compliance level, and the second the factor
between 0% and 30% compliance, factor is 1.0
between 30% and 70%
above 70%
PEACE_COST_FACTOR_STACK_DEMILITARIZED_ZONE 0.25 In peace conference, adding a stackable to a peace action, increment the cost by a percentage
PEACE_COST_FACTOR_STACK_WAR_REPARATION 0.25
PEACE_COST_FACTOR_STACK_RESOURCE_RIGHTS 0.25
PEACE_COST_FACTOR_STACK_DISMANTLE_INDUSTRY 0.25
PEACE_TIMED_EFFECT_LENGTH_DEMILITARIZED_ZONE 1825 peace conference can set timed effect, set length in days
5 years
PEACE_TIMED_EFFECT_LENGTH_WAR_REPARATION 1825
PEACE_TIMED_EFFECT_LENGTH_RESOURCE_RIGHTS 1825
PEACE_TIMED_EFFECT_RATIO_CIVILIAN_FACTORY_WAR_REPARATION 0.5 ratio of civilian factories taken via stackable war reparation
INFLUENCE_NEUTRAL_DIST_CAPITAL 30.0 The Influence cost modifier is basically the inverse of distance. Nearby states are cheaper, and far-away states are more expensive.
We basically do a two-segment lerp:
if distance is between [0, NEUTRAL_DIST], we lerp the cost modifier between [MIN_DIST_COST_MODIFIER, 1.0]
if distance is between [NEUTRAL_DIST, MAX_DIST], we lerp the cost modifier between [1.0, MAX_DIST_COST_MODIFIER]
The below values represent (pixel distance / INFLUENCE_DISTANCE_DIVISOR)
distance to capital that results in a cost modifier of 1.0
INFLUENCE_MAX_DIST_CAPITAL 45.0 distance to capital that results in a cost modifier of INFLUENCE_MAX_DIST_COST_MODIFIER
INFLUENCE_NEUTRAL_DIST_CORE 6.0 distance to nearest core state that results in a cost modifier of 1.0
INFLUENCE_MAX_DIST_CORE 13.0 distance to nearest core state that results in a cost modifier of INFLUENCE_MAX_DIST_COST_MODIFIER
INFLUENCE_NEUTRAL_DIST_CONTROLLED 14.0 distance to nearest controlled state that results in a cost modifier of 1.0
INFLUENCE_MAX_DIST_CONTROLLED 20.0 distance to nearest controlled state that results in a cost modifier of INFLUENCE_MAX_DIST_COST_MODIFIER
INFLUENCE_MIN_DIST_COST_MODIFIER 0.70 Cost modifier at min (zero) distance
INFLUENCE_MAX_DIST_COST_MODIFIER 1.00 Cost modifier at max distance
INFLUENCE_RATIO_CAPITAL 0.05 Ratio of influence based on distance to capital
INFLUENCE_RATIO_CORE 0.45 Ratio of influence based on distance to nearest core territory
INFLUENCE_RATIO_CONTROLLED 0.5 Ratio of influence based on distance to neared controlled territory (including uncontested peace conference bids)
INFLUENCE_DISTANCE_DIVISOR 22.0 Divide pixel distance with this when determining distance to capital / core / controlled states. Just an arbitrary way of scaling the distance numbers.
INFLUENCE_PER_ADJACENCY 0.05 How much influence to add per uncontested adjacent state in the PC (blob, don't snake)
INFLUENCE_MAJOR_FACTOR 1.0 How much influence discount an AI major will get (inverse)
INFLUENCE_MINOR_FACTOR 1.0 How much influence discount an AI minor will get (inverse)
PEACE_TRIGGER_AI_MAX_INFLUENCE_VALUE 0.99 Max influence value for pc_is_state_outside_influence_for_winner trigger
BASE_IMPROVE_RELATION_COST 10 Political power cost to initiate relation improvement
BASE_IMPROVE_RELATION_SAME_IDEOLOGY_GROUP_MAINTAIN_COST 0.2 Political power cost each update when boosting relations with nation of same ideology
BASE_IMPROVE_RELATION_DIFFERENT_IDEOLOGY_GROUP_MAINTAIN_COST 0.4 Political power cost each update when boosting relations with nation of different ideology
BASE_SEND_ATTACHE_COST 100 Political power cost to send attache
BASE_SEND_ATTACHE_CP_COST 50.0 Command Power sent attache usage cost
BASE_GENERATE_WARGOAL_DAILY_PP 0.2 Daily pp cost for generation of wargoals
WARGOAL_VERSUS_MAJOR_AT_WAR_REDUCTION -0.75 reduction of pp cost for wargoal vs major at war.
WARGOAL_WORLD_TENSION_REDUCTION -0.5 Reduction of pp cost for wargoal at 100% world tension, scales linearly
WARGOAL_JUSTIFY_TENSION_FROM_PRODUCTION 30.0 Base value scaled by production capacity of country compared to biggest country
MIN_WARGOAL_JUSTIFY_COST 2.0 It always takes atleast 10 days to justify a wargoal
WARGOAL_PER_JUSTIFY_AND_WAR_COST_FACTOR 1.5 Cost factor per nation at war with or justifying against
WARGOAL_THREAT_MAX_TIME_RATIO 1.0 Threat from justifying a wargoal slowly builds up, hitting 100% at this proportion of the way to completion
BASE_BOOST_PARTY_POPULARITY_DAILY_PP 0.25 Daily pp cost for boost party popularity
BASE_BOOST_PARTY_POPULARITY_DAILY_DRIFT 0.1 Daily amount of popularity that will be added by the activity.
BASE_STAGE_COUP_DAILY_PP 0.5 Daily pp cost for staging a coup
BASE_STAGE_COUP_TOTAL_COST 200 Equipment consume factor for stage coup.
NAP_EXPIRY_MONTHS 48 NAPs expire after this many months
NAP_UNBREAKABLE_MONTHS 12 NAPS cannot be broken for this many months
NAP_FORCE_BALANCE_RULE_MONTHS 6 The NAP border force balance rule changes with this interval
NAP_BREAK_FORCE_BALANCE_1 2.0 2-1 brigades along the border required to break NAP
NAP_BREAK_FORCE_BALANCE_2 1.0 1-1 brigades along the border required to break NAP
NAP_BREAK_FORCE_BALANCE_3 0.5 1-2 brigades along the border required to break NAP
VERY_GOOD_OPINION 50 Threshold for a country that has a very good opinion of you.
VERY_BAD_OPINION -50 Threshold for a country that has a very bad opinion of you.
DIPLOMACY_HOURS_BETWEEN_REQUESTS 24 How long a country must wait before sending a new diplomatic request.
TROOP_FEAR 1 Impact on troops on borders when deciding how willing a nation is to trade
FLEET_FEAR 1 Impact on troops on borders when deciding how willing a nation is to trade
IC_TO_EQUIPMENT_COUP_RATIO 0.1 Ratio for calculating cost of staging coup
VOLUNTEERS_PER_TARGET_PROVINCE 0.05 Each province owned by the target country contributes this amount of volunteers to the limit.
VOLUNTEERS_PER_COUNTRY_ARMY 0.05 Each army unit owned by the source country contributes this amount of volunteers to the limit.
VOLUNTEERS_RETURN_EQUIPMENT 0.95 Returning volunteers keep this much equipment
VOLUNTEERS_TRANSFER_SPEED 14 days to transfer a unit to another nation
VOLUNTEERS_DIVISIONS_REQUIRED 30 This many divisons are required for the country to be able to send volunteers.
TENSION_STATE_VALUE 2 Tension value gained by annexing one state
TENSION_CIVIL_WAR_IMPACT 0.2 civil war multiplier on tension.
TENSION_NO_CB_WAR 10 Amount of tension generated by a no-CB wargoal
TENSION_CB_WAR 7 Amount of tension generated by a war with a CB
TENSION_ANNEX_NO_CLAIM 2 Amount of tension generated by annexing a state you don't have claims on
TENSION_ANNEX_CLAIM 0.5 Amount of tension generated by annexing a state you DO have claims on
TENSION_ANNEX_CORE 0 Amount of tension generated by annexing a state that is your core
TENSION_PUPPET 1.25 Amount of tension generated by puppeting (per state)
TENSION_FORCE_GOVERNMENT 0.75 Amount of tension generated by forcing government (per state)
TENSION_VOLUNTEER_FORCE_DIVISION 0.2 Amount of tension generated for each sent division
TENSION_DECAY_DAILY 0.005 Each day tension decays this much for Threat sources which are no longer relevant. Replaces TENSION_DECAY as of 1.12.0
TENSION_SIZE_FACTOR 1.0 All action tension values are multiplied by this value
TENSION_TIME_SCALE_START_DATE "1936.1.1.12" Starting at this date, the tension values will be scaled down (will be equal to 1 before that)
TENSION_TIME_SCALE_MONTHLY_FACTOR -0.005 Timed tension scale will be modified by this amount starting with TENSION_TIME_SCALE_START_DATE
TENSION_TIME_SCALE_MIN 0.25 Timed tension scale won't decrease under this value
TENSION_GUARANTEE -5
TENSION_FACTION_JOIN 4
TENSION_JOIN_ATTACKER 2 scale of the amount of tension added when country joins attacker side
TENSION_PEACE_FACTOR 0.25 scale of the amount of tension (from war declaration) reduced when peace is completed.
TENSION_LIBERATE -1 Amount of tension generated by liberating a country.
TENSION_TAKE_ONE_CAPITAL_SHIP 0.25 Amount of tension generated by 1 take navy peace action
TENSION_DEMILITARIZE_ZONE 0.25 Amount of tension generated by stacking demilitarize zone on 1 state, multiplied with the state base threat
TENSION_WAR_REPARATION 0.25 Amount of tension generated by stacking war reparation on 1 state, multiplied with the state base threat
TENSION_RESOURCE_RIGHTS 0.25 Amount of tension generated by stacking resource rights on 1 state, multiplied with the state base threat
TENSION_DISMANTLE_INDUSTRY 0.25 Amount of tension generated by stacking dismantle military industry on 1 state, multiplied with the state base threat
TENSION_CAPITULATE 0.40 Scale of the amount of tension created by a countries capitulation.
GUARANTEE_COST 25 Scale with the number of already guaranteed countries.
REVOKE_GUARANTEE_COST 25
BASE_CONDITIONAL_PEACE_WARESCORE_RATIO 0.5 Warscore ratio needed for the losing side to able to surrender.
BASE_CONDITIONAL_PEACE_MONTHS 3 War length must be before a surrender is possible.
JOINING_NAP_WAR_PENALTY 0.2 War support penalty for breaking non-breakable NAP
BREAKING_GUARANTEE_PENALTY 0.2 War support penalty for breaking guarantee
PEACE_SCORE_TRANSFERRED_TO_FACTION_LEADER 0.1 WARNING ! if you modify the following values, you should update corresponding loc keys in games_rules_l_english.yml
Part of the peace score transferred from the faction members to the faction leader (if game rule enabled)
PEACE_SCORE_RESET_LOW_SCORE_THRESHOLD 0.05 Winners with less than this ratio of war participation will give all their score to other players
PEACE_SCORE_RESET_LOW_SCORE_MINIMUM_FOR_RECEIVER 0.1 Disable the previous, if no winner has at least this ratio of war participation
PEACE_SCORE_SCALE_FACTOR 1.35 Losers' total value times this factor becomes the default total peace conference score that is distributed to the winners.
PEACE_SCORE_MINOR_BOOST_FRACTION 0.05 Low-scoring winners are boosted by receiving more of their score earlier. This value, multiplied by the total score distributed this turn, is the minimum score they will receive (up until their total allocated score).
PEACE_SCORE_DISTRIBUTION { 0.2, 0.2, 0.2, 0.2, 0.2 } Example: If 2000 score is distributed to winners this turn and this value is set to 0.05, each winner will receive a minimum of 100 score (clamped by the max score they will receive over the cource of the conference).
How much of the total peace conference score you get during the first n turns.
PEACE_CONTEST_REFUND_FACTOR { 1.0, 0.92, 0.84, 0.76 } More explanation of the peace score distribution above:
{1.0} would give you all the score on the first turn.
{0.5, 0.5, 0.5} would give you 50 % of the total score on each of the first three turns (in this case resulting in receiving 150 % of the total score).
How much of the spent peace conference score that gets refunded in a contest. First element applies for the first round of conflicts, second element for the second round of conflicts, etc. The final element is used for each consecutive turn, so setting that to e.g. 0.7 means you get 70 % of the spent score back for every turn thereafter.
PEACE_PLAY_SOUND_ON_NEW_TURN true Whether the 'peace_conference_new_turn' audio hook is called or not
PEACE_PLAY_NEW_TURN_SOUND_ONLY_IF_NOT_ALREADY_PLAYING true Whether the 'peace_conference_new_turn' audio hook should play only if not already playing (relevant if players spam-click the pass/submit button)
MAX_REMEMBERED_LEASED_IC 1000 Maximum of leased equipment value that is remembered for opinion bonus
MAX_OPINION_FOR_LEASED_IC 30 Positive opinion when remembering the MAX_REMEMBERED_LEASED_IC equipment
MONTHLY_LEASED_IC_DECAY 35 How much of leased equipment is being "forgot" each month
OPINION_PER_VOLUNTEER 3 Opinion bonus per one sent volunteer division
MAX_OPINION_FROM_VOLUNTEERS 30 Opinion bonus per one sent volunteer division
OPINION_FOR_DEMO_FROM_WT_GENERATION -2.0 How much less do democracies like us if we generate world tension
NOT_READY_FOR_WAR_BASE -50 AI should be unwilling to enter accept a call to war if not ready for war against the relevant enemies.
FRONT_IS_DANGEROUS -100 AI should be unwilling to enter accept a call to war if front is too dangerous.
NOT_READY_FOR_WAR_VAL_PER_DAY_SINCE_CALL 1 Value modifying the not ready base over time.
PEACE_ACTION_MAX_COST 9999 Max value for a peace action cost (after all modifiers)
RESOURCE_SENT_AUTONOMY_DAILY_BASE 0.0 If puppet provides resources to its master they increasy their autonomy by at least this amount
RESOURCE_SENT_AUTONOMY_DAILY_FACTOR 0.005 If puppet provides resources to its master they increasy their autonomy by the resources factored by this
WAR_SCORE_AUTONOMY_BASE 0.0 Value added if any war score is contributed by puppet
WAR_SCORE_AUTONOMY_FACTOR 0.6 If puppet generates war score it get a boost to independence
LL_TO_OVERLORD_AUTONOMY_DAILY_BASE 0.0 If puppet lend leases equipment to overlord of at least same tech level as they have, they gain autonomy
LL_TO_OVERLORD_AUTONOMY_DAILY_FACTOR 0.05 If puppet lend leases equipment to overlord of at least same tech level as they have, they gain autonomy
LL_TO_PUPPET_AUTONOMY_DAILY_BASE 0.0 If overlord lend leases equipment to puppet of higher tech level as they have, puppet losses autonomy
LL_TO_PUPPET_AUTONOMY_DAILY_FACTOR -0.01 If overlord lend leases equipment to puppet of higher tech level as they have, puppet losses autonomy
AUTONOMY_FREEDOM_FROM_CAPITULATE 0.5 if overlord capitulate you get this
ATTACHE_TO_SUBJECT_EFFECT -0.05 If overlord sent attaches to the subject it losses autonomy
ATTACHE_TO_OVERLORD_EFFECT 0.05 If subject sent attaches to the overlord it gains autonomy
AUTONOMY_LEVEL_CHANGE_PP_COST_BASE 50.0 Base cost of changing level of autonomy
AUTONOMY_LEVEL_CHANGE_PP_ANNEX 300 Annexation cost
AUTONOMY_LEVEL_CHANGE_PP_FREE 300 Break free cost
MAX_SCORE_DIFF_TO_CHANGE_AUTONOMY 10 The max diff between current freedom score and the cap for next or previous level allowed for changing
MASTER_BUILD_AUTONOMY_FACTOR -0.7 scales autonomy gain from construction by this
VICTORY_POINT_WORTH_FACTOR 10 multiplier when calcualting proince worth (surrender)
VICTORY_POINT_WORTH_FACTOR_WARSCORE 0.2 multiplier for each victory points when calculating province worth for warscore
PROVINCE_WORTH_FROM_STATE_VALUE_FACTOR_WARSCORE 0.2 multiplier for the average value a province received from state for warscore
CAPITAL_CAPITULATE_BONUS_SCORE 150 extra bonus when deciding who to capitulate to (applied to capital holder)
CAPITAL_CAPITULATE_BONUS_SCORE_MUL 1.5 extra bonus multiplier when deciding who to capitulate to (applied to capital holder)
IDEOLOGY_JOIN_FACTION_MIN_LEVEL 0.3 ideology limit required to join faction
JOIN_FACTION_LIMIT_CHANGE_AT_WAR 0.5 if in defensive war this or your modifier is counted as limit to join factions (so if you have 80% join limit this now means you can join at 50%)
LICENSE_ACCEPTANCE_OPINION_FACTOR 0.4 Opinion modifier for acceptance of license production requests.
LICENSE_ACCEPTANCE_PUPPET_BASE 15 Acceptance modifier for puppets requesting production licenses.
LICENSE_ACCEPTANCE_TECH_DIFFERENCE 2 Acceptance modifier for each year of technology difference.
LICENSE_ACCEPTANCE_TECH_DIFFERENCE_BASE 10 Acceptance base for tech difference
LICENSE_ACCEPTANCE_SAME_FACTION 20 Acceptance modifier for being in the same faction
WARGOAL_COST_LEND_LEASE -0.25 cost modifier to wargoaljustification for LL
WARGOAL_COST_DOCKING_RIGHTS -0.2 cost modifier to wargoaljustification for dockign rights
WARGOAL_COST_VOLUNTEERS -0.5 cost modifier to wargoaljustification for volunteers
ASSUME_FACTION_LEADERSHIP_PP_COST 200 Political power cost to assume faction leadership
ASSUME_FACTION_LEADERSHIP_MIN_MANPOWER_RATIO 2 The minimum ratio of manpower that a country must have compared to the current leader in order to assume leadership.
ASSUME_FACTION_LEADERSHIP_MIN_FACTORY_RATIO 1.5 The minimum ratio of factories that a country must have compared to the current leader in order to assume leadership.
ASSUME_FACTION_LEADERSHIP_COOLDOWN_DAYS 180 Number of days after formation of faction or change in leadership before another country is allowed to assume leadership.
ASSUME_FACTION_SPYMASTER_COOLDOWN_DAYS 180 Number of days after change of Spy Master before another country is allowed to become Spy Master.
FACTION_LEADERSHIP_CHANGE_ALERT_THRESHOLD 0.8 Threshold for showing an alert when a faction member is close to being able to assume leadership of the faction that a player currently leads.
FACTION_LEADERSHIP_CHANGE_NOT_SUBJECT_WEIGHT 2 Importance of subject status when determining how close a faction member is to being able to assume leadership.
FACTION_LEADERSHIP_CHANGE_NOT_CAPITULATED_WEIGHT 2 Importance of capitulation status when determining how close a faction member is to being able to assume leadership.
FACTION_LEADERSHIP_CHANGE_IN_ALL_WARS_WEIGHT 1 Importance not being in all faction leader wars when determining how close a faction member is to being able to assume leadership.
FACTION_LEADERSHIP_CHANGE_COOLDOWN_WEIGHT 1 Importance of leadership change cooldown when determining how close a faction member is to being able to assume leadership.
FACTION_LEADERSHIP_CHANGE_MANPOWER_WEIGHT 2 Importance of manpower in field when determining how close a faction member is to being able to assume leadership.
FACTION_LEADERSHIP_CHANGE_FACTORY_WEIGHT 2 Importance of factory count when determining how close a faction member is to being able to assume leadership.
EMBARGO_COST 100 One-time cost
REVOKE_EMBARGO_COST 0 Cost to remove an existing embargo
EMBARGO_THREAT_THRESHOLD 30 Target-generated threat threshold to allow embargo (affected by modifiers)
EMBARGO_SAME_IDEOLOGY_AI_WEIGHT -20 AI weight for same ideology
EMBARGO_DIFFERENT_IDEOLOGY_AI_WEIGHT 15 AI weight for different ideology
EMBARGO_DIFFERENT_IDEOLOGY_AT_OFFENSIVE_WAR_AI_WEIGHT 10 AI weight for different ideology and in offensive war (additive with above)
EMBARGO_RECIPIENT_IS_MAJOR_AI_WEIGHT 10 Ai weight for recipient being major
EMBARGO_NEIGHBOUR_AI_WEIGHT -10 AI weight for embargoing neighbors (neighbors are big and scary, we should consider not doing it)
EQUIPMENT_PURCHASE_ACCEPTANCE_OPINION 1.1 Acceptance factor for opinion
EQUIPMENT_PURCHASE_ACCEPTANCE_SAME_IDEOLOGY 15 Acceptance value added if same ideology
EQUIPMENT_PURCHASE_ACCEPTANCE_SCRIPTED_IDEOLOGY_ACCEPTANCE 1.0 Acceptance factor for scripted ideology acceptance modifier
EQUIPMENT_PURCHASE_ACCEPTANCE_TRADE_INFLUENCE 0.70 Acceptance factor for trade influence (adjusted from base value)
EQUIPMENT_PURCHASE_ACCEPTANCE_COMPETING_FACTIONS -30 Acceptance value added if both countries are in factions, and factions are different
EQUIPMENT_PURCHASE_ACCEPTANCE_EMBARGO -200 Acceptance value added if either side has embargoed the other
EQUIPMENT_PURCHASE_ACCEPTANCE_NON_AGGRESSION_PACT 25 Acceptance value added if there is a non-aggression pact between the countries
MARKET_ACCESS_ACCEPTANCE_OPINION 1.1 Acceptance factor for opinion
MARKET_ACCESS_ACCEPTANCE_SAME_IDEOLOGY 15 Acceptance value added if same ideology
MARKET_ACCESS_ACCEPTANCE_SCRIPTED_IDEOLOGY_ACCEPTANCE 1.0 Acceptance factor for scripted ideology acceptance modifier
MARKET_ACCESS_ACCEPTANCE_TRADE_INFLUENCE 0.70 Acceptance factor for trade influence (adjusted from base value)
MARKET_ACCESS_ACCEPTANCE_COMPETING_FACTIONS -30 Acceptance value added if both countries are in factions, and factions are different
MARKET_ACCESS_ACCEPTANCE_EMBARGO -200 Acceptance value added if either side has embargoed the other
MARKET_ACCESS_ACCEPTANCE_NO_TRADE_ROUTE -100 Acceptance value added if there is no valid trade route between the countries
MARKET_ACCESS_ACCEPTANCE_NON_AGGRESSION_PACT 25 Acceptance value added if there is a non-aggression pact between the countries

NCountry

Name Default Developer comment Usage
EVENT_PROCESS_OFFSET 20 Events are checked every X day per country or state (1 is ideal, but CPU heavy)
BASE_RESEARCH_SLOTS 2 Base number of research slots per country.
POPULATION_YEARLY_GROWTH_BASE 0.015 basic population growth per year, used for monthly manpower gain
RESISTANCE_STRENGTH_FROM_VP 0.001 How much strength ticking speed gives each VP score.
RESISTANCE_STRENGTH_FROM_NEIGHBORS 0.5 Multiplies how much resistance can spread from one state to its neighbors, a state will spread whatever is highest of its victorypoints resistance increase or half of any of its neighbors spread, multiplied by this
RESISTANCE_DECAY_WHEN_NO_GROWTH 0.005 Resistance will fall by this much each day if there is nothing increasing it ( no VPs and no spread from neighbors )
REINFORCEMENT_DIVISION_PRIORITY_COUNT 3 How many priority stages we have in division template? 0)Reserves, 1)Normal, 2)Elite.
REINFORCEMENT_DIVISION_PRIORITY_DEFAULT 1 Each template by default is 1)Normal
REINFORCEMENT_THEATER_GROUP_PRIORITY_DEFAULT 1 Each theater group by default is 1)Normal
REINFORCEMENT_THEATRE_PRIORITY_COUNT 3 Same as with divisions...
REINFORCEMENT_THEATRE_PRIORITY_DEFAULT 1
REINFORCEMENT_AIRBASE_PRIORITY_COUNT 3
REINFORCEMENT_AIRBASE_PRIORITY_DEFAULT 1
REINFORCEMENT_DELIVERY_SPEED_MIN 0.6 The distance from the supply region to capital should affect the speed only a little bit. Main factor for penalty is overcrowded areas, and not the route length.
REINFORCEMENT_EQUIPMENT_DELIVERY_SPEED 0.3 Modifier for army equipment reinforcement speed
REINFORCEMENT_MANPOWER_DELIVERY_SPEED 10.0 Modifier for army manpower reinforcement delivery speed (travel time)
REINFORCEMENT_MANPOWER_CHUNK 0.1 Chunk size of manpower reinforcement delivery, in % of total manpower needed by the template.
EQUIPMENT_UPGRADE_CHUNK_MAX_SIZE 10 Maximum chunk size of equipment upgrade distribution per update.
COUNTRY_SCORE_MULTIPLIER 1.0 Weight of the country score.
ARMY_SCORE_MULTIPLIER 0.15 Based on number of armies.
AIR_SCORE_MULTIPLIER 0.1 Based on number of planes (which is typically a lot).
INDUSTRY_SCORE_MULTIPLIER 1.0 Based on number of factories.
PROVINCE_SCORE_MULTIPLIER 0.1 Based on number of controlled provinces.
NUCLEAR_PRODUCTION_SCALE 365 +1 nuclear_production gives 1 nuke per year
NUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_INFRA 0.2 Reduce enemy national war support on nuking a province, the value scales with infrastructure up to this number
NUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_VP 3 War support will be scaled down if there's less VP than this in the province
WEEKLY_STABILITY_GAIN 0.0
WEEKLY_WAR_SUPPORT_GAIN 0.0
SUPPLY_CONVOY_FACTOR 0.25 How many convoys each supply needs
CONVOY_RANGE_FACTOR 1 How much range affects convoy need for resource trades and supply
CONVOY_LENDLEASE_RANGE_FACTOR 1 How much range affects convoy need for lend lease
CONVOY_INTERNATIONAL_MARKET_RANGE_FACTOR 1 How much range affects convoy need for international market
LOCAL_MANPOWER_ACCESSIBLE_NON_CORE_FACTOR 0.02 accessible recruitable factor base
MAX_NON_CORE_MANPOWER_FACTOR 1.0 max clamp for recruitable local non core manpower factor for states
DEFAULT_STABILITY 0.5 Default stability if not scripted otherwise. Also used for calculating the modifiers applied to the country with the stability_good_modifier and stability_bad_modifier static modifiers, multiplying the relevant modifiers by [math]\displaystyle{ \frac{|\text{Current Stability} - \text{DEFAULT STABILITY}|}{\text{DEFAULT STABILITY}} }[/math]. Highly unstable on the low values and completely disables the modifier if set to 0.
DEFAULT_WAR_SUPPORT 0.5 Default war support if not scripted otherwise. Also used for calculating the modifiers applied to the country with the war_support_good_modifier and war_support_bad_modifier static modifiers, multiplying the relevant modifiers by [math]\displaystyle{ \frac{|\text{Current War Support} - \text{DEFAULT WAR SUPPORT}|}{\text{DEFAULT WAR SUPPORT} } }[/math]. Highly unstable on the low values and completely disables the modifier if set to 0.
BASE_STABILITY_WAR_FACTOR -0.2 Default stability war factor
BASE_STABILITY_PARTY_POPULARITY_FACTOR 0.15 Default stability rulling party popularity factor
MIN_COUP_STABILITY_FACTOR 0.0 Min value of coup factor in stability
MAX_COUP_STABILITY_FACTOR 2.0 Max value of coup factor in stability
MIN_COUP_SUCCESS_STABILITY 0.8 Max stability when coup will happen
WAR_SUPPORT_OFFNSIVE_WAR -0.2 Impact of being in offensive war
WAR_SUPPORT_DEFENSIVE_WAR 0.2 Impact of being in defensive war
WAR_SUPPORT_TENSION_IMPACT 0.4 Total impact of world tension
MIN_STABILITY 0.0
MAX_STABILITY 1.0
MIN_WAR_SUPPORT 0.0
MAX_WAR_SUPPORT 1.0
FRONT_PROVINCE_SCORE 20 Max province score of a front. Used for the hostile troop alert
MAJOR_IC_RATIO 3 difference in total factories needed to be considered major with respect to other nation
MAJOR_MIN_FACTORIES 35 need at least these many factories to become a major
MAX_INTELLIGENCE_DIFFERENCE 10.0 (Old Intel) Max difference in intelligence levels between countries
INTEL_FROM_ALLIANCE_FACTOR 0.3 Multiplied to the difference between a country intel and the maximum value in the alliance to compute the amount of intel that flows from the alliance to that country. 0 means no alliance contribution, 1 means a country intel's is the same as the max in the alliance.
MAX_INTELLIGENCE_DATA_DEVIATION 1.0 (Old Intel) Max deviation in estimating default espionage values ( 0.0 - 1.0 )
MAX_INTELLIGENCE_MILITARY_DATA_DEVIATION 1.0 (Old Intel) Max deviation in estimating enemy military units amount ( 0.0 - 1.0 )
MAX_INTELLIGENCE_NAVY_DATA_DEVIATION 0.3 (Old Intel) Max deviation in estimating enemy ships amount ( 0.0 - 1.0 )
MAX_INTELLIGENCE_AIR_DATA_DEVIATION 1.0 (Old Intel) Max deviation in estimating enemy air planes amount ( 0.0 - 1.0 )
MAX_INTELLIGENCE_CONVOY_DATA_DEVIATION 0.3 (Old Intel) Max deviation in estimating enemy convoys amount ( 0.0 - 1.0 )
MAX_INTELLIGENCE_MANPOWER_DATA_DEVIATION 0.4 (Old Intel) Max deviation in estimating enemy total manpower amount ( 0.0 - 1.0 )
MAX_INTELLIGENCE_FIELDED_MANPOWER_DATA_DEVIATION 0.35 (Old Intel) Max deviation in estimating enemy fielded manpower amount ( 0.0 - 1.0 )
MAX_INTELLIGENCE_INDUSTRY_DATA_DEVIATION 0.4 (Old Intel) Max deviation in estimating enemy total industry
MIN_MANPOWER_RATIO 0.15 Min manpower ratio to show manpower alert
ARMY_IMPORTANCE_FACTOR 5.0 Army factor for AI and calculations
TERRAIN_IMPORTANCE_FACTOR 5.0 Terrain base factor for state strategic value
VICTORY_POINTS_IMPORTANCE_FACTOR 5.0 State victory points importance factor for AI and calculations
BUILDING_IMPORTANCE_FACTOR 3.0 State building importance factor for AI and calculations
RESOURCE_IMPORTANCE_FACTOR 1.0 State resource importance factor for AI and calculations
INTERPOLATED_FRONT_STEPS_SHORT 2 Performance optimization - The amount of steps for interpolated fronts. Non-AI countries got full interpolated fronts, the rest has optimized version of it.
MIN_AIR_RESERVE_RATIO 0.33 Min manpower ratio to show air reserves alert
POLITICAL_POWER_LOWER_CAP -500.0 Min amount of political power country should have
POLITICAL_POWER_UPPER_CAP 2000.0 Max amount of political power country should have
RESISTANCE_IMPORTANT_LEVEL 0.25 Level when resistance becomes dangerous
RESISTANCE_IMPORTANT_COUNTRY_LEVEL 0.25 Level when average resistance in a country becomes dangerous
MIN_MAJOR_COUNTRIES 7 MIN_MAJOR_COUNTRIES countries with most factories will be considered as major countries
ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO 0.7 Countries will also be considered major when having more factories that the average of top MIN_MAJOR_COUNTRIES countries' factories times ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO
BASE_TENSION_MAJOR_COUNTRY_INDEX 1 Which major country should be considered the base country when scaling generated world tension. 0 is the country with the most factories, 1 is the second most-factories country etc. This number has to be lower than MIN_MAJOR_COUNTRIES
MIN_NAVAL_SUPPLY_EFFICIENCY 0.1 Min ratio when supplies will be considered delivered from the capital by naval path
PARADROP_AIR_SUPERIORITY_RATIO 0.7 Min ratio of air superiority for paradropping
STATE_VALUE_BASE 10.0 Base value of a state (value is used to determine costs in e.g. peace conferences)
STATE_VALUE_BUILDING_SLOTS_MULT 4.0 The value of each building slot in a state
STATE_VALUE_MANPOWER_FACTOR 0.1 State cost increases with this for every 10k population (so 3.1M becomes 310 and then multiplied by this)
INVASION_REPORT_EXPERATION_DAYS 30 Invasion experation days
MIN_FOCUSES_FOR_CONTINUOUS 10 Focuses needed to unlock continuous focuses
AUTONOMOUS_TOTAL_SCORE 5000 Total score for autonomous scale
AUTONOMOUS_SPILLOVER 0.025 Total score that can be saved to reach next level
CIVIL_WAR_INVOLVEMENT_MIN_TENSION 0.5 base value of world tension to involve other sides to the civil war
UNCAPITULATE_LEVEL 0.1 if we reclaim this much and our capital we reset capitulate status
BASE_SURRENDER_LIMIT 0.8 Base level of occupation required for country surrender
SURRENDER_LIMIT_MULT_FOR_COUNTRIES_WITH_NO_CORES 0.7 Countries with no owned cores will their surrender level multiplied by this amount
MIN_SURRENDER_LIMIT 0.2 Minimum non-forced surrender limit. valid 0-1
BASE_MOBILIZATION_SPEED 0.01 Base speed of manpower mobilization #in 1/1000 of 1 %
INTERCEPTION_WAR_SUPPORT_SCALE 0.00001 Scaling of interceptions to war support impact
INTERCEPTION_BOMBING_WAR_SUPPORT_IMPACT 0.3 Max impact of interceptions on the war support
BOMBING_WAR_SUPPORT_PENALTY_SCALE -0.00015 Scaling of bomber damage to war support impact, will be added weekly as a war support penalty
MAX_BOMBING_WEEKLY_WAR_SUPPORT_PENALTY -0.006 Max penalty that will gained per week from bomber's damage
BOMBING_WEEKLY_WAR_SUPPORT_PENALTY_DECAY 0.001 Weekly decay of bomber damage war support penalty
MAX_BOMBING_WAR_SUPPORT_IMPACT -0.3 Max total penalty from bomber's damage
HEROES_BEING_KILLED_WAR_SUPPORT_PENALTY_SCALE -0.03 Scaling of war heroes manpower lost to war support impact, will be added weekly as a war support penalty
MAX_HEROES_BEING_KILLED_WEEKLY_WAR_SUPPORT_PENALTY -0.006 Max penalty that will gained per week from war heroes manpower lost
HEROES_BEING_KILLED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY 0.001 Weekly decay of war heroes manpower lost war support penalty
MAX_HEROES_BEING_KILLED_WAR_SUPPORT_IMPACT -0.3 Max total penalty from war heroes manpower lost
WAR_SUPPORT_FROM_CASUALTIES 0.025 Base value (inverted) for calculating heroes being killed
CONVOYS_BEING_RAIDED_WAR_SUPPORT_PENALTY_SCALE -0.05 Scaling of trade convoy raided to war support impact, will be added weekly as a war support penalty
MAX_CONVOYS_BEING_RAIDED_WEEKLY_WAR_SUPPORT_PENALTY -0.006 Max penalty that will gained per week from trade convoy raided
CONVOYS_BEING_RAIDED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY 0.001 Weekly decay of trade convoy raided war support penalty
MAX_CONVOYS_BEING_RAIDED_WAR_SUPPORT_IMPACT -0.5 Max total penalty from trade convoy raided
FEMALE_UNIT_LEADER_BASE_CHANCE { 0.5, 0.5, 0.5, 0.5, 0.5 } applies as a factor to female unit leader randomization
the values needs to be zero if you don't actually have random portraits
country leaders
army leaders
navy leaders
air leaders
operatives
CONVOYS_SUNK_MULTIPLIER_FOR_WAR_SUPPORT 0.2 once a trade convoy ship sunk, you will get a larger negative impact on your war support
CONVOYS_BEING_RAIDED_DAILY_WAR_SUPPORT_IMPACT_FROM_OVERSEA_STATES 0.2 resource transfer convoys convoys from our states being raided will give a daily war support penalty depending on how important that resource is and how inefficent convoys are
CONVOYS_SUNK_MULTIPLIER_FOR_WAR_SUPPORT_FROM_OVERSEA_STATES 0.2 once a resource transfer convoys from our states ship sunk, you will get a larger negative impact on your war support
CONVOYS_BEING_RAIDED_DAILY_WAR_SUPPORT_IMPACT 0.2 trade convoys being raided will give a daily war support penalty depending on how important that resource is and how inefficent convoys are
MAX_PROPAGANDA_STABILITY_IMPACT -0.2 Max total penalty from operative performing the propaganda mission in a country
MAX_PROPAGANDA_WAR_SUPPORT_IMPACT -0.2 Max total penalty from operative performing the propaganda mission in a country
PROPAGANDA_STABILITY_DAILY_DECAY 0.001 Amount of stability recovered daily from propaganda effort
PROPAGANDA_WAR_SUPPORT_DAILY_DECAY 0.001 Amount of war support recovered daily from war support effort
NUM_DAYS_TO_FULLY_DELETE_STOCKPILED_EQUIPMENT 90 time in days to fully delete equipments from stockpile. when you delete an equipment, they go to a temporary hidden pool which still can be seized
AIR_SUPPLY_CONVERSION_SCALE 0.01 Conversion scale for planes to air supply
AIR_SUPPLY_DROP_EXPIRATION_HOURS 168 Air drop length after being dropped
STARTING_COMMAND_POWER 0.0 starting command power for every country
BASE_MAX_COMMAND_POWER 200.0 base value for maximum command power
BASE_COMMAND_POWER_GAIN 0.4 base value for daily command power gain
AIR_VOLUNTEER_PLANES_RATIO 0.2 Ratio for volunteer planes available for sending in relation to sender air force
AIR_VOLUNTEER_BASES_CAPACITY_LIMIT 0.1 Ratio for volunteer planes available for sending in relation to receiver air base capacity
ATTACHE_XP_SHARE 0.15 Country received xp from attaches
SPECIAL_FORCES_CAP_BASE 0.05 Max ammount of special forces battalions is total number of non-special forces battalions multiplied by this and modified by a country modifier
SPECIAL_FORCES_CAP_MIN 24 You can have a minimum of this many special forces battalions, regardless of the number of non-special forces battalions you have, this can also be modified by a country modifier
DAYS_OF_WAR_BEFORE_SURRENDER 7 Number of days a war has to have existed before anyone can surrender in it
FUEL_LEASE_CONVOY_RATIO 0.0005 num convoys needed per fuel land lease
STARTING_FUEL_RATIO 0.25 starting fuel ratio compared to max fuel for countries
BASE_FUEL_GAIN_PER_OIL 2 base amount of fuel gained hourly per excess oil
BASE_FUEL_GAIN 2.0 base amount of fuel gained hourly, independent of excess oil
BASE_FUEL_CAPACITY 50000 base amount of fuel capacity
SCORCHED_EARTH_STATE_COST 5 pp cost to scorch a state
COUNTRY_MANPOWER_CAPITULATED_FREE_POOL_FACTOR 0.1 Factor on amount of normal manpower left for an exiled nation with no territory.
COUNTRY_MANPOWER_CAPITULATED_CORE_GAIN_FACTOR 0.001 Factor on amount of normal manpower gained for the exile nation. From owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code.
COUNTRY_MANPOWER_CAPITULATED_NON_CORE_GAIN_FACTOR 0.001 Factor on amount of normal manpower gained for the exile nation. From owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code.
GIE_MAX_LEGITIMACY 100 Legitimacy max of a GiE
GIE_CAPITULATE_MAX_STOCKPILE_TRANSFER 0.1 0-1 Transfers ratio of stockpile. from 0 to this define depending on starting legitimacy on capitulation.
GIE_CAPITULATE_MIN_LEGIT_FOR_TRANSFER 5 0-100 Minimum starting legitimacy to transfer any equipment at all.
GIE_CAPITULATION_LEGITIMACY_WARSCORE_FACTOR 0.5 Multiplies war contribution percent with this factor for part of starting legitimacy. (0.5 would mean a 50 % war contribution gives 25 more legitimacy)
GIE_CAPITULATION_LEGITIMACY_WARLENGTH_FACTOR 1.0 Multiplies war length (nr of weeks) with this factor for part of starting legitimacy. (1.0 would mean a war length of 30 weeks gives 30 more legitimacy)
GIE_WARSCORE_GAIN_LEGITIMACY_FACTOR 1 Factor on how much legitimacy is gained from warscore earned by GiE units.
GIE_HOST_CIC_FROM_LEGITIMACY_MAX 5 Host will receive from 0 to this value in CIC.
GIE_HOST_MIC_FROM_LEGITIMACY_MAX 5 Host will receive from 0 to this value in MIC.
GIE_HOST_DOCKYARDS_FROM_LEGITIMACY_MAX 0 Host will receive from 0 to this value in dockyards.
GIE_VETERAN_MANPOWER_NON_CORE_GAIN_FACTOR 0.005 Factor on amount of manpower gained from owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code.
GIE_VETERAN_MANPOWER_CORE_GAIN_FACTOR 0.01 Factor on amount of manpower gained from owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code.
GIE_MANPOWER_TOTAL_MAX_FACTOR 0.5 Factor on max amount of exile manpower that can be gained from owned states. Approaching this will give diminishing returns. Reduced by factor 100 in code.
GIE_MANPOWER_RATO_OF_MAX_START_PENALTY 0.5 When this ratio of max manpower has been recruited we start applying the penalty.
GIE_MANPOWER_GAIN_PENALTY_MAX 0.95 Max penalty on exile manpower growth.
GIE_EXILE_AIR_RECRUITMENT_LEGITIMACY 50 Legitimacy required to recruit exile airwings
GIE_EXILE_AIR_START_EXPERIENCE 3 Starting experience for exile airwings
GIE_EXILE_TROOP_RECRUITMENT_LEGITIMACY 25 Legitimacy required to recruit exile troops
GIE_EXILE_TROOPS_DEPLOY_TRAINING_MAX_LEVEL 2 Max XP exile troops can receive from training
GIE_EXILE_ARMY_LEADER_LEGITIMACY_LEVELS { 30, 60, 90 } Legitimacy levels where a new army leader is received.
GIE_EXILE_ARMY_LEADER_START_LEVEL 3 Starting level for exile leader
GIE_ESCAPING_DIVISIONS_TRANSFER_DAYS 30 days to transfer escaping divisions to host nation
GIE_ESCAPING_DIVISIONS_XP_BOOST 0.4 Escaping divisions gain a boost to experience. Only the toughest motherbadasses will band together and survive to git me one hundred Nazi scalps ... Or die tryin'...
GIE_DIVISION_ATTACK_BONUS_AGAINST_OCCUPIER 0.1 Attack bonus factor against whoever occupies your core territory.
GIE_DIVISION_DEFENSE_BONUS_AGAINST_OCCUPIER 0.1 Attack bonus factor against whoever occupies your core territory.
GIE_DIVISION_ATTACK_BONUS_ON_CORE 0.1 Attack bonus factor when fighting on cores.
GIE_DIVISION_DEFENSE_BONUS_ON_CORE 0.1 Defense bonus factor when fighting on cores.
GIE_ESCAPING_DIVISIONS_EQUIPMENT_RATIO 0.2 Base equipment ratio on escaped troops.
GIE_ESCAPING_DIVISIONS_AMOUNT_RATIO 0.1 Ratio on amount of divisions that escapes. Scales with starting legitimacy
GIE_LIBERATED_NATION_DAILY_LEGITIMACY_CHANGE -1.5 An uncapitulated exile that is fully liberated will have legitimacy changed with this amount daily. Will be automatically reinstated when it reaches 0.
GIE_EXILE_TRANSFER_ON_LEADER_CAPITULATION_MANPOWER_FACTOR 0.1 Factor on exile manpower kept when a faction leader capitulates and the hosted exiles are transfered.
GIE_CONVOY_ON_CREATION 10 Number of convoy a GiE will get on creation.
SURRENDER_LIMIT_REDUCTION_PER_COLLABORATION 0.3 each percent of collaboration will lower surrender limit by this percentage
SURRENDER_RECIPIENT_SCORE_PER_COLLABORATION 1.0 countries with collaboration will get bonus while game calculates which country the enemy will capitulate
COMPLIANCE_PER_COLLABORATION 1.0 each percent of collaboration will be converted to this compliance at capitulation
WILL_LEAD_TO_WAR_FOCUS_PERSISTENCE 60 taken focuses that has lead to war will still make ai prep for war for this many days after being taken
WILL_LEAD_TO_WAR_DECISION_PERSISTENCE 30 the decision thats lead to war will sitll make ai prep for war for this many days after being taken/cooldown/timeout
ARMY_COUNT_DAILY_LERP_FOR_TRAINING_XP 0.002 number of armies that is used in training xp calculates daily lerps to actual number (if real number is lower)
ARMY_COUNT_DAILY_DECREASE_FOR_TRAINING_XP 0.1 number of armies that is used in training xp calculates daily linearly approaches this number (if real number is lower)

NResistance

Name Default Developer comment Usage
INITIAL_STATE_RESISTANCE 1.0 initial resistance percentage of a state once it is captured
INITIAL_STATE_COMPLIANCE 0.0 initial compliance percentage of a state once it is captured
COMPLIANCE_FACTOR_ON_STATE_CONTROLLER_CHANGE -0.5 compliance factor that applies when the state controller changes (in between allies, compliance is zeroed if it is taken by original country)
RESISTANCE_COOLDOWN_WHEN_DISABLED -0.25 resistance cooldown when the state is taken back by its original owner (compliance is zeroed in that case)
RESISTANCE_TARGET_BASE 35.0 base resistance target percentage
RESISTANCE_TARGET_MODIFIER_HAS_CLAIM -5.0 resistance target modifier in % for states we have claim
RESISTANCE_TARGET_MODIFIER_PER_STABILITY_LOSS 0.2 resistance target modifier per stability below 100%
RESISTANCE_TARGET_MODIFIER_PER_COMPLIANCE -0.5 resistance target modifier per compliance %
RESISTANCE_TARGET_MODIFIER_IS_AT_PEACE -10.0 resistance target modifier when we are at peace
RESISTANCE_TARGET_MODIFIER_STATE_VP { 0, 0.0, 5, 5.0, 20, 10.0, 50, 20.0 } resistance target modifier pairs for vp. first entry is total vp in state and second entry is amount of target modifier that applies for that threshold
0 - 5
5 - 20
20 - 50
50 - ...
RESISTANCE_TARGET_MODIFIER_OCCUPIED_CAPITULATED 10.0 resistance target modifier when the enemy is capitulated
RESISTANCE_TARGET_MODIFIER_OCCUPIED_IS_EXILE_MIN 2.0 min & max resistance target modifier resistance target modifier for exile countries. interpolated using legitimacy
RESISTANCE_TARGET_MODIFIER_OCCUPIED_IS_EXILE_MAX 20.0
RESISTANCE_TARGET_MODIFIER_POP_LOW -20.0 how much we reduce the resistance target
RESISTANCE_TARGET_MODIFIER_POP_VERY_LOW -50.0 resistance target modifier in % for states we have claim
RESISTANCE_POP_LOW_CUTOFF 10000
RESISTANCE_POP_VERY_LOW_CUTOFF 1000
RESISTANCE_TARGET_MIN_CAP_FOR_NON_COMPLIANCE 10 min resistance target will be capped to this percentage for non-compliance sources
RESISTANCE_DECAY_BASE 0.1 base resistance decay
RESISTANCE_DECAY_MIN 0.01 min resistance decay
RESISTANCE_DECAY_MAX 100.0 nax resistance decay
RESISTANCE_DECAY_MODIFIER_HAS_CLAIM 25.0 resistance decay modifier for our claims
RESISTANCE_DECAY_MODIFIER_FACTORS { 10, -50, 20, -25 } resistance decay modifier when resistance hits a certain percentage
below 10% it has a -50% modifier on decay
below 20% it has a -25% modifier on decay
MIN_DAMAGE_TO_GARRISONS_MODIFIER 0.1 modifier that applies to losses from resistance attack to garrisons at most can be reduced to this amount
RESISTANCE_GROWTH_BASE 0.2 base resistance grow
RESISTANCE_GROWTH_MIN 0.01 min resistance grow
RESISTANCE_GROWTH_MAX 100.0 max resistance grow
COMPLIANCE_GROWTH_BASE 0.075 base compliance grow
COMPLIANCE_GROWTH_MIN -100.0 min compliance grow
COMPLIANCE_GROWTH_MAX 100.0 max compliance grow
COMPLIANCE_GROWTH_IS_AT_PEACE 10 compliance growth buff at peace
COMPLIANCE_GROWTH_HAS_CLAIM 5 compliance growth buff if state has a claim
COMPLIANCE_DECAY_AT_MAX_COMPLIANCE -0.083 as compliance increases, it gets a decay rate depending on its value. compliance should stabilize at some value until its growth changes
COMPLIANCE_DECAY_PER_EXILE_LEGITIMACY -0.015 higher legitimacy will give higher decay to compliance
RESISTANCE_RATIO_DIFF_TO_SPREAD 0.5 resistance diff between two neighbour states will spread by this ratio ( from highest resistance states to lower ones and it will only spread once to a state)
RESISTANCE_ACTIVITY_CHANCE_AT_MAX_RESISTANCE 0.312
RESISTANCE_ACTIVITY_MIN_GARRISON_PENETRATE_CHANCE 0.02
RESISTANCE_TARGET_TO_REENABLE_RESISTANCE 10 resistance will be disabled once it reaches zero and will not be reenabled until resistance target reaches above this value
GARRISON_LOG_MAX_MONTHS 12
NO_COMPLIANCE_GAIN_ENABLE_LIMIT 0.5 at least this ratio of no garrison law should be active in order to no compliance gain to take effect
GARRISON_MANPOWER_MIN_DELIVERY_SPEED 0.7 Minimum base delivery speed if the chunk can't be calculated.
GARRISON_MANPOWER_REINFORCEMENT_SPEED 2000.0 Modifier for garrison manpower reinforcement. This value is the maximum to be delivered which is then modified by distance
GARRISON_EQUIPMENT_DELIVERY_SPEED 4.0 Modifier for garrison equipment reinforcement speed
GARRISON_STR_POW_MANPOWER 2 Scales impact of manpower deficiency by raising that deficiency to the number here. Formula: efficiency = 1.0 - manpower_deficiency^GARRISON_STR_POW_MANPOWER
GARRISON_STR_POW_EQUIPMENT 3 Scales impact of euqipment deficiency by raising that deficiency to the number here. Formula: efficiency = 1.0 - equipment_deficiency^GARRISON_STR_POW_EQUIPMENT
SUPPRESSION_NEEDED_BY_RESISTANCE_POINT 0.75 Number of suppression point we need for each 1% of resistance
SUPPRESSION_NEEDED_LOWER_CAP 10.0 if resistance is lower than this value then we always act as though it is at the define for the purpose of suppresion requirements
SUPPRESSION_NEEDED_UPPER_CAP 50.0 if resistance is greater than this value then we always act as though it is at the define for the purpose of suppresion requirements
GARRISON_MANPOWER_LOST_BY_ATTACK 0.016 Ratio of manpower lost by garrison at each attack on garrison (this number will be reduced by the hardness of garrison template)
GARRISON_EQUIPMENT_LOST_BY_ATTACK 0.02 Ratio of equipment lost by garrison at each attack on garrison (this number will be reduced by the hardness of garrison template)
MAXIMUM_GARRISON_HARDNESS_WHEN_ATTACKED 0.90 Cap to be sure that garrison will suffer lost in attack, even with a almost 100% hardness
FOREIGN_MANPOWER_MIN_THRESHOLD 5000 The minimum number of Manpower that AI will accept to give at once, in order to avoid many weird little transfer.
MANPOWER_BUFFER_TO_NOT_GIVE_MINOR 0.3 To determine how much AI can give as foreign manpower, we calculate how much manpower we use, and add this buffer. The result is what we want to keep, for minor countries. So higher this number is, lower we will give Manpower.
MANPOWER_BUFFER_TO_NOT_GIVE_MAJOR 0.6 To determine how much AI can give as foreign manpower, we calculate how much manpower we use, and add this buffer. The result is what we want to keep, for major countries. So higher this number is, lower we will give Manpower.
MAX_GARRISON_RATIO_WE_AGREE_TO_SUPPORT 3.0 The part of the manpower needed by the foreign garrison, that AI will agree to support with our manpower. If negative number, AI will not take into consideration the need, and just calculate how much they can give.
FOREIGN_MANPOWER_AI_COOLDOWN_DAYS 30 Number of days after an AI give us manpower before the AI accept to give more.
INITIAL_HISTORY_RESISTANCE 0.0 resistance value for initial colony states
INITIAL_HISTORY_COMPLIANCE 70.0 compliance value for initial colony states
INITIAL_GARRISON_STRENGTH 1 garrison value for initial colony states
STATE_COMPLIANCE_DECAY_FOR_LOST_STATES 0.05 daily compliance decay for the states you lost control of

NProduction

Name Default Developer comment Usage
MAX_EQUIPMENT_RESOURCES_NEED 3 Max number of different strategic resources an equipment can be dependent on.
MAX_CIV_FACTORIES_PER_LINE 15 Max number of factories that can be assigned a single production line.
DEFAULT_MAX_NAV_FACTORIES_PER_LINE 10
FLOATING_HARBOR_MAX_NAV_FACTORIES_PER_LINE 5
CONVOY_MAX_NAV_FACTORIES_PER_LINE 15
CAPITAL_SHIP_MAX_NAV_FACTORIES_PER_LINE 5
MAX_MIL_FACTORIES_PER_LINE 150
RAILWAY_GUN_MAX_MIL_FACTORIES_PER_LINE 5
RAILWAY_GUN_REPAIR_SPEED 8.0 Railway gun strength repair speed per factory
EFFICIENCY_LOSS_PER_UNUSED_DAY 1 Daily loss of efficiency for unused factory slots ( efficiency is tracked per factory slot in the production line )
RESOURCE_PENALTY_WARNING_CRITICAL_RATIO 0.8 Switch to red progress bar if penalty is over threshold
BASE_FACTORY_SPEED 5 Base factory speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_SPEED_MIL 4.50 Base factory speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_SPEED_NAV 2.5 Base factory speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_START_EFFICIENCY_FACTOR 10 Base start efficiency for factories expressed in %.
BASE_FACTORY_MAX_EFFICIENCY_FACTOR 50 Base max efficiency for factories expressed in %.
BASE_FACTORY_EFFICIENCY_GAIN 1 Base efficiency factor.
BASE_FACTORY_EFFICIENCY_BALANCE_FACTOR 0.1 Factory efficiency balancing factor
BASE_FACTORY_EFFICIENCY_VARIANT_CHANGE_FACTOR 90 Base factor for changing production variants in %.
BASE_FACTORY_EFFICIENCY_PARENT_CHANGE_FACTOR 30 Base factor for changing production parent<->children in %.
BASE_FACTORY_EFFICIENCY_FAMILY_CHANGE_FACTOR 70 Base factor for changing production with same family in %.
BASE_FACTORY_EFFICIENCY_ARCHETYPE_CHANGE_FACTOR 20 Base factor for changing production with same archetype in %.
EQUIPMENT_BASE_LEND_LEASE_WEIGHT 1.0 Base equipment lend lease weight
EQUIPMENT_LEND_LEASE_WEIGHT_FACTOR 0.01 Base equipment lend lease factor
LEND_LEASE_DELIVERY_TOTAL_DAYS 30 Nr of days between lend lease deliveries
ANNEX_STOCKPILES_RATIO 1.0 How much stockpiled equipment will be transferred on annexation
ANNEX_FIELD_EQUIPMENT_RATIO 0.25 How much equipment from deployed divisions will be transferred on annexation
ANNEX_FUEL_RATIO 0.25 How much fuel will be transferred on annexation
ANNEX_CONVOYS_RATIO 0.15 How many convoys will be transferred on annexation
MIN_POSSIBLE_TRAINING_MANPOWER 100000 How many deployment lines minimum can be training
MIN_FIELD_TO_TRAINING_MANPOWER_RATIO 0.75 Ratio which % of army in field can be trained
CAPITULATE_STOCKPILES_RATIO 0.5 How much equipment from deployed divisions will be transferred on capitulation
CAPITULATE_FUEL_RATIO 0.5 How much fuel will be transferred on capitulation
INFRA_MAX_CONSTRUCTION_COST_EFFECT 1 Building in a state with higher infrastructure will reduce the cost of shared buildings.
PRODUCTION_RESOURCE_LACK_PENALTY -0.05 Penalty decrease while lack of resource per factory
CIC_BANK_SPEED_BOOST_FACTOR 0.25 The CIC bank can boost production speed with this factor (0.5 means 50 %)
MIN_LICENSE_ACTIVE_DAYS 30 Min days for license to be active
BASE_LICENSE_IC_COST 1 Base IC cost for lended license
LICENSE_IC_COST_YEAR_INCREASE 1 IC cost equipment for every year of equipment after 1936
LICENSE_EQUIPMENT_BASE_SPEED -0.25 base MIC speed modifier for licensed equipment
LICENSE_EQUIPMENT_TECH_SPEED_PER_YEAR -0.05 MIC speed modifier for licensed equipment for each year of difference between actual and latest equipment
LICENSE_EQUIPMENT_TECH_SPEED_MAX_YEARS 4 Maximum years for MIC speed modifier
LICENSE_EQUIPMENT_SPEED_NOT_FACTION -0.10 MIC speed modifier for licensed equipment for not being in faction
LICENSE_EQUIPMENT_UPGRADE_XP_FACTOR 2.0 XP cost for upgrading licensed equipment
LICENSE_EQUIPMENT_SPEED_NO_LICENSE -0.50 Penalty for producing non licensed equipment
CONVERSION_SPEED_BONUS 0 Modifier to the production speed when converting equipment
EQUIPMENT_MODULE_ADD_XP_COST 5.0 XP cost for adding a new equipment module in an empty slot when creating an equipment variant.
EQUIPMENT_MODULE_REPLACE_XP_COST 6.0 XP cost for replacing one equipment module with an unrelated module when creating an equipment variant.
EQUIPMENT_MODULE_CONVERT_XP_COST 3.0 XP cost for converting one equipment module to a related module when creating an equipment variant.
EQUIPMENT_MODULE_REMOVE_XP_COST 1.0 XP cost for removing an equipment module and leaving the slot empty when creating an equipment variant.
BASE_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR 0.2 Fraction of the hull industry cost which is always included in the refitting cost.
BASE_LAND_EQUIPMENT_CONVERSION_IC_COST_FACTOR 0.9 Fraction of the chassis industry cost which is always included in the conversion cost.
MIN_NAVAL_EQUIPMENT_CONVERSION_RESOURCE_COST_FACTOR 0.2 Minimum fraction of a naval equipment's strategic resource cost that any conversion will cost.
MIN_LAND_EQUIPMENT_CONVERSION_RESOURCE_COST_FACTOR 0 Minimum fraction of a land equipment's strategic resource cost that any conversion will cost.
SHIP_REFIT_MAX_PROGRESS_TO_CANCEL 0.2 Maximum refitting progress % that we still allow to cancel wihtout having to scuttle the ship.
SHIP_REFIT_DAMAGE_TO_PROGRESS_FACTOR 0.5 When a ship is being damaged (for example port strike) while refitting, the damage is transferred to the production line progress instead. This variable is used to balance it.
MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_VALUE 1 The minimum number of factories we have to put on consumer goods, by value.
MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT 0.1 The minimum number of factories we have to put on consumer goods, in percent.
INITIAL_ALLOWED_FACTORY_RATIO_FOR_REPAIRS 1.0 max % of factories allowed on autorepairs

NMarket

Name Default Developer comment Usage
PURCHASE_CONTRACT_DELIVERY_TOTAL_DAYS 30 Number of days between purchase contract deliveries
IC_TO_CIC_FACTOR 2.0 The factor for mapping IC cost to CIC cost. Should be a positive number.
MAX_CIV_FACTORIES_PER_CONTRACT 15 Max number of factories that can be assigned for paying single contract.
LOW_PRICE_LEVEL_FACTOR 0.75 The factor of base equipment price for low price level. Should be in range (0,1]
HIGH_PRICE_LEVEL_FACTOR 1.25 The factor of base equipment price for high price level. Should be more than 1.
MIN_DELIVERY_LIMIT_WARNING_UI 0.8 The delivery percentage under we want to let player know the contract is inefficient. [0,1]
PURCHASE_CONTRACT_SUBSIDY_BONUS_SPEED_FACTOR 1.0 The factor of speed bonus from subsidies
CONVOY_WEIGHT_OVERRIDE 0.0 Overrides the default lend leas weight of convoys for international market
REQUEST_AUTOMATION_AUTO_ACCEPT_MARKET_ACCESS_DEFAULT true Whether by default should accept market access requests from other countries.
REQUEST_AUTOMATION_AUTO_SEND_MARKET_ACCESS_DEFAULT true Whether by default should send market access requests to other countries.
REQUEST_AUTOMATION_AUTO_ACCEPT_PURCHASE_DEFAULT false Whether by default should accept purchase requests from other countries.
CONTRACT_ESTIMATE_AVERAGE_CONVOY_COUNT_ALPHA 0.5 How strong effect should have the daily convoy count on the average (1.0 means it will use only the new number as average)
CONTRACT_ESTIMATE_AVERAGE_DAILY_PRODUCTION_ALPHA 0.5 How strong effect should have the daily production on the average (1.0 means it will use only the new number as average)
CONTRACT_ESTIMATE_AVERAGE_CONVOY_COUNT_SNAP_LIMIT 0.3 If the difference between current and estimated available convoy count is smaller then this value, we will use the current value for calculations.
CONTRACT_ESTIMATE_AVERAGE_DAILY_PRODUCTION_SNAP_LIMIT 1.5 If the difference between current and estimated daily production is smaller then this value, we will use the current value for calculations.
CONTRACT_ESTIMATE_AVERAGE_CONVOY_SUNK_MULTIPLIER_ALPHA 0.5 How strong effect should have the daily sunk efficiency on the average (1.0 means it will use only the new number as average)
CONTRACT_ESTIMATE_AVERAGE_CONVOY_SUNK_MULTIPLIER_SNAP_LIMIT 0.05 If the difference between current and estimated sunk efficiency convoy count is smaller then this value, we will use the current value for calculations.
WARNING_CONVOYS_SUNK_MAX_DAYS 30 The contracts will show sunk convoy message if there was sunk convoy in this amount of days

NTechnology

Name Default Developer comment Usage
MAX_SUBTECHS 3 Max number of sub technologies a technology can have.
BASE_RESEARCH_POINTS_SAVED 30.0 Base amount of research points a country can save per slot.
BASE_YEAR_AHEAD_PENALTY_FACTOR 2 Base year ahead penalty
BASE_TECH_COST 100 Base cost for a tech. multiplied with tech cost and ahead of time penalties
MAX_TECH_SHARING_BONUS 0.5 Max technology sharing bonus that can be applied instantly
LICENSE_PRODUCTION_TECH_BONUS 0.2 License production tech bonus
DEFAULT_XP_UNLOCK_RESEARCH_COST 0 default xp cost of a research to unlock directly
DEFAULT_XP_BOOST_RESEARCH_COST 0 default xp cost of a research to speed up the process
DEFAULT_XP_BOOST_RESEARCH_BONUS 0 default boost research bonus gained when xp is used to research an item
MIN_RESEARCH_SPEED 0.1 research speed can't go below this value
USE_BONUS_REGRET_TIMER 3 Number of days the player has to regret using a limited tech bonus

NPolitics

Name Default Developer comment Usage
BASE_LEADER_TRAITS 3 Base amount of leader traits.
MAX_RANDOM_LEADERS 1 Maximum amount random leader to have per party.
BASE_POLITICAL_POWER_INCREASE 2 Weekly increase of PP.
ARMY_LEADER_COST 5 command power cost for recruiting new leaders, 'this value' * number_of_existing_leaders_of_type
ARMY_LEADER_MAX_COST 100 max cost BEFORE modifiers
LEADER_TRAITS_XP_SHOW 0.05 Amount of XP a trait needs to be shown in tooltips of a leader.
REVOLTER_PARTY_POPULARITY 0.4 Revolter party loses 80% popularity when the civil war breaks out
MIN_OVERTHROWN_GOVERNMENT_SUPPORT_RATIO 0.4 Min possible support for new government after puppeting the government
NUM_OCCUPATION_POLICIES 4 Number of potential occupation policies
DEFAULT_OCCUPATION_POLICY 1 Defaullt value for occupation policy
INSTANT_WIN_REVOLTER_POPULARITY_RATIO 0.4 Min party popularity for instant win in one province state
INSTANT_WIN_POPULARITY_WIN 50 New party popularity

NBuildings

Name Default Developer comment Usage
ANTI_AIR_SUPERIORITY_MULT 5.0 How much air superiority reduction to the enemy does our AA guns? Normally each building level = -1 reduction. With this multiplier.
MAX_BUILDING_LEVELS 15 Max levels a building can have.
AIRBASE_CAPACITY_MULT 200 Each level of airbase building multiplied by this, gives capacity (max operational value). Value is int. 1 for each airplane.
ROCKETSITE_CAPACITY_MULT 100 Each level of rocketsite building multiplied by this, gives capacity (max operational value). Value is int. 1 for each rocket.
RADAR_RANGE_BASE 20 Radar range base, first level radar will be this + min, best radar will be this + max
RADAR_RANGE_MIN 20 Radar range (from state center to province center) in measure of map pixels. Exluding techs.
RADAR_RANGE_MAX 200 Range is interpolated between building levels 1-15.
RADAR_INTEL_EFFECT 40 Province covered by radar increases intel by 10 (where 255 is max). Province may be covered by multiple radars, then the value sums up.
SABOTAGE_FACTORY_DAMAGE 100.0 How much damage takes a factory building in sabotage when state is occupied. Damage is mult by (1 + resistance strength), i.e. up to 2 x base value.
BASE_FACTORY_REPAIR 1.0 Default repair rate in percentage before factories are taken into account (1.0 equals 1%).
BASE_FACTORY_REPAIR_FACTOR 2.0 Factory speed modifier when repairing.
SUPPLY_PORT_LEVEL_THROUGHPUT 3 supply throughput per level of naval base
MAX_SHARED_SLOTS 25 Max slots shared by factories
OWNER_CHANGE_EXTRA_SHARED_SLOTS_FACTOR 0.5 Scale factor of extra shared slots when state owner change.
DESTRUCTION_COOLDOWN_IN_WAR 30 Number of days cooldown between removal of buildings in war times
INFRASTRUCTURE_RESOURCE_BONUS 0.2 multiplicative resource bonus for each level of (non damaged) infrastructure
SUPPLY_ROUTE_RESOURCE_BONUS 0.2 multiplicative resource bonus for having a railway/naval connection to the capital
INFRASTRUCTURE_MUD_EFFECT -0.8 multiplicative effect on mud growth for max infra

NDeployment

Name Default Developer comment Usage
BASE_DEPLOYMENT_TRAINING 1 Base training done each day during deployment.

NMilitary

Name Default Developer comment Usage
COMBAT_VALUE_ORG_IMPORTANCE 1 Multiplier on TotalOrganisation when determining the combat value of a division
COMBAT_VALUE_STR_IMPORTANCE 1 Multiplier on TotalStrength when determining the combat value of a division
SOFT_ATTACK_TARGETING_FACTOR 1.0 How much we care about potential soft attacks when evaluating priority combat target
HARD_ATTACK_TARGETING_FACTOR 1.2 How much we care about potential hard attacks when evaluating priority combat target
CASUALTIES_WS_P_PENALTY_DIVISOR 200 Divisor for casualties WS penalty
CASUALTIES_WS_A_PENALTY_DIVISOR 600 Divisor for casualties WS penalty
PIERCING_THRESHOLDS { 1.00, 0.75, 0.50, 0.00 } Our piercing / their armor must be this value to deal damage fraction equal to the index in the array below [higher number = higher penetration]. If armor is 0, 1.00 will be returned.
there isn't much point setting this higher than 0
PIERCING_THRESHOLD_DAMAGE_VALUES { 1.00, 0.80, 0.65, 0.50 } 0 armor will always receive maximum damage (so add overmatching at your own peril). the system expects at least 2 values, with no upper limit.
DIVISIONAL_COMMANDER_TRAIT_XP_REQUIREMENT 400.0 Get a trait if any valid options & xp gained >= this
NUM_DAYS_FOR_OPERATION_ENTRY 60 Number of days that a unit must have been on a particular active order instance to receive a history entry.
MAX_LEADERS_TO_SHOW 50 Max officers to show in field officers list, sorted by field EXP. Divisions with awardable entries will potentially supercede this limit
BASE_FEMALE_DIVISIONAL_COMMANDER_CHANCE 0 Chance to receive a female divisonal commander. This is set to zero in the base game, as we do not have generic female portraits for many graphical culture groups.
DIVISIONAL_COMMANDER_RANK_XP_THRESHOLD { 0, 100.0, 200.0, 400.0, 800.0 } this expects a value between 0 and 1 and is added to by female_divisional_commander_chance. If you don't have female generic portraits defined, you -will- get silhouettes.XP thresholds for divisional commander ranks. [TAG]_DIVISION_EXPERIENCE_TITLE_ARMY_EXPERIENCE_[array index]
USE_MULTIPLICATIVE_ORG_LOSS_WHEN_MOVING true whether to apply org_loss_when_moving modifiers additively or multiplicatively (hardcoded multiplicative pre-2021)
HOURLY_ORG_MOVEMENT_IMPACT -0.2 how much org is lost every hour while moving an army.
ZERO_ORG_MOVEMENT_MODIFIER -0.8 speed impact at 0 org.
INFRA_ORG_IMPACT 0.5 scale factor of infra on org regain.
ENGAGEMENT_WIDTH_PER_WIDTH 2.0 how much enemy combat width we are allowed to engage per width of our own
INFRASTRUCTURE_MOVEMENT_SPEED_IMPACT -0.05 speed penalty per infrastucture below maximum.
VPS_FOR_HISTORY_ENTRY 3 Minimum VPs required to receive an entry in divisional history
VPS_FOR_HIGH_HISTORY_ENTRY 8 VPs required for high-level history entry
ENTRIES_TO_CHECK_FOR_DUPLICATE 2 Max number of history entries to check back to see if we're being awarded the same entry
COST_INCREASE_PER_ACTIVE_MEDAL 0.25 Additional cost factor per active medal
MAX_ENTRY_ELISION_COUNT 4 If we do the same type of thing consecutively, each entry will stack locations up to this number
GENERATE_AI_DIV_COMMAND_HISTORY_ENTRIES true Should we generate history entries for the AI (may cause savegame bloat)
FIELD_EXPERIENCE_ON_DIVISION_MULT 0.04 Multiply field experience gained by this, when applying to divisional commander
MAX_FIELD_EXPERIENCE_ON_DIVISION 8000 Max experience that can be gained on divisional commanders
FIELD_EXPERIENCE_ON_DIVISION_PER_MEDAL_MULT 0.1 Multiply officer field experience gain by this * number of division medals on application
HISTORY_OPERATION_RANDOM_MAX 24 max random int to roll when determining whether to grant an awardable entry for operations. 1/N chances.
CASUALTY_COUNT_FOR_HISTORY_ENTRY 40000 number of received casualties to receive a history entry (one only)
FIELD_OFFICER_PROMOTION_PENALTY 0.25 Amount of division experience lost when promoting a commander (reduced by modifiers)
HISTORICAL_ORDER_NAME_EXHAUSTION false Do historically chosen order instances exhaust their case names? If false ie, Operation Barbarossa will appear for any orders fulfilling the conditions for Germany
WAR_SCORE_LOSSES_RATIO 0.5 war score gained for every 1000 casualties
WAR_SCORE_LOSSES_MULT_IF_CAPITULATED 0.25 factor applied to war score gained from casualties if capitulated
WAR_SCORE_STRATEGIC_BOMBING_FACTOR 0.02 war score gained for every damage made to enemy's building with strategic bombing
WAR_SCORE_STRAT_BOMBING_DECAY_PER_CIVILIAN_FACTORY 0.10 monthly war score deducted from strategic bombing for every civilian factory in service on the bombed enemy side
WAR_SCORE_AIR_IC_LOSS_FACTOR 0.08 war score gained for every IC of damage done to an enemy's air mission
WAR_SCORE_LAND_DAMAGE_FACTOR 0.1 war score gained for every strengh damage done to an enemy's army
WAR_SCORE_ATTACKER_AND_WINNER_FACTOR 1.2 factor applied to war score gained for strength damage done when being the attacker and the winner
WAR_SCORE_LAND_IC_LOSS_FACTOR 0.08 war score gained for every IC damage done to an enemy's army
WAR_SCORE_PROVINCE_FACTOR 4.0 war score gained when capturing a province for the first time, multiplied by province's worth
WAR_SCORE_LEND_LEASE_GIVEN_IC_FACTOR 0.003 war score gained for every IC of lend lease sent to allies
WAR_SCORE_LEND_LEASE_GIVEN_FUEL_FACTOR 0.003 war score gained for every 100 units of fuel lend lease sent to allies
WAR_SCORE_LEND_LEASE_RECEIVED_IC_FACTOR 0.002 war score deducted for every IC of lend lease received from allies
WAR_SCORE_LEND_LEASE_RECEIVED_FUEL_FACTOR 0.002 war score deducted for every 100 units of fuel lend lease received from allies
CORPS_COMMANDER_DIVISIONS_CAP 24 how many divisions a corps commander is limited to. 0 = inf, < 0 = blocked
DIVISION_SIZE_FOR_XP 8 how many battalions should a division have to count as a full divisions when calculating XP stuff
CORPS_COMMANDER_ARMIES_CAP -1 how many armies a corps commander is limited to. 0 = inf, < 0 = blocked
FIELD_MARSHAL_DIVISIONS_CAP 24 how many divisions a field marshall is limited to. 0 = inf, < 0 = blocked
FIELD_MARSHAL_ARMIES_CAP 5 how many armies a field marshall is limited to. 0 = inf, < 0 = blocked
UNIT_LEADER_GENERATION_CAPITAL_CONTINENT_FACTOR 100 Integer factor to multiply manpower.
RECON_SKILL_IMPACT 5 how many skillpoints is a recon advantage worth when picking a tactic.
MAX_DIVISION_BRIGADE_WIDTH 5 Max width of regiments in division designer.
MAX_DIVISION_BRIGADE_HEIGHT 5 Max height of regiments in division designer.
MIN_DIVISION_BRIGADE_HEIGHT 4 Min height of regiments in division designer.
MAX_DIVISION_SUPPORT_WIDTH 1 Max width of support in division designer.
MAX_DIVISION_SUPPORT_HEIGHT 5 Max height of support in division designer.
BASE_DIVISION_BRIGADE_GROUP_COST 20 Base cost to unlock a regiment slot,
BASE_DIVISION_BRIGADE_CHANGE_COST 5 Base cost to change a regiment column.
BASE_DIVISION_SUPPORT_SLOT_COST 10 Base cost to unlock a support slot
MAX_ARMY_EXPERIENCE 500 Max army experience a country can store
MAX_NAVY_EXPERIENCE 500 Max navy experience a country can store
MAX_AIR_EXPERIENCE 500 Max air experience a country can store
COMBAT_MINIMUM_TIME 4 Shortest time possible for a combat in hours
SPOTTING_QUALITY_DROP_HOURS 4 Each X hours the intel quality drops after unit was spotted.
LEADER_GROUP_MAX_SIZE 1000 5, -- Max slots for leader groups.
MIN_SUPPLY_CONSUMPTION 0.05 minimum value of supply consumption that a unit can get
LAND_COMBAT_ORG_DICE_SIZE 4 nr of damage dice
LAND_COMBAT_STR_DICE_SIZE 2 nr of damage dice
LAND_COMBAT_STR_DAMAGE_MODIFIER 0.060 global damage modifier... but some equipment is returned at end of battles see : EQUIPMENT_COMBAT_LOSS_FACTOR
LAND_COMBAT_ORG_DAMAGE_MODIFIER 0.053 global damage modifier
LAND_AIR_COMBAT_STR_DAMAGE_MODIFIER 0.032 air global damage modifier
LAND_AIR_COMBAT_ORG_DAMAGE_MODIFIER 0.032 global damage modifier
LAND_AIR_COMBAT_MAX_PLANES_PER_ENEMY_WIDTH 3 how many CAS/TAC can enter a combat depending on enemy width there
LAND_COMBAT_STR_ARMOR_ON_SOFT_DICE_SIZE 2 extra damage dice if our armor outclasses enemy
LAND_COMBAT_ORG_ARMOR_ON_SOFT_DICE_SIZE 6 extra damage dice if our armor outclasses enemy
LAND_COMBAT_STR_ARMOR_DEFLECTION_FACTOR 0.5 damage reduction if armor outclassing enemy
LAND_COMBAT_ORG_ARMOR_DEFLECTION_FACTOR 0.5 damage reduction if armor outclassing enemy
LAND_COMBAT_COLLATERAL_FORT_FACTOR 0.005 Factor to scale collateral damage to forts with.
LAND_COMBAT_COLLATERAL_INFRA_FACTOR 0.0022 Factor to scale collateral damage to infra with.
LAND_COMBAT_FORT_DAMAGE_CHANCE 5 chance to get a hit to damage on forts. (out of 100)
ATTRITION_DAMAGE_ORG 0.08 damage from attrition to Organisation
ATTRITION_EQUIPMENT_LOSS_CHANCE 0.1 Chance for loosing equipment when suffer attrition. Scaled up the stronger attrition is. Then scaled down by equipment reliability.
ATTRITION_EQUIPMENT_PER_TYPE_LOSS_CHANCE 0.1 Chance for loosing equipment when suffer attrition. Scaled up the stronger attrition is. Then scaled down by equipment reliability.
ATTRITION_WHILE_MOVING_FACTOR 1
RELIABILITY_ORG_REGAIN -0.3 how much reliability affects org regain
RELIABILITY_ORG_MOVING -1.0 how much reliability affects org loss on moving
RELIABILITY_WEATHER 3.0 how much reliability is afffecting weather impact
RELIABILTY_RECOVERY 0.1 factor affecting how much equipment is returned "from the dead"
BASE_CHANCE_TO_AVOID_HIT 90 Base chance to avoid hit if defences left.
CHANCE_TO_AVOID_HIT_AT_NO_DEF 60 chance to avoid hit if no defences left.
COMBAT_MOVEMENT_SPEED 0.33 speed reduction base modifier in combat Capped between 0.01 and 1
TACTIC_SWAP_FREQUENCEY 12 hours between tactic swaps
PREFERRED_TACTIC_CHARACTER_SKILL_LEVEL_REQUIRED 5 Which level a field marhal or general has to be before they can pick their preferred tactic
COUNTRY_PREFERRED_TACTIC_WEIGHT_FACTOR 0.25 extra weight multiplier for the country preferred tactic when doing weighted random
ARMY_GENERAL_PREFERRED_TACTIC_WEIGHT_FACTOR 0.5 extra weight multiplier for the army general preferred tactic when doing weighted random
FIELD_MARSHAL_PREFERRED_TACTIC_WEIGHT_FACTOR 0.25 extra weight multiplier for the field marhsal preferred tactic when doing weighted random
PREFERRED_TACTIC_COMMAND_POWER_COST 20 command point cost for changing preferred tactic
INITIATIVE_PICK_COUNTER_ADVANTAGE_FACTOR 0.35 advantage per leader level for picking a counter
AMPHIBIOUS_INVADE_MOVEMENT_COST 24.0 total progress cost of movement while amphibious invading
LAND_SPEED_MODIFIER 0.05 basic speed control
RIVER_CROSSING_PENALTY -0.3 small river crossing
RIVER_CROSSING_PENALTY_LARGE -0.6 large river crossing
RIVER_CROSSING_SPEED_PENALTY -0.25 small river crossing
RIVER_CROSSING_SPEED_PENALTY_LARGE -0.5 large river crossing
RIVER_SMALL_START_INDEX 0 color indices for rivers
RIVER_SMALL_STOP_INDEX 6
RIVER_LARGE_STOP_INDEX 11
BASE_FORT_PENALTY -0.15 fort penalty
MULTIPLE_COMBATS_PENALTY -0.5 defender penalty if attacked from multiple directions
DIG_IN_FACTOR 0.02 bonus factor for each dug-in level
ARMY_LEADER_XP_GAIN_PER_UNIT_IN_COMBAT 0.1 XP gain per unit in combat
CONSTANT_XP_RATIO_FOR_MULTIPLE_LEADERS_IN_SAME_COMBAT 0.5 if there are multiple leaders in same combat, each one gets thisratio + (1-thisratio)/num leaders. amount of xp each general gets scales 1 0.75 0.66 etc for 1 2 3 generals
BASE_LEADER_TRAIT_GAIN_XP 0.45 Base xp gain for traits per hour for armies
MAX_NUM_TRAITS -1 cant have more, -1 to disable
ENEMY_AIR_SUPERIORITY_IMPACT -0.35 effect on defense due to enemy air superiorty
ENEMY_AIR_SUPERIORITY_DEFENSE 0.70 more AA attack will approach this amount of help (diminishing returns)
ENEMY_AIR_SUPERIORITY_DEFENSE_STEEPNESS 112 how quickly defense approaches the max impact diminishing returns curve
ENEMY_AIR_SUPERIORITY_SPEED_IMPACT -0.3 effect on speed due to enemy air superiority
ANTI_AIR_TARGETTING_TO_CHANCE 0.07 Balancing value to determine the chance of ground AA hitting an attacking airplane, affecting both the effective average damage done by AA to airplanes, and the reduction of damage done by airplanes due to AA support
ANTI_AIR_ATTACK_TO_AMOUNT 0.005 Balancing value to convert equipment stat anti_air_attack to the random % value of airplanes being hit.
ENCIRCLED_PENALTY -0.3 penalty when completely encircled
UNIT_EXPERIENCE_PER_COMBAT_HOUR 0.0001
UNIT_EXPERIENCE_SCALE 1.0
UNIT_EXPERIENCE_PER_TRAINING_DAY 0.0015
TRAINING_MAX_LEVEL 2
DEPLOY_TRAINING_MAX_LEVEL 1
TRAINING_EXPERIENCE_SCALE 62.0
TRAINING_ORG 0.2
ARMY_EXP_BASE_LEVEL 1
UNIT_EXP_LEVELS { 0.1, 0.3, 0.75, 0.9 } Experience needed to progress to the next level
FIELD_EXPERIENCE_SCALE 0.0015
FIELD_EXPERIENCE_MAX_PER_DAY 1.2 Most xp you can gain per day
EXPEDITIONARY_FIELD_EXPERIENCE_SCALE 0.3 reduction factor in Xp from expeditionary forces
LEND_LEASE_FIELD_EXPERIENCE_SCALE 0.0005 Experience scale for lend leased equipment used in combat.
LEADER_EXPERIENCE_SCALE 1.0
SLOWEST_SPEED 4
REINFORCEMENT_REQUEST_MAX_WAITING_DAYS 14 Every X days the equipment will be sent, regardless if still didn't produced all that has been requested.
REINFORCEMENT_REQUEST_DAYS_FREQUENCY 7 How many days must pass until we may give another reinforcement request
EXPERIENCE_COMBAT_FACTOR 0.25
UNIT_DIGIN_CAP 5 how "deep" you can dig you can dig in until hitting max bonus
UNIT_DIGIN_SPEED 1 how "deep" you can dig a day.
PARACHUTE_FAILED_EQUIPMENT_DIV 50.0 When the transport plane was shot down, we drop unit with almost NONE equipment
PARACHUTE_FAILED_MANPOWER_DIV 100.0 When the transport plane was shot down, we drop unit with almost NONE manpower
PARACHUTE_FAILED_STR_DIV 10.0 When the transport plane was shot down, we drop unit with almost NONE strenght
PARACHUTE_DISRUPTED_EQUIPMENT_DIV 1.5 When the transport plane was hit, we drop unit with reduced equipment. Penalty is higher as more hits was received (and AA guns was in the state).
PARACHUTE_DISRUPTED_MANPOWER_DIV 1.9 When the transport plane was hit, we drop unit with reduced manpower. Penalty is higher as more hits was received (and AA guns was in the state).
PARACHUTE_DISRUPTED_STR_DIV 2.2 When the transport plane was hit, we drop unit with reduced strength. Penalty is higher as more hits was received (and AA guns was in the state).
PARACHUTE_PENALTY_RANDOMNESS 0.1 Random factor for str,manpower,eq penalties.
PARACHUTE_DISRUPTED_AA_PENALTY 1 How much the Air defence in the state (from AA buildings level * air_defence) is scaled to affect overall disruption (equipment,manpower,str).
PARACHUTE_COMPLETE_ORG 0.4 Organisation value (in %) after unit being dropped, regardless if failed, disrupted, or successful.
PARACHUTE_ORG_REGAIN_PENALTY_DURATION 120 penalty in org regain after being parachuted. Value is in hours.
PARACHUTE_ORG_REGAIN_PENALTY_MULT -0.8 penalty to org regain after being parachuted.
SHIP_MORALE_TO_ORG_REGAIN_BASE 0.2 Base org regain per hour
BASE_NIGHT_ATTACK_PENALTY -0.5
EXILE_EQUIPMENT 1.0 Amount of equipment to keep
EXILE_ORG 0.0 Amount of org to keep
EXPERIENCE_LOSS_FACTOR 1.00 percentage of experienced solders who die when manpower is removed
EQUIPMENT_COMBAT_LOSS_FACTOR 0.70 % of equipment lost to strength ratio in combat, so some % is returned if below 1
SUPPLY_USE_FACTOR_MOVING 1.5 Deprecated/Unused
SUPPLY_USE_FACTOR_INACTIVE 0.95 Deprecated/Unused
SUPPLY_GRACE 72 troops always carry 3 days of food and supply
SUPPLY_GRACE_MAX_REDUCE_PER_HOUR 2 supply grace is not decreased instantly when it is buffed temporarily and buff is removed
SUPPLY_ORG_MAX_CAP 0.35 Max organization is factored by this if completely out of supply
MAX_OUT_OF_SUPPLY_DAYS 30 how many days of shitty supply until max penalty achieved
OUT_OF_SUPPLY_ATTRITION 0.2 max attrition when out of supply
OUT_OF_SUPPLY_SPEED -0.8 max speed reduction from supply
NON_CORE_SUPPLY_SPEED -0.5 we are not running on our own VP supply so need to steal stuff along the way
NON_CORE_SUPPLY_AIR_SPEED -0.25 we are not running on our own VP supply so need to steal stuff along the way, a bit less due to air supply
OUT_OF_SUPPLY_MORALE -0.2 max org regain reduction from supply
TRAINING_ATTRITION 0.05 amount of extra attrition from being in training
TRAINING_MIN_STRENGTH 0.1 if strength is less than this, the unit will pause training until it's been reinforced
TRAINING_MAX_DAILY_COUNTRY_EXP 0.08 Maximum army XP gained per day from training
AIR_SUPPORT_BASE 0.25 CAS bonus factor for air support moddifier for land unit in combat
LOW_SUPPLY 0.99 When the supply status of an unit becomes low.
BORDER_WAR_ATTRITION_FACTOR 0.1 How much of borderwar balance of power makes it into attrition
BORDER_WAR_VICTORY 0.8 At wich border war balance of power is victory declared
REINFORCE_CHANCE 0.02 base chance to join combat from back line when empty
SPEED_REINFORCEMENT_BONUS 0.01 chance to join combat bonus by each 100% larger than infantry base (up to 200%)
OVERSEAS_LOSE_EQUIPMENT_FACTOR 0.75 percentage of equipment lost disbanded overseas
ENCIRCLED_DISBAND_MANPOWER_FACTOR 0.2 percentage of manpower returned when an encircled unit is disbanded
ORG_LOSS_FACTOR_ON_CONQUER 0.2 percentage of (max) org loss on takign enemy province
LOW_ORG_FOR_ATTACK 0.3 at what org % we start affecting speed when doign hostile moves. scales down ZERO_ORG_MOVEMENT_MODIFIER
PLANNING_DECAY 0.01
PLAYER_ORDER_PLANNING_DECAY 0.03 Amount of planning lost due to player manual order
PLANNING_GAIN 0.02
PLANNING_MAX 0.3 can get more from techs
CIVILWAR_ORGANIZATION_FACTOR 0.3 Multiplier of org for both sides when civilwar.
PLAN_CONSIDERED_GOOD 0.25 Plan evaluations above this value are considered more or less safe
PLAN_CONSIDERED_BAD -0.25 Plan evaluations below this value are considered unsafe
PLAN_MIN_AUTOMATED_EMPTY_POCKET_SIZE 2 The battle plan system will only automatically attack provinces in pockets that has no resistance and are no bigger than these many provinces
PLAN_SPREAD_ATTACK_WEIGHT 12.0 The higher the value, the less it should crowd provinces with multiple attacks.
PLAN_NEIGHBORING_ENEMY_PROVINCE_FACTOR 0.7 When calculating the importance of provinces, it takes number of enemy provinces into account, factored by this
PLAN_PROVINCE_BASE_IMPORTANCE 2.0 Used when calculating the calue of front and defense area provinces for the battle plan system
PLAN_PROVINCE_LOW_VP_IMPORTANCE_AREA 2.0 Used when calculating the value of defense area in the battle plan system
PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_AREA 5.0 Used when calculating the value of defense area in the battle plan system
PLAN_PROVINCE_HIGH_VP_IMPORTANCE_AREA 10.0 Used when calculating the value of defense area in the battle plan system
PLAN_PROVINCE_CAPITAL_IMPORTANCE_AREA 50.0 Used when calculating the balue of defense area in the battle plan system
MIN_VP_NEEDED_FOR_DEFENSE_ORDER_ASSIGNMENTS 1.0 If a province has more than this VP, unit controller will try to assign units that prov
PLAN_PROVINCE_LOW_VP_IMPORTANCE_FRONT 2.0 Used when calculating the calue of fronts in the battle plan system
PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_FRONT 2.25 Used when calculating the calue of fronts in the battle plan system
PLAN_PROVINCE_HIGH_VP_IMPORTANCE_FRONT 2.75 Used when calculating the calue of fronts in the battle plan system
PLAN_SHARED_FRONT_PROV_IMPORTANCE_FACTOR 0.8 If fornt orders share end provinces, they should each have a somewhat reduced prio due to it being shared.
PLAN_PORVINCE_PORT_BASE_IMPORTANCE 12.0 Added importance for area defense province with a port
PLAN_PORVINCE_PORT_LEVEL_FACTOR 1.5 Bonus factor for port level
PLAN_PORVINCE_AIRFIELD_BASE_IMPORTANCE 3.0 Added importance for area defense province with air field
PLAN_PORVINCE_AIRFIELD_POPULATED_FACTOR 1.5 Bonus factor when an airfield has planes on it
PLAN_PORVINCE_AIRFIELD_LEVEL_FACTOR 0.25 Bonus factor for airfield level
PLAN_PORVINCE_RESISTANCE_BASE_IMPORTANCE 10.0 Used when calculating the calue of defense area provinces for the battle plan system (factored by resistance level)
PLAN_PROVINCE_VP_PORT_FACTOR 0.25
PLAN_AREA_DEFENSE_ENEMY_CONTROLLER_SCORE 25.0 These need to result in province value > 1.0 for it to matter.
Score applied to provinces in the defense area order controlled by enemies
PLAN_AREA_DEFENSE_ENEMY_UNIT_FACTOR -2.0 Factor applied to province score in area defense order per enemy unit in that province
PLAN_AREA_DEFENSE_FORT_IMPORTANCE 0.25 Used when calculating the value of defense area provinces for the battle plan system, works as multipliers on the rest
PLAN_AREA_DEFENSE_COASTAL_FORT_IMPORTANCE 3.0 Used when calculating the value of defense area provinces for the battle plan system
PLAN_AREA_DEFENSE_COAST_NO_FORT_IMPORTANCE 1.1 Used when calculating the value of defense area provinces for the battle plan system
PLAN_AREA_DEFENSE_HAS_RAIL_IMPORTANCE 1.5 Used when calculating the value of defense area provinces for the battle plan system
PLAN_AREA_DEFENSE_HAS_SUPPLY_NODE 20.0 Used when calculating the value of defense area provinces for the battle plan system
PLAN_STICKINESS_FACTOR 100.0 Factor used in unitcontroller when prioritizing units for locations
PLAN_PROVINCE_PRIO_DISTRIBUTION_MIN 0.7 Lowest fraction of divisions that will be distributed based on province priority
PLAN_PROVINCE_PRIO_DISTRIBUTION_MAX 1.0 Highest fraction of divisions that will be distributed based on province priority
PLAN_PROVINCE_PRIO_DISTRIBUTION_DPP_HIGH 3.0 At what divisions per province should we use PLAN_PROVINCE_PRIO_DISTRIBUTION_MIN
PLAN_PROVINCE_PRIO_DISTRIBUTION_DPP_LOW 2.0 At what divisions per province should we use PLAN_PROVINCE_PRIO_DISTRIBUTION_MAX
PLAN_EXECUTE_CAREFUL_LIMIT 25 When looking for an attach target, this score limit is required in the battle plan to consider province for attack
PLAN_EXECUTE_BALANCED_LIMIT 0 When looking for an attach target, this score limit is required in the battle plan to consider province for attack
PLAN_EXECUTE_RUSH -200 When looking for an attach target, this score limit is required in the battle plan to consider province for attack
PLAN_EXECUTE_CAREFUL_MAX_FORT 5 If execution mode is set to careful, units will not attack provinces with fort levels greater than or equal to this
PLAN_EXECUTE_SUPPLY_CHECK { 1.0, 0.0, 0.0, 1.0, 0.0 } order by EExecutionType: careful, balanced, rush, <skip>, rush_weak
for each execution mode how careful should we be with supply (1.0 means full required supply available, zero is no limit).
PLAN_MAX_PROGRESS_TO_JOIN 0.50 If Lower progress than this, probably needs support
PLAN_COHESION_WEIGHTS { 1.0, 40.0, 80.0 } for each cohesion setting, how keen on relocating from distance should we be? (default 1.0), higher weight = shorter max distance
PLAN_COHESION_DISTANCE_MAX_WHEN_LEFT_BEHIND 38 Unused and deprecated - will be removed in next major version.
PLAN_BLITZ_OPTIMISM 0.2 Additional combat balance value in favor of blitzing side when considering targets (not a combat bonus, just offsets planning)
MIN_BALANCE_SCORE_TO_PROCEED_ATTACK 0.2 A combat balance score of less than this will prevent auto attacking
DYNAMIC_MODIFIER_ATTACK_BIAS 1.0 This factors the weighting bias of dynamic attack modifiers
FLANKED_PROVINCES_COUNT 3 Attacker has to attack from that many provinces for the attack to be considered as flanking
NUKE_MIN_DAMAGE_PERCENT 0.1 Minimum damage from nukes as a percentage of current strength/organisation
NUKE_MAX_DAMAGE_PERCENT 0.9 Minimum damage from nukes as a percentage of current strength/organisation
EQUIPMENT_REPLACEMENT_RATIO 0.1 Equipment min ratio after blocking the equipment type
NUKE_DELAY_HOURS 12 How many hours does it take for the nuclear drop to happen
PARADROP_PENALTY -0.3 Combat penalty when recently paradropped
PARADROP_HOURS 48 time paratroopers suffer penalties in combat
COMBAT_SUPPLY_LACK_ATTACKER_ATTACK -0.25 attack combat penalty for attacker if out of supply
COMBAT_SUPPLY_LACK_ATTACKER_DEFEND -0.65 defend combat penalty for attacker if out of supply
COMBAT_SUPPLY_LACK_DEFENDER_ATTACK -0.35 attack combat penalty for defender if out of supply
COMBAT_SUPPLY_LACK_DEFENDER_DEFEND -0.15 defend combat penalty for defender if out of supply
COMBAT_STACKING_START 5 at what nr of divisions stacking penalty starts
COMBAT_STACKING_EXTRA 3 extra stacking from directions
COMBAT_STACKING_PENALTY -0.02 how much stackign penalty per division
COMBAT_OVER_WIDTH_PENALTY -1 over combat width penalty per %.
COMBAT_OVER_WIDTH_PENALTY_MAX -0.33 over combat width max (when you cant join no more).
RETREAT_SPEED_FACTOR 0.25 speed bonus when retreating
WITHDRAWING_SPEED_FACTOR 0.15 speed bonus when withdrawing
STRATEGIC_SPEED_INFRA_BASE 5.0 Base speed of strategic redeployment when not on railways
STRATEGIC_SPEED_INFRA_MAX 10.0 Additional speed of strategic redeployment on max-level infrastructure
STRATEGIC_SPEED_RAIL_BASE 15.0 Base speed of strategic redeployment when on railways
STRATEGIC_SPEED_RAIL_MAX 25.0 Additional speed of strategic redeployment on max-level railways
STRATEGIC_REDEPLOY_ORG_RATIO 0.1 Ratio of max org while strategic redeployment
BATALION_NOT_CHANGED_EXPERIENCE_DROP 0.0 Division experience drop if unit has same batalion
BATALION_CHANGED_EXPERIENCE_DROP 0.5 Division experience drop if unit has different batalion
ARMOR_VS_AVERAGE 0.4 how to weight in highest armor & pen vs the division average
PEN_VS_AVERAGE 0.4
LAND_EQUIPMENT_BASE_COST 10 Cost in XP to upgrade a piece of equipment one level is base + ( total levels * ramp )
LAND_EQUIPMENT_RAMP_COST 5
AIR_EQUIPMENT_BASE_COST 25
AIR_EQUIPMENT_RAMP_COST 5
FASTER_ORG_REGAIN_LEVEL 0.25
FASTER_ORG_REGAIN_MULT 1.0
SLOWER_ORG_REGAIN_LEVEL 0.80
SLOWER_ORG_REGAIN_MULT -0.5
DISBAND_MANPOWER_LOSS 0.0
MIN_DIVISION_DEPLOYMENT_TRAINING 0.2 Min level of division training
FRONTLINE_EXPANSION_FACTOR 0.6 When attacking along a frontline, how much should units spread out as they advance. 0.0 means head (more or less) directly to the drawn frontline, with no distractions
FRONT_MIN_PATH_TO_REDEPLOY 8 If a units path is at least this long to reach its front location, it will strategically redeploy.
ARMY_INITIATIVE_REINFORCE_FACTOR 0.25 scales initiative for reinforce chance
BASE_CAPTURE_EQUIPMENT_RATIO 0.0 after a successful land combat, ratio of the equipments that are being captured/salvaged from enemy's lost equipment
ACCLIMATIZATION_IN_COMBAT_SPEED_FACTOR 3 Acclimatization speed multiplier while being in combat.
ACCLIMATIZATION_SPEED_GAIN 0.15 A variable used to balance the overall speed of gaining the acclimatization
ACCLIMATIZATION_LOSS_SPEED_FACTOR 2.0 Loosing one acclimatization while being under affect of the opposite climate should cause it to drop down much faster than gaining.
PROMOTE_LEADER_CP_COST 40.0 cost of promoting a leader
FIELD_MARSHAL_ARMY_BONUS_RATIO 0.5 ratio to apply regular bonuses FM bonuses to armies
FIELD_MARSHAL_XP_RATIO 0.3 xp gain ratio for army group leaders
GARRISON_ORDER_ARMY_CAP_FACTOR 3.0 armies gets increased cap when they are garrisoned
COMMANDER_LEVEL_UP_STAT_COUNT 3 num stats gained on level up
COMMANDER_LEVEL_UP_STAT_WEIGHTS { 5, 5, 5, 5 } level up stat random base weights attack, defense, planning, logistics
UNIT_LEADER_INITIAL_TRAIT_SLOT { 1.0, 0.0, 1.0, 0.0 } trait slot for 0 level leader
field marshal
corps commander
navy general
operative
UNIT_LEADER_TRAIT_SLOT_PER_LEVEL { 0.5, 0.5, 0.5, 0.0 } num extra traits on each level
field marshal
corps commander
navy general
operative
UNIT_LEADER_USE_NONLINEAR_XP_GAIN true Whether unit leader XP gain is scaled by 1/<nr_of_traits>
HOURS_REQ_REJOIN_BORDER_WAR_FOR_INJURED_UNITS 336 minimum hours required for units to rejoin border wars
NEW_COMMANDER_RANDOM_PERSONALITY_TRAIT_CHANCES { 0.5, 0.15 } chances to gain a personality trait for new generals
50% for first trait
15% for second trait after that
NEW_COMMANDER_RANDOM_BASIC_TRAIT_CHANCES { } chances to gain a basic trait for new generals
NEW_COMMANDER_RANDOM_STATUS_TRAIT_CHANCES { } chances to gain a status trait for new generals
NEW_OPERATIVE_RANDOM_PERSONALITY_TRAIT_CHANCES { 0.5, 0.1 } chances to gain a personality trait for new operatives
50% for first trait
10% for second trait after that
NEW_OPERATIVE_RANDOM_BASIC_TRAIT_CHANCES { 0.25, 0.05 } chances to gain a basic trait for new operatives
25% for first trait
5% for second trait after that
NEW_OPERATIVE_RANDOM_STATUS_TRAIT_CHANCES { } chances to gain a status trait for new operatives
NEW_COMMANDER_RANDOM_SKILL_CHANCES { } chances to give a random stat skill for new operatives?
NEW_NAVY_LEADER_RANDOM_SKILL_CHANCES { } chances to give a random stat skill point for a new admiral
UNIT_LEADER_MODIFIER_COOLDOWN_ON_GROUP_CHANGE 15 time in days for a unit leader to regain its modifiers
UNIT_LEADER_ASSIGN_TRAIT_COST 15.0 cost to assign a new trait to a unit leader
ATTACHED_WINGS_ORDER_UPDATE_DAYS 5 Days untill the attached wing will update the order
BORDER_WAR_WIN_DAYS_AGAINST_EMPTY_OPPONENTS 14 border wars will be automatically won if no opponent shows up for this duration
MAX_RELATIVE_COMBAT_DAMAGE_TO_MODIFY_XP 4.0 you gain more XP if you are doing more damage relative to enemy, this is the max relative amount to gain following RATe
XP_GAIN_FACTOR_FOR_MAX_RELATIVE_COMBAT_DAMAGE 4.0 XP factor scaling for max relative combat damage
XP_DECAY_RATE_PER_HOUR_IN_COMBAT 0.03 you get reduced XP as combat drags
MIN_XP_RATE_TO_DECAY 0.1 minimum XP factor for dragged combats
XP_GAIN_PER_OVERRUN_UNIT 35.0 fixed XP gain per overrun unit
XP_GAIN_FOR_SHATTERING 35.0 fixed XP gain per shattered unit
UNIT_UPKEEP_ATTRITION 0.00 Constant attrition value applied to armies.
FUEL_PENALTY_START_RATIO 0.25 ratio of fuel in an army to start getting penalties
SURPLUS_SUPPLY_RATIO_FOR_ZERO_FUEL_FLOW 0.5 if a supply chunk has more supply needed than this ratio + 1 compared to its max supply flow, the units inside the chiunk will get no fuel
ARMY_MAX_FUEL_FLOW_MULT 2.0 max fuel ratio that an army can get per hour, multiplied by supply situation
ARMY_FUEL_COST_MULT 0.5 fuel cost multiplier for all army related stuff
ARMY_COMBAT_FUEL_MULT 1.0 fuel consumption ratio in combat (plus ARMY_MOVEMENT_FUEL_MULT if you are also moving. ie offensive combat)
ARMY_TRAINING_FUEL_MULT 1.0 fuel consumption ratio while training
ARMY_MOVEMENT_FUEL_MULT 1.0 fuel consumption ratio while moving
ARMY_NAVAL_TRANSFER_FUEL_MULT 0.0 fuel consumption ratio while naval transferring
ARMY_STRATEGIC_DEPLOYMENT_FUEL_MULT 0.0 fuel consumption ratio while doing strategic deployment
ARMY_IDLE_FUEL_MULT 0.0 fuel consumption ratio while just existing
FUEL_EFFICIENCY_RAID_MULTIPLIER 1.0 convoy raid multiplier for fuel sunk
FUEL_FLOW_PENALTY_FOR_SUPPLY_CHUNK_EDGE_RATIO 0.5 supply flow that is limited by control of incoming edge provinces will have lesser effect on fuel flow
OUT_OF_FUEL_EQUIPMENT_MULT 0.1 ratio of the stats that you get from equipments that uses fuel and you lack it
OUT_OF_FUEL_SPEED_MULT 0.4 speed mult that armies get when out of fuel
OUT_OF_FUEL_TRAINING_XP_GAIN_MULT 0.0 xp gain mult from training when a unit is out of fuel
FUEL_CAPACITY_DEFAULT_HOURS 96 default capacity if not specified
MAX_ESTIMATED_PLAN_UNITS_NOT_IN_PLACE_FACTOR -0.6 Scaled by % of units not in place. Used to be a flat -50%
DAMAGE_SPLIT_ON_FIRST_TARGET 0.35 % of damage dealt to the first target in a combat. The rest will be split amongst subsequent targets. Modifiers can affect this up to a maximum of 0.9. That value must not be exposed as a define.
NEW_ARMY_LEADER_LEVEL_CHANCES { 0.95, 0.05 } chances for new army leaders to start at a given level
95% for level one
5% for level two
0% for level three to ten

NAir

Name Default Developer comment Usage
AIR_WING_FLIGHT_SPEED_MULT 0.02 Global speed multiplier for airplanes (affects fe.transferring to another base)
AIR_WING_MAX_STATS_ATTACK 100 Max stats
AIR_WING_MAX_STATS_DEFENCE 100
AIR_WING_MAX_STATS_AGILITY 100
AIR_WING_MAX_STATS_SPEED 800
AIR_WING_MAX_STATS_BOMBING 100
AIR_WING_MAX_SIZE 1000 Max amount of airplanes in wing
AIR_WING_AVERAGE_SIZE 100 Eyeballed average amount of airplanes in wing. Used when calculating air volunteer.
AIR_WING_BOMB_DAMAGE_FACTOR 2 Used to balance the damage done while bombing.
BIGGEST_AGILITY_FACTOR_DIFF 4.0 biggest factor difference in agility for doing damage (caps to this)
BIGGEST_SPEED_FACTOR_DIFF 3.5 biggest factor difference in speed for doing damage (caps to this)
TOP_SPEED_DAMAGE_BONUS_FACTOR 0.025 A factor for scaling the top speed of a plane into damage buff. If an attacking wing has a speed advantage of any form their speed value will be converted into a percentage bonus with this modifier
COMBAT_DAMAGE_STATS_MULTILPIER 0.2
COMBAT_BETTER_AGILITY_DAMAGE_REDUCTION 0.45 How much the better agility (than opponent's) can reduce their damage to us.
COMBAT_BETTER_SPEED_DAMAGE_INCREASE 0.65 How much the better Speed (than opponent's) can reduce increase our damage to them.
Both of these defines are combined with their sister FACTOR_DIFF defines to create defense or offensive buffs
In both cases the maximum bonus or reduction is (BIGGEST_X_FACTOR_DIFF - 1) * COMBAT_BETTER_X_DAMAGE_Y * Damage
COMBAT_MAX_WINGS_AT_ONCE 10000 Max amount of air wings in one combat simulation. The higher value, the quicker countries may loose their wings. It's a gameplay balance value. Deprecated/Unused
COMBAT_MAX_WINGS_AT_GROUND_ATTACK 10000 we can really pounce a land strike and escalate Deprecated/Unused
COMBAT_MAX_WINGS_AT_ONCE_PORT_STRIKE 10000 we can really pounce a naval strike and escalate Deprecated/Unused
AIR_REGION_SUPERIORITY_PIXEL_SCALE 0.04 air superiority scale = superiority/(pixels*this)
COMBAT_MULTIPLANE_CAP 3.0 How many planes can shoot at each plane on other side ( if there are 100 planes we are atttacking COMBAT_MULTIPLANE_CAP * 100 of our planes can shoot )
COMBAT_DAMAGE_SCALE 1 Higher value = more shot down planes
COMBAT_DAMAGE_SCALE_CARRIER 5 same as above but used inside naval combat for carrier battles
DETECT_CHANCE_FROM_OCCUPATION 0.10 How much the controlled provinces in area affects the air detection base value.
DETECT_CHANCE_FROM_RADARS 0.5 How much the radars in area affects detection chance.
DETECT_CHANCE_FROM_AIRCRAFTS_EFFECTIVE_COUNT 3000 Max amount of aircrafts in region to give full detection bonus.
DETECT_CHANCE_FROM_AIRCRAFTS 0.8 How much aircrafts in region improves air detection (up to effective count).
DETECT_CHANCE_FROM_NIGHT -0.2 How much the night can reduce the air detection. (see static modifiers to check how weather affects it too.)
DETECT_EFFICIENCY_BASE 0.1 Base value for detection efficiency (once something detected, efficiency says how many airplanes was detected).
DETECT_EFFICIENCY_FROM_RADAR 0.7 How much radars affect the efficiency.
DETECT_EFFICIENCY_RANDOM_FACTOR 0.1 How much randomness is in amount of detected aircrafts.
DAY_NIGHT_COVERAGE_FACTOR 0.5 The max night coverage in a region that is still considered to be day-time when determining if day/night air missions shall run.
HOURS_DELAY_AFTER_EACH_COMBAT 4 How many hours needs the wing to be ready for the next combat. Use for tweaking if combats happens too often. (generally used as double because of roundtrip)
PORT_STRIKES_DELAY_MULTIPLIER 2 multplies HOURS_DELAY_AFTER_EACH_COMBAT if port strikes
CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT 3 how often carrier planes do battle inside naval combat
CARRIER_SIZE_STAT_INCREMENT 10 Each Point of carrier_size state adds capacity for this many planes
FIELD_EXPERIENCE_SCALE 0.0004
FIELD_EXPERIENCE_MAX_PER_DAY 2 Most xp you can gain per day
CLOSE_AIR_SUPPORT_EXPERIENCE_SCALE 0.0005 How much the experinence gained by CAS is scaled
PARADROP_EXPERIENCE_SCALE 0.03 How much the experinence gained by paradropping is scaled
BOMBING_DAMAGE_EXPERIENCE_SCALE 0.0002 How much the experinence gained by bombing is scaled
EXPERIENCE_SCALE_ATTACK_LOGISTICS_NO_TRUCK_CONSUMERS 0.0001 How much country experinence gained by attacking consumers who aren't motorized
EXPERIENCE_SCALE_ATTACK_LOGISTICS_NODE_AND_TRAINS 0.0002 How much country experinence gained by attacking node/trains
EXPERIENCE_SCALE_ATTACK_LOGISTICS_TRUCKS 0.0002 How much country experinence gained by attacking trucks
FIELD_EXPERIENCE_FACTOR 0.7 Factor all air experience gain from missions by this
AI_ALLOWED_PLANES_KEPT_IN_RESERVE 0.10 AI allowed planes is reduced by this percentage. Overflow will be distributed to the next valid order. Worst case, this will result in this % of planes no being assigned any order.
ACCIDENT_CHANCE_BASE 0.1 Base chance % (0 - 100) for accident to happen. Reduced with higher reliability stat.
ACCIDENT_CHANCE_CARRIER_MULT 1.5 The total accident chance is scaled up when it happens on the carrier ship.
ACCIDENT_CHANCE_BALANCE_MULT 0.10 Multiplier for balancing how often the air accident really happens. The higher mult, the more often.
ACCIDENT_CHANCE_RELIABILITY_MULT 2.0 Multiplier to accident chance per point of missing reliability.
ACCIDENT_EFFECT_MULT 0.007 Multiplier for balancing the effect of accidents
ACE_DEATH_CHANCE_BASE 0.005 Base chance % for ace pilot die when an airplane is shot down in the Ace wing.
ACE_DEATH_BY_OTHER_ACE_CHANCE 1.0 chance to an ace dying by another ace if it was hit by ace in combat
ACE_DEATH_CHANCE_PLANES_MULT 0.001 The more airplanes was lost in a single airplanes (more bloody it was) the higher chance of Ace to die.
AIR_AGILITY_TO_NAVAL_STRIKE_AGILITY 0.02 conversion factor to bring agility in line with ship AA
ACE_EARN_CHANCE_BASE 0.01 Base chance % for ace pilot creation roll to happen. Happens only when successfully kill airplane/ship or damage the buildings.
ACE_EARN_CHANCE_PLANES_MULT 0.005 Ace generation chance per aircraft. Chance is rolled twice because decimal numbers can't be small enough
AIR_DAMAGE_TO_DIVISION_LOSSES 1.0 factor for conversion air damage to division losses for details statistics of air wings
AIR_NAVAL_KAMIKAZE_DAMAGE_MULT 20.0 Balancing value to increase usual damage to Strength for Kamikaze
AIR_NAVAL_KAMIKAZE_LOSSES_MULT 4.0 Balancing value to increase usual losses if Kamikaze participating in the battle
BASE_KAMIKAZE_DAMAGE 2.0 Base Kamikaze death rate
BASE_KAMIKAZE_TARGETING 2.0 Kamikaze can't be a bad target
BASE_STRATEGIC_BOMBING_HIT_SHIP_CHANCE 0.01 Chance to hit a ship in port when it is bombed.
BASE_STRATEGIC_BOMBING_HIT_SHIP_DAMAGE_FACTOR 50
BASE_STRATEGIC_BOMBING_HIT_PLANE_CHANCE 0.5 Chance to hit a plane in airbase when it is bombed.
BASE_STRATEGIC_BOMBING_HIT_PLANE_DAMAGE_FACTOR 0.2
STRATEGIC_BOMBER_NUKE_AIR_SUPERIORITY 0.75 How much air superiority is needed for a tactical bomber to be able to nuke a province
AGGRESSION_THRESHOLD { 0.0, 0.25, 0.5 } Threshold levels for mission aggressivity for air
ACE_WING_SIZE 100 size of wing ace bonuses are set up for. if lower more bonus, if higher less bonus
ACE_WING_SIZE_MAX_BONUS 2 biggest bonus we can get from having a small wing with an ace on
NO_SEARCH_MISSION_DETECT_FACTOR -0.5 value of planes not on active search missions for detection
SUPPLY_NEED_FACTOR 0.28 multiplies supply usage
SUPPLY_PRIO_FACTOR 100.0 Effect of supply need per unit for target province picking for air supply
CAPACITY_PENALTY 2 scales penalty of having overcrowded bases.
AIR_COMBAT_FINAL_DAMAGE_SCALE 0.015 % how many max disrupted only planes are alloed to die in a single combat
AIR_COMBAT_FINAL_DAMAGE_PLANES 50 scaling/control for when only very few planes exist to stop roundoff issues
AIR_COMBAT_FINAL_DAMAGE_PLANES_FACTOR 0.1
AA_INDUSTRY_AIR_DAMAGE_FACTOR -0.12 5x levels = 60% defense from bombing
LEND_LEASED_EQUIPMENT_EXPERIENCE_GAIN 0.5 Value used for equipment
ANTI_AIR_PLANE_DAMAGE_FACTOR 0.8 Anti Air Gun Damage factor
ANTI_AIR_PLANE_DAMAGE_CHANCE 0.1 Anti Air Gun hit chance
ANTI_AIR_ATTACK_TO_DAMAGE_REDUCTION_FACTOR 1.0 Balancing value to convert equipment stat anti_air_attack to the damage reduction modifier apply to incoming air attacks against units with AA.
ANTI_AIR_MAXIMUM_DAMAGE_REDUCTION_FACTOR 0.75 Maximum damage reduction factor applied to incoming air attacks against units with AA.
AIR_DEPLOYMENT_DAYS 2 Days to deploy one air wing
AIR_MORE_GROUND_CREWS_COST 20.0 CP cost to maintain more ground crews
AIR_MORE_GROUND_CREWS_BOOST 0.1 Efficienct boost for more ground crews
EFFICIENCY_REGION_CHANGE_PENALTY_FACTOR 0.9 Penalty applied for changing region
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_DEFAULT 1 Gain should be changed in increments of 0.024 due to precision.
Default how much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_CAS 0.888 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_NAVAL_BOMBER 0.192 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_TACTICAL_BOMBER 0.192 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_FIGHTER 0.888 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_STRATEGIC_BOMBER 0.072 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_MARITIME_PATROL_PLANE 1
AIR_WING_XP_MAX 1000.0 Per plane XP.
AIR_WING_XP_LEVELS { 100, 300, 700, 900 } Experience needed to progress to the next level
AIR_WING_XP_LOSS_WHEN_KILLED 300 if a plane dies, the game assumes that a pilot with this amount of xp died and recalcs average.
AIR_WING_XP_TRAINING_MAX 300.0 Max average XP achieved with training.
AIR_WING_XP_TRAINING_MISSION_GAIN_DAILY 7.0 Daily gain when running training exercise mission
AIR_WING_XP_AIR_VS_AIR_COMBAT_GAIN 0.8 Wings in combat gain extra XP
AIR_WING_XP_GROUND_MISSION_COMPLETED_GAIN 0.28 Bombers bombing, CAS cassing, NBs nbing, kamikazees kamikazeeing, etc.
AIR_WING_XP_RECON_MISSION_COMPLETED_GAIN 0.05 recon mission
AIR_WING_COUNTRY_XP_FROM_TRAINING_FACTOR 0.003 Factor on country Air XP gained from wing training
AIR_WING_XP_TRAINING_MISSION_ACCIDENT_FACTOR 0.2 Training exercises cause more accidents
AIR_WING_XP_LOSS_REDUCTION_OVER_FRIENDLY_TERRITORY_FACTOR 0.3 Reduction on XP loss over friendly territory
DISRUPTION_FACTOR 4.0 multiplier on disruption damage to scale its effects on planes
DISRUPTION_FACTOR_CARRIER 6.0 multiplier on disruption damage to scale its effects on carrier vs carrier planes
DISRUPTION_SPEED_FACTOR 1.0
DISRUPTION_AGILITY_FACTOR 0.0
DISRUPTION_ATTACK_FACTOR 0.0
DISRUPTION_DETECTION_FACTOR 1.0
ESCORT_FACTOR 2.0
ESCORT_SPEED_FACTOR 1.0
ESCORT_AGILITY_FACTOR 1.0
ESCORT_ATTACK_FACTOR 1.0
DISRUPTION_DEFENCE_DEFENCE_FACTOR 0.5
DISRUPTION_DEFENCE_SPEED_FACTOR 1.0
DISRUPTION_DEFENCE_ATTACK_FACTOR 0.5
CARRIER_PLANES_AMOUNT_FOR_POSITIONING 50 below this amount of planes on a carrier we no longer get max benefit on enemy positioning
CAS_NIGHT_ATTACK_FACTOR 0.1 CAS damaged get multiplied by this in land combats at night
AIR_WING_ATTACK_LOGISTICS_NO_TRUCK_DISRUPTION_FACTOR 0.02 If a unit isn't motorized, still disrupt its supply by damage * this
AIR_WING_ATTACK_LOGISTICS_TRUCK_DAMAGE_FACTOR 0.27
AIR_WING_ATTACK_LOGISTICS_INFRA_DAMAGE_SPILL_FACTOR 0.0016 Portion of truck damage to additionally deal to infrastructure
AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_FACTOR 0.040
AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_DISRUPTION_MITIGATION 6.0 Multiply Train Damage by (Smooth / (Smooth + (Disruption * Mitigation)))
AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_DISRUPTION_SMOOTHING 5.0
AIR_WING_ATTACK_LOGISTICS_RAILWAY_DAMAGE_SPILL_FACTOR 0.006 Portion of train damage to additionally deal to railways
AIR_WING_ATTACK_LOGISTICS_DISRUPTION_MIN_DAMAGE_FACTOR 0.1 Multiply train damage by this factor, scale from 1.0 at 0 disruption to this at AIR_WING_ATTACK_LOGISTICS_MAX_DISRUPTION_DAMAGE_TO_CONSIDER
AIR_WING_ATTACK_LOGISTICS_MAX_DISRUPTION_DAMAGE_TO_CONSIDER 15.0 see above
AIR_WING_ATTACK_LOGISTICS_DIRECT_DISRUPTION_DAMAGE_FACTOR 0.01 Disruption damage to supply throughput done by bombing damage, not dependant on killing trains which also causes diruption.
AIR_WING_ATTACK_LOGISTICS_TRUCK_MAX_FACTOR 0.3 max trucks we can destroy in one instance of a logistics strike
SECONDARY_DAMAGE_STRAT 0.2 how much damage gets translated to railway guns for strat bombing
SECONDARY_DAMAGE_LOGISTICS 1.0 how much damage gets translated to railway guns for logistic strike
INTERCEPTION_DISTANCE_SCALE 50 At this many pixels of path length, full interception efficiency is applied to air missions. Lerp from 0.
INTERCEPTION_DAMAGE_SCALE 0.3 Multiply the interception damage with this value. Works as a cap when interception distance is at maximum.
MIN_PLANE_COUNT_PARADROP 50
MIN_PLANE_COUNT_AIR_SUPPLY 1
BASE_UNIT_WEIGHT_IN_TRANSPORT_PLANES 45.0
MANPOWER_LOSS_RATIO_PLANE_SHOT 0.10 The loss ratio of manpower for a shot plane.
MISSION_COMMAND_POWER_COSTS { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.05, 0.0, 0.0, 0.0, 0.0, 0.0 } command power cost per plane to create a mission
AIR_SUPERIORITY
CAS
INTERCEPTION
STRATEGIC_BOMBER
NAVAL_BOMBER
DROP_NUKE
PARADROP
NAVAL_KAMIKAZE
PORT_STRIKE
ATTACK_LOGISTICS
AIR_SUPPLY
TRAINING
NAVAL_MINES_PLANTING
NAVAL_MINES_SWEEPING
RECON
NAVAL_PATROL
MISSION_FUEL_COSTS { 1.0, 1.0, 0.2, 1.0, 1.0, 1.0, 1.0, 0.75, 1.2, 1.2, 1.0, 0.6, 1.0, 1.0, 1.0, 1.0 } fuel cost per plane for each mission
AIR_SUPERIORITY
CAS
INTERCEPTION
STRATEGIC_BOMBER
NAVAL_BOMBER
DROP_NUKE
PARADROP
NAVAL_KAMIKAZE
PORT_STRIKE
ATTACK_LOGISTICS
AIR_SUPPLY
TRAINING
NAVAL_MINES_PLANTING
NAVAL_MINES_SWEEPING
RECON
NAVAL_PATROL
MAX_FUEL_FLOW_MULT 1.0 max fuel flow ratio for planes, which will be multiplied by supply
FUEL_COST_MULT 0.35 fuel multiplier for all air missions
MISSION_EFFICIENCY_MULT_AT_LACK_OF_FUEL 0.25 multiplier for mission efficiency when a base lacks fuel
BOMBING_TARGETING_RANDOM_FACTOR 0.25 % of picking the wrong target
BOMBING_PROV_BUILD_PRIO_SCALE 1.5 Scale of the selected priority for provincial buildings
BOMBING_STATE_BUILD_PRIO_SCALE 1.5 Scale of the selected priority for state buildings
BOMBING_INFRA_PRIO_SCALE 0.7 Scale of the selected priority for infastryctyre
NON_CORE_STRATEGIC_IMPACT 0.5 multiplier for strategic impact of non-core bombing
RECON_LAND_SPOT_CHANCE 0.02 scale factor on spotting lan
REINFORCEMENT_DISABLING_DURATION_IN_LAND_CARRIER_TRANSFER 48 The reinforcement disabling duration in hours when transfering from land to carrier and vice versa
THRUST_WEIGHT_AGILITY_FACTOR 0.5 For plane designs, additive agility bonus per point of thrust exceeding weight
MAX_QUICK_WING_SELECTION 3 Max possible selection for airwing quick deploy
USE_SINGLE_NAVAL_ARMAMENT_CATEGORY true If true, only the armament module category that inflicts the greatest damage to naval targets will contribute naval strike and port strike mission specific stats. Only modules with both naval_strike_attack and naval_strike_targetting are considered. This is used to prevent torpedo_mounting and bomb_locks stats from stacking.
PORT_STRIKE_DAMAGE_FACTOR 1.0 How much damage is dealt to ports during a port strike (per plane damage [complex number] * num flying planes * define)

NNavy

Name Default Developer comment Usage
WAR_SCORE_GAIN_FOR_SUNK_SHIP_MANPOWER_FACTOR 0.004 Peace Conference
war score gained for every manpower killed when sinking a ship
WAR_SCORE_GAIN_FOR_SUNK_SHIP_PRODUCTION_COST_FACTOR 0.020 war score gained for every IC of the sunk ship
WAR_SCORE_GAIN_FOR_SUNK_CONVOY 0.08 war score gained for every sunk convoy
WAR_SCORE_DECAY_FOR_BUILT_CONVOY 0.01 war score deducted when convoy-raided enemy produces one new convoy
PEACE_ACTION_TRANSFER_NAVY_EXPERIENCE_RETAINED 0.25 % of experience to retain after being transferred in a peace conference
SUPPLY_PRIORITY 2 Default convoy priority for supplying units via sea
RESOURCE_LENDLEASE_PRIORITY 3 Default convoy priority for export lend lease
RESOURCE_EXPORT_PRIORITY 4 Default convoy priority for export trade
RESOURCE_ORIGIN_PRIORITY 5 Default convoy priority for resources shipped internally
RESOURCE_PURCHASE_PRIORITY 6 Default convoy priority for export equipment purchase
ADMIRAL_TASKFORCE_CAP 10 Convoy Priorities END
admirals will start getting penalties after this amount of taskforces
DETECTION_CHANCE_MULT_BASE 0.1 base multiplier value for detection chance. Later the chance is an average between our detection and enemy visibility, mult by surface/sub detection chance in the following defines.
DETECTION_CHANCE_MULT_RADAR_BONUS 0.1 detection chance bonus from radars.
DETECTION_CHANCE_MULT_AIR_SUPERIORITY_BONUS 0.25 bonus from air superiority.
MAX_CAPITALS_PER_AUTO_TASK_FORCE 5 maximum number of capital ships the auto-task force creation will put together when designing SurfaceActionGroup
MAX_SUBMARINES_PER_AUTO_TASK_FORCE 30 maximum number of submarines the auto-task force creation will put together when designing wolfpack
BEST_CAPITALS_TO_CARRIER_RATIO 1 capitals / carriers ratio used when auto-task force creation designs CarrierTaskForce
BEST_CAPITALS_TO_SCREENS_RATIO 0.25 capitals / screens ratio used for creating FEX groups in naval combat
COMBAT_BASE_HIT_CHANCE 0.1 base chance for hit
COMBAT_MIN_HIT_CHANCE 0.05 never less hit chance then this?
COMBAT_EVASION_TO_HIT_CHANCE 0.007 we take ship evasion stats, and mult by this value, so it gives hit chance reduction. So if reduction is 0.025 and ship evasion = 10, then there will be 0.25 (25%) lower hit chance. (Fe. 50% base -25% from evasion +10% bcoz it's very close).
COMBAT_EVASION_TO_HIT_CHANCE_TORPEDO_MULT 10.0 the above evasion hit chance is multiplied by 400% if shooting with torpedoes. Torpedoes are slow, so evasion matters more.
MIN_HIT_PROFILE_MULT 0.0 largest hit profile penalty to hitting
COMBAT_LOW_ORG_HIT_CHANCE_PENALTY -0.5 % of penalty applied to hit chance when ORG is very low.
COMBAT_LOW_MANPOWER_HIT_CHANCE_PENALTY -0.25 % of penalty applied to hit chance when manpower is very low.
COMBAT_DAMAGE_RANDOMNESS 0.5 random factor in damage. So if max damage is fe. 10, and randomness is 30%, then damage will be between 7-10.
COMBAT_TORPEDO_CRITICAL_CHANCE 0.1 chance for critical hit from torpedo.
COMBAT_TORPEDO_CRITICAL_DAMAGE_MULT 2.0 multiplier to damage when got critical hit from torpedo. (Critical hits are devastating as usualy torpedo_attack are pretty high base values).
COMBAT_DAMAGE_TO_STR_FACTOR 0.6 casting damage value to ship strength multiplier. Use it ot balance the game difficulty.
COMBAT_DAMAGE_TO_ORG_FACTOR 1.0 casting damage value to ship organisation multiplier. Use it to balance the game difficulty.
COMBAT_ON_THE_WAY_INIT_DISTANCE_BALANCE 0.25 Value to balance initial distance to arrive for ships that are "on the way"
COMBAT_CHASE_RESIGNATION_HOURS 8 Before we resign chasing enemy, give them some minimum time so the combat doesn't end instantly.
COMBAT_MAX_GROUPS 1 Max amount of "Fire Exchange" groups (FEX).
COMBAT_MIN_DURATION 8 Min combat duration before we can retreat. It's a balancing variable so it's not possible to always run with our weak ships agains big flotillas.
COMBAT_INITIAL_DURATION 6 Number of hours that is considered the "initial phase" of naval combat, used for modifiers like surprise attack during "initial combat"
COMBAT_RETREAT_DECISION_CHANCE 0.22 There is also random factor in deciding if we should retreat or not. That causes a delay in taking decision, that sooner or later will be picked. It's needed so damaged fast ships won't troll the combat.
COMBAT_DETECTED_CONVOYS_FROM_SURFACE_DETECTION_STAT 0.1 Each 1.0 of surface_detection that ship has (equipment stat), gives x% of convoys discovered from total travelling along the route.
COMBAT_BASE_CRITICAL_CHANCE 0.05 Base chance for receiving a critical chance. It get's scaled down with ship reliability.
COMBAT_CRITICAL_DAMAGE_MULT 5.0 Multiplier for the critical damage. Scaled down with the ship reliability.
COMBAT_ARMOR_PIERCING_CRITICAL_BONUS 1.0 Bonus to critical chance when shooter armor piercing is higher then target armor.
COMBAT_ARMOR_PIERCING_DAMAGE_REDUCTION 0 All damage reduction % when target armor is >= then shooter armor piercing. (depricated)
REPAIR_AND_RETURN_PRIO_LOW 0.2 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_MEDIUM 0.5 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_HIGH 0.9 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_LOW_COMBAT 0.6 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_PRIO_MEDIUM_COMBAT 0.3 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_PRIO_HIGH_COMBAT 0.1 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_AMOUNT_SHIPS_LOW 0.2 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_AMOUNT_SHIPS_MEDIUM 0.4 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_AMOUNT_SHIPS_HIGH 0.8 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_UNIT_DYING_STR 0.2 Str below this point is considering a single ship "dying", and a high priority to send to repair.
EXPERIENCE_LOSS_FACTOR 1.00 percentage of experienced solders who die when manpower is removed
MISSION_MAX_REGIONS 0 Limit of the regions that can be assigned to naval mission. Set to 0 for unlimited.
CONVOY_EFFICIENCY_LOSS_MODIFIER 1.25 How much efficiency drops when losing convoys. If modifier is 0.5, then losing 100% of convoys in short period, the efficiency will drop by 50%.
CONVOY_EFFICIENCY_REGAIN_AFTER_DAYS 7 Convoy starts regaining it's efficiency after X days without any convoys being sink.
CONVOY_EFFICIENCY_REGAIN_BASE_SPEED 0.04 How much efficiency regains every day.
CONVOY_EFFICIENCY_MIN_VALUE 0.05 To avoid complete 0% efficiency, set the lower limit.
CONVOY_ROUTE_SIZE_CONVOY_SCALE 0.5 scales impact of convoy route size (0 to turn off)
ANTI_AIR_TARGETTING_TO_CHANCE 0.2 Balancing value to convert averaged equipment stats (anti_air_targetting and naval_strike_agility) to probability chances of airplane being hit by navies AA.
ANTI_AIR_ATTACK_TO_AMOUNT 0.01 Balancing value to convert equipment stat anti_air_attack to the random % value of airplanes being hit.
CONVOY_SINKING_SPILLOVER 0.5 Damaged convoys roll for if they sink in the end of combat by accumulating the damage. This scales that chance.
UNIT_EXPERIENCE_PER_COMBAT_HOUR 10
UNIT_EXPERIENCE_SCALE 1
EXPERIENCE_FACTOR_CONVOY_ATTACK 0.04
EXPERIENCE_FACTOR_NON_CARRIER_GAIN 0.04 Xp gain by non-carrier ships in the combat
EXPERIENCE_FACTOR_CARRIER_GAIN 0.08 Xp gain by carrier ships in the combat
FIELD_EXPERIENCE_SCALE 0.075
FIELD_EXPERIENCE_MAX_PER_DAY 50 Most xp you can gain per day
LEADER_EXPERIENCE_SCALE 1.0
BATTLE_NAME_VP_FACTOR 100 Name is given by ((VP value) * BATTLE_NAME_VP_FACTOR) / (Distance VP -> battle)
BATTLE_NAME_VP_CUTOFF 1.0 If best score of above calculation is below this, name will be that of region.
AMPHIBIOUS_LANDING_PENALTY -0.7 amphibious landing penalty
AMPHIBIOUS_INVADE_SPEED_BASE 0.5 every hour movement progress on amphibious invasion
AMPHIBIOUS_INVADE_MOVEMENT_COST 24.0 total progress cost of movement while amphibious invading
AMPHIBIOUS_INVADE_ATTACK_LOW 0.2 low and high cap of attack modifier scale. Scale interpolated by invasion progress.
AMPHIBIOUS_INVADE_ATTACK_HIGH 1.0
AMPHIBIOUS_INVADE_DEFEND_LOW 1.5 low and high cap of defend modifier scale. Scale interpolated by invasion progress.
AMPHIBIOUS_INVADE_DEFEND_HIGH 1.0
AMPHIBIOUS_INVADE_LANDING_PENALTY_DECREASE 3.5 scale of bonus that decreases "amphibious penalty" during combat, relative to invading transporter tech.
BASE_CARRIER_SORTIE_EFFICIENCY 0.5 factor of planes that can sortie by default from a carrier
CONVOY_ATTACK_BASE_FACTOR 0.15 base % of convoys that get intercepted
CONVOY_LOSS_HISTORY_TIMEOUT_MONTHS 24 after this many months remove the history of lost convoys to not bloat savegames and memory since there is no way to see them anyway
CARRIER_STACK_PENALTY 4 The most efficient is 4 carriers in combat. 5+ brings the penalty to the amount of wings in battle.
CARRIER_STACK_PENALTY_EFFECT 0.2 Each carrier above the optimal amount decreases the amount of airplanes being able to takeoff by such %.
SHORE_BOMBARDMENT_CAP 0.25
ANTI_AIR_TARGETING 0.9 how good ships are at hitting aircraft
MIN_TRACTED_ASSIST_DAMAGE_RATIO 0.05 How much damage counts as assist damage
SUPPLY_NEED_FACTOR 4 multiplies supply usage
DECRYPTION_SPOTTING_BONUS 0.2
DISBAND_MANPOWER_LOSS 0.0
MANPOWER_LOSS_RATIO_ON_SUNK 0.5 sunk ships will lose this ratio of their current manpower
MANPOWER_LOSS_RATIO_ON_STR_LOSS 0.5 losing strength will make you also lose manpower at this ratio of total manpower
MIN_MANPOWER_RATIO_TO_DROP 0.1 ships will not lose man power to below this ratio
DAILY_MANPOWER_GAIN_RATIO 0.05 the ships not in combat will be able to gain this ratio of their max manpower
PRIDE_OF_THE_FLEET_UNASSIGN_COST 100 cost to unassign/replace pride of the fleet
PRIDE_OF_THE_FLEET_LOST_TEMP_MODIFIER_DURATION 30 duration for temp modifiers that you get when you lose your pride of the fleet
XP_GAIN_FACTOR 1.0 xp gain factor for navy
CARRIER_ONLY_COMBAT_ACTIVATE_TIME 0 hours from start of combat when carriers get to fight
CAPITAL_ONLY_COMBAT_ACTIVATE_TIME 6 hours from start of combat when only carriers, capitals and subs get to attack
ALL_SHIPS_ACTIVATE_TIME 8 hours where all get to attack
MINIMUM_SHIP_SPEED 1.0 slowest speed a ship can have
REPAIR_SPLIT_TASKFORCE_SIZE 5 if a country does not have empty naval naval bases for repairs, it will split ships with this sizes and distribute them around
CONVOY_SPOTTING_COOLDOWN 0.3 % of travel time
CONVOY_SPOTTING_COOLDOWN_MIN 36 minimum cooldown time
CONVOY_SPOTTING_COOLDOWN_MAX 168 maximum cooldown time
CONVOY_SPOTTING_COOLDOWN_MIN_FROM_EFFICIENCY 15 clamped min value after screening efficiency has been applied
MISSION_FUEL_COSTS { 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.6, 0.0, 1.0 } fuel cost for each mission
HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
PATROL
STRIKE FORCE (does not cost fuel at base, and uses IN_COMBAT_FUEL_COST in combat. this is just for the movement in between)
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
NAVAL_INVASION_SUPPORT (does not cost fuel at base, only costs while doing bombardment and escorting units)
HOLD_MISSION_MOVEMENT_COST 1.0 ships on hold cost this much fuel while moving
ON_BASE_FUEL_COST 0.0 ships that waits at naval bases cost this ratio
IN_COMBAT_FUEL_COST 2.0 ships in combat will get this ratio for fuel cost
TRAINING_FUEL_COST_FOR_ESCORT_SHIPS 0.15 ships that are on training mission but not training (ie they are at max xp and training will cancel at max xp) will consume this ratio of fuel
MAX_FUEL_FLOW_MULT 2.0 max fuel flow ratio for ships, which will be multiplied by supply
FUEL_COST_MULT 0.10 fuel multiplier for all naval missions
OUT_OF_FUEL_SPEED_FACTOR -0.75
OUT_OF_FUEL_RANGE_FACTOR -0.75
OUT_OF_FUEL_ATTACK_FACTOR -0.5
OUT_OF_FUEL_TORPEDO_FACTOR -0.8
MISSION_SPREADS { 0.0, 0.0, 0.0, 0.0, 0.0, 0.7, 0.7, 0.5, 0.0, 0.0 } mission spreads in the case a ship join combat, which is calculated for number of ships that will be in combat. 1 means no ship will be at start
HOLD
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL_INVASION_SUPPORT
MISSION_DEFAULT_SPREAD_BASE 1.0 multiplier for mission spreads. higher = less ships on start
AGGRESSION_SETTINGS_VALUES { 0, 0.5, 0.9, 2.0, 10000 } ships will use this values while deciding to attack enemies
do not engage
low
medium
high
I am death incarnate!
AGGRESION_MULTIPLIER_FOR_COMBAT 1.2 ships are more aggresive in combat
AGGRESSION_ARMOR_EFFICIENCY_MULTIPLIER 1.0 armor to enemy piercing ratio is multiplied by this value, which will increase the strength of ships while considering them for aggression
AGGRESSION_MIN_ARMOR_EFFICIENCY 0.5 armor multiplier has a min and max caps while being factored in aggression
AGGRESSION_MAX_ARMOR_EFFICIENCY 1.5 armor multiplier has a min and max caps while being factored in aggression
AGGRESSION_LIGHT_GUN_EFFICIENCY_ON_LIGHT_SHIPS 1.0 ratio for scoring for different gun types against light ships
AGGRESSION_HEAVY_GUN_EFFICIENCY_ON_LIGHT_SHIPS 0.25 ratio for scoring for different gun types against light ships
AGGRESSION_TORPEDO_EFFICIENCY_ON_LIGHT_SHIPS 0.1 ratio for scoring for different gun types against light ships
AGGRESSION_LIGHT_GUN_EFFICIENCY_ON_HEAVY_SHIPS 0.1 ratio for scoring for different gun types against heavy ships
AGGRESSION_HEAVY_GUN_EFFICIENCY_ON_HEAVY_SHIPS 1.0 ratio for scoring for different gun types against heavy ships
AGGRESSION_TORPEDO_EFFICIENCY_ON_HEAVY_SHIPS 1.1 ratio for scoring for different gun types against heavy ships
AGGRESSION_CONVOY_STRENGTH_FACTOR 0.3 convoys in combat gets a penalty to their strength in aggression calculations
SUBMARINE_ESCAPE_RATIOS { 1000, 15, 3.0, 1.0, 0.1 } subs will escape battle in convoy raid if there are enemies that can attack
do not engage
low
medium
high
I am death incarnate!
MIN_REPAIR_FOR_JOINING_COMBATS { 0.0, 0.5, 0.7, 0.9 } strikeforces/patrol forces will not join combats if they are not repaired enough
do not repair
low
medium
high
ORG_COST_WHILE_MOVING { 0.3, 0.2, 0.25, 0.2, 0.2, 0.2, 0.2, 0.2, 0.3, 0.2 } org cost while the ships are moving
HOLD
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL_INVASION_SUPPORT
ORG_COST_WHILE_MOVING_IN_MISSION_ZONE { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 } org cost while moving in mission zone
HOLD
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL_INVASION_SUPPORT
MAX_ORG_ON_MANUAL_MOVE 0.66 org will clamped to this ratio on manual move
MIN_ORG_ON_MANUAL_MOVE 0.1 org will clamped to this ratio on manual move
INITIAL_ALLOWED_DOCKYARD_RATIO_FOR_REPAIRS 0.25 initially countries will allocate this ratio of dockyards for repairs
MISSION_SUPREMACY_RATIOS { 0.0, 1.0, 1.0, 0.5, 0.5, 0.3, 0.3, 0.0, 0.0, 1.0 } supremacy multipliers for different mission types
HOLD
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL_INVASION_SUPPORT
SUPREMACY_PER_SHIP_PER_MANPOWER 0.05 supremacy of a ship is calculated using its IC, manpower and a base define
SUPREMACY_PER_SHIP_PER_IC 0.005
SUPREMACY_PER_SHIP_BASE 0
ATTRITION_WHILE_MOVING_FACTOR 1.5 attrition multiplier while moving & doing missions
ATTRITION_DAMAGE_ORG 0.01 damage from attrition to Organisation (relative to max org)
ATTRITION_DAMAGE_STR 0.03 damage from attrition to str (relative to max str)
ATTRITION_STR_DAMAGE_CHANCE 0.2 chance to get damaged at highest attrition
TRAINING_ACCIDENT_CHANCES 0.02 Chances one ship get damage each hour while on training
TRAINING_ACCIDENT_CRITICAL_HIT_CHANCES 0.3 If an accident happens, how likely it is to be a critical hit
TRAINING_ACCIDENT_CRITICAL_HIT_DAMAGE_SCALE 4.0 Scale the value below in case of critical hit
TRAINING_ACCIDENT_STRENGTH_LOSS 4.0 Amount of strength loss in a training accident
TRAINING_ACCIDENT_STRENGTH_LOSS_FACTOR 0.05 Amount of strength loss in a training accident, propotional to the maximum strength of the ship
TRAINING_ACCIDENT_ORG_LOSS_FACTOR 0.3 Amount of current organization the ship lose
ACCIDENTS_CHANCE_BALANCE_FACTOR 0.04 General chance for naval accidents for balancing the gameplay.
TRAINING_EXPERIENCE_FACTOR 0.3 The Formula: Min( TRAINING_MAX_DAILY_COUNTRY_EXP * Ratio, TRAINING_DAILY_COUNTRY_EXP_FACTOR * ( TRAINING_DAILY_COUNTRY_EXP_SHIP_RATIO_FACTOR * TrainingShipCount / CountryShipCount
+ TRAINING_DAILY_COUNTRY_EXP_MANPOWER_FACTOR * Manpower + TRAINING_DAILY_COUNTRY_EXP_MANPOWER_RATIO_FACTOR * Manpower / CountryShipCount ) )
Amount of exp each ship gain every 24h while training (before modifiers)
TRAINING_DAILY_COUNTRY_EXP_FACTOR 0.001 Factor used to scale the Daily Country Navy XP gain
TRAINING_DAILY_COUNTRY_EXP_MANPOWER_FACTOR 0.006 Factor used to scale the sum of the training manpower for the Daily Country Navy XP gain
TRAINING_DAILY_COUNTRY_EXP_MANPOWER_RATIO_FACTOR 0.01 Factor used to scale the sum of the manpower divided by the country's number of ship for the Daily Country Navy XP gain
TRAINING_DAILY_COUNTRY_EXP_SHIP_RATIO_FACTOR 300.0 Factor used to scale the ratio of training ships for the Daily Country Navy XP gain
TRAINING_MAX_DAILY_COUNTRY_EXP 3.5 Maximum navy XP daily gain
TRAINING_MIN_STRENGTH 0.1 if strength is less than this, the unit will not contribute to training and cant be damaged by training
TRAINING_ORG 0.2 max organization on traiaing mission
BASE_SPOTTING 1 base spotting percentage for navy
BASE_SPOTTING_FROM_RADAR 5 base spotting percentage that comes from full radar coverage
BASE_SPOTTING_FROM_NAVY 10 base spotting percentage that comes from task forces in area
AIR_SPOTTER_NORMALIZED_AIRWING_SIZE 100 each plane will contribute 1/this of the air-wing's detection stat
AIR_SPOTTER_DETECTION_FACTOR 0.025 multiplier for air-wings' detection value before logistic transform
BASE_SPOTTING_FROM_AIR 20 base spotting percentage that comes from air-wings in area
BASE_SPOTTING_FROM_DECRYPTION 10 base spotting percentage that comes from decryption, can go negative (enemy decryption is subtracted)
MIN_SPOTTING_PROGRESS 0.01 Minimum spotting progress (in percent) per hourly tick
AIR_MISSION_SPOTTING_FACTORS { 0.50, 0, 0.25, 0, 0.50, 0, 0, 0.25, 0, 0, 0, 0, 0.25, 0.50, 1.00, 1.50 } Multiplier for air-wings' spotting contribution per mission type
AIR_SUPERIORITY
CAS
INTERCEPTION
STRATEGIC_BOMBER
NAVAL_BOMBER
DROP_NUKE
PARADROP
NAVAL_KAMIKAZE
PORT_STRIKE
ATTACK_LOGISTICS
AIR_SUPPLY
TRAINING
NAVAL_MINES_PLANTING
NAVAL_MINES_SWEEPING
RECON
NAVAL_PATROL
MIN_HOURS_TO_SHUFFLE_NEWLY_ASSIGNED_PATROLS 7*24 if a fleet has less patrol than it needs to cover all of it areas, it will shuffle the patrols around. it will wait this much hour before shuffling a task force to new area
SPOTTING_ENEMY_SPOTTING_MULTIPLIER_FOR_RUNNING_AWAY 0.80 enemy spotting is multiplied by this value to simulate running away
SPOTTING_MULTIPLIER_FOR_SURFACE 1.0 task force surface spotting value is multiplied by this and added to spotting percentage every hour
SPOTTING_MULTIPLIER_FOR_SUB 1.0 task force sub spotting value is multiplied by this and added to spotting percentage every hour
SPOTTING_SPEED_MULT_FOR_RUNNING_AWAY 0.5 task forces that does not want to engage will reduce enemy spotting rate every hour by speed diff mult this ratio
SPOTTING_SPEED_MULT_FOR_CATCHING_UP 0.2 speed diff bonus rate that is added to spotting every hour
SPOTTING_MISSION_DETECTION_THRESHOLD_LOW 10.0 value between 0 and 100 above which to show very coarse information about the spotted task force
SPOTTING_MISSION_DETECTION_THRESHOLD_MEDIUM 70.0 value between 0 and 100 above which to show coarse information about the spotted task force. Note: accurate information are shown when spotting reach 100.
VISIBILITY_MULTIPLIER_FOR_SPOTTING 0.1 multiplier for visibility stat
INTEL_LEVEL_LOW_HALF_RANGE_PERCENTAGE 10 Integer representing the maximum offset of the displayed value to the original, in percentage (divided by 100 in code). For spotting level "low".
INTEL_LEVEL_MEDIUM_HALF_RANGE_PERCENTAGE 5 Same as above but for the spotting level "medium"
INTEL_LEVEL_LOW_HALF_RANGE_MIN_SHIPS 3 If the percentage of the value is lower than this, use this value instead. For spotting level "low"
INTEL_LEVEL_LOW_HALF_RANGE_MIN_CAPITALS 1 Same as above but for capital ships
INTEL_LEVEL_MEDIUM_HALF_RANGE_MIN_SHIPS 1 If the percentage of the value is lower than this, use this value instead. For spotting level "medium"
INTEL_LEVEL_MEDIUM_HALF_RANGE_MIN_CAPITALS 1 Same as above but for capital ships. NOTE: overriden to 0 if the total number of ships in the task force is less than four.
INTEL_LEVEL_LOW_STRENGTH_ESTIMATE_HALF_RANGE_PERCENTAGE 20 Integer representing the maximum offset of the estimated enemy strength to the original, in percentage (divided by 100 in code). For spotting level "low".
INTEL_LEVEL_MEDIUM_STRENGTH_ESTIMATE_HALF_RANGE_PERCENTAGE 10 Same as above for spotting level "medium"
BASE_SPOTTING_SPEED 0.0 daily base spotting speed
BASE_ESCAPE_SPEED 0.045 daily base escape speed (gained as percentagE)
SPEED_TO_ESCAPE_SPEED 0.95 ratio to converstion from ship speed to escape speed (divided by hundred)
ESCAPE_SPEED_PER_COMBAT_DAY 0.01 daily increase in escape speed during combat duration
MAX_ESCAPE_SPEED_FROM_COMBAT_DURATION 0.15 max escape speed that will be gained from combat duration
ESCAPE_SPEED_SUB_BASE 0.08 subs get faster escape speed. gets replaced by hidden version below if hidden
ESCAPE_SPEED_HIDDEN_SUB 0.18 hidden subs get faster escape speed
SUB_DETECTION_CHANCE_BASE 5 to start spotting a submarine, a dice is rolled and checked if it succeeds this percentage. if not, that enemy sub force won't be spotted on this tick
SUB_DETECTION_CHANCE_BASE_SPOTTING_EFFECT 0.5 effect of base spotting for initial spotting of pure submarine forces. this along with next value is added together and rolled against a random to start spotting
SUB_DETECTION_CHANCE_SPOTTING_SPEED_EFFECT 2.0 effect of spotting speed for initial spotting of pure submarine forces. this along with prev value is added together and rolled against a random to start spotting
SUB_DETECTION_CHANCE_BASE_SPOTTING_POW_EFFECT 1.5 effect of spotting speed will be powered by this for initial spotting of pure submarine forces. this along with prev value is added together and rolled against a random to start spotting
BASE_CONVOY_SPOTTING_SPEED 0.0 daily base spotting speed against convoys
BASE_UNIT_TRANSFER_SPOTTING_SPEED 0.0 daily base spotting speed against unit trans
BASE_NAVAL_INVASION_SPOTTING_SPEED 0.0 daily base spotting speed against unit transfers
CONVOY_SPOTTING_SPEED_MULT 1.0 spotting speed mult against convoys
UNIT_TRANSFER_SPOTTING_SPEED_MULT 5.0 spotting speed mult against unit transfers
CONVOY_DETECTION_CHANCE_BASE 4.12 regular convoy base chance detection percentage (if this fails, no detection is done on that tick)
BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING 0.05 effect of base convoy spotting for initial spotting of regular convoys. this along with next value is added together and rolled a random once for every convoy to check for spotting
SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING 0.50 effect of convoy spotting speed for initial spotting of regular convoys. this along with prev value is added together and rolled a random once for every convoy to check for spotting
SPOTTING_MOD_FOR_CONVOY_COUNT 0.2 a modifier for scaling the count of convoys on a parabolic curve (counvoy_count ^ SPOTTING_MOD_FOR_CONVOY_COUNT)
UNIT_TRANSFER_DETECTION_CHANCE_BASE 8.0 unit transfer and naval invasion base chance detection percentage (if this fails, no detection is done on that tick)
BASE_SPOTTING_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING 2.4 same as BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys
SPOTTING_SPEED_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING 0.12 same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys
BASE_SPOTTING_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING 2.4 same as BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys
SPOTTING_SPEED_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING 0.12 same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys
MIN_GUN_COOLDOWN 0.1 minimum cooldown for a gun
BASE_GUN_COOLDOWNS { 1.0, 4.0, 1.0 } number of hours for a gun to be ready after shooting
big guns
torpedoes
small guns
BASE_JOIN_COMBAT_HOURS 2 the taskforces that wants to join existing combats will wait for at least this amount
LOW_ORG_FACTOR_ON_JOIN_COMBAT_DURATION 4.0 low org of the ships will be factored in when a taskforce wants to join combat
BASE_POSITIONING 1.0 base value for positioning
RELATIVE_SURFACE_DETECTION_TO_POSITIONING_FACTOR 0.01 multiples the surface detection difference between two sides. the side with higher detection will get a bonus of this value
MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION 0.0 will clamp the bonus that you get from detection
HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR 0.25 if one side has more ships than the other, that side will get this penalty for each +100% ship ratio it has
MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO 0.75 maximum penalty to get from larger fleets
HIGHER_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR 0.2 penalty if other side has stronger carrier air force
MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR 0.2 max penalty from stronger carrier air force
POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS 0.01 each ship that joins the combat will have this penalty to be added into positioning
MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS 0.25 the accumulated penalty from new ships will be clamped to this value
POSITIONING_PENALTY_HOURLY_DECAY_FOR_NEWLY_JOINED_SHIPS 0.05 the accumulated penalty from new ships will decay hourly by this value
DAMAGE_PENALTY_ON_MINIMUM_POSITIONING 0.5 damage penalty at 0% positioning
SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING 0.5 screening efficiency (screen to capital ratio) at 0% positioning
AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING 0.7 AA penalty at 0% positioning
SUBMARINE_REVEAL_ON_MINIMUM_POSITIONING 2.0 submarine reveal change on 0% positioning
SHIP_TO_FLEET_ANTI_AIR_RATIO 0.25 total sum of fleet's anti air will be multiplied with this ratio and added to calculations anti-air of individual ships while air damage reduction
ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE 0.225 received air damage is calculated using following: 1 - ( (ship_anti_air + fleet_anti_air * SHIP_TO_FLEET_ANTI_AIR_RATIO )^ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE ) * ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE
ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE 0.18
MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE 0.75 damage reduction for incoming air attacks is clamped to this value at maximum.
CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT 0.1 the game will roll between 0-1 and will damage a random part if below this val on naval critical hits
CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT_FROM_AIR 0.1 the game will roll between 0-1 and will damage a random part if below this val on air critical hits
SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CAPITALS 3.0 this screen ratio to num capital/carriers is needed for full screening beyond screen line
SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS 0.5 this screen ratio to num convoys is needed for full screening beyond screen line
CAPITAL_RATIO_FOR_FULL_SCREENING_FOR_CARRIERS 1.0 this capital ratio to num carriers is needed for full screening beyond screen line
CAPITAL_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS 0.25 this capital ratio to num convoys is needed for full screening beyond screen line
TASK_FORCE_ROLE_TO_INSIGNIA { 6, 15, 22, 26, 16, 17, 29, 1 } define the index of the insignia to use for a task force designed for a specific role
Role undefined
Wolfpack
Carrier task force
Surface action group
Mine layers
Mine sweepers
Patrol task force
Convoy escort
MIN_SHIP_COUNT_FOR_TASK_FORCE_ROLE_ASSIGNMENT 4 NOTE: you can see the effect of changing the values down below by running the command tfria with a task force selected
define the minimum number of ship that should be in a task force for it to be considered a patrol or an escort task force (used to the insignia assignment, see TASK_FORCE_ROLE_TO_INSIGNIA)
SURFACE_DETECTION_STAT_FOR_SHIP_TO_BE_PATROL 16 amount of surface detection required for a ship to be considered as part of a patrol task force
DEPTH_CHARGE_STAT_FOR_SHIP_TO_BE_SUB_HUNTER 15 amount of depth charge required for a ship to be considred a sub hunter and so good for convoy escort
SUB_DETECTION_STAT_FOR_SHIP_TO_BE_SUB_HUNTER 2 amount of sub detection required for a ship to be considered a sub hunter
HEAVY_GUN_ATTACK_TO_SHORE_BOMBARDMENT 0.1 heavy gun attack value is divided by this value * 100 and added to shore bombardment modifier
LIGHT_GUN_ATTACK_TO_SHORE_BOMBARDMENT 0.05 light gun attack value is divided by this value * 100 and added to shore bombardment modifier
GUN_HIT_PROFILES { 80.0, 100.0, 45.0 } hit profiles for guns, if target ih profile is lower the gun will have lower accuracy
big guns
torpedoes
small guns
DEPTH_CHARGES_HIT_CHANCE_MULT 1.1 multiplies hit chance of small guns
DEPTH_CHARGES_DAMAGE_MULT 0.7 multiplies damage of depth charges
DEPTH_CHARGES_HIT_PROFILE 100.0 hit profile for depth charges
CONVOY_HIT_PROFILE 85.0 convoys has this contant hit profile
HIT_PROFILE_MULT 100.0 multiplies hit profile of every ship
HIT_PROFILE_SPEED_FACTOR 0.5 factors speed value when determining it profile (Vis * HIT_PROFILE_MULT * Ship Hit Profile Mult)
HIT_PROFILE_SPEED_BASE 20 Base value added to hitprofile speed calulation
CONVOY_RAID_MAX_REGION_TO_TASKFORCE_RATIO 1.5 each taskforce in convoy raid mission can at most cover this many regions without losing efficiency
CONVOY_DEFENSE_MAX_CONVOY_TO_SHIP_RATIO 12.0 each ship in convoy defense mission can at most cover this many convoys without losing efficiency
CONVOY_DEFENSE_MAX_REGION_TO_TASKFORCE_RATIO 5.0 each taskforce in convoy defense mission can at most cover this many regions without losing efficiency
MINE_SWEEPING_SUPREMACY_EFFICIENCY_MAX_REGION_TO_TASKFORCE_RATIO 1.0 mine missions will get lower supremacies if they are assigned more regions than this
MINE_PLANTING_SUPREMACY_EFFICIENCY_MAX_REGION_TO_TASKFORCE_RATIO 1.0 mine missions will get lower supremacies if they are assigned more regions than this
EFFICIENCY_TO_JOIN_COMBAT_RATIO_PENALTY 1.0 at lower efficiencies less ships will be able to join combat
EFFICIENCY_TO_TIME_TO_JOIN_COMBAT_PENALTY 100.0 at lower efficiencies less time to join combat hour will be increased
COORDINATION_EFFECT_ON_CONVOY_RAID_EFFICIENCY 1.5 coordination will increase the number of areas you can cover in convoy raid
COORDINATION_EFFECT_ON_CONVOY_DEFENSE_EFFICIENCY 1.5 coordination will increase the number of convoys you can cover in convoy defense
COORDINATION_EFFECT_ON_TIME_TO_JOIN_COMBAT 1.0 coordination will reduce the time to join combat penalties
COORDINATION_EFFECT_ON_MINE_LAYING_SPEED 0.5 affect of coordination modifier in mine laying speed
COORDINATION_EFFECT_ON_MINE_SWEEPING_SPEED 0.5 affect of coordination modifier in mine sweeping speed
COORDINATION_EFFECT_ON_PATROL_SPOTTING 1.0 affect of coordination modifier in spotting speed
COORDINATION_EFFECT_ON_MINE_SWEEPING_SUPREMACY_EFFICIENCY 1.0 mine missions supremacy can be buffed by coordination
COORDINATION_EFFECT_ON_MINE_PLANTING_SUPREMACY_EFFICIENCY 1.0 mine missions supremacy can be buffed by coordination
MISSION_EFFICIENCY_POW_FACTOR 1.7 mission efficiencies will be powered up by this to further penalize low efficiencies
SUBMARINE_HIDE_TIMEOUT 20 Amount of in-game-hours that takes the submarine (with position unrevealed), to hide.
SUBMARINE_REVEALED_TIMEOUT 16 Amount of in-game-hours that makes the submarine visible if it is on the defender side.
SUBMARINE_REVEAL_BASE_CHANCE 11 Base factor for submarine detection. It's modified by the difference of a spotter's submarines detection vs submarine visibility. Use this variable for game balancing. setting this too low will cause bad spotting issues.
SUBMARINE_REVEAL_POW 3.0 A scaling factor that is applied to the reveal chance in order to make large differences in detection vs visibility more pronounced
SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE 0.035 Chance of a submarine being revealed when it fires. 1.0 is 100%. this chance is then multiplied with modifier created by comparing firer's visibiility and target's detection
MAX_NUM_HOURS_TO_WAIT_AT_ALLY_DOCKYARDS_FOR_REPAIRS 48 taskforces will wait at most this amount of hours in ally bases for repairs before switching to another base for repairs
COMBAT_RESULT_PRIORITY_THRESHOLDS { 0, 4000, 20000 } the game will use this thresholds to define importance of a naval combat result. it will use the highest level that has higher threshold than the amount of production lost in combat
low (keep at zero)
medium
high
COMBAT_RESULT_PRIORITY_DAY_TO_LIVE { 7, 30, 120 } the game will delete the combat results after some duration depending on its importance
NEW_NAVY_LEADER_LEVEL_CHANCES { 0.95, 0.05 } chances for new navy leaders to start at a given level
95% for level one
5% for level two
0% for level three to ten

NRailwayGun

Name Default Developer comment Usage
RAILWAY_GUN_RANGE 30 The range of railway guns in pixels
ATTACK_TO_FORTS_MODIFIER_FACTOR 1.333 Forts modifier is calculated by multiplying railway gun attack value with this and dividing by 100
ATTACK_TO_ENTRENCHMENT_MODIFIER_FACTOR 0.8 Entrenchment modifier is calculated by multiplying railway gun attack value with this and dividing by 100
ATTACK_TO_BOMBARDMENT_MODIFIER_FACTOR 0.4 Bombardment modifier is calculated by multiplying railway gun attack value with this and dividing by 100
DAILY_MANPOWER_GAIN_RATIO 0.05 Railway Guns will be able to gain this ratio of their max manpower daily
DISBAND_MANPOWER_LOSS 0.0 The ration of manpower lost on disbanding railway guns
ENCIRCLED_DISBAND_MANPOWER_FACTOR 0.2 The percentage of manpower returned when an encircled unit is disbanded
OUT_OF_SUPPLY_SPEED -0.8 Max speed reduction from supply for railway guns
BASE_CAPTURE_CHANCE 0.2 The base chance of railway guns being captured during an overrrun. Will be further modified by the equipment capture chance of the capturing unit.
ANNEX_RATIO 0.5 How many railway guns will be transferred on annexation
HOURS_BETWEEN_REDISTRIBUTION 24 Number of hours between redistribution of attached railway guns, tracked per army
DISTRIBUTION_RAILWAY_GUN_PRESENCE_SCORE -100 Score for Railway Guns in nearby provs. x3 if on that province. x2 if adjacent. x1 if 2 away.
DISTRIBUTION_OUR_UNITS_PRESENCE_SCORE 1 Score for our units in province when distributing Railway Guns
DISTRIBUTION_FRIENDLY_UNITS_PRESENCE_SCORE 0 Score for friendly units in province when distributing Railway Guns
DISTRIBUTION_HOSTILE_UNITS_PRESENCE_SCORE -45 Score for hostile units in province when distributing Railway Guns
DISTRIBUTION_COMBATS_PRESENCE_SCORE -30 Score for combats in province when distributing Railway Guns
DISTRIBUTION_COMBATS_INRANGE_SCORE 15 Score for combats in range when distributing Railway Guns
DISTRIBUTION_OUR_UNITS_INRANGE_SCORE 2.5 Score for our units in range when distributing Railway Guns
DISTRIBUTION_FRIENDLY_UNITS_INRANGE_SCORE 1.5 Score for friendly units in range when distributing Railway Guns
DISTRIBUTION_HOSTILE_UNITS_INRANGE_SCORE 6 Score for hostile units in range when distributing Railway Guns
DISTRIBUTION_DISTANCE_SCORE -0.08 Score for distance to province when distributing Railway Guns
DISTRIBUTION_PROVINCE_CONTROLLED_BY_ENEMY_SCORE -3 Score for staying in province controlled by enemy
DISTRIBUTION_PROVINCES_CONTROLLED_BY_ENEMY_INRANGE_SCORE 15 Score for provinces controlled by enemy in range when distributing Railway Guns
DISTRIBUTION_HOLD_POSITION_SCORE 30 Score for staying in the same province when distributing Railway Guns
DISTRIBUTION_NO_RAILWAY_SCORE -500 Score for provinces with no railways (need to be low, but we allow RG to enter port provinces without railways)
DISTRIBUTION_SUPPLY_DEFICIT_SCORE -100 Score for provinces without sufficient supply cap

NTrade

Name Default Developer comment Usage
DISTANCE_TRADE_FACTOR -0.02 Trade factor is modified by distance times this
RELATION_TRADE_FACTOR 1 Trade factor is modified by Opinion value times this
ALLOW_TRADE_CUT_OFF 0 If trade factor is less than this, no trade will be allowed
MONTH_TRADE_FACTOR 2 Each month a trade gets this much boost to it's trade factor
MAX_MONTH_TRADE_FACTOR 50 This is the maximum bonus that can be gained from time
BASE_TRADE_FACTOR 150 This is the base trade factor
PUPPET_MASTER_TRADE_FACTOR 400 This is priority for puppet master
PUPPET_TRADE_FACTOR 0 This is unpriority for puppets
BASE_LAND_TRADE_RANGE 1000
PARTY_SUPPORT_TRADE_FACTOR 50 Trade factor bonus at the other side having 100 % party popularity for my party
ANTI_MONOPOLY_TRADE_FACTOR_THRESHOLD 0.5 What percentage of resources has to be sold to the buyer for the anti-monopoly factor to take effect
ANTI_MONOPOLY_TRADE_FACTOR -100 This is added to the factor value when anti-monopoly threshold is exceeded

NAI

Name Default Developer comment Usage
GARRISON_FRACTION 0.0 How large part of a front should always be holding the line rather than advancing at the enemy
THEORIST_SCALING_WEIGHT_FACTOR_PER_NON_POLITICAL_ADVISORS 0.15 Scale theorist weight by this * num non political advisors
DIPLOMATIC_ACTION_GOOD_BAD_RATIO_THRESHOLD 1
BASE_RELUCTANCE 20 Base reluctance applied to all diplomatic offers
DIPLOMATIC_ACTION_RANDOM_FACTOR 0.5 How much of the AI diplomatic action scoring is randomly determined (1.0 = half random, 2.0 = 2/3rd random, etc)
DIPLOMATIC_ACTION_PROPOSE_SCORE 50 AI must score a diplomatic action at least this highly to propose it themselves
DILPOMATIC_ACTION_DECLARE_WAR_WARGOAL_BASE 50 Base diplomatic action score bonus to go to war per wargoal
DIPLOMATIC_ACTION_BREAK_SCORE -10 AI must score a diplomatic action less than this to break it off
DIPLOMACY_CREATE_FACTION_FACTOR 0.75 Factor for AI desire to create a new faction. Val < 1.0 makes it less likely to create than to join.
DIPLOMACY_FACTION_WRONG_IDEOLOGY_PENALTY 60 AI penalty for diplomatic faction acitons between nations of different ideologies
DIPLOMACY_FACTION_SAME_IDEOLOGY_MAJOR 10 AI bonus acceptance when being asked about faction is a major of the same ideology
DIPLOMACY_FACTION_NEUTRALITY_PENALTY 50 Neutral nations have a separate penalty, not wanting to get involved at all, rather than caring much about the difference in ideology
DIPLOMACY_FACTION_GLOBAL_TENSION_FACTOR 0.2 How much the AI takes global tension into account when considering faction actions
DIPLOMACY_FACTION_WAR_RELUCTANCE -50 Penalty to desire to enter a faction with a country that we are not fighting wars together with.
DIPLOMACY_FACTION_TAKE_OVER_RELUCTANCE_VERSUS_HUMAN 2.0 Multiplier penalty for how much stronger than a human faction member an AI country must be to choose to assume faction leadership.
DIPLOMACY_SCARED_MINOR_EXTRA_RELUCTANCE -50 extra reluctance to join stuff as scared minor
DIPLOMACY_FACTION_PLAYER_JOIN 20 Bonus for human players asking to join a faction.
DIPLOMACY_BOOST_PARTY_COST_FACTOR 100.0 Desire to boost party popularity subtracts the daily cost multiplied by this
DIPLOMACY_IMPROVE_RELATION_COST_FACTOR 5.0 Desire to boost relations subtracts the cost multiplied by this
DIPLOMACY_IMPROVE_RELATION_PP_FACTOR 0.1 Desire to boost relations adds total PP multiplied by this
DIPLOMACY_SEND_ATTACHE_COST_FACTOR 5.0 Desire to send attache substracts the cost multiplied by this
DIPLOMACY_SEND_ATTACHE_PP_FACTOR 0.1 Desire to send attache adds total PP multiplied by this
DIPLOMACY_REJECTED_WAIT_MONTHS_BASE 4 AI will not repeat offers until at least this time has passed, and at most the double
DIPLOMACY_LEND_LEASE_MONTHS_TO_CANCEL 1 AI will not cancel a lend lease offer until this time has passed
DIPLOMACY_CALL_ALLY_VALIDITY_DURATION 1 Overwrite above value for CallAlly and JoinAlly diplo action. This is however fixed, and is not subject to randomness. Also, this is the time the AI will keep the action in its incoming queue without declining it.
DIPLOMACY_PURCHASE_EQUIPMENT_MONTHS 2 AI will not ask to purchase equipment more often than this
DIPLOMACY_SEND_MAX_FACTION 0.75 Country should not send away more units than this as expeditionaries
DIPLOMACY_ACCEPT_VOLUNTEERS_BASE 50 Base value of volunteer acceptance (help is welcome)
DIPLOMACY_ACCEPT_ATTACHE_BASE 50 Base value of attache acceptance (help is welcome)
DIPLOMACY_ACCEPT_ATTACHE_OPINION_TRASHHOLD 20 Value of opinion that will remove accepting penalty for receiveing the attache
DIPLOMACY_ACCEPT_ATTACHE_OPINION_PENALTY -100 Value of acceptance penalty if the opinion too low
DIPLOMACY_FACTION_MAJOR_AT_WAR 1000.0 Factor that will be multiplied with the surrender level in the desire to offer to the other ai to join a faction
DIPLOMACY_FACTION_SURRENDER_LEVEL 20 How much the recipient nation losing matters for joining a faction
DIPLO_PREFER_OTHER_FACTION -200 The country has yet to ask some other faction it would prefer to be a part of.
DIPLO_DISTANCE_BETWEEN_CAPITALS -340 Max scaled malus from distance between capitals
DIPLO_ACCEPTABLE_DISTANCE_BETWEEN_CAPITALS 1000.0 When scaled distance malus begins to kick in. At double this value, max penalty (above) is achieved
DIPLO_SHOW_FACTION_JOIN_WARNING_THRESHOLD -20 Show warning if declare-war target is this close to accepting or being sent a faction invitiation
DIPLO_MAX_CONTAINMENT_ACCEPTANCE 100 Max value for 'wants to contain' diplo acceptance
RESEARCH_DAYS_BETWEEN_WEIGHT_UPDATE 7 Refreshes need scores based on country situation.
RESEARCH_WEIGHT_TRUNCATION_THRESHOLD 0.75 When choosing a tech to research, use this truncation selection threshold. (for example, if the top score is 10, a threshold of 0.75 will pick randomly from anything above 7.5 score)
RESEARCH_LAND_DOCTRINE_NEED_GAIN_FACTOR 0.15 Multiplies value based on relative military industry size / country size.
RESEARCH_NAVAL_DOCTRINE_NEED_GAIN_FACTOR 0.05 Multiplies value based on relative naval industry size / country size.
RESEARCH_AIR_DOCTRINE_NEED_GAIN_FACTOR 0.07 Multiplies value based on relative number of air base / country size.
RESEARCH_NEW_DOCTRINE_RANDOM_FACTOR 0.05 How much randomness is allowed to contribute to do new research expressed as a factor of total tech weights. Higher means more random exploration.
RESEARCH_AHEAD_BONUS_FACTOR 4.0 To which extent AI should care about ahead of time bonuses to research
RESEARCH_BONUS_FACTOR 5.0 To which extent AI should care about research speed bonuses
RESEARCH_YEARS_BEHIND_FACTOR 0.2 To which extent AI should care about not falling behind (i.e. increase weight for old tech)
RESEARCH_NEEDS_FACTOR 0.01 To which extent AI should care about its research needs (research needs are matched against the tech category)
RESEARCH_LENGTH_FACTOR 3 To which extent AI should care about how long it takes to research something (it prefers short research times)
MAX_AHEAD_RESEARCH_PENALTY 3 Max ahead of time penalty AI will ever consider (this also includes BASE_YEAR_AHEAD_PENALTY_FACTOR, so not the raw time)
RESEARCH_AHEAD_OF_TIME_FACTOR 4.0 To which extent AI should care about ahead of time penalties to research
RESEARCH_BASE_DAYS 60 AI adds a base number of days when weighting completion time for techs to ensure it doesn't only research quick techs
DECLARE_WAR_RELATIVE_FORCE_FACTOR 0.5 Weight of relative force between nations that consider going to war
TRADEABLE_FACTORIES_FRACTION 0.8 Will at most trade away this fraction of factories.
MIN_DELIVERED_TRADE_FRACTION 0.8 AI will cancel trade deals that are not able to deliver more than this fraction of the agreed amount
SEA_PATH_LENGTH_SCORE_BASE -30 scoring reduction from naval paths for AI when picking trade partners
MINIMUM_GOOD_TRADE_RATIO_PER_CIV 0.005 for each civ factory we have mul with this we are allowed to trade under % of resource on a trade
PRODUCTION_EQUIPMENT_SURPLUS_FACTOR 0.5 Base value for how much of currently used equipment the AI will at least strive to have in stock
PRODUCTION_EQUIPMENT_SURPLUS_FACTOR_GARRISON 0.3 Base value for how much of currently used equipment the AI will at least strive to have in stock for garrison forces
AIR_SUPERIORITY_FACTOR 2.5 Factor for air superiority score
ROCKET_MIN_ASSIGN_SCORE 10 Minimum total score for region to be considered for rocket air missions
ROCKET_MIN_PRIO_ASSIGN_SCORE 50 Minimum total score for region to be considered for critical rocket air missions
ROCKET_ASSIGN_SCORE_REDUCTION_PER_ASSIGNMENT 0.5 each assigned rocket reduces the score of a region by this amount
MAX_VOLUNTEER_ARMY_FRACTION 0.25 Countries will not send more than their forces time this number to aid another country
DEPLOY_MIN_TRAINING_SURRENDER_FACTOR 0.5 Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime while surrender progress is higher than 0
DEPLOY_MIN_EQUIPMENT_SURRENDER_FACTOR 0.90 Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime while surrender progress is higher than 0
DEPLOY_MIN_TRAINING_PEACE_FACTOR 0.98 Required percentage of training (1.0 = 100%) for AI to deploy unit in peacetime
DEPLOY_MIN_EQUIPMENT_PEACE_FACTOR 0.98 Required percentage of equipment (1.0 = 100%) for AI to deploy unit in peacetime
DEPLOY_MIN_TRAINING_WAR_FACTOR 0.95 Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime
DEPLOY_MIN_EQUIPMENT_WAR_FACTOR 0.95 Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime
DEPLOY_MIN_EQUIPMENT_CAP_DEPLOY_FACTOR 0.85 If training is capped by equipment deficit and we have reached that cap, deploy unit anyway if percentage is above this (reinforce in field instead).
DYNAMIC_STRATEGIES_THREAT_FACTOR 4.0 How much threat generated by other countries effects generated strategies
LOCATION_BALANCE_TO_ADVANCE 0.0 Limit on location strength balance between country and enemy for unit to dare to move forward.
EQUIPMENT_MARKET_UPDATE_FREQUENCY_DAYS 11 How often the AI runs its market logic
EQUIPMENT_MARKET_MAX_CIVS_FOR_PURCHASES_RATIO 0.1 Ratio of available civilian factories to max use for equipment purchases (0.2 = 20 %, so 50 available civs would mean max ca 10 civs to spend on purchases at any one time). Gets modified by equipment_market_spend_factories AI strategy.
EQUIPMENT_MARKET_BASE_MARKET_RATIO 0.2 The AI tries to keep ca this ratio of equipment surplus for sale on the market. Gets modified by equipment_market_for_sale_factor AI strategy.
EQUIPMENT_MARKET_DEFAULT_CIC_CHUNK_FOR_SALE 150.0 When putting things up for sale on the market, this determines the default "chunk" size of equipment the AI puts up. Gets overridden by equipment_market_min_for_sale AI strategy. (If one equipment is worth 5 CIC, a value of 150 would result in chunk sizes of 150/5 = 30 units)
EQUIPMENT_MARKET_NR_DELIVERIES_SOFT_MAX 10 AI tries to adjust assigned factories and amount of equipment to keep nr deliveries at max this
EQUIPMENT_MARKET_EXTRA_CONVOYS_OVERRIDE 2 Makes the AI able to buy convoys even if they are lacking free convoys. 0 will make them stop this behavior, anything > 0 will allow overriding the perceived nr of free convoys. Only if convoy equipment has a non-zero weight does the actual value matter.
EQUIPMENT_MARKET_WANTED_CONVOY_USAGE_RATIO 0.3 If the AI's available/free/unused convoys is reduced to this ratio (0.3 = 30 %), start buying convoys.
EQUIPMENT_MARKET_CONTRACT_DURATION_ACCEPTANCE -10 If expected contract duration is longer than EQUIPMENT_MARKET_NR_DELIVERIES_SOFT_MAX deliveries, then add this to the PurchaseContract AI acceptance score per nr overdue deliveries
EQUIPMENT_MARKET_CONTRACT_EFFICIENCY_TO_CANCEL 0.1 If contract efficiency stays below this, the AI will cancel the contract
EQUIPMENT_MARKET_EQUIPMENT_SUNK_TO_CANCEL 0.5 If more equipment is sunk then the given percentage, the AI will cancel the contract
EQUIPMENT_MARKET_SHORTAGE_DAYS_TO_CANCEL 30 If equipment deficit will take more than these many days to fix, the AI will cancel the contract
EQUIPMENT_MARKET_MAX_CONVOY_RATIO_FOR_MARKET_PEACE 0.5 Max ratio of total convoys to use for equipment trade while at peace
EQUIPMENT_MARKET_MAX_CONVOY_RATIO_FOR_MARKET_WAR 0.25 Max ratio of total convoys to use for equipment trade while at war
EQUIPMENT_MARKET_SCORE_FACTOR_VARIANT_SCORE 5.0 Score coefficient for VariantScore (high is good)
EQUIPMENT_MARKET_SCORE_FACTOR_CIC_VALUE_NEEDED 8.0 Score coefficient for CicValueNeeded (high is prio)
EQUIPMENT_MARKET_SCORE_FACTOR_SUBSIDY_VALUE 2.0 Score coefficient for SubsidyValue (high is good)
EQUIPMENT_MARKET_SCORE_FACTOR_COST_PER_UNIT -5.0 Score coefficient for SubsidizedCostPerUnit (low is good)
EQUIPMENT_MARKET_SCORE_FACTOR_AI_STRAT_WEIGHT 50.0 Score coefficient for AiStratWeight (high is prio)
EQUIPMENT_MARKET_SCORE_FACTOR_DIPLO_OPINION 1.0 Score coefficient for DiploOpinion, mainly used as tie breaker (high is good)
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_MANPOWER_IN_FIELD -20 Scale multiplied by difference in manpower in field
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_GLOBAL_TENSION -10 Multiplied by WT
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_WAR_SUPPORT -10 Multiplied by recipient WS
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_EMBARGO 2 Multiplied by num embargo, max 5 embargo
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_OWN_SURRENDER_LIMIT 20 Multiplied by recipient nation's surrender level
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_MINOR_WAR 10 Applied if recipient is a minor nation (and therefore there are no majors in this war)
MIN_POLITICAL_POWER_MONTHLY_GAIN_FOR_IMPROVE_RELATIONS 0.50 If country makes less than this PP per month, they won't improve relations
NUM_RESOURCES_TO_ALLOW_MINOR_EMBARGO 69 If we or any of our puppets have more total resources of a single category that this, we will consider embargoing countries
EMBARGO_WORLD_TENSION_THREAT_DIVISOR 2.5 A divisor to generated world tension when applying how much we care about it in AI desire
OPINION_CUTOFF_FOR_IMPROVE_RELATIONS 80 AI will never consider improving relations if above this opinion with target.
DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_LAND 35 Army XP needed before attempting to create a variant of a type that uses the tank designer (the tank designer DLC feature must be active).
DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_NAVY 50 Same as above but for the ship designer.
DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_AIR 25 Same as above but for the plane designer.
DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_LAND 35 Army XP needed before attempting to create a variant of a type that uses the legacy upgrades system. ai_strategy supports land_xp_spend_priority upgrade_xp_cutoff. If none is set, this define is used instead.
DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_NAVY 25 Same as above but for navy XP and navy_xp_spend_priority.
DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_AIR 25 Same as above but for air XP and air_xp_spend_priority.
VARIANT_CREATION_XP_RESERVE_LAND 50 If the AI lacks army XP to create a variant it will reserve this much XP for variant creation so that it will eventually be able to create a variant.
VARIANT_CREATION_XP_RESERVE_NAVY 50 Same as above but for navy XP.
VARIANT_CREATION_XP_RESERVE_AIR 50 Same as above but for air XP.
LAND_DESIGN_ALTERNATIVE_ABSENT 1000000 The AI uses the below values when selecting which design to make among the types that use the tank designer
(the tank designer DLC feature must be active). For each role, the highest priority AI design that can be
created, if any, is assigned a weight. Any design with a weight of zero or a weight that falls below the
cutoff is dropped. A random design is then picked from the remaining.
Weight is calculated as AlternativeFactor * DemandFactor.
An "alternative" is a producible design of the same archetype (each specialized type is its own archetype).
LAND_DESIGN_ALTERNATIVE_OF_LESSER_TECH 10000
LAND_DESIGN_ALTERNATIVE_OF_EQUAL_TECH 100
LAND_DESIGN_ALTERNATIVE_OF_GREATER_TECH 1
LAND_DESIGN_DEMAND_FIELD_DIVISION 20 If a template may be reinforced with the archetype it's considered to be "demanded". If multiple conditions
are met, e.g. it's both in the field and in training, the largest value is used.
LAND_DESIGN_DEMAND_TRAINING_DIVISION 15
LAND_DESIGN_DEMAND_GARRISON_DIVISION 10
LAND_DESIGN_DEMAND_UNUSED_TEMPLATE 1
LAND_DESIGN_DEMAND_ABSENT 0
LAND_DESIGN_CUTOFF_AS_PERCENTAGE_OF_MAX 0.25 If a design with a weight when divided by the largest weight falls below this value it's excluded from the
selection. Valid values are in the range [0, 1] inclusive.
AIR_DESIGN_ALTERNATIVE_ABSENT 1000000 See above documentation.
AIR_DESIGN_ALTERNATIVE_OF_LESSER_TECH 10000
AIR_DESIGN_ALTERNATIVE_OF_EQUAL_TECH 100
AIR_DESIGN_ALTERNATIVE_OF_GREATER_TECH 1
AIR_DESIGN_DEMAND_MAX 33 The AI desires to produce equipment at a certain rate per archetype, and demand is determined per archetype
relative to the least and most desired counts.
AIR_DESIGN_DEMAND_MIN 1
AIR_DESIGN_DEMAND_ABSENT 0
AIR_DESIGN_CUTOFF_AS_PERCENTAGE_OF_MAX 0.34
DESIRE_USE_XP_TO_UNLOCK_LAND_DOCTRINE 0.5 The AI "desires" to spend XP on doctrines, templates, and equipment.
The desire is built up over time and when XP is available it spends it on the action that has the highest accumulated desire. After spending XP the desire is reset, in effect balancing the desires.
Below is the daily desire gain for each action.
How quickly is desire to unlock land doctrines accumulated?
DESIRE_USE_XP_TO_UNLOCK_NAVAL_DOCTRINE 0.5 How quickly is desire to unlock naval doctrines accumulated?
DESIRE_USE_XP_TO_UNLOCK_AIR_DOCTRINE 0.5 How quickly is desire to unlock air doctrines accumulated?
DESIRE_USE_XP_TO_UPDATE_LAND_TEMPLATE 2.0 How quickly is desire to update/create templates accumulated?
DESIRE_USE_XP_TO_UPGRADE_LAND_EQUIPMENT 1.0 How quickly is desire to update/create land equipment variants accumulated?
DESIRE_USE_XP_TO_UPGRADE_NAVAL_EQUIPMENT 1.0 How quickly is desire to update/create naval equipment variants accumulated?
DESIRE_USE_XP_TO_UPGRADE_AIR_EQUIPMENT 1.0 How quickly is desire to update/create air equipment variants accumulated?
DESIRE_USE_XP_TO_UNLOCK_ARMY_SPIRIT 0.20 How quickly is desire to unlock army spirits accumulated?
DESIRE_USE_XP_TO_UNLOCK_NAVY_SPIRIT 0.20 How quickly is desire to unlock naval spirits accumulated?
DESIRE_USE_XP_TO_UNLOCK_AIR_SPIRIT 0.25 How quickly is desire to unlock air spirits accumulated?
DAYS_BETWEEN_CHECK_BEST_DOCTRINE 7 Recalculate desired best doctrine to unlock with this many days inbetween.
DAYS_BETWEEN_CHECK_BEST_TEMPLATE 7 Recalculate desired best template to upgrade with this many days inbetween.
DAYS_BETWEEN_CHECK_BEST_EQUIPMENT 7 Recalculate desired best equipment to upgrade with this many days inbetween.
UNLOCK_SPIRIT_AI_WILL_DO_FACTOR 20 Factor for scripted ai_will_do value
UNLOCK_SPIRIT_MODIFIER_FACTOR 0.05 Factor for AI's evaluated value of the modifiers connected to the spirit
UNLOCK_SPIRIT_USE_TRUNCATION_SELECT false Whether to use truncation select or roulette-wheel select. Set threshold for truncation select below.
UNLOCK_SPIRIT_TRUNCATION_SELECT_THRESHOLD 0.8 Valid between [0.0, 1.0]. When unlocking spirits, select randomly from all spirits with AI score >= VALUE * HighestSpiritScore. To always select the best, set this value to 1.0. To select fully randomly, set this value to 0.0.
FOCUS_TREE_CONTINUE_FACTOR 1.5 Factor for score of how likely the AI is to keep going down a focus tree rather than starting a new path.
PLAN_VALUE_TO_EXECUTE -0.5 AI will typically avoid carrying out a plan it below this value (0.0 is considered balanced).
DECLARE_WAR_NOT_NEIGHBOR_FACTOR 0.25 Multiplier applied before force factor if country is not neighbor with the one it is considering going to war
CALL_ALLY_BASE_DESIRE 20 exactly what it says
CALL_ALLY_DEMOCRATIC_DESIRE 50 Desire to call ally added for democratic AI
CALL_ALLY_NEUTRAL_DESIRE 25 Desire to call ally added for neutral AI
CALL_ALLY_FASCIST_DESIRE -10 Desire to call ally added for fascist AI
CALL_ALLY_COMMUNIST_DESIRE 75 Desire to call ally added for communist AI
CALL_ALLY_PUPPET_INVITE_OVERLORD 1000 Desire for a puppet to call its overlord into the war
CALL_ALLY_OVERLORD_INVITE_PUPPET 20 Desire for an overlord to call its puppet into the war
CALL_ALLY_RELATIVE_INDUSTRY_STRENGTH_THRESHOLD 1.5 If our relative industry strength ratio is less than this (compared to all enemies), increase desire to call allies
CALL_ALLY_RELATIVE_ARMY_STRENGTH_THRESHOLD 1.5 If our relative army strength ratio is less than this (compared to all enemies), increase desire to call allies
CALL_ALLY_RELATIVE_INDUSTRY_STRENGTH_MAX 50.0 Max desire value for relative industry strength (lerping between zero and this based on the threshold)
CALL_ALLY_RELATIVE_ARMY_STRENGTH_MAX 100.0 Max desire value for relative army strength (lerping between zero and this based on the threshold)
CALL_ALLY_LOSING_WAR_THRESHOLD 0.45 If our war progress is less than this, increase desire to call allies (0.5 is stalemate)
CALL_ALLY_LOSING_WAR_MAX 100.0 Max desire value for losing war (lerping between zero and this based on the threshold)
CALL_ALLY_WAR_LENGTH_NR_MONTHS 2 For every month the war has gone on, increase desire this much
CALL_ALLY_JOINER_HAS_ENEMY_NEIGHBOR 100 If the joining country is neighbor to at least one of the enemies, increase desire this much
AI_CHAIN_CALLS_ALLIES true with this enabled the AI will automatically call AI allies when called into a war (which in turn generates a single popup, this circumvents some potential modfiable scripts with the call ally diplo action, which might be a cause to disable it in some mods
MIN_AI_UNITS_PER_TILE_FOR_STANDARD_COHESION 1.5 How many units should we have for each tile along a front in order to switch to standard cohesion (less moving around)
MIN_FRONT_SIZE_TO_CONSIDER_STANDARD_COHESION 12 How long should fronts be before we consider switching to standard cohesion (under this, standard cohesion fronts will switch back to relaxed)
JOIN_ALLY_BASE_DESIRE 20 exactly what it says
JOIN_ALLY_DEMOCRATIC_DESIRE 50 Desire to join ally added for democratic AI
JOIN_ALLY_NEUTRAL_DESIRE 25 Desire to join ally added for neutral AI
JOIN_ALLY_FASCIST_DESIRE -10 Desire to join ally added for fascist AI
JOIN_ALLY_COMMUNIST_DESIRE 75 Desire to join ally added for communist AI
JOIN_FACTION_BOTH_LOSING -300 Desire to be in a faction when both we and htey are in losing wars
LENDLEASE_FRACTION_OF_PRODUCTION 0.5 Base fraction AI would send as lendlease
LENDLEASE_FRACTION_OF_STOCKPILE 0.25 Base fraction AI would send as lendlease
MINIMUM_EQUIPMENT_TO_ASK_LEND_LEASE -100 AI will accept to lend lease this equipment only if our stockpile is less than that.
MINIMUM_CONVOY_TO_ASK_LEND_LEASE 30 AI will accept to lend lease convoys only if our stockpile is less than that (special case because convoy stockpile can't be negative).
MINIMUM_FUEL_DAYS_TO_ASK_LEND_LEASE 2 AI will accept to lend lease fuel only if the player have less fuel than this number multiply by his max daily consumption.
MINIMUM_FUEL_DAYS_TO_ACCEPT_LEND_LEASE 10 AI will accept to lend lease fuel only if they have more fuel than this number multiply by their max daily consumption. Note that for a GiE asking to its host, we divide this number by 2.
DEFAULT_SUPPLY_TRUCK_BUFFER_RATIO 1.5 ai will set to truck buffer ratio to this. can be modified by wanted_supply_trucks min_wanted_supply_trucks ai strats
DEFAULT_SUPPLY_TRAIN_NEED_FACTOR 1.2 AI multiplies current train usage by this to determine desired nr of wanted trains. Can be modified by wanted_supply_train min_wanted_supply_trains ai strats.
POLITICAL_IDEA_MIN_SCORE 0.1 Only replace or add an idea if score is above this score.
HIGH_COMMAND_ADDED_WEIGHT_FACTOR 0.25 Weight multiplier for high_command advisors over other chosen advisor or idea types
CHIEF_ADDED_WEIGHT_FACTOR 12.5 Weight multiplier for chief roles over other advisor or idea types
GARRISON_TEMPLATE_SCORE_IC_FACTOR 1.0 ai uses these defines while calculating garrison template score of a template.
GARRISON_TEMPLATE_SCORE_MANPOWER_FACTOR 0.05 formula is (template_ic * ic_factor + template_manpower * manpower_factor ) / template_supression (lower is better)
ADVISOR_SCORE_TRAIT_MODIFIER_FACTOR 0.2 When scoring advisors, factor the score contribution from the advisor's trait modifiers by this value
ADVISOR_SCORE_CHEAPER_IS_BETTER_FACTOR 0.1 When scoring advisors, this define scales how much the AI prefers cheaper advisors over more expensive ones. 0.0 means no effect, 0.15 means a cost difference of 100 PP modifies the score by 15 %.
ADVISOR_SCORE_CHEAPER_IS_BETTER_MIN 0.5 Clamps the above scoring factor to at minimum this value
EVAL_MODIFIER_NON_PERCENT_FACTOR 0.1 stuff related to how the AI evaluates/scores how useful modifiers are
Multiply non-percent-based modifiers with this to put the values in the approximately same range so they can be compared. (Why we are using 0.1 and not 0.01? No idea...)
EVAL_MODIFIER_UNSPECIFIED_CATEGORY_FACTOR 0.75 Arbitrary scoring factor for modifiers the AI doesn't know how to categorize
EVAL_MODIFIER_MAX_COMMAND_POWER_FACTOR 0.01 Increasing CP cap with x is maybe 100 times less useful than e.g. gaining x more XP per day
MIN_AI_SCORE_TO_MOBILIZATION_LAW_OVERRIDE_HARD_CODED_SCORE 0.0 for positive values of following defines, ai weights will take over of hardcoded ai scoring system
MIN_AI_SCORE_TO_ECONOMY_LAW_OVERRIDE_HARD_CODED_SCORE 0.0
MIN_AI_SCORE_TO_TRADE_LAW_OVERRIDE_HARD_CODED_SCORE 1000.0
MIN_AI_SCORE_TO_ALL_LAWS_OVERRIDE_HARD_CODED_SCORE 0.0
AT_WAR_THREAT_FACTOR 2.0 How much increase in threat does AI feel for being in war against someone
NEIGHBOUR_WAR_THREAT_FACTOR 1.10 How much increase in threat does AI feel against neighbours who are at war
POTENTIAL_ALLY_JOIN_WAR_FACTOR 100 How much increase in threat does AI feel against neighbours who are allied against one of our enemies
POTENTIAL_FUTURE_ENEMY_FACTOR 100 How much increase in threat does AI feel against neighbours who at war with our allies
NEUTRAL_THREAT_PARANOIA 10 How scared neutrals are of everyone
DIFFERENT_FACTION_THREAT 30 Threat caused by not being in the same faction
MAX_THREAT_FOR_FIRST_YEAR_CIVILIAN_MODE 60 above this threshold, ai will leave first year civilian factory mode which bumps it civilian factory scores while building
PLAN_ATTACK_MIN_ORG_FACTOR_LOW 0.85 Minimum org % for a unit to actively attack an enemy unit when executing a plan
PLAN_ATTACK_MIN_STRENGTH_FACTOR_LOW 0.60 Minimum strength for a unit to actively attack an enemy unit when executing a plan
PLAN_ATTACK_MIN_ORG_FACTOR_MED 0.7 (LOW,MED,HIGH) corresponds to the plan execution agressiveness level.
PLAN_ATTACK_MIN_STRENGTH_FACTOR_MED 0.50
PLAN_ATTACK_MIN_ORG_FACTOR_HIGH 0.45
PLAN_ATTACK_MIN_STRENGTH_FACTOR_HIGH 0.30
PLAN_FRONTUNIT_DISTANCE_FACTOR 10.0 Factor for candidate units distance to front positions.
PLAN_ATTACK_DEPTH_FACTOR 0.5 Factor applied to size or enemy being attacked.
PLAN_STEP_COST_LIMIT 9 When stepping to draw a plan this cost makes it break if it hits hard terrain (multiplied by number of desired steps)
PLAN_STEP_COST_LIMIT_REDUCTION 3 Cost limit is reduced per iteration, making hard terrain less likely to be crossed the further into enemy territory it is
PLAN_FRONT_SECTION_MAX_LENGTH 18 When a front is longer than this it will be split in two sections for the AI
PLAN_FRONT_SECTION_MIN_LENGTH 10 When two front sections together are this short they will be merged for the AI
PLAN_MIN_SIZE_FOR_FALLBACK 50 A country with less provinces than this will not draw fallback plans, but rather station their troops along the front
SEND_VOLUNTEER_EVAL_BASE_DISTANCE 175.0 How far away it will evaluate sending volunteers if not a major power
SEND_VOLUNTEER_EVAL_MAJOER_POWER 1.0 How willing major powers are to send volunteers.
SEND_VOLUNTEER_EVAL_CONTAINMENT_FACTOR 0.1 How much AI containment factors into its evaluation of sending volunteers.
GIVE_STATE_CONTROL_MIN_CONTROLLED 1 AI needs to control more than this number of states before considering giving any away
GIVE_STATE_CONTROL_MIN_CONTROL_DIFF 2 The difference in number of controlled states compared to war participation needs to be bigger than this for the AI to consider giving a state to a country
RELATIVE_STRENGTH_TO_INVADE 0.08 Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend.
RELATIVE_STRENGTH_TO_INVADE_DEFENSIVE 0.4 Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend, but while being a defensive country.
GIVE_STATE_CONTROL_BASE_SCORE 50 Base diplo score for giving away control of states
GIVE_STATE_CONTROL_DIFF_FACTOR 2.0 Diplo score multiplier for state control compared to war participation difference
GIVE_STATE_CONTROL_NEIGHBOR_SCORE 20 Diplo score for each neighboring state controlled by the target
GIVE_STATE_CONTROL_NEIGHBOR_ACTOR_SCORE -5 Diplo score for each neighboring state that is controlled by the sender
GIVE_STATE_CONTROL_NEIGHBOR_OTHER_SCORE 5 Diplo score for each neighboring state controlled by someone else
GIVE_STATE_CONTROL_MAX_SCORE_DIST 600 A State that is closer to the recipient capital than this gets a score bonus based on the below value
GIVE_STATE_CONTROL_DIST_SCORE_MULT 0.2 Multiplier for the score gained from distance ( GIVE_STATE_CONTROL_MAX_SCORE_DIST - distance ) * this
IRRATIONALITY_LAMBDA 200 Lambda given to Poisson Random function determining if a leader should act a bit irrational
GENERATE_WARGOAL_THREAT_BASELINE 1.0 Value of 200 should give 0.3% chance of Stalin going for instance crazy and conquering all of America
The baseline for what the AI considers the world is getting dangerous and we want to generate wargoals with no antagonize value
GENERATE_WARGOAL_ANTAGONIZE_SCALE 0.35 works to scale the AIs antagonize value vs the threat baseline for when it should act on existing claims: threat used for baseline is min_threat - antagonize * scale
RESERVE_TO_COMMITTED_BALANCE 0.3 How many reserves compared to number of committed divisions in a combat (1.0 = as many as reserves as committed)
DIPLOMACY_COMMUNIST_NOT_NEIGHBOUR -10 Communists want to stay consolidated with their influence
MAIN_ENEMY_FRONT_IMPORTANCE 4.0 How much extra focus the AI should put on who it considers to be its current main enemy.
EASY_TARGET_FRONT_IMPORTANCE 7.5 How much extra focus the AI should put on who it considers to be the easiest target.
AI_FRONT_MOVEMENT_FACTOR_FOR_READY 0.25 If less than this fraction of units on a front is moving, AI sees it as ready for action
MICRO_POCKET_SIZE 4 Pockets with a size equal to or lower than this will be mocroed by the AI, for efficiency.
DECLARE_WAR_MIN_FRONT_SIZE_TO_CONSIDER_FOR_NOT_READY 0.04 fronts with less armies than this ratio compared to total number of armies are ignored when ai checks if it is ready for war
POCKET_DISTANCE_MAX 40000 shortest square distance we bother about chasing pockets
VP_MAX_PROVINCE_WORTH 500 Max worth a province can have to a defensive order
VP_LEVEL_IMPORTANCE_MEDIUM 10 Victory points with values higher than or equal to this are considered to be of medium importance.
AREA_DEFENSE_CAPITAL_PEACE_VP_WEIGHT { 1.0, 1.0, 1.0 } these are all 3 numbers for min, desired, max unit need weights for area defense
AREA_DEFENSE_CAPITAL_VP_WEIGHT { 0.0, 1.0, 2.0 }
AREA_DEFENSE_HOME_VP_WEIGHT { 0.0, 0.5, 1.0 }
AREA_DEFENSE_OTHER_VP_WEIGHT { 0.0, 0.0, 1.0 }
AREA_DEFENSE_CAPITAL_PEACE_COAST_WEIGHT { 0.0, 0.0, 0.0 }
AREA_DEFENSE_CAPITAL_COAST_WEIGHT { 0.0, 0.2, 0.7 }
AREA_DEFENSE_HOME_COAST_WEIGHT { 0.0, 0.1, 0.5 }
AREA_DEFENSE_OTHER_COAST_WEIGHT { 0.0, 0.0, 0.0 }
AREA_DEFENSE_CAPITAL_PEACE_BASE_WEIGHT { 0.0, 0.0, 0.0 }
AREA_DEFENSE_CAPITAL_BASE_WEIGHT { 0.5, 1.0, 1.5 }
AREA_DEFENSE_HOME_BASE_WEIGHT { 0.5, 1.0, 1.0 }
AREA_DEFENSE_OTHER_BASE_WEIGHT { 0.5, 0.5, 1.0 }
ESTIMATED_CONVOYS_PER_DIVISION 6 Not always correct, but mainly used to make sure AI does not go crazy
ENTRENCHMENT_WEIGHT 2.0 AI should favour units with less entrenchment when assigning units around.
FRONT_TERRAIN_DEFENSE_FACTOR 3.75 Multiplier applied to unit defense modifier for terrain on front province multiplied by terrain importance
FRONT_TERRAIN_ATTACK_FACTOR 5.0 Multiplier applied to unit attack modifier for terrain on enemy front province multiplied by terrain importance
BASE_DISTANCE_TO_CARE 600.0 Countries that are too far away are less interesting in diplomacy
MIN_FORCE_RATIO_TO_PROTECT 0.5 Tiny countries should not feel protective or really large ones
ORG_UNIT_STRONG 0.75 Organization % for unit to be considered strong
STR_UNIT_STRONG 0.70 Strength (equipment) % for unit to be considered strong
ORG_UNIT_WEAK 0.25 Organization % for unit to be considered weak
STR_UNIT_WEAK 0.30 Strength (equipment) % for unit to be considered weak
ORG_UNIT_NORMAL 0.35 Organization % for unit to be considered normal
STR_UNIT_NORMAL 0.4 Strength (equipment) % for unit to be considered normal
PLAN_FACTION_STRONG_TO_EXECUTE 0.50 % or more of units in an order to consider executing the plan
PLAN_FACTION_NORMAL_TO_EXECUTE 0.65 % or more of units in an order to consider executing the plan
PLAN_FACTION_WEAK_TO_ABORT 0.65 % or more of units in an order to consider executing the plan
PLAN_AVG_PREPARATION_TO_EXECUTE 0.5 % or more average plan preparation before executing
REDEPLOY_DISTANCE_VS_ORDER_SIZE 1.0 Factor applied to the path length of a unit compared to length of an order to determine if it should use strategic redeployment
FORT_LEVEL_TO_CONSIDER_HIGHLY_FORTIFIED 1 Provinces above this level of fortification will be considered highly fortified by plan evaluation
PLAN_VALUE_FORTIFICATION_LEVEL_MAX_PENALTY -0.5 Max plan value penalty from fortification. This is scaled by number of provinces along a frontline, over the number which exceed the fort value value above
MAX_ALLOWED_NAVAL_DANGER 80 AI will ignore naval paths that has danger value of above this threshold while assigning units
TRANSFER_DANGER_HOSTILE_SHIPS 50 max danger from complete enemy naval supriority over ai in an area
EXPORT_RESOURCE_TRADE_NEED_IMPORTANCE 0.5 how important is each lost resource to overexport for trade law selection
OPERATION_EQUIPMENT_NEED_PRODUCTION_MULT 1.0 equipment requests for operations will be added the equipment needs that ai considers while assigning factories to production
MIN_FUEL_RATIO_TO_NOT_IGNORE_STRIKE_FORCE_COST 0.0 ai will still assign strike forces unless fuel ratio drops below this one
MIN_FUEL_RATIO_TO_NOT_IGNORE_INVASION_SUPPORT_COST 0.0 ai will still naval invasion support forces unless fuel ratio drops below this one
ENEMY_HOME_AREA_RATIO_TO_DISABLE_INVASIONS 0.3 if we are fighting against an enemy home area from our home area and if the enemy area is larger than this ratio, non strategy invasions are disabled
HOURS_BETWEEN_ENCIRCLEMENT_DISCOVERY 72 Per army, interval in hours between refresh of which provinces it considers make up potential encirclement points
FASCISTS_BEFRIEND_FASCISTS 10
FASCISTS_BEFRIEND_DEMOCRACIES -25
FASCISTS_BEFRIEND_COMMUNISTS -25
FASCISTS_ALLY_FASCISTS 0
FASCISTS_ALLY_DEMOCRACIES -100
FASCISTS_ALLY_COMMUNISTS -100
FASCISTS_ANTAGONIZE_FASCISTS -10
FASCISTS_ANTAGONIZE_DEMOCRACIES 100
FASCISTS_ANTAGONIZE_COMMUNISTS 100
DEMOCRACIES_BEFRIEND_FASCISTS -25
DEMOCRACIES_BEFRIEND_DEMOCRACIES 0
DEMOCRACIES_BEFRIEND_COMMUNISTS -25
DEMOCRACIES_ALLY_FASCISTS -50
DEMOCRACIES_ALLY_DEMOCRACIES 0
DEMOCRACIES_ALLY_COMMUNISTS -50
DEMOCRACIES_ANTAGONIZE_FASCISTS 0
DEMOCRACIES_ANTAGONIZE_DEMOCRACIES -25
DEMOCRACIES_ANTAGONIZE_COMMUNISTS 0
COMMUNISTS_BEFRIEND_FASCISTS -25
COMMUNISTS_BEFRIEND_DEMOCRACIES -25
COMMUNISTS_BEFRIEND_COMMUNISTS 25
COMMUNISTS_ALLY_FASCISTS -100
COMMUNISTS_ALLY_DEMOCRACIES -50
COMMUNISTS_ALLY_COMMUNISTS 0
COMMUNISTS_ANTAGONIZE_FASCISTS 100
COMMUNISTS_ANTAGONIZE_DEMOCRACIES 10
COMMUNISTS_ANTAGONIZE_COMMUNISTS -10
TENSION_MIN_FOR_GUARANTEE_VS_MINOR 10 for non faction people AI will not consider you worth guaranteeing below this
NUM_AI_MESSAGES 10 Set to whatever category has the highest number of messages
DIPLOMACY_FACTION_WAR_WANTS_HELP 50 Desire to send to nations to join a faction if you are at war
DIPLOMACY_FACTION_CIVILWAR_WANTS_HELP -50
FACTION_UNSTABLE_ACCEPTANCE -100
DIPLOMACY_AT_WAR_WITH_ALLY_RELUCTANCE -1000
DIPLOMACY_FACTION_JOIN_COUP_INITIATOR_BONUS 70 If a country initiated coup on an another country, civil war revolter is more likely to join initiator's faction
SHIPS_PRODUCTION_BASE_COST 10000 Used by the AI to normalize IC values when picking what ship to build.
NEEDED_NAVAL_FACTORIES_EXPENSIVE_SHIP_BONUS 12 Amount of naval yards you need to get a bonus to building really expensive ships
FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED 0.5 ai will consider a front fortified if this ratio of provinces has fort
HEAVILY_FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED 0.5 ai will consider a front super fortified if this ratio of provinces has lots of forts
FORTIFIED_MIN_ORG_FACTOR_TO_CONSIDER_A_FRONT_FORTIFIED 0.2 ai will treat fortified provinces as unfortified if no unit in that province has an organization factor at least this high
DESPERATE_AI_MIN_UNIT_ASSIGN_TO_ESCAPE 0 AI will assign at least this amount of units to break from desperate situations
DESPERATE_AI_WEAK_UNIT_STR_LIMIT 0.35 ai will increase number of units assigned to break from desperate situations when units are start falling lower than this str limit
DESPERATE_AI_MIN_ORG_BEFORE_ATTACK 0.3 ai will wait for this much org to attack an enemy prov in desperate situations
DESPERATE_AI_MIN_ORG_BEFORE_MOVE 0.06 ai will wait for this much org to move in desperate situations
DESPERATE_ATTACK_WITHOUT_ORG_WHEN_NO_ORG_GAIN 120 if ai can't regain enough org to attack in this many hours, it will go truly desperate and attack anyway (still has to wait for move org)
MAX_REQUEST_EXPEDITIONARIES_ARMY_RATIO 0.3 AI will not accept expeditionary requests if its expeditions are above this ratio
CASUALTY_RATIO_TO_PULL_EXPEDITIONARIES_BACK 0.1 AI will pull expeditioniries back if its casualties is aboce this ratio compared to their total deployed manpower
CASUALTY_RATIO_TO_NOT_SEND_EXPEDITIONARIES 0.05 AI will not send expeditioniries if its casualties is aboce this ratio compared to their total deployed manpower
SURRENDER_LEVEL_TO_PULL_EXPEDITIONARIES_BACK 0.3 AI will pull expeditioniries back if its surrender level is above this ratio
SURRENDER_LEVEL_TO_NOT_SEND_EXPEDITIONARIES 0.15 AI will not send expeditioniries if its surrender level is above this ratio
EXPEDITIONARY_CASUALTY_DECAY_RATIO 0.3333 expeditionary manpower lost will decay by thousands daily by this ratio (compared to deployed manpower)
NUM_DAYS_TO_PULL_EXPEDITIONARIES_BACK 14 AI will pull units back from non-ai players after waiting this days if things are not going well for its units
ACCESS_SCORE_FOR_DEMOCRATIC_COUNTRIES 500 democracies gives each other access if they have a common enemy
AI_AIR_MISSION_COVERAGE_TO_STAY_PUT 0.5 AI will not rebase air wings on missions if their new mission target exceeds this percentage of region coverage
ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS_AT_WAR 250 each access reduces the desire of next access
ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS 500 each access reduces the desire of next access
TOO_INSIGNIFICANT_ARMY_RATIO_BEGIN 0.75 if army ratio is of a country is larger than this threshold, it will be less reluctant to accept certain diplo actions
TOO_INSIGNIFICANT_MAX_PENALTY 350 max penalty that will be applied for thinking a country is too insignificant
WANTED_UNITS_INDUSTRY_FACTOR 1.60 Calculating wanted nr of divisions
How many units a country wants is partially based on how much military industry that is available
WANTED_UNITS_THREAT_BASE 0.7 If no threat, multiply min wanted units by this
WANTED_UNITS_THREAT_MAX 6.0 Normalized threat is clamped to this
WANTED_UNITS_WAR_THREAT_FACTOR 1.15 Factor threat with this if country is at war. this value is overriden by the value in ideology database if that value exceedes this.
WANTED_UNITS_DANGEROUS_NEIGHBOR_FACTOR 1.15 Factor if has dangerous neighbor
WANTED_UNITS_MANPOWER_DIVISOR 21000 Normalizing divisor for AI manpower. (for each x max available manpower, they want one division)
WANTED_UNITS_WEIGHT_FRONTS_WANT 0.35 Weight of front needs when computing final nr wanted units
WANTED_UNITS_WEIGHT_FACTORIES 0.45 Weight of military factories when computing final nr wanted units
WANTED_UNITS_WEIGHT_MANPOWER 0.3 Weight of manpower availability when computing final nr wanted units
WANTED_UNITS_MIN_DEFENCE_FACTOR 0.4 Factor on units required for min defence
WANTED_UNITS_MAX_WANTED_CAP 500 End of calculating wanted nr of divisions
Maximum wanted divisions for a country. This can be exceeded by certain hardcoded multipliers, but not by base calculation logic.
WANTED_LAND_PLANES_PER_BASE_CAPACITY_FACTOR 1 Scales how many land-based planes the AI want per air base space (excluding carriers).
WANTED_LAND_PLANES_PER_DIVISION 20 How many land-based planes the AI want for each division it wants.
WANTED_LAND_PLANES_TOTAL_MAX_PER_DIVISION 100 The max total number of land-based planes the AI want.
WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_FACTOR 1.5 Scales how many carrier planes the AI want per carrier deck space.
WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_IN_PRODUCTION_FACTOR 1 Scales how many carrier planes the AI want per deck space of carriers in production.
CARRIER_CAPACITY_IN_PRODUCTION_MAX_DAYS_LEFT_TO_INCLUDE_FACTOR 365 Carriers in production that will take more days to complete than this value will be ignored when calculating the above.
START_TRAINING_EQUIPMENT_LEVEL 0.95 ai will not start to train if equipment drops below this level
STOP_TRAINING_EQUIPMENT_LEVEL 0.90 ai will not train if equipment drops below this level
BUILD_REFINERY_LACK_OF_RESOURCE_MODIFIER 0.003 How much lack of resources are worth when evaluating what to build.
DIVISION_DESIGN_WEIGHTS { 0.5, 1.0, 1.0, 1.0, 1.2, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, -0.25, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.5, 0.0, 0.0, -0.25, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -0.5 } Base values used by AI to evaluate value of a stat
Army Values
default_morale
defense
breakthrough
hardness
soft_attack
hard_attack
recon
entrenchment
initiative
casualty_trickleback
supply_consumption_factor
supply_consumption
suppression
suppression_factor
experience_loss_factor
equipment_capture_factor
fuel_capacity
Navy Values
surface_detection
sub_detection
surface_visibility
sub_visibility
lg attack
lg piercing
hg attack
hg piercing
torpedo
sub attack
anti air attack
amphibious_defense
naval_speed
range
mine plant
mine sweep
navy light gun hit chance
navy heavy gun hit chance
navy torpedo hit chance
navy incoming torpedo damage reduction
navy incoming torpedo crit chance
weather penalty
raiding coordination
patrol coordination
search and destroy coordination
Air Values
air_range
air_defence
air_attack
air_agility
air_bombing
air_superiority
naval_strike_attack
naval_strike_targetting
air_ground_attack
air_visibility_factor
Railway gun Values
railway_gun_attack
railway_gun_attack_range
Common Values
max_organisation
max_strength
maximum_speed
armor_value
ap_attack
reliability
reliability_factor
weight
thrust
fuel_consumption
fuel_consumption_factor
Special Values
strategic_attack
carrier_size
acclimatization hot gain
acclimatization cold gain
night_penalty
build_cost_ic
DIVISION_DESIGN_MANPOWER_WEIGHT 0.005
DIVISION_DESIGN_STOCKPILE_WEIGHT 0.01
DIVISION_DESIGN_COMBAT_WIDTH_WEIGHT -1.0 This score is reduced the higher width is when comparing pure changes with no target
DIVISION_DESIGN_COMBAT_WIDTH_TARGET_WEIGHT -200.0 This score is reduced the farther the width is from the target width (if set)
DIVISION_DESIGN_MAX_FAILED_DAYS 60 max days we keep track of since failure of a template design update
DIVISION_MATCH_ROLE_BOOST_FACTOR 1.2 When finding closest matching existing template to a target template, boost the score by this much if the template also has the correct role
EQUIPMENT_DESIGN_MAX_FAILED_DAYS 60 max days we keep track of since failure of an equipment design update
UPGRADE_DIVISION_RELUCTANCE 7 How often to consider upgrading to new templates for units in the field
UPGRADE_PERCENTAGE_OF_FORCES 0.03 How big part of the army that should be considered for upgrading
REFIT_SHIP_RELUCTANCE 28 How often to consider refitting to new equipment variants for ships in the field
REFIT_SHIP_PERCENTAGE_OF_FORCES 0.1 How big part of the navy that should be considered for refitting
INVASION_COASTAL_PROVS_PER_ORDER 24 AI will consider one extra invasion per number of provinces stated here (num orders = total coast / this)
MIN_INVASION_AREA_SIZE_FOR_FLOATING_HARBORS 15 AI will consider using floating harbors for naval invasion if invasion area is larger than this many provinces
CONVOY_NEED_SAFETY_BUFFER 1.30 AI will try and keep 15% more convoys than what it needs.
REGION_THREAT_PER_SUNK_CONVOY 25 Threat value per convoy sunk in a region. Decays over time.
REGION_THREAT_LEVEL_TO_AVOID_REGION 25*10 How much threat must be generated in region ( by REGION_THREAT_PER_SUNK_CONVOY ) so the AI will decide to mark the region as avoid
REGION_THREAT_LEVEL_TO_BLOCK_REGION 25*100 How much threat must be generated in region ( by REGION_THREAT_PER_SUNK_CONVOY ) so the AI will decide to mark the region as avoid
REGION_CONVOY_DANGER_DAILY_DECAY 1 When convoys are sunk it generates threat in the region which the AI uses to prio nalval missions
PRODUCTION_LINE_SWITCH_SURPLUS_NEEDED_MODIFIER 0.2 Is modified by efficency modifiers.
PLAN_ACTIVATION_MAJOR_WEIGHT_FACTOR 1.5 AI countries will hold on activating plans if stronger countries have plans in the same location. Majors count extra (value of 1 will negate this)
PLAN_ACTIVATION_PLAYER_WEIGHT_FACTOR 50.0 AI countries will hold on activating plans if player controlled countries have plans in the same location.
AREA_DEFENSE_BASE_IMPORTANCE 30 Area defense order base importance value (used for determining order of troop selections)
AREA_DEFENSE_CIVIL_WAR_IMPORTANCE 30 Area defense order importance value when a country is in a civil war as target or revolter.
AREA_DEFENSE_IMPORTANCE_FACTOR 1.0 used to balance defensive area importance vs other fronts
COMBINED_ARMS_LEVEL 1 0 = Never, 1 = Infantry/Artillery, 2 = Go wild
MAX_DISTANCE_NAVAL_INVASION 200.0 AI is extremely unwilling to plan naval invasions above this naval distance limit.
ENEMY_NAVY_STRENGTH_DONT_BOTHER 2.5 If the enemy has a navy at least these many times stronger that the own, don't bother invading
MIN_SUPPLY_USE_SANITY_CAP 100 Ignore supply cap if below this value when deciding on how many divisions to produce.
MAX_SUPPLY_DIVISOR 1.75 To make sure the AI does not overdeploy divisions. Higher number means more supply per unit.
MISSING_CONVOYS_BOOST_FACTOR 50.0 The more convoys a country is missing, the more resources it diverts to cover this.
TRANSPORTS_PER_PARATROOPER 20 Currently unused.
MAX_MICRO_ATTACKS_PER_ORDER 3 AI goes through its orders and checks if there are situations to take advantage of
FALLBACK_LOSING_FACTOR 1.0 The lower this number, the longer the AI will hold the line before sending them to the fallback line
PRODUCTION_MAX_PROGRESS_TO_SWITCH_NAVAL 0.1 AI will not replace ships being built by newer types if progress is above this
PRODUCTION_WAIT_TO_FINISH_IF_EXPENSIVE 0.25 If produced item is expensive (producing less than one/week), wait to finish item if progress is above this
PRODUCTION_WAIT_TO_FINISH_IF_CHEAP 0.75 If produced item is cheap (producing more than one/week), wait to finish item if progress is above this
STATE_CONTROL_FOR_AREA_DEFENSE 0.4 To avoid AI sending area defense to area with very little foothold
FORCE_FACTOR_AGAINST_EXTRA_MINOR 0.15 AI considers generating wargoals against minors below this % of force compared to themselves to get at a bigger enemy.
MAX_EXTRA_WARGOAL_GENERATION 2 AI may want to generate wargoals against weak minors to get at larger enemy, but never more that this at any given time.
NEW_LEADER_EXTRA_CP_FACTOR 2.0 Country must have at least this many times extra command power to get new admirals or army leaders
SCARY_LEVEL_AVERAGE_DEFENSE -0.7 average front defense modifier to make it consider it as a PITA to go for
ATTACK_HEAVILY_DEFENDED_LIMIT 0.5 AI will not launch attacks against heavily defended fronts unless they consider to have this level of advantage (1.0 = 100%)
HOUR_BAD_COMBAT_REEVALUATE 48 if we are in combat for this amount and it goes shitty then try skipping it
MIN_PLAN_VALUE_TO_MICRO_INACTIVE 0.25 The AI will not consider members of groups which plan is not activated AND evaluates lower than this.
MAX_UNITS_FACTOR_AREA_ORDER 0.75 Factor for max number of units to assign to area defense orders
DESIRED_UNITS_FACTOR_AREA_ORDER 0.7 Factor for desired number of units to assign to area defense orders
MIN_UNITS_FACTOR_AREA_ORDER 1.0 Factor for min number of units to assign to area defense orders
MAX_UNITS_FACTOR_FRONT_ORDER 1.0 Factor for max number of units to assign to area front orders
DESIRED_UNITS_FACTOR_FRONT_ORDER 1.1 Factor for desired number of units to assign to area front orders
MIN_UNITS_FACTOR_FRONT_ORDER 1.0 Factor for min number of units to assign to area front orders
MAX_UNITS_FACTOR_INVASION_ORDER 1.0 Factor for max number of units to assign to naval invasion orders
DESIRED_UNITS_FACTOR_INVASION_ORDER 1.0 Factor for desired number of units to assign to naval invasion orders
MIN_UNITS_FACTOR_INVASION_ORDER 1.0 Factor for min number of units to assign to naval invasion orders
FRONT_UNITS_CAP_FACTOR 15.0 A factor applied to total front size and supply use. Primarily effects small fronts
MAX_DIST_PORT_RUSH 20.0 If a unit is in enemy territory with no supply it will consider nearby ports within this distance.
MIN_FIELD_STRENGTH_TO_BUILD_UNITS 0.7 Cancel unit production if below this to get resources out to units in the field
MIN_MANPOWER_TO_BUILD_UNITS 0.7 Cancel unit production if below this to get resources out to units in the field
AVERAGE_SUPPLY_USE_PESSIMISM 1.5 Multiplier for when AI calculates average supply use of entire army.
PROPOSE_LEND_LEASE_AIDESIRE_SAME_IDEOLOGY 40 Added to AI desire to propose lend lease if recipent is same ideology (and AI can't declare war on recipient)
PROPOSE_LEND_LEASE_AIDESIRE_SAME_IDEOLOGY_CIVIL_WAR 25 Added to AI desire to propose lend lease if recipent is same ideology and they are currently in civil war
SEND_VOLUNTEER_AIDESIRE_SAME_IDEOLOGY 40 Added to AI desire to send volunteers if recipent is same ideology (and AI can't declare war on recipient)
SEND_VOLUNTEER_AIDESIRE_SAME_IDEOLOGY_CIVIL_WAR 25 Added to AI desire to send volunteers if recipent is same ideology and they are currently in civil war
REQUEST_LEND_LEASE_PROTECT_VALUE 75 Limit for protect enemy desire for reducing lend lease desire
REQUEST_LEND_LEASE_CONTAINS_VALUE 100 Limit of contain enemy desire for boosting friendly help
FRONT_BULGE_RATIO_UPPER_CUTOFF 1.5 If total bulginess is lower than this, the front is ignored.
FRONT_BULGE_RATIO_LOWER_CUTOFF 0.95 If local bulginess drops below this, a point of interest is found
FRONT_CUTOFF_MIN_EDGE_PROXIMITY 2 Minimum number of provinces to the front edge to determine for cutoff oportunity.
INVASION_DISTANCE_RANDOMNESS 300 This higher the value, the more unpredictable the invasions. Compares to actual map distance in pixels.
AIR_SCORE_DISTANCE_IMPACT 0.3 Effect of distance applied to the score calculations
DAYS_BETWEEN_AIR_PRIORITIES_UPDATE 4 Amount of days between air ai updates priorities for air wings ( from 1 to N )
PORT_STRIKE_PLANES_PER_SHIP 10 Amount of bombers request per enemy ship in the port
MINES_SWEEPING_PLANES_PER_MAX_MINES 150 Amount of air planes request for mines sweeping when there is max amount of mines planted by enemy in certain region
MINES_PLANTING_PLANES_PER_MAX_DESIRE 100 Amount of air planes request for mines planting when there is max desire for it.
MINES_PLANTING_DESIRE_PER_HOME_STATE 0.4 Scoring for how much do we want to plant naval mines with our air wings if the naval region is adjacent to a home state. Multiple adjacent states increases the score. Max sum of score is 1.0.
MINES_PLANTING_DESIRE_PER_ENEMY_STATE 0.1 Scoring for how much do we want to plant naval mines with our air wings if the naval region is adjacent to the enemy state. Multiple adjacent states increases the score. Max sum of score is 1.0.
MINES_PLANTING_DESIRE_PER_NAVAL_THREAT 250 How much threat must be generated in the naval region, in order to get the maximum desire to plant naval mines in there.
DEMOCRATIC_AI_FACTION_KICKING_PLAYER_THREAT_DIFFERENCE 6.0 World threat generation difference needed to kick a player from a democratic faction
BEFRIEND_FACTOR_FOR_KICKING_COUNTRIES 7.5 World threat difference addition per 100 befriend against a country, democratic leaders will forgive allies if they are befriending them
LAND_DEFENSE_AIR_SUPERIORITY_IMPORTANCE 1.0 Strategic importance of air superiority ( amount of enemy planes in area )
LAND_DEFENSE_CIVIL_FACTORY_IMPORTANCE 50 Strategic importance of civil factories
LAND_DEFENSE_MILITARY_FACTORY_IMPORTANCE 70 Strategic importance of military factories
LAND_DEFENSE_NAVAL_FACTORY_IMPORTANCE 30 Strategic importance of naval factories
LAND_DEFENSE_SUPPLY_HUB_IMPORTANCE 4 Strategic importance of supply hubs
LAND_DEFENSE_AA_IMPORTANCE_FACTOR 1.0 Factor of AA influence on strategic importance ( 0.0 - 1.0 )
LAND_DEFENSE_INFRA_IMPORTANCE_FACTOR 0.5 Factor of infrastructure influence on strategic importance ( 0.0 - 1.0 )
LAND_DEFENSE_IMPORTANCE_SCALE 3.0 Lend defence total importance scale (every land defence score get's multiplied by it)
NUM_HOURS_SINCE_LAST_COMBAT_TO_SUPPORT_UNITS_VIA_AIR 72 units will be considered in combat if they are just out of their last combat for air supporting
LAND_DEFENSE_MIN_FACTORIES_FOR_AIR_IMPORTANCE 5 If amount of factories is less importance of factories won't apply
LAND_DEFENSE_FIGHERS_PER_PLANE 1.8 Amount of air superiority planes requested per enemy plane
LAND_DEFENSE_INTERSEPTORS_PER_BOMBERS 0.8 Amount of air interceptor planes requested per enemy bomber
LAND_DEFENSE_INTERSEPTORS_PER_PLANE 0.1 Amount of air interceptor planes requested per enemy plane (non bomber)
LAND_COMBAT_AIR_SUPERIORITY_IMPORTANCE 0.40 Strategic importance of air superiority ( amount of enemy planes in area )
LAND_COMBAT_OUR_ARMIES_AIR_IMPORTANCE 20 Strategic importance of our armies
LAND_COMBAT_OUR_COMBATS_AIR_IMPORTANCE 155 Strategic importance of our armies in the combats
LAND_COMBAT_FRIEND_ARMIES_AIR_IMPORTANCE 10 Strategic importance of friendly armies
LAND_COMBAT_FRIEND_COMBATS_AIR_IMPORTANCE 8 Strategic importance of friendly armies in the combat
LAND_COMBAT_ENEMY_ARMIES_AIR_IMPORTANCE 12 Strategic importance of our armies
LAND_COMBAT_ENEMY_LAND_FORTS_AIR_IMPORTANCE 5 Strategic importance of enemy land forts in the region
LAND_COMBAT_ENEMY_COASTAL_FORTS_AIR_IMPORTANCE 3 Strategic importance of enemy coastal fronts in the region
LAND_COMBAT_IMPORTANCE_SCALE 5.0 Lend combat total importance scale (every land combat score get's multiplied by it)
LAND_COMBAT_FIGHTERS_PER_PLANE 1.0 Amount of air superiority planes requested per enemy plane
LAND_COMBAT_CAS_PLANES_PER_ENEMY_ARMY_LIMIT 200 Limit of CAS planes requested by enemy armies
LAND_COMBAT_CAS_PER_ENEMY_ARMY 30 Amount of CAS planes requested per enemy division
LAND_COMBAT_ANTI_LOGISTICS_PER_ENEMY_ARMY 0.1 Amount of CAS planes requested per enemy army for anti-logistics
LAND_COMBAT_CAS_PER_COMBAT 60 Amount of CAS requested per combat
LAND_COMBAT_BOMBERS_PER_LAND_FORT_LEVEL 6 Amount of bomber planes requested per enemy land fort level
LAND_COMBAT_BOMBERS_PER_COASTAL_FORT_LEVEL 6 Amount of bomber planes requested per enemy coastal fort level
LAND_COMBAT_MIN_EXCORT_PLANES 80 Min amount of planes requested to excort operations
LAND_COMBAT_INTERCEPT_PER_PLANE 0.25 Amount of interception planes requested per enemy plane
MIN_ALLIED_DEFENSE_FACTOR_AIRWING_REQUESTS 0.07 Airwing requests will be factored by a minimum of this when comparing own vs friendly troops in area
AIR_SUPERIORITY_FOR_FRIENDLY_CAS_RATIO 0.75 Demand at least this proportion of our cas planes as air superiority regardless of other needs
LAND_COMBAT_GUIDE_DISTANCE 290.0 Distance within whch we'll care a bit more about sending planes regardless of whether our boiz are dying
ENEMY_PASSING_THROUGH_PLANES_PER_BOMBER 0.1 Amount of planes we assign to intercept enemies en-route to a location
ENEMY_PASSING_THROUGH_PLANES_PER_FIGHTER 0.1 Amount of planes we assign to intercept enemies en-route to a location
ENEMY_PASSING_THROUGH_PLANES_PER_SUPPORT 0.1 Amount of planes we assign to intercept enemies en-route to a location
AI_FRACTION_OF_FIGHTERS_RESERVED_FOR_INTERCEPTION 0.25 Percentage of fighters we reserve for interception vs AS
MAX_AIR_REGIONS_TO_CARE_ABOUT 6 Number of regions we'll consider when trying to split planes a bit. Split is NOT equal, just a guide, leftovers still applied elsewhere if needed
ENEMY_PASSING_THROUGH_PLANES_PER_BOMBER_NAVAL_REGION 0.15 Amount of planes we assign to intercept enemies en-route to a location over a sea region
ENEMY_PASSING_THROUGH_PLANES_PER_FIGHTER_NAVAL_REGION 0.15 Amount of planes we assign to intercept enemies en-route to a location over a sea region
ENEMY_PASSING_THROUGH_PLANES_PER_SUPPORT_NAVAL_REGION 0.15 Amount of planes we assign to intercept enemies en-route to a location over a sea region
XP_RATIO_REQUIRED_TO_RESEARCH_WITH_XP 2.0 AI will at least need this amount of xp compared to cost of a tech to reserch it with XP
RESEARCH_WITH_XP_AI_WEIGHT_MULT 1.2 AI will bump score of a research with this mult if it can use XP
STR_BOMB_AIR_SUPERIORITY_IMPORTANCE 0.10 Strategic importance of air superiority ( amount of enemy planes in area )
STR_BOMB_CIVIL_FACTORY_IMPORTANCE 50 Strategic importance of enemy civil factories
STR_BOMB_MILITARY_FACTORY_IMPORTANCE 70 Strategic importance of enemy military factories
STR_BOMB_NAVAL_FACTORY_IMPORTANCE 30 Strategic importance of enemy naval factories
STR_BOMB_SUPPLY_HUB_IMPORTANCE 1 Strategic importance of enemy supply hubs
STR_BOMB_AA_IMPORTANCE_FACTOR 0.5 Factor of AA influence on strategic importance ( 0.0 - 1.0 )
STR_BOMB_INFRA_IMPORTANCE_FACTOR 0.25 Factor of infrastructure influence on strategic importance ( 0.0 - 1.0 )
STR_BOMB_IMPORTANCE_SCALE 1.0 str bombing total importance scale (every str bombing score get's multiplied by it)
STR_BOMB_MIN_ENEMY_FIGHTERS_IN_AREA 2000 If amount of enemy fighters is higher than this mission won't perform
STR_BOMB_FIGHTERS_PER_PLANE 1.1 Amount of air superiority planes requested per enemy plane
STR_BOMB_PLANES_PER_CIV_FACTORY 20 Amount of planes requested per enemy civ factory
STR_BOMB_PLANES_PER_MIL_FACTORY 25 Amount of planes requested per enemy military factory
STR_BOMB_PLANES_PER_NAV_FACTORY 15 Amount of planes requested per enemy naval factory
STR_BOMB_PLANES_PER_SUPPLY_HUB 3 Amount of planes requested per enemy supply node
STR_BOMB_MIN_EXCORT_PLANES 200 Min amount of planes requested to excort operations
RECON_PLANES_NAVAL 50 scale on recon for naval areas
RECON_PLANES_LAND_COMBAT 25 scale on recon for land combat areas
RECON_PLANES_STRATEGIC 50 scale on recon for strategic areas
ASSIGN_FRONT_ARMY_SOFT_ATTACK_FACTOR 0.1 Importance of unit's ARMY_SOFT_ATTACK stat when assigning to a front
ASSIGN_FRONT_ARMY_HARD_ATTACK_FACTOR 0.1 Importance of unit's ARMY_HARD_ATTACK stat when assigning to a front
ASSIGN_FRONT_ARMY_BREAKTHROUGH_FACTOR 0.2 Importance of unit's ARMY_BREAKTHROUGH stat when assigning to a front
ASSIGN_DEFENSE_ARMY_DEFENSE_FACTOR 3.0 Importance of unit's ARMY_DEFENSE stat when assigning to an area defense order
ASSIGN_DEFENSE_ARMY_ENTRENCHMENT_FACTOR 2.0 Importance of unit's ARMY_ENTRENCHMENT stat when assigning to an area defense order
ASSIGN_DEFENSE_TEMPLATE_CLASS_SCORE 3.0 Importance of unit's AI template class (AREA_DEFENSE, CAVALRY) when assigning to an area defense order
ASSIGN_INVASION_AMPHIBIOUS_ATTACK_FACTOR 50.0 Importance of unit's amphibious attack adjuster when assigning to an invasion order
ORDER_ASSIGNMENT_DISTANCE_FACTOR 100.0 When the AI assigns units to orders, how much should distance be taken into account?
REVISITED_PROV_BOOST_FACTOR 4 When the AI picks units for a front, it prioritises units already nearby.
UNIT_ASSIGNMENT_STATS_IMPORTANCE 3.0 Stats score for units are multiplied by this when the AI is deciding which front they should be assigned to
ASSIGN_FRONT_TERRAIN_ATTACK_FACTOR 3.0 Importance of unit's terrain adjusted attack stat when assigning to a front
ASSIGN_FRONT_TERRAIN_DEFENSE_FACTOR 1.0 Importance of unit's terrain adjusted defense stat when assigning to a front
ASSIGN_FRONT_TERRAIN_MOVEMENT_FACTOR 2.0 Importance of unit's terrain adjusted movement stat when assigning to a front
ASSIGN_DEFENSE_TERRAIN_ATTACK_FACTOR 0.5 Importance of unit's terrain adjusted attack stat when assigning to an area defense order
ASSIGN_DEFENSE_TERRAIN_DEFENSE_FACTOR 4.0 Importance of unit's terrain adjusted defense stat when assigning to an area defense order
ASSIGN_DEFENSE_TERRAIN_MOVEMENT_FACTOR 0.5 Importance of unit's terrain adjusted movement stat when assigning to an area defense order
ASSIGN_MOUNTAINEERS_TO_MOUNTAINS 10.0 factor for assigning mountaineer divisions to fronts with mountains (proportional to how much of that terrain type)
ASSIGN_TANKS_TO_MOUNTAINS -6.0 factor for assigning tank divisions to fronts with mountains (proportional to how much of that terrain type)
ASSIGN_TANKS_TO_JUNGLE -6.0 factor for assigning tank divisions to fronts with jungle (proportional to how much of that terrain type)
UNIT_ASSIGNMENT_TERRAIN_IMPORTANCE 10.0 Terrain score for units are multiplied by this when the AI is deciding which front they should be assigned to
ASSIGN_TANKS_TO_WAR_FRONT 6.0 Scoring factor for assigning tank divisions to active war fronts
ASSIGN_TANKS_TO_NON_WAR_FRONT 0.4 Scoring factor for assigning tank divisions to non-war fronts
REASSIGN_TO_ANOTHER_FRONT_FACTOR 0.5 Factor for reassigning to another front. 0.0 < X < 1.0 means reluctant, X > 1.0 means want to.
REASSIGN_TO_ANOTHER_FRONT_IF_IN_COMBAT_FACTOR 0.2 Factor for reassigning to another front if in combat. 0.0 < X < 1.0 means reluctant, X > 1.0 means want to.
ENEMY_FORTIFICATION_FACTOR_FOR_FRONT_REQUESTS 2.0 front unit request factor at max enemy fortification
ENEMY_FORTIFICATION_FACTOR_FOR_FRONT_REQUESTS_MAX 0.7 max factor that can be added by enemy fortification
MANPOWER_RATIO_CAREFULNESS_THRESHOLD 0.05 if manpower ratio (available/used-by-army) is less than this, start being more careful with plan execution (i.e. don't throw your men into the meat grinder if you're running out of manpower)
PLAN_ACTIVATION_SUPERIORITY_AGGRO 1.0 How aggressive a country is in activating a plan based on how superiour their force is.
WAIT_YEARS_BEFORE_FREER_BUILDING 3 The AI will skip considering certain buildings during the buildup phase, after htese many years it starts building them regardless of threat.
MAX_CARRIER_OVERFILL 1.85 Carriers will be overfilled to this amount if there are doctrines to justify it
FIELDED_EQUIPMENT_BUFFER_RATIO_FOR_OCCUPATION_AI 0.5 garrison ai will try to leave this ratio of buffers while assigning laws
FIELDED_MANPOWER_BUFFER_RATIO_FOR_OCCUPATION_AI 0.3 garrison ai will try to leave this ratio of buffers while assigning laws
IMPORTANT_VICTORY_POINT 15 during occupation ai will only care so much to ask for extra garrisons if VP amount is at least this
DOCKYARDS_PER_NAVAL_DESIRE_EFFECT -20.0 Effects how much AI wants to build dockyards based on how navally focused they are in general. Recommended range -100.0 to 100.0.
DECISION_PRIORITY_RANDOMIZER 0.1 random factor that is used while picking decisions. ai is able to pick a lower priority decision earler than a higher one if it is within this threshold
DESIGN_COMPANY_SCORE_MULTIPLIER 1.25 score multiplier for hiring a design company
ARMY_CHIEF_SCORE_MULTIPLIER 2.0 score multiplier for hiring an army chief
AIR_CHIEF_SCORE_MULTIPLIER 1.5 score multiplier for hiring an air chief
POLITICAL_ADVISOR_SCORE_MULTIPLIER 1.25 score multiplier for hiring political advisors
THEORIST_ACCEPTANCE_MULTIPLIER 0.7 scale the acceptance of hiring a theorist by this number times the amount of non-theorists we have, capped at one.
MIN_SCALED_IDEA_WEIGHT_TO_COMPARE_WITH_DECISIONS 100 idea scores are scaled between these two values while comparing them to decisions
MAX_SCALED_IDEA_WEIGHT_TO_COMPARE_WITH_DECISIONS 200 idea scores are scaled between these two values while comparing them to decisions
CRITICAL_DECISION_PRIORITY 200 critical ai score for decisions, ai will be able to pick decisions if it has higher prio even if it is not time to pick them (0 to disable)
CRITICAL_IDEA_PRIORITY 400 critical ai score for ideas, ai will be able to pick ideas if it has higher prio even if it is not time to pick them (0 to disable)
MAX_PP_TO_SPEND_ON_LOWER_PRIO_TASKS 25 max pp cost for ai to allow spend pp on lower prio things while a higher prio things are available
MIN_SCORE_FOR_LOWER_PRIO_TASKS 100 this is a threshold for low prio tasks that will be considered critical
LOW_PRIO_TEMPLATE_BONUS_FOR_GARRISONS 1000 bonus to make ai more likely to assign low prio units to garrisons
LOW_PRIO_TEMPLATE_PENALTY_FOR_FRONTS 500 penalty to make ai less likely to assign low prio units to fronts
DEPLOYED_UNIT_MANPOWER_RATIO_TO_BUFFER_WARTIME 0.2 deployment will try to buffer a ratio of deployed manpower (for reinforcements) during war time
DEPLOYED_UNIT_MANPOWER_RATIO_TO_BUFFER_PEACETIME 0.1 deployment will try to buffer a ratio of deployed manpower (for reinforcements) during peace time
MAX_AVAILABLE_MANPOWER_RATIO_TO_BUFFER_WARTIME 0.4 deployment will try to buffer a ratio of manpower (for reinforcements) during war time
MAX_AVAILABLE_MANPOWER_RATIO_TO_BUFFER_PEACETIME 0.2 deployment will try to buffer a ratio of manpower (for reinforcements) during peace time
MANPOWER_RATIO_REQUIRED_TO_PRIO_MOBILIZATION_LAW 0.4 percentage of manpower in field is desired to be buffered for AI when it has upcoming wars or already at war. if it has less manpower, it will prio manpower laws
UPGRADES_DEFICIT_LIMIT_DAYS 7 Ai will avoid upgrading units in the field to new templates if it takes longer than this to fullfill their equipment need
GIE_EXILE_AIR_MANPOWER_USAGE_RATIO 0.2 AI will not deploy new exile wings when this percentage of available exile manpower is already used for wing recruitment.
CARRIER_TASKFORCE_MAX_CARRIER_COUNT 4 optimum carrier count for carrier taskforces
CAPITAL_TASKFORCE_MAX_CAPITAL_COUNT 12 optimum capital count for capital taskforces
SCREEN_TASKFORCE_MAX_SHIP_COUNT 12 optimum screen count for screen taskforces
SUB_TASKFORCE_MAX_SHIP_COUNT 16 optimum sub count for sub taskforces
MIN_CAPITALS_FOR_CARRIER_TASKFORCE 6 carrier fleets will at least have this amount of capitals
CAPITALS_TO_CARRIER_RATIO 1.5 capital to carrier count in carrier taskfoces
SCREENS_TO_CAPITAL_RATIO 4.0 screens to capital/carrier count in carrier & capital taskforces
MIN_MAIN_SHIP_RATIO 0.3 if main ship ratio is below this, steal other ships.
MIN_SUPPORT_SHIP_RATIO 0.7 if support ship ratio is below this, steal other ships.
MIN_MAIN_SHIP_RATIO_TO_REINFORCE 0.5 the main ships will be tried to reinforce this level.
MIN_SUPPORT_SHIP_RATIO_TO_REINFORCE 0.9 the support ships will be tried to reinforce this level.
MIN_MAIN_SHIP_TO_SPARE 0.7 can only steal ships from a task force if their main ship ratio is above this.
MIN_SUPPORT_SHIP_TO_SPARE 1.0 can only steal ships from a task force if their support ship ratio is above this.
MIN_MAIN_SHIP_RATIO_TO_MERGE 0.7 try merge task force if main ship ratio is lower than this.
MAX_MAIN_SHIP_RATIO_TO_MERGE 1.001 if resulting main ship ratio would be at most this, allow merging into this task force.
MAIN_SHIP_RATIO_TO_SPLIT 1.8 if main ship ratio in a task force is larger than this, split it. (If a carrier TF wants 4 carriers (see defines above), but it has more than [this * 4] carriers, then we try to split the TF.)
MISSION_FLEET_ICONS { 4, 29, 21, 15, 23, 24, 5, 4, 4, 9 } HOLD
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL INVASION SUPPORT
MIN_NAVAL_MISSION_PRIO_TO_ASSIGN { 0, 200, 200, 200, 100, 200, 100, 0, 0, 100 } priorities for regions to get assigned to a mission
HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL INVASION SUPPORT
HIGH_PRIO_NAVAL_MISSION_SCORES { 0, 100000, 1000, 1500, 1000, -1, 300, 0, 0, 1000 } priorities for regions to get assigned to a mission
HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL INVASION SUPPORT
MAX_MISSION_PER_TASKFORCE { 0, 1.5, 6, 1.5, 4, 2, 2, 0, 0, 10 } max mission region/taskforce ratio
HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL INVASION SUPPORT
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN 0.20 all-screen taskforces will be shared between convoy defense, mine missions and patrols (in this prio)
and these ratios limits the maximum ratio of these taskforces to allocate on type
maximum ratio of all screen-ships forces to be used in convoy defense (increases up to max as AI loses convoys).
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX 0.70 maximum ratio of all screen-ships forces to be used in convoy defense (increases up to max as AI loses convoys).
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN_CONVOY_THREAT 100 AI will increase screen assignment for escort missions as threate increases
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX_CONVOY_THREAT 1500 AI will increase screen assignment for escort missions as threate increases
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING 0.10 maximum ratio of screens forces to be used in mine sweeping
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO 0.8 if you have mines near your owned states, you will start priotize mine missions and will assign this ratio of screens
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MIN_MINES 10 lowest mine for prioing mine missions
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MAX_MINES 1000 highest mines for highest prio for mine missions
MAX_SCREEN_TASKFORCES_FOR_MINE_LAYING 0.10 maximum ratio of screens forces to be used in mine laying
MAX_SCREEN_FORCES_FOR_INVASION_SUPPORT 0.25 max ratio of screens forces to be used in naval invasion missions
MAX_CAPITAL_FORCES_FOR_INVASION_SUPPORT 0.25 max ratio of capital forces to be used in naval invasion missions
MAX_PATROL_TO_STRIKE_FORCE_RATIO 3.0 maximum patrol/strike force ratio
CONSTRUCTION_PRIO_INFRASTRUCTURE 0.20 <start> construction prioritization
base prio for infrastructure in the construction queue
CONSTRUCTION_PRIO_CIV_FACTORY 0.80 base prio for civilian factories in the construction queue
CONSTRUCTION_PRIO_MIL_FACTORY 0.70 base prio for military factories in the construction queue
CONSTRUCTION_PRIO_RAILWAY 4.00 base prio for railways in the construction queue
CONSTRUCTION_PRIO_RAILWAY_GUN_REPAIR 15.00 base prio for railway gun repairs in the construction queue
CONSTRUCTION_PRIO_UNSPECIFIED 0.50 base prio for unspecified buildings (none of the categories above) in the construction queue
CONSTRUCTION_PRIO_FACTOR_OCCUPIED_TERRITORY 1.00 factor prio with this if occupied territory
CONSTRUCTION_PRIO_FACTOR_OWNED_NONCORE 1.50 factor prio with this if owned non-core territory
CONSTRUCTION_PRIO_FACTOR_OWNED_CORE 2.00 factor prio with this if owned core territory
CONSTRUCTION_PRIO_FACTOR_REPAIRING 0.30 factor prio with this if building is being repaired
MAX_FACTORY_TO_SPARE_FOR_MISSION_FUEL_TRADE 0.12 <end> construction prioritization
amount of factories to spend on oil trade in case of fuel need for missions
MAX_FACTORY_TO_SPARE_FOR_CRITICAL_MISSION_FUEL_TRADE 0.3 amount of factories to spend on oil trade in case of fuel need for prio missions
MAX_FACTORY_TO_TRADE_FOR_FUEL 0.5
FUEL_TRADE_PRIO_FOR_CONVOY_DEFENSE 0.3 AI will be less reluctant to cancel convoy missions if it is trading for oil
MAX_FACTORY_TO_SPARE_FOR_MISSION_FUEL_TRADE_IN_PEACE 0.03 amount of factories to spend on oil trade in case of fuel need for missions in peace time
MAX_FACTORY_TO_SPARE_FOR_CRITICAL_MISSION_FUEL_TRADE_IN_PEACE 0.1 amount of factories to spend on oil trade in case of fuel need for prio missions in peace time
MAX_FACTORY_TO_TRADE_FOR_FUEL_IN_PEACE 0.15
FUEL_REQUEST_RATIO_FOR_COMBATS 0.6 ratio of ship combat fuel cost that is to be considered in fuel usage and request system
PRIO_FUEL_REQUEST_RATIO_FOR_COMBATS 0.8 ratio of ship combat fuel cost that is to be considered in prio fuel usage and request system
FUEL_REQUEST_RATIO_FOR_MOVEMENT 0.4 ratio of ship movement fuel cost that is to be considered in fuel usage and request system
PRIO_FUEL_REQUEST_RATIO_FOR_MOVEMENT 0.2 ratio of ship movement fuel cost that is to be considered in prio fuel usage and request system
AIR_ACTUAL_FUEL_USAGE_WEIGHT_ON_OIL_REQUEST 0.5 weight of actual fuel usage of planes compared to what is being asked for missions while calculating oil needed for trade
MONTHS_TO_FILL_FUEL_BUFFER_WITH_OIL_REQUESTS 6.0 in war time, coutries will try to fill their buffer in this duration and trade for oil if necesarry
MONTHS_TO_FILL_FUEL_BUFFER_WITH_OIL_REQUESTS_IN_PEACE_TIME 10.0 in peace time, coutries will try to fill their buffer in this duration and trade for oil if necesarry
FUEL_CONSUMPTION_MULT_FOR_FUEL_SAVING_MODE 0.25 fuel consumptions will be limited by this ratio in fuel saving mode
FUEL_CONSUMPTION_MULT_REGULAR_FUEL_MODE 1.0 fuel consumptions will be limited by this ratio in regular fuel mode
FUEL_CONSUMPTION_MULT_AGRESSIVE_FUEL_MODE 3.0 fuel consumptions will be limited by this ratio in aggressive fuel usage mode
DAYS_FUEL_REMAINING_TO_ENTER_FUEL_SAVING_MODE 30 countries will enter fuel saving mode if they will be out of fuel in this number of days and their fuel ratio is below next define
DAYS_FUEL_REMAINING_TO_ENTER_FUEL_SAVING_MODE_FUEL_RATIO 0.4
FUEL_RATIO_TO_EXIST_FUEL_SAVING_MODE 0.60 countries will exit fuel saving mode if they have more fuel ratio than this
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_ARMY_MAX_CONSUMPTION 60 AI will try to buffer at least this amount of days on max consumption, will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_AIR_MAX_CONSUMPTION 60 AI will try to buffer at least this amount of days on max consumption, will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_NAVY_MAX_CONSUMPTION 60 AI will try to buffer at least this amount of days on max consumption, will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer
MIN_WANTED_MAX_FUEL 50 minimum value for wanted fuel buffers for AI (in thousands)
GIE_LEND_LEASE_TO_PLAYER_EXILE_DESIRE_BONUS 40 AI host is more likely to accept lend lease requests from a player.
MAX_FUEL_CONSUMPTION_RATIO_FOR_AIR_TRAINING 0.20 ai will use at most this ratio of affordable fuel for air training
MAX_FUEL_CONSUMPTION_RATIO_FOR_NAVY_TRAINING 0.20 ai will use at most this ratio of affordable fuel for naval training
MAX_FULLY_TRAINED_SHIP_RATIO_FOR_TRAINING 0.7 ai will not train a taskforce if fully trained ships are above this ratio
NUM_SILOS_PER_CIVILIAN_FACTORIES 0.0025 ai will try to build a silo per this ratio of civ factories
NUM_SILOS_PER_MILITARY_FACTORIES 0.012 ai will try to build a silo per this ratio of mil factories
NUM_SILOS_PER_DOCKYARDS 0.02 ai will try to build a silo per this ratio of dockyards
SHIP_STR_RATIO_PUT_ON_REPAIRS 0.8 if ships are damaged below this ratio, they are put for repairs
SHIP_STR_RATIO_EXIT_REPAIRS 1.00 the ships will leave repairs if they are >= this ratio of total str
REPAIR_TASKFORCE_SIZE 4 repair taskforce sizes are limited to this many ships
PLAN_VALUE_BONUS_FOR_MOVING_UNITS 0.35 AI plans gets a bonus when units are not moving and ready to fight
AGGRESSIVENESS_BONUS_FOR_FRONTS_THAT_ARE_ON_HIGH_AGGRESSIVENESS -0.4 AI gets a bonus to aggresiveness if it is already executing an aggressive plan (lower is more aggressive)
AGGRESSIVENESS_CHECK_BASE 1.5 front comparison where ai will consider aggressive stance, unless it is already then the number above is used
AGGRESSIVENESS_CHECK_EASY_TARGET -0.3 if target nation is flagged as easy target we also adjust down the front comparison needed
AGGRESSIVENESS_CHECK_CAREFUL 0.6 at what front strength balance do we go careful
AGGRESSIVENESS_CHECK_PARTLY_FORTIFIED 2.0 if front strength balance is at or above this value versus a party fortified enemy, we do a balanced attack
AGGRESSIVENESS_CHECK_PARTLY_FORTIFIED_WEAK_POINTS 0.75 if front strength balance is at or above this value versus a party fortified enemy, we rush attack weak points; below this value, we are careful
AGGRESSIVENESS_CHECK_FULLY_FORTIFIED 10 if front strength balance is at or above this value versus a fully fortified enemy with no weak points, we do a balanced attack instead being careful
AGGRESSIVENESS_CHECK_FULLY_FORTIFIED_POCKET 6 if front strength balance is at or above this value versus a fully fortified enemy in a pocket, we do a balanced attack instead being careful
FRONT_EVAL_UNIT_ACCURACY 1.0 scale how stupid ai will act on fronts. 0 is potato
FRONT_EVAL_UNIT_AIR_SUP_IMPACT 1.0 scale how good the AI thinks air superiority is for units
FRONT_EVAL_UNIT_SUPPLY_AND_ORG_LACK_IMPACT 1.0 scale how painful the AI thinks a combined lack of supply and organization is for units
FRONT_EVAL_PERCENT_TO_ASSIST_ALLY_FRONT 0.5 percentage of how many units the AI thinks it should have compared to an ally before considering sending units
PRODUCTION_CARRIER_PLANE_BUFFER_RATIO 1.5 in addition to total deck size of carriers, we want at least this ratio to buffer it
PRODUCTION_CARRIER_PLANE_PRODUCTION_BOOST_TO_BUFFER 4.0 production of carrier planes will go up by this ratio if we lack buffers
EXTRA_NAVY_INTEL_FOR_CONVOY_RAIDING 0.0 this amount of intel is added to navy intel while ai is assigning convoy raiding mission
INTEL_NEEDED_TO_NEGATVE_CONVOY_COUNT_REDUCTION 80.0 navy intel is divided by this ratio to negate NAVAL_CONVOY_COUNT_INTEL_DROPOFF_DUE_TO_LOW_DECYPTION
CONVOY_RAID_SCORE_FROM_CONVOY_INTELLIGENCE 2.5 each convoy intelligenge will incease raid score by this
AIR_AI_ENEMY_PROV_RATIO_FOR_COMBAT_REGION 0.15 if a region has more than this ratio of provinces controlled by enemy, AI will consider it as a combat zone while assigning planes
RESEARCH_MULTI_DOCTRINE_SCORE 0.3 score penalty to researchign multiple doctrines at once for AI
CONVOY_ESCORT_SCORE_FROM_CONVOYS 15 score for each convoy you have in area
CONVOY_ESCORT_MUL_FROM_NO_CONVOYS 0.02 score multiplier when no convoys are around
CONVOY_RAID_MIN_ENEMY_THREAT 0.05
RAILWAY_GUN_PRODUCTION_BASE_DIVISIONS_RATIO_PERCENT 0 Base ratio of desired railway guns to divisions for AI (5 means 5%). Can be modified by railway_guns_divisions_ratio AI strategy value
RAILWAY_GUN_PRODUCTION_MIN_DIVISONS 20 Minimum required number of divisions for the AI to consider producing railway guns
RAILWAY_GUN_PRODUCTION_MIN_FACTORIES 10 Minimum required number of military factories for the AI to consider producing railway guns
RAILWAY_GUN_PER_ARMY_CAP 5 Maximum railway guns assigned to one army for the AI
RAILWAY_GUN_ASSIGNMENT_SCORE_UNITCOUNT_MULTIPLIER 10.0 Score multiplier for favoring orders groups with more units when assigning railway guns
RAILWAY_GUN_ASSIGNMENT_SCORE_HOLD 20 Score for keeping current assignment when assigning railway guns
MAX_UNIT_RATIO_FOR_INVASIONS 0.4 countries won't use armies more than this ratio of total units for invasions
MIN_UNIT_RATIO_FOR_INVASIONS 0.1 don't allocate more divisions than this for naval invasions
MAX_INVASION_FRONT_SCORE 1000 max score for naval invasion front scores
MIN_FRONT_SCORE_FOR_AFTER_INVASION_AREAS 1500 min score for army fronts that are created on recently invaded regions
MIN_CONVOY_EFFICIENCY_TO_CANCEL_TRADES 0.4 min efficiency (due to convoy raid) to cancel trades
MIN_CONVOY_EFFICIENCY_TO_START_TRADES 0.6 min efficiency (due to convoy raid) to start be able to trades
MIN_CONVOY_EFFICIENCY_PER_WAR_SUPPORT_HIT 0.6 percentage of warsupport hit you get is multiplied by this value and added to min convoy efficiencies
MIN_NUM_CONQUERED_PROVINCES_TO_DEPRIO_NAVAL_INVADED_FRONTS 20 if you conquer this amount of provinces after a naval invasion, it will lose its prio status and will act as a regular front
FAILED_INVASION_AVOID_DURATION 60 after a failed invasion, AI will down-prioritize invading the same area again for this number of days
FAILED_INVASION_AREA_PRIO_FACTOR 0.5 for every failed invasion on an area, factor that area's invasion prio with this value
FAILED_INVASION_PORT_PRIO_FACTOR 0.66 for every failed invasion on a target port (province), factor the chance that we try to invade that same port again (relative to other ports)
BUILDING_TARGETS_BUILDING_PRIORITIES { "industrial_complex" } buildings in order of pirority when considering building targets strategies. First has the greatest priority, omitted has the lowest. NOTE: not all buildings are supported by building targets strategies.
MIN_INVASION_PLAN_VALUE_TO_EXECUTE 0.2 ai will only activate invasions if plan value is above this
MIN_INVASION_ORG_FACTOR_TO_EXECUTE 0.75 ai will only activate invasions if average org factor is above this
MAX_INVASION_SIZE 24 max invasion group size
MAX_PORT_STRIKE_HISTORY_TO_REMEMBER 5000 maximum port strike history to keep track (will be used to disable ports
PORT_STRIKE_HISTORY_DECAY_MIN 10 minimum decay for port strike history (<7 days since last port strike)
PORT_STRIKE_HISTORY_DECAY_MAX 400 maximum decay for port strike history (>=37 days since last port strike)
MAX_PORT_RATIO_TO_DISABLE 0.8 max ratio of ports to disable due to port strikes
PORT_STRIKE_HISTORY_VALUE_TO_DISABLE_REPAIRS 200 cut off for disabling ports above this threshold
PORT_STRIKE_HISTORY_VALUE_TO_REENABLE_REPAIRS 10 cut off for reenabling ports bloew this threshold
CURRENT_LAW_SCORE_BONUS 50.0 current score will get an additional bonus to its ai weight
OIL_WANT_PER_POTENTIAL_LAND_CONSUMPTION_K 0.05 these values are used for ai_desire_ variables that are used occupation law selection
how much extra oil requested on top of balance for country's potential oil consumptions
OIL_WANT_PER_POTENTIAL_NAVY_CONSUMPTION_K 0.03
OIL_WANT_PER_POTENTIAL_AIR_CONSUMPTION_K 0.03
OIL_WANT_PER_POTENTIAL_MISC_CONSUMPTION_K 0.1
OIL_WANT_AT_PEACE_PER_POTENTIAL_LAND_CONSUMPTION_K 0.02
OIL_WANT_AT_PEACE_PER_POTENTIAL_NAVY_CONSUMPTION_K 0.0
OIL_WANT_AT_PEACE_PER_POTENTIAL_AIR_CONSUMPTION_K 0.0
OIL_WANT_AT_PEACE_PER_POTENTIAL_MISC_CONSUMPTION_K 0.1
RESOURCE_WANT_PER_MISSING_BALANCE 0.2 negative balance increases the desire on a resource
RESOURCE_WANT_PER_CONSUMED 0.05 if resource is being used in production, increase the desire
CRYPTO_ACTIVATION_THRESHOLD 1.25 ~end
crypto ai calculates a score & a threshold for each cracked crypto
if score > crypto, it activates the crypto
will multiply crypto activation threshold. larger
CRYPTO_ACTIVATE_NUM_DAYS_DROP_OFF 0.4 longer decrypted crypto waits, lower threshold it will have. threshold will be multiplied by this value at most
CRYPTO_ACTIVATE_NUM_DAYS_DECAY 60 at this number of days, it will decay by %50 of prev define
CRYPTO_ACTIVATE_NUM_ACTIVATED_DROP_OFF 0.6 having an already activated cryptos will further multiply threshold, down to this value
CRYPTO_ACTIVATION_SCORE_ARMIES_IN_COMBAT_BONUS 0.2 having units in combat will increase the score by this ratio
CRYPTO_ACTIVATION_SCORE_OUR_CAPITAL_BONUS 0.2 fronts of our capital get a bonus by this ratio
CRYPTO_ACTIVATION_SCORE_ENEMY_CAPITAL_BONUS 0.2 fronts of enemy capital get a bonus by this ratio
CRYPTO_AFTER_SCORE_INVASION_FRONT_BONUS 1.0 a front that is naval invading will increase the score by this ratio
MAX_MODULAR_EQUIPMENT_EQUIPMENT_UPGRADE_COUNT_PER_PASS 4 ~crypto ai
the maximum number of level AI will try to add to an equipment upgrade of an equipment defined in common/ai_equipment in one pass
EQUIPMENT_UPGRADE_VARIANT_MATCH_SCORE_FACTOR 0.2 the weight of equipment upgrade level when computing the match score of a variant to an ai equipment design.
AI_UPDATE_ROLES_FREQUENCY_HOURS 48 Update the roles for a country AI this often (affects performance)
UPDATE_SUPPLY_BOTTLENECKS_FREQUENCY_HOURS 168 Check for and try to fix supply bottlenecks this often. (168 hours = 1 week)
FIX_SUPPLY_BOTTLENECK_SATURATION_THRESHOLD 0.85 Try to fix supply bottlenecks if supply node saturation exceeds this value.
UPDATE_SUPPLY_MOTORIZATION_FREQUENCY_HOURS 52 Check if activating motorization would improve supply situation this often.
AI_PREFERRED_TACTIC_WEEKLY_CHANGE_CHANCE 0.05 Chance for AI to select a new preferred tactic if they don't have one selected
ARMY_LEADER_ASSIGN_FIELD_MARSHAL_TO_ARMY -500 <start> assigning leaders to armies
Score for assigning a field marshal to a normal army (want to use them for army groups)
ARMY_LEADER_ASSIGN_KEEP_LEADER 500 Score for keeping the leader if already assigned
ARMY_LEADER_ASSIGN_EMPTYNESS_MALUS 0.2 Factor for avoiding assigning leaders that can lead large armies to small armies (a value of 0.2 reduces the score by max 20 %)
ARMY_LEADER_ASSIGN_OVERCAPACITY -200 Score for assigning leader to a too large army
ARMY_LEADER_ASSIGN_OVERALL_SKILL_FACTOR 50 This times general's overall skill is added to score
ARMY_LEADER_ASSIGN_DEFENSE_OVERALL_SKILL_FACTOR 10 If defensive army, this times general's overall skill is added to score
ARMY_LEADER_ASSIGN_DEFENSE_ATTACK_SKILL_FACTOR 3 If defensive army, this times general's attack skill is added to score
ARMY_LEADER_ASSIGN_DEFENSE_DEFENSE_SKILL_FACTOR 20 If defensive army, this times general's defense skill is added to score
ARMY_LEADER_ASSIGN_DEFENSE_LOGISTICS_SKILL_FACTOR 3 If defensive army, this times general's logistics skill is added to score
ARMY_LEADER_ASSIGN_DEFENSE_PLANNING_SKILL_FACTOR 3 If defensive army, this times general's planning skill is added to score
ARMY_LEADER_ASSIGN_INVASION_ATTACK_SKILL_FACTOR 10 If invasion army, this times general's attack skill is added to score
ARMY_LEADER_ASSIGN_INVASION_DEFENSE_SKILL_FACTOR 10 If invasion army, this times general's defense skill is added to score
ARMY_LEADER_ASSIGN_INVASION_LOGISTICS_SKILL_FACTOR 20 If invasion army, this times general's logistics skill is added to score
ARMY_LEADER_ASSIGN_INVASION_PLANNING_SKILL_FACTOR 20 If invasion army, this times general's planning skill is added to score
ARMY_LEADER_ASSIGN_ATTACK_SKILL_FACTOR 20 This times general's attack skill is added to score
ARMY_LEADER_ASSIGN_DEFENSE_SKILL_FACTOR 10 This times general's defense skill is added to score
ARMY_LEADER_ASSIGN_LOGISTICS_SKILL_FACTOR 7 This times general's logistics skill is added to score
ARMY_LEADER_ASSIGN_PLANNING_SKILL_FACTOR 7 This times general's planning skill is added to score
ARMY_LEADER_ASSIGN_NR_TRAITS 5 This times general's nr of active traits is added to score
ARMY_LEADER_ASSIGN_EXILED_LEADS_EXILED_TROOPS 10 If exiled leader, increase chance of leading army with exiled troops
ARMY_LEADER_ASSIGN_EXILED_LEADS_OWN_EXILED_TROOPS 100 If exiled leader, increase chance of leading army with exiled troops from same country as the leader
ARMY_LEADER_ASSIGN_DEFENSE_MAX_DIG_IN_FACTOR 1.0 the following defines concern the general's modifiers
If defensive army, importance of general's MAX_DIG_IN_FACTOR modifier
ARMY_LEADER_ASSIGN_DEFENSE_ARMY_ARMOR_DEFENCE_FACTOR 1.0 If defensive army, importance of general's ARMY_ARMOR_DEFENCE_FACTOR modifier (proportional to armor ratio in the army)
ARMY_LEADER_ASSIGN_PLANNING_SPEED 0.1 Importance of general's PLANNING_SPEED modifier
ARMY_LEADER_ASSIGN_MAX_PLANNING 0.1 Importance of general's MAX_PLANNING modifier
ARMY_LEADER_ASSIGN_RECON_FACTOR 2.0 Importance of general's RECON_FACTOR modifier
ARMY_LEADER_ASSIGN_OUT_OF_SUPPLY_FACTOR 1.0 Importance of general's OUT_OF_SUPPLY_FACTOR modifier
ARMY_LEADER_ASSIGN_WINTER_ATTRITION_FACTOR 1.0 Importance of general's WINTER_ATTRITION_FACTOR modifier
ARMY_LEADER_ASSIGN_ARMY_ARMOR_SPEED_FACTOR 20.0 Importance of general's ARMY_ARMOR_SPEED_FACTOR modifier (proportional to armor ratio in the army)
ARMY_LEADER_ASSIGN_ARMY_ARMOR_ATTACK_FACTOR 20.0 Importance of general's ARMY_ARMOR_ATTACK_FACTOR modifier (proportional to armor ratio in the army)
ARMY_LEADER_ASSIGN_BOOST_ARMOR_SKILL 20.0 Importance of general's trait where armor skill is boosted, e.g. armor_officer which boosts panzer_leader (proportional to armor ratio in the army)
ARMY_LEADER_ASSIGN_ARMOR_LEADER_IF_NO_ARMOR -0.5 Avoid assigning a general with armor skills to an army with no armor (can be negative)
ARMY_LEADER_ASSIGN_AMPHIBIOUS_INVASION 1.0 If involved in invasion, importance of general's AMPHIBIOUS_INVASION modifier
ARMY_LEADER_ASSIGN_NAVAL_INVASION_PREPARATION 1.0 If involved in invasion, importance of general's NAVAL_INVASION_PREPARATION modifier
ARMY_LEADER_ASSIGN_XP_GAIN_FACTOR 2.0 Importance of general's XP_GAIN_FACTOR modifier
ARMY_LEADER_ASSIGN_SUPPLY_CONSUMPTION_FACTOR 1.0 Importance of general's SUPPLY_CONSUMPTION_FACTOR modifier
ARMY_LEADER_ASSIGN_LAND_REINFORCE_RATE 1.0 Importance of general's LAND_REINFORCE_RATE modifier
ARMY_LEADER_ASSIGN_ARMY_MORALE_FACTOR 1.0 Importance of general's ARMY_MORALE_FACTOR modifier
ARMY_LEADER_ASSIGN_TERRAIN_FACTOR 0.2 Importance of general's terrain skills
AREA_DEFENSE_SETTING_VP false <end> assigning leaders to armies
Which settings will AI use for area defense by default
AREA_DEFENSE_SETTING_PORTS true
AREA_DEFENSE_SETTING_AIRBASES false
AREA_DEFENSE_SETTING_FORTS false
AREA_DEFENSE_SETTING_COASTLINES true
AREA_DEFENSE_SETTING_RAILWAYS false
AREA_DEFENSE_MINCAP_MAX_CAPITAL_DEFENSE 100 MaxUnits for capital defense is at least this. (basically use capital defense as a buffer if we have "too many units")
AREA_DEFENSE_MINCAP_DESIRED_CAPITAL_DEFENSE 5 DesiredUnits for capital defense is at least this.
AREA_DEFENSE_MINCAP_MAX_HOME_AREA 10 MaxUnits for home area is at least this.
AREA_DEFENSE_MINCAP_DESIRED_HOME_AREA 3 DesiredUnits for home area is at least this.
COMMAND_POWER_BEFORE_SPEND_ON_TRAITS 30.0
PEACE_BID_FOLD_TURNS_AGAINST_OTHER_AI 2 Resolve contests against other AIs after this many turns. Don't always contest forever, it yields the same results.
PEACE_BID_FOLD_AGAINST_PLAYER_CHANCE 0.5 Likelihood that AI will fold in a bidding contest against human player.
PEACE_BID_FOLD_AGAINST_LIBERATE_CONTEST 1.0 Likelihood that the AI will back down against a same-ideology country performing a contesting liberate bid ##Bordergore prevention therapy
PEACE_AI_GROUP_PEACE_ACTIONS true Whether AI should group peace actions or greedily just select the most-desired peace actions
PEACE_AI_EVALUATE_FOR_SUBJECTS true Whether AI should include subjects when evaluating giving states to other winners (may affect performance on new conference turn)
PEACE_AI_EVALUATE_FOR_ALLIES true Whether AI should include allies when evaluating giving states to other winners (may affect performance on new conference turn)
PEACE_AI_EVALUATE_FOR_NON_ALLIES false Whether AI should include non-allies (not in same faction) when evaluating giving states to other winners (may affect performance on new conference turn)
PEACE_AI_EVALUATE_OTHER_IF_CORE true Whether AI should evaluate giving states to other winners if state is their core (may affect performance on new conference turn)
PEACE_AI_EVALUATE_OTHER_IF_CLAIM true Whether AI should evaluate giving states to other winners if they have a claim on the state (may affect performance on new conference turn)
PEACE_AI_EVALUATE_OTHER_ALWAYS false Whether AI should always evaluate giving states to other winners (!!! may heavily affect performance on new conference turn for large peace conferences !!!)
DIVISION_SUPPLY_RATIO_TO_MOTORIZE 0.80 If supply ratio is less than this, consider motorizing any applicable nearby supply hub
INDUSTRIAL_ORG_TRAIT_UNLOCK_RANDOMNESS 3 AI will pick a random from N top traits when choosing a trait to unlock
INDUSTRIAL_ORG_POLICY_CHANGE_RANDOMNESS 3 AI will pick a random from N top policies when choosing a policy to attach to an MIO
INDUSTRIAL_ORG_RESEARCH_ASSIGN_RANDOMNESS 3 AI will pick a random from N top MIOs when choosing an MIO to assign to a research
INDUSTRIAL_ORG_PRODUCTION_ASSIGN_RANDOMNESS 3 AI will pick a random from N top MIOs when choosing an MIO to assign to a production line
INDUSTRIAL_ORG_POLICY_CHANGE_SCALE 1.0 Policy change weight will be scaled by this value
INDUSTRIAL_ORG_TRAIT_RANK_FACTOR 0.80 When precomputing weights, traits will affect the final score less the further down the tree they are, by this factor
INDUSTRIAL_ORG_RESEARCH_BONUS_FACTOR 1.0 Research bonus will be multiplied by this factor when evaluating design teams
AI_WANTED_LAND_BASED_PLANES_FACTOR 0.50 Factor applied to desire for land based planes (total airbase space * define)
AI_WANTED_CARRIER_BASED_PLANES_FACTOR 1.0 Factor applied to desire for carrier based planes (total carrier space * define)

NFocus

Name Default Developer comment Usage
FOCUS_POINT_DAYS 7 Each point takes a week
FOCUS_PROGRESS_PEACE 1 Progress during peace
FOCUS_PROGRESS_WAR 1 Progress during war
MAX_SAVED_FOCUS_PROGRESS 10 This much progress can be saved while not having a focus selected

NOperatives

Name Default Developer comment Usage
AGENCY_CREATION_DAYS 30 Number of days needed to create an intelligence agency
AGENCY_UPGRADE_DAYS 30 Number of days needed to upgrade an intelligence agency
AGENCY_CREATION_FACTORIES 5 Number of factories used to create an intelligence agency
AGENCY_AI_BASE_NUM_FACTORIES 25.0 Used by AI to pace the upgrades. Formula : if( AGENCY_AI_BASE_NUM_FACTORIES <= num_civ_factories - num_upgrades * AGENCY_AI_PER_UPGRADE_FACTORIES )
AGENCY_AI_PER_UPGRADE_FACTORIES 6.0 Used by AI to pace the upgrades. Formula : if( AGENCY_AI_BASE_NUM_FACTORIES <= num_civ_factories - num_upgrades * AGENCY_AI_PER_UPGRADE_FACTORIES )
AGENCY_UPGRADE_PER_OPERATIVE_SLOT 5 Number of upgrade needed to unlock an additional operative slot
MAX_OPERATIVE_SLOT_FROM_AGENCY_UPGRADES 1 max operative slots gained from upgrades
AGENCY_OPERATIVE_RECRUITMENT_TIME 30 Number of days to wait to have operative to recruit when an operative slot first becomes available
BECOME_SPYMASTER_PP_COST 50 Number of political power used to become Spy Master
BECOME_SPYMASTER_MIN_UPGRADES 3 Number of agency upgrades you need before becoming Spy Master
BASE_COUNTER_INTELLIGENCE_RATING 0.0 Base national counter intelligence rating for all countries
AGENCY_DEFENSE_EFFECT_ON_HOSTILE_ACTION_COST 0.2 Defense factor that is responsible for multiplying the cost hostile actions against our country by its level and this value
INTEL_NETWORK_GAIN_RATE_ON_WRONG_CONTROLLER -10.0 Amount of network strength lost in a state when it does not have the right controller anymore
INTEL_NETWORK_GAIN_RATE_ON_OUT_OF_RANGE -1.75 Amount of network strength lost in a state that has the right controller but is out of range of any operative
INTEL_NETWORK_GAIN_FROM_ADJACENCY_FACTOR 0.5 Factor multiplied to the sum of the positive difference between a state's strength and its neighbors'. In other words, how strongly neighbors impact the strength gained in a state. Values greater or equal to 1 are discouraged.
INTEL_NETWORK_GAIN_DECAY_PER_STEP_FACTOR 0.5 Factor multiplied to the gain of the previous node in the netowrk initially contributed by the agent. In other words, before adjacency, the strength gain in a state would be GainFromOperative * ( INTEL_NETWORK_GAIN_DECAY_PER_STEP_FACTOR ^ NodeDepth ) where NodeDepth is the distance between the state and the operative's location.
INTEL_NETWORK_STRENGTH_TARGET_OFFSET_PER_OPERATIVE 15.0 The amount of strength each operative on build intel network mission in a sub network add to the base target network strength
INTEL_NETWORK_STRENGTH_DECAY_WHEN_ABOVE_TARGET -2.5 The amount of strength removed each tick from a state that has more strength than the target
INTEL_NETWORK_BASE_STRENGTH_TARGET_COUNTERINTELLIGENCE_FACTOR -10.0 BaseStrengthTarget = Factor * CounterIntelligenceRating + Offset
INTEL_NETWORK_BASE_STRENGTH_TARGET_COUNTERINTELLIGENCE_OFFSET 90 Offset mentioned above
INTEL_NETWORK_MIN_VP_TO_TARGET 15 The minimum value of the highest VP in a state to consider the state as a valid target to start building an intel network
INTEL_NETWORK_MIN_STRENGTH_TO_TARGET 101.0 The minimum value of the intel network in a state to consider it a valid target to deploy an operative in
INTEL_NETWORK_OPERATIVE_GAIN_STACKING_FACTOR 0.5 When multiple operative are present in the same location, this factor is applied for each operative with a lower gain than the max. So if operatives have the gain [ 3, 1, 2 ] in the same location, it is sorted to [ 1, 2, 3 ] then converted to [ 1*D^2, 2*D^1, 3 ], with D being this define, so if D=0.5 we have [ 0.25, 1, 3 ] and the final gain from operative at this location will be 4.25. Putting this define to 0 is equivalent to considering the maximum value only.
INTEL_NETWORK_MIN_STRENGTH_FOR_STATE_TO_COUNT_TOWARD_NATIONAL_COVERAGE 0.0 Amount of strength (0, 100) in a state required for it to count toward the national coverage
INTEL_NETWORK_NATIONAL_COVERAGE_CONTROLLED_STATES_WEIGHT 0.2 Weight (expected [0,1]) multiplied by the number of states covered by the network that are controlled by the target over the total number of states the target controls
INTEL_NETWORK_NATIONAL_COVERAGE_CORE_STATES_WEIGHT 0.6 Weight (expected [0,1]) multiplied by the number of states covered by the network that are core to the target over the total number of states the target has for core
INTEL_NETWORK_NATIONAL_COVERAGE_OWNED_WORTH_WEIGHT 0.2 Weight (expected [0,1]) multiplied by the value of victory points covered by the network over the total value of victory points controlled by the targets
INTEL_NETWORK_OCCUPIED_TAG_STATES_WEIGHT 0.5 Weight (expected [0,1]) multiplied to the fraction of number of state covered by the intel network divided by the number of states occupied by the target of the network, per occupied tag
INTEL_NETWORK_OCCUPIED_TAG_WORTH_WEIGHT 0.5 Weight (expected [0,1]) multiplied to the fraction of victory points worth of states covered by the intel network divided by the worth of states occupied by the target of the network, per occupied tag
INTEL_NETWORK_MIN_SUB_NETWORK_SIZE_FOR_DETECTION 0 minimum number of state of a sub-intel network before an operative on build intel network mission in this network can be detected
INTEL_NETWORK_MIN_NATIONAL_COVERAGE_FOR_DETECTION 0.02 [0, 1] minimum national coverage required for an operative on build intel network to have a chance to be discovered
INTEL_NETWORK_MIN_SUB_NETWORK_NATIONAL_COVERAGE_FOR_DETECTION 0.01 [0, 1] minimum national coverage of the network the operative on build intel network is in to have a chance to be discovered
INTEL_NETWORK_MIN_SUB_NETWORK_STRENGTH_FOR_DETECTION 10.0 [0, 100] minimum network strength of the network the operative on build intel network mission is in to have a chance to be discovered
INTEL_NETWORK_INTELLIGENCE_AGENCY_DEFENSE_TO_DETECTION_FACTOR 2.0 multiplied to the intelligence agency defense of the target of the intel network
INTEL_NETWORK_INTELLIGENCE_AGENCY_DEFENSE_DETECTION_SCALE_FACTOR 0.0 factor multiplied to the intelligence agency defense of the target of the intel network before being factored to the detection chance
INTEL_NETWORK_MAX_INTELLIGENCE_AGENCY_DEFENSE_DETECTION_SCALE_FACTOR 1.0 clamp the value from the multiplication of the above factor (expect a value greater or equal to 1)
INTEL_NETWORK_NATIONAL_COVERAGE_TO_DETECTION_CHANCE_FACTOR 1.0 multiplied to the national coverage (a value in range [0, 1]
INTEL_NETWORK_SUB_NETWORK_STRENGTH_TO_DETECTION_CHANCE_FACTOR 0.1 multiplied to the network strength (a value in range [0, 100]
INTEL_NETWORK_SUB_NETWORK_NATIONAL_COVERAGE_TO_DETECTION_CHANCE_FACTOR 3.0 multiplied to the contribution to the national coverage of the sub network (a value in range [0, 1])
INTEL_NETWORK_DETECTION_GLOBAL_FACTOR 0.01 global factor multiplied to the detection chance before it is multiplied a dice roll in the range [0,1000)
BUILD_INTEL_NETWORK_DAILY_XP_GAIN 1
QUIET_INTEL_NETWORK_DAILY_XP_GAIN 0
OPERATIVE_MISSION_DETECTION_CHANCE_FACTOR { 0.0, 1.0, 1.0, 1.0, 0.0, 3.0, 0.1, 0.1, 3.0 } Factor multiplied to the detection chance of an agent on mission before the offsets
NoMission
BuildIntelNetwork
QuietIntelNetwork
CounterIntelligence
RootOutResistance
BoostIdeology
ControlTrade
DiplomaticPressure
Propaganda
OPERATIVE_SLOTS_FROM_FACTION_MEMBERS_FOR_SPY_MASTER { 0.0, 0.0, 0.25, 10.0, 0.5, 50.0 } used for calculating how many operatives will a spy master gain from its faction members
first number in every now is number of operatives gained
second number is total factory needed (mil and civ) for giving previous ratio
0 operative for [0, 10)
0.25 operative for [10, 50)
0.5 operative for >= 50
INTEL_NETWORK_STATE_MODIFIER_STRENGTH_THRESHOLD 10 Minimum amount of strength required in a state for the intel network related modifiers to start being applied
INTEL_NETWORK_MIN_DEFAULT_FOR_SHOWING 25 default min level for networks used to filter operation requirements if not overriden
OPERATIVE_BASE_INTEL_NETWORK_GAIN 0.4 Base amount of network strength gain per day provided by an operative
OPERATIVE_MAX_INTEL_NETWORK_GAIN -1.0 Max amount of network strength gain per day provided by an operative after modifiers have been applied (negative value means no max)
COUNTER_INTELLIGENCE_FOREIGN_AGENT_FACTOR 0.0 Multiplier to the counter intelligence provided by foreign (ally) operatives
COUNTER_INTELLIGENCE_STACKING_FACTOR 0.5 Multiplier applied to each operative after the first one. So if we have the following counter intelligence rating values [ 0.1, 0.3, 0.2 ], the factor is applied twice for the lowest value and once for the 2nd lowest one as such : [ 0.3, 0.2 * D, 0.1 * D * D ] and then the result is summed up to give the final rating value
COUNTER_INTELLIGENCE_TO_DEFENSE_LOG_FACTOR 0.0 Defense = LogFactor * log( 1 + CounterIntelligence ) + CounterIntelligence / Divisor
COUNTER_INTELLIGENCE_TO_DEFENSE_DIVISOR 1.0 see above
COUNTER_INTELLIGENCE_DAILY_XP_GAIN 0.112
BOOST_IDEOLOGY_NATIONAL_COVERAGE_FACTOR 1.0 used to compute the drift factor as follow: BASE * SUB_NETWORK_NC * BOOST_IDEOLOGY_DEFENSE_FACTOR
BOOST_IDEOLOGY_MAX_DRIFT_BY_OPERATIVE 0.25 the maximum drift an operative can cause, a negative value means no maximum
BOOST_IDEOLOGY_DRIFT_STACKING_FACTOR 0.5 multiplied to the drift of an operative for each operative after the first one, with the greatest drift. So if we have the following drift values [ 0.1, 0.3, 0.2 ], the factor is applied twice for the lowest value and once for the 2nd lowest one as such : [ 0.3, 0.2 * D, 0.1 * D * D ] and then the result is summed up to give the final drift value.
BOOST_IDEOLOGY_DEFENSE_FACTOR 0.2 multiplied to the target's defense to get the amount of drift to remove from each operative's drift
BOOST_IDEOLOGY_DAILY_XP_GAIN 0.274
OPERATIVE_BASE_INTEL_AGENCY_DEFENSE 1.0 Base amount of intel agency defense contributed by an operative on counter_intelligence mission
OPERATIVE_BASE_BOOST_IDEOLOGY 0.1 Base amount of daily ideology drift provoked by an operative
OPERATIVE_BASE_PROPAGANDA_POWER 0.0005 Base amount of daily war support and stability change when an operative is assigned to propaganda
PROPAGANDA_SUB_NETWORK_STRENGTH_FACTOR 1.0 Multiplied to the network strength before being multiplied to the Stability/WarSupport drift caused by an operative
PROPAGANDA_DEFENSE_FACTOR 0.01 Multiplied to the target's defense before being subtracted from the Stability/WarSupport drift caused by an operative
PROPAGANDA_OPERATIVE_STACKING_FACTOR 0.5 Multiplied to the Stability/WarSupport drift values of each operative after the one with the greatest values. The process is done separatly for Stability and WarSupport
PROPAGANDA_COUNTRY_STACKING_FACTOR 0.5 Multiplied to the Stability/WarSupport drift values of each country after the one with the greatest values. The process is done separatly for Stability and WarSupport
PROPAGANDA_DAILY_XP_GAIN 0.350
OPERATIVE_BASE_ROOT_OUT_RESISTANCE_EFFICIENCY 1.0 The base efficiency of an operative at the RootOutResistance mission (this is a percentage, 1.0 == 100%)
ROOT_OUT_RESISTANCE_STACKING_FACTOR 0.5 Multiplied to each operative efficiency after the first one
ROOT_OUT_RESISTANCE_RANGE_STEP_FACTOR 0.5 Multiplied to the summed up efficiency from all operative operating in a same state to determine the efficiency in neighboring states
ROOT_OUT_RESISTANCE_DAILY_XP_GAIN 0.068
OPERATIVE_BASE_CONTROL_TRADE_DRIFT 0.5 The base daily drift in trade influence caused by an operative
CONTROL_TRADE_STACKING_FACTOR 0.5 Multiplied to the drift of each operative after the first one
CONTROL_TRADE_MAX_INFLUENCE 50.0 The maximum amount of trade influence that can be gained through the control trade mission
CONTROL_TRADE_INFLUENCE_DAILY_DECAY 0.1 The amount of trade influence lost when no operative are assigned to the mission
CONTROL_TRADE_DAILY_XP_GAIN 0.137
OPERATIVE_BASE_DIPLOMATIC_PRESSURE_AI_ACCEPTANCE_SCORE_DRIFT 0.4 The daily change in the amount of opinion requiered to join a faction
OPERATIVE_BASE_DIPLOMATIC_PRESSURE_TENSION_REQUIREMENTS_DRIFT 0.001 The daily change in world tension requiered to join a faction
DIPLOMATIC_PRESSURE_MAX_AI_ACCEPTANCE_SCORE_INCREASE 20.0 the maximum amount of ai acceptance score from diplomatic pressure
DIPLOMATIC_PRESSURE_MAX_TENSION_REQUIREMENTS_DECREASE 0.20 amount of tension (tensions is in range [0,1]) that can be removed from the requirements imposed by the modifier join_faction_tension_limit
DIPLOMATIC_PRESSURE_OPERATIVE_STACKING_FACTOR 0.5 The diminishing return factor to apply to operative working for the same faction after the first one. Operatives operating for a same faction are ranked by their efficiency and their opinion and tension drift are individually applyied a stacking factor like so: DRIFT * STACKING_FACTOR^RANK where RANK is a value from 0 to the number of operative -1 where the opperative with the highest drift value has rank 0
DIPLOMATIC_PRESSURE_AI_ACCEPTANCE_SCORE_DECAY 0.4 daily decay when the mission is not active
DIPLOMATIC_PRESSURE_TENSION_REQUIREMENTS_DECAY 0.001
DIPLOMATIC_PRESSURE_DAILY_XP_GAIN 0.137
MIN_NATIONAL_COVERAGE_FOR_BOOST_IDEOLOGY 0.01 Minimum network coverage required to start the mission (the code ensures that a network exists at all)
MIN_NATIONAL_COVERAGE_FOR_PROPAGANDA 0.01 Minimum network coverage required to start the mission (the code ensures that a network exists at all)
OPERATIVE_MIN_DAYS_HARMED 30 Minimum number of days an operative can be harmed. Applied after modifiers. Can be zero.
OPERATIVE_MAX_DAYS_HARMED 120 Maximum number of days an operative can be harmed. Applied after modifiers. Is ignored if negative
OPERATIVE_MIN_DAYS_FORCED_INTO_HIDING 7 Minimum number of days an operative can be forced into hiding. Applied after modifiers. Can be zero.
OPERATIVE_MAX_DAYS_FORCED_INTO_HIDING 120 Maximum number of days an operative can be forced into hiding. Applied after modifiers. Is ignored if negative
OPERATIVE_MAX_DAYS_TO_AUTO_RESUME_MISSION 30 Maximum number of days an operative has to be disabled before its mission is not automatically resumed once he is available again
MAX_RECRUITED_OPERATIVES 10
CRYPTO_BASE_CRYPTO_LEVEL 12000 base crypto strength for a country
CRYPTO_CRYPTO_LEVEL_PER_CRYPTO_UPGRADE 4250 crypto strength per crypto upgrade
CRYPTO_CRYPTO_ACTIVE_BONUS_DURATION 30 number of days the active decryption bonuses will be applied before enemy resets their intelligence
CYRPTO_ACTIVE_BONUS_ACTIVATION_PROGRESS_RATIO 0.5 once bonus is activated, decryption progress will be reduced to this ratio
OPERATION_AI_MINIMUM_SCORE 10.0 Once an operation's AI weight falls below the minimum score it will be scrapped if it is being prepared
OPERATION_COMPLETION_XP 18
OPERATIVE_CAPTURE_DURATION_IN_DAYS 9*30
DEFAULT_OPERATION_COST_MULTIPLIER 0.15 operation cost & time are increased by default this ratios for each
instance of operation that were already executed against same target.
can be overridden using time_multiplier & cost_multiplier in operation.
DEFAULT_OPERATION_TIME_MULTIPLIER 0.0
BUILD_INTEL_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 10 The following defines are multiplied to the number of operatives operating in the target country the activity level is computed for
BOOST_IDEOLOGY_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 10
PROPAGANDA_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 10
CONTROL_TRADE_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 1
DIPLOMATIC_PRESSURE_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 1
INTEL_NETWORK_COVERAGE_ACTIVITY_FACTOR 100 multiplied to the sum of the network coverage [0,1] all countries have over the target
INTEL_NETWORK_STRENGTH_DANGER_FACTOR 1 multiplied to the strength [0,100] of the strongest network over that country
ACTIVITY_LEVEL_PROPORTIONAL_FACTOR 0.01 Activity level PID values
ACTIVITY_LEVEL_INTEGRAL_FACTOR 0.001
ACTIVITY_LEVEL_DERIVATIVE_FACTOR 0
DANGER_LEVEL_PROPORTIONAL_FACTOR 0.01 Danger level PID values
DANGER_LEVEL_INTEGRAL_FACTOR 0.001
DANGER_LEVEL_DERIVATIVE_FACTOR 0
NUM_DAYS_BEFORE_REMOVING_PREPARED_OPERATIONS 60 num days before removing prepared operations
ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_XP_GAIN 100 Xp gain when an enemy operative is captured in the country the operative is assigned to counter intelligence to. Apply to a single randomly selected operative
ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_WEIGHT_OWN_COUNTRY_FOR_XP 2 An integer on how likely an operative operating in his own country is to get selected for the xp reward on enemy operative capture
ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_WEIGHT_DIFFERENT_COUNTRY_FOR_XP 1 same for an operative assigned to counter intelligence in a different country than his own
RISK_LEVELS { 0.1, 0.2, 0.3 } risk and outcome texts. each number array should match its labels in size, but its ok to have different amount of risk levels than outcomes
each risk level comes with a label to display for operations if it goes abve that number. If below the first it will isntead show the good outcomes
RISK_LEVELS_LABELS { "RISK_LOW", "RISK_MID", "RISK_HIGH" }
OUTCOME_LEVELS { 0.0, 0.2, 0.3 } outcome levels are shown if risk is below its first entry instead
OUTCOME_LEVELS_LABELS { "OUTCOME_BASE", "OUTCOME_GOOD", "OUTCOME_VGOOD" }
TECH_STEAL_EQUIPMENT_FACTOR 4
TECH_STEAL_YEAR_FACTOR 4

NIntel

Name Default Developer comment Usage
COUNTRY_LEVEL_INTEL_MAXIMUMS { 100.0, 100.0, 100.0, 100.0 } The maximum intel a country can have over another
Civilian
Army
Navy
Airforce
STATIC_INTEL_SOURCE_OPERATION_TOKENS_MAXIMUMS { } Static sources:
A static source is a source that will fully decay once its origin disappear.
(e.g. radar destroyed)
MAXIMUMS:
if set to an non-empty arrays, overrides COUNTRY_LEVEL_INTEL_MAXIMUMS
for this specific source (note that COUNTRY_LEVEL_INTEL_MAXIMUMS is
applied after INTEL_SOURCE_XXX_MAXIMUMS)
STATIC_INTEL_SOURCE_BROKEN_CYPHER_MAXIMUMS { 60.0, 60.0, 60.0, 60.0 }
STATIC_INTEL_SOURCE_RADAR_MAXIMUMS { 10.0, 10.0, 20.0, 20.0 }
STATIC_INTEL_SOURCE_INTEL_NETWORK_MAXIMUMS { 30.0, 30.0, 40.0, 30.0 }
DYNAMIC_INTEL_SOURCE_EVENT_FLAT_DECAY 0.0 Dynamic intel pool can be manipulated through the following defines:
FLAT_DECAY and MULT_DECAY control the rate at which the intel decays
The formula is applied as follow (runs daily):
NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY
AGGREGAT_LOG_FACTOR and AGGREGAT_DIVISOR control the rate at which
intel accumulates. It is applied to the sum of the intel generated
throughout the day as follow:
Aggregat = LOG_FACTOR * log( 1 + IntelOfTheDay ) + IntelOfTheDay / DIVISOR
The Aggregat is then added to the pool of intel.
If DIVISOR is zero then the division is evaluated to zero.
MAXIMUMS controls the maximum value that the pool can contribute to
the final intel values.
ABSOLUTE_MAXIMUMS defines a ceiling for the intel in the pool that
will never be exceeded. They are meant to be greater or equal to
MAXIMUMS. If the array is empty, no absolute maximum is defined.
Dynamic pool EVENT
DYNAMIC_INTEL_SOURCE_EVENT_MULT_DECAY 0.985
DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_LOG_FACTOR 0
DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_DIVISOR 1
DYNAMIC_INTEL_SOURCE_EVENT_MAXIMUMS { 40, 40, 40, 40 }
DYNAMIC_INTEL_SOURCE_EVENT_ABSOLUTE_MAXIMUMS { 50, 50, 50, 50 }
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_FLAT_DECAY 0.0 Dynamic pool LAND_COMBAT
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MULT_DECAY 0.985
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_LOG_FACTOR 0.25
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_DIVISOR 10
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MAXIMUMS { 0, 30, 5, 10 }
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_ABSOLUTE_MAXIMUMS { 0, 40, 10, 15 }
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_FLAT_DECAY 0.0 Dynamic pool NAVAL_COMBAT
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MULT_DECAY 0.985
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_LOG_FACTOR 0.02
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_DIVISOR 200
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MAXIMUMS { 10, 0, 40, 20 }
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_ABSOLUTE_MAXIMUMS { 15, 0, 45, 25 }
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_FLAT_DECAY 0.0 Dynamic pool AIR_COMBAT
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_MULT_DECAY 0.985
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_LOG_FACTOR 1
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_DIVISOR 2
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_MAXIMUMS { 0, 0, 0, 25 }
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_ABSOLUTE_MAXIMUMS { 0, 0, 0, 30 }
DYNAMIC_INTEL_SOURCE_AIR_RECON_FLAT_DECAY 0.0 Dynamic pool AIR_RECON
DYNAMIC_INTEL_SOURCE_AIR_RECON_MULT_DECAY 0.995
DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_LOG_FACTOR 0.05
DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_DIVISOR 200
DYNAMIC_INTEL_SOURCE_AIR_RECON_MAXIMUMS { 25, 20, 30, 20 }
DYNAMIC_INTEL_SOURCE_AIR_RECON_ABSOLUTE_MAXIMUMS { 30, 25, 35, 25 }
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_FLAT_DECAY 0.0 Dynamic pool CAPTURED_OPERATIVE
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MULT_DECAY 0.95
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_LOG_FACTOR 1
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_DIVISOR 2
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MAXIMUMS { 50, 40, 40, 30 }
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_ABSOLUTE_MAXIMUMS { 50, 40, 40, 30 }
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_INSTANCE 1.0 if the opponent has any division present, flat intel value generated py a participant against an opponent
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_COMITTED_DIVISIONS 0.5 multiplied to the number of comitted divisions of the opponent
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_RESERVE_DIVISIONS 0.1 same for divisions in reserve
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_RETREATING_DIVISIONS 0.2 same for retreating divisions
LAND_COMBAT_ARMY_INTEL_FACTOR 0.01 factor applied once all values have been added together
LAND_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_INSTANCE 1.0 if the opponent has any plane active in the, flat intel value generated by a participant against that opponent
LAND_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_PLANE 0.1 multiplied to the number of plane that opponent has in the combat
LAND_COMBAT_AIR_INTEL_FACTOR 0.01 factor applied once all values have been added together
RECON_INTEL_BONUS 0.075 each recon gives this bonus to overall gathered land intel in combat
AIR_COMBAT_AIR_INTEL_PER_INSTANCE 1.0
AIR_COMBAT_AIR_INTEL_PER_OPPONENT_PLANE 0.0
AIR_COMBAT_AIR_INTEL_FACTOR 0.2
INTEL_NETWORK_NATIONAL_COVERAGE_FACTOR 2.0 multiplied to the national coverage to deduce the fraction of the maximum value listed below that will be added to the intel against the network's target
INTEL_NETWORK_NATIONAL_COVERAGE_NAVAL_BASE_FACTOR 15.0 factor used instead of above in case you dont cover naval bases etc
INTEL_NETWORK_MAX_CIVILIAN_INTEL 20.0 the maximum intel values that an intel network will provide against a target
INTEL_NETWORK_MAX_ARMY_INTEL 20.0
INTEL_NETWORK_MAX_NAVY_INTEL 25.0 only apply if the network encompass a naval base controlled by the network's target
INTEL_NETWORK_MAX_AIRFORCE_INTEL 15.0
RADAR_LEVEL_INTEL_FACTOR 1.25 Multiplied to the radar level to tell the fraction of intel per covered province we get. The radar level is computed as BuildingLevel / MaxBuildingLevel.
RADAR_INTEL_STACKING_FACTOR 0.5 Used when multiple radars cover the same province
RADAR_BASE_INTEL_VALUES_FOR_COUNTRY_COVERAGE_PERCENTAGE { 9.0, 9.0, 0.0, 18.0 } Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS
Multiplied by the total radar efficiency over the provinces of
a specific country divided by the number of provinces controlled
by that same country.
RADAR_BASE_INTEL_VALUES_FOR_COVERED_LAND_PROVINCES { 5.0, 5.0, 0.0, 12.0 } Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS
Multiplied by the total radar efficiency of the provinces of
a specific country divided by the individual radar's
percentage of covered provinces.
RADAR_BASE_INTEL_VALUES_FOR_COVERED_SEA_PROVINCES { 0.0, 0.0, 280.0, 0.0 } Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS
Multiplied by the total radar efficiency of the provinces
covered by the radar for each strategic region that has
convoy routes and multiplied by the fraction of convoy
that country has going through the region (excluding the
convoys of the radar's owner)
RADAR_NAVY_INTEL_FACTOR_PER_SHIP_TYPE { 5.0, 10.0, 20.0, 30.0 } Navy intel value factored to the fraction of the country's
ships in the sea zone covered by the radar, by ship type
Submarine
Screen ship
Capital ship
Carrier ship
CAPTURED_OPERATIVE_MAX_FACTOR 35.0 Define the maximum of the randomized factor, before the factor from operative is applied
CAPTURED_OPERATIVE_MIN_FACTOR 10.0 Define the minimum of the randomized factor, before the factor from operative is applied
CAPTURED_OPERATIVE_INTEL_YIELD { 0.3, 0.3, 0.3, 0.3 } Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS
Daily base intel yield from an operative, before the
factors defined above are applied
RECON_PLANE_INTEL_BASE 0.02 intel base amount for a strategic area per plane
RECON_PLANE_LAND_DISTRIBUTION { 10.0, 6.0, 0.0, 3.0 } controls for land and sea zones how much of each intel typee is given (civ, army, navy, air)
RECON_PLANE_SEA_DISTRIBUTION { 0.0, 0.0, 10.0, 0.0 }
LAND_SPOT_DECAY 0.05
ENCRYPTION_DECRYPTION_INTEL_FACTORS { 15.0, 15.0, 15.0, 15.0 } Factored to ( 1 + A.decryption ) / ( 1 + B.encryption ) to determine the intel
A has over B when legacy encryption and decryption modifier are used.
Note that if A.decryption is zero, the result is forced to zero
In the ame order as COUNTRY_LEVEL_INTEL_MAXIMUMS
CIVILIAN_PRODUCTION_RANGE_INTEL_MIN 0.1 intel ledger defines
minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_PRODUCTION_RANGE_INTEL_MAX 0.5 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_PRODUCTION_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_FUEL_RANGE_INTEL_MIN 0.3 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_FUEL_RANGE_INTEL_MAX 0.7 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_FUEL_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_MANPOWER_RANGE_INTEL_MIN 0.1 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_MANPOWER_RANGE_INTEL_MAX 0.7 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_MANPOWER_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_CONVOYS_RANGE_INTEL_MIN 0.1 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_CONVOYS_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_TRUCKS_RANGE_INTEL_MIN 0.1 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_TRUCKS_RANGE_INTEL_MAX 0.5 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_TRUCKS_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_TRAINS_RANGE_INTEL_MIN 0.1 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_TRAINS_RANGE_INTEL_MAX 0.5 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_TRAINS_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_SUPPLY_RANGE_INTEL_MIN 0.1 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_SUPPLY_RANGE_INTEL_MAX 0.5 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_SUPPLY_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_TRADE_SHOW_TRADE_AMOUNTS 0.0 minimum value to show how much a country trades a resource
CIVILIAN_TRADE_SHOW_TRADE_PARTNERS 0.1 minimum value to show who a country trades with
CIVILIAN_MIN_INTEL_FOR_RESOURCE_ROUTES_TOOLTIPS 0.9 minimum value to show convoy routes for resource transfer
CIVILIAN_MIN_INTEL_FOR_TRADE_ROUTES 0.7 minimum value to show trade routes on map
CIVILIAN_MIN_INTEL_FOR_RESOURCE_ORIGIN_ROUTES 0.5 minimum value to show resource transfers to mainland on map
ARMY_MIN_INTEL_FOR_SUPPLY_ROUTES 0.5 minimum value to show convoy routes for supply transfer
ARMY_MIN_INTEL_FOR_SUPPLY_ROUTES_TOOLTIPS 0.7 minimum value to show convoy route tooltips for supply transfer
CIVILIAN_INTEL_NEEDED_TO_SHOW_ANTI_AIR_REDUCTION 0.3 minimum value to show anti air damage reduction
CIVILIAN_INTEL_NEEDED_TO_SHOW_FOCUS_TREE 0.5 min required intel to focus tree with taken focuses
CIVILIAN_INTEL_NEEDED_TO_SHOW_CURRENT_FOCUS 0.7 min required intel to show currently focus
CIVILIAN_INTEL_NEEDED_TO_SHOW_CURRENT_FOCUS_PROGRESS 0.7 min required intel to show current focus progress
CIVILIAN_MIN_INTEL_TO_SHOW_INDUSTRY_GRAPH 0.30
CIVILIAN_MIN_INTEL_TO_SHOW_CONVOYS_GRAPH 0.70
CIVILIAN_MIN_INTEL_TO_SHOW_BOMBERS_GRAPH 0.8
CIVILIAN_MIN_INTEL_TO_SHOW_TRUCKS_GRAPH 0.5
CIVILIAN_MIN_INTEL_TO_SHOW_TRAINS_GRAPH 0.5
CIVILIAN_MIN_INTEL_TO_SHOW_RAIL_STAUS 0.4 when mousing over supply map mode, shows damage/construction status
OLD_TECH_COUNT_NUM_DAYS 180 num days after researched to consider a tech as "old"
INTEL_TO_SHOW_TECH_COUNT { 0.5, 0.3, 0.3, 0.3 } minimum value to show current tech count and current doctrine
INTEL_TO_SHOW_PREVIOUSLY_RESEARCHED { 0.7, 0.7, 0.7, 0.7 } minimum value to show previously researched tech
INTEL_TO_SHOW_CURRENTLY_RESEARCHED { 0.8, 0.8, 0.8, 0.8 } minimum value to show currently being researched tech
INTEL_TO_SHOW_IDEAS { 0.0, 0.0, 0.0, 0.0 }
ARMY_ARMY_COUNT_RANGE_INTEL_MIN 0.05
ARMY_ARMY_COUNT_RANGE_INTEL_MAX 0.7
ARMY_ARMY_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL 0.8
ARMY_SPECIAL_FORCES_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL 0.7
ARMY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MIN 0.1
ARMY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MAX 0.7
ARMY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL 0.5
ARMY_MIN_INTEL_TO_SHOW_EQUIPMENT_RATIO 0.7
ARMY_MIN_INTEL_TO_SHOW_BASIC_TEMPLATE_INFO 0.3
ARMY_TEMPLATE_UNIT_COUNT_INTEL_MIN 0.5
ARMY_TEMPLATE_UNIT_COUNT_INTEL_MAX 0.7
ARMY_TEMPLATE_UNIT_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 1.0
ARMY_MIN_INTEL_TO_SHOW_EXACT_TEMPLATE_INFO 0.8
ARMY_STOCKPILE_COUNT_INTEL_MIN 0.3
ARMY_STOCKPILE_COUNT_INTEL_MAX 0.7
ARMY_STOCKPILE_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.5
ARMY_MIN_INTEL_TO_SHOW_EQUIPMENT_DESIGN_DETAILS 0.8
ARMY_MIN_INTEL_RATIO_NEEDED_FOR_DISPLAYING_FAKE_ENEMY_INTEL_IN_LEDGER 0.9
ARMY_MIN_INTEL_RATIO_NEEDED_FOR_REVEALING_FAKE_ENEMY_INTEL 0.9
ARMY_INTEL_COMBAT_BONUS_MAX_BONUS 0.15 max combat bonus that will apply when intel is high enough
ARMY_INTEL_COMBAT_BONUS_FACTOR_ATTACK 1.0 multiplier for attack value of intel combat bonus
ARMY_INTEL_COMBAT_BONUS_FACTOR_DEFENSE 1.0 multiplier for defense value of intel combat bonus
ARMY_INTEL_COMBAT_BONUS_MIN_INTEL_FOR_BONUS 5 min intel needed to start applying ARMY_INTEL_COMBAT_BONUS_MAX_BONUS
ARMY_INTEL_COMBAT_BONUS_MAX_INTEL_FOR_BONUS 50 intel needed to fully apply ARMY_INTEL_COMBAT_BONUS_MAX_BONUS
AIR_AIRWING_COUNT_INTEL_MIN 0.0
AIR_AIRWING_COUNT_INTEL_MAX 0.7
AIR_AIRWING_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.5
AIR_MIN_INTEL_TO_SHOW_AIRWING_CLASSES 0.3
AIR_WING_TYPE_COUNT_INTEL_MIN 0.5
AIR_WING_TYPE_COUNT_INTEL_MAX 0.7
AIR_WING_TYPE_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.5
AIR_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MIN 0.1
AIR_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MAX 0.7
AIR_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL 0.5
CIVILIAN_MAPICON_INDUSTRY_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.7
MAP_INTEL_VISIBILITY_CUTOFFS { 0.1, -50, 0.4, 0, 0.6, 50, 1.0, 100 } how much map intel is gained with intel over a country. first number is threshold, second is amount of intel map intel gained
ARMY_AVG_ARMOR_INTEL_MIN 0.0 these are used in some triggers
ARMY_AVG_ARMOR_INTEL_MAX 0.5
ARMY_AVG_ARMOR_RANGE_AT_LOWEST_INTEL 1.0
ARMY_MAX_ARMOR_INTEL_MIN 0.0
ARMY_MAX_ARMOR_INTEL_MAX 0.5
ARMY_MAX_ARMOR_RANGE_AT_LOWEST_INTEL 1.0
ARMY_AVG_PIERCING_INTEL_MIN 0.0
ARMY_AVG_PIERCING_INTEL_MAX 0.5
ARMY_AVG_PIERCING_RANGE_AT_LOWEST_INTEL 1.0
ARMY_MAX_PIERCING_INTEL_MIN 0.0
ARMY_MAX_PIERCING_INTEL_MAX 0.5
ARMY_MAX_PIERCING_RANGE_AT_LOWEST_INTEL 1.0
AIR_MAPICON_MISSION_COUNT_INTEL_MIN { 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3 } AIR_SUPERIORITY
CAS
INTERCEPTION
STRATEGIC_BOMBER
NAVAL_BOMBER
DROP_NUKE
PARADROP
NAVAL_KAMIKAZE
PORT_STRIKE
ATTACK_LOGISTICS
AIR_SUPPLY
TRAINING
NAVAL_MINES_PLANTING
NAVAL_MINES_SWEEPING
RECON
NAVAL_PATROL
AIR_MAPICON_MISSION_COUNT_INTEL_MAX { 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6 } AIR_SUPERIORITY
CAS
INTERCEPTION
STRATEGIC_BOMBER
NAVAL_BOMBER
DROP_NUKE
PARADROP
NAVAL_KAMIKAZE
PORT_STRIKE
ATTACK_LOGISTICS
AIR_SUPPLY
TRAINING
NAVAL_MINES_PLANTING
NAVAL_MINES_SWEEPING
RECON
NAVAL_PATROL
AIR_MAPICON_MISSION_COUNT_INTEL_RANGE_AT_LOWEST_INTEL { 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5 } AIR_SUPERIORITY
CAS
INTERCEPTION
STRATEGIC_BOMBER
NAVAL_BOMBER
DROP_NUKE
PARADROP
NAVAL_KAMIKAZE
PORT_STRIKE
ATTACK_LOGISTICS
AIR_SUPPLY
TRAINING
NAVAL_MINES_PLANTING
NAVAL_MINES_SWEEPING
RECON
NAVAL_PATROL
AIR_MAPICON_SHOW_ALL_AIR_PORTS 0.3 min intel to show all air ports (otherwise you will only see nearby ones)
AIR_MAPICON_AIR_PORT_VISIBILITY_DETAIL_THRESHOLDS { 0.0, 0.3, 0.7, 0.8 } how detailed the post tooltips will be
for no intel
show fuzzy air plane count
show full air count
show air plane details
AIR_MAPICON_AIR_PORT_PLANE_FUZZY_THRESHOLD 0.5
AIR_MIN_INTEL_TO_SHOW_EQUIPMENT_DESIGN_DETAILS 0.8 ~intel ledger defines

NCharacter

Name Default Developer comment Usage
OFFICER_CORP_ADVISOR_ENTRIES_IN_MENU { "high_command", "theorist", "army_chief", "air_chief", "navy_chief" }
OFFICER_CORP_HIGH_COMMAND_SLOTS_IN_MENU 3 For Alert manager to count the number of High Command Slots in the UI
POLITICAL_ADVISOR_SLOTS_IN_MENU 3 For Alert manager to count the number of Political Advisor Slots in the UI
DEFAULT_PP_COST_FOR_MILITARY_ADVISOR 50 When an advisor does not have cost assigned this is the default used
DEFAULT_PP_COST_FOR_POLITICAL_ADVISOR 150
DEFAULT_CP_COST_FOR_ADVISOR 0 For Starting Advisors
DEFAULT_CP_COST_FOR_DYNAMIC_ADVISORS 0 For Advisors created during gameplay
ADVISOR_PROMOTION_COST 5 Cost to promote someone to advisor
COUNTRY_LEADER_BASE_EXPIRE_YEAR_LENGTH 5 When creating a dynamic country leader if an expire date is not set it will have 5 years as a base expiration date
COUNTRY_LEADER_BASE_RANDOM_MAX_YEAR_LENGTH 15 Max random value added to COUNTRY_LEADER_BASE_EXPIRE_YEAR_LENGTH
SPECIALIST_ADVISOR_MIN_RANK 4
EXPERT_ADVISOR_MIN_RANK 6
GENIUS_ADVISOR_MIN_RANK 8

NSupply

Name Default Developer comment Usage
MAX_RAILWAY_LEVEL 5 update railway texture as well, each frame corresponds to a level
CAPITAL_SUPPLY_BASE 5.0 defines to calculate the capitals supply. This will be also used for max supply of other nodes depending on how well they are connected to capital. Using the formula:
CapitalSupply = CAPITAL_SUPPLY_BASE + (NumberOfCivilianFactories * CAPITAL_SUPPLY_CIVILIAN_FACTORIES) + (NumberOfMilitaryFactories * CAPITAL_SUPPLY_MILITARY_FACTORIES) + (NumberOfDockyards * CAPITAL_SUPPLY_DOCKYARDS)
base supply for capital
CAPITAL_SUPPLY_CIVILIAN_FACTORIES 0.3 supply from one civilian factory
CAPITAL_SUPPLY_MILITARY_FACTORIES 0.6 supply from one military factory
CAPITAL_SUPPLY_DOCKYARDS 0.4 supply from one naval factory
CAPITAL_INITIAL_SUPPLY_FLOW 5.0 defines that are used for supply reach for capital
supply flow will start from INITIAL_SUPPLY_FLOW and will be reduced by a penalty on each province it travels (which depends on how far we are from our origin, terrain etc)
a supply reach >= 1.0 considered "perfect" and will be able to fully support units on that particular province (assuming you are not over capacity)
starting supply from
CAPITAL_STARTING_PENALTY_PER_PROVINCE 0.5 starting penalty that will be added as supply moves away from its origin (modified by stuff like terrain)
CAPITAL_ADDED_PENALTY_PER_PROVINCE 1.2 added penalty as we move away from origin
NODE_INITIAL_SUPPLY_FLOW 2.8 defines that are used for supply reach for built nodes
NODE_STARTING_PENALTY_PER_PROVINCE 0.50
NODE_ADDED_PENALTY_PER_PROVINCE 0.70
NODE_FLOW_BONUS_PER_RAIL_LEVEL 0.34 Node Flow (i.e. province caps) increase by this amount per railway level of the node's bottleneck
RIVER_RAILWAY_LEVEL 1 rivers will transfer in between nodes as if they were this level
FLOATING_HARBOR_INITIAL_SUPPLY_FLOW 2.6 defines that are used for supply reach for floating harbors
FLOATING_HARBOR_STARTING_PENALTY_PER_PROVINCE 0.8
FLOATING_HARBOR_ADDED_PENALTY_PER_PROVINCE 0.8
FLOATING_HARBOR_BASE_SUPPLY 15.0 supply given by a floating harbor
FLOATING_HARBOR_BASE_DURATION 21 duration of a full hp floating harbor
FLOATING_HARBOR_DURATION_RATIO_AT_MIN_HP 0.0 duration mult for a harbor that was reduced to 0 hp
FLOATING_HARBOR_MIN_DECAY 0.2 Always reduce Floating Harbor longevity by this many "hours" per hour
FLOATING_HARBOR_DECAY_MAX_AIR_BONUS -0.1 At 100% Friendly Air superiourity, change decay rate by this many "hours" per hour
FLOATING_HARBOR_DECAY_MAX_AIR_PENALTY 0.4 At 100% Enemy Air superiourity, change decay rate by this many "hours" per hour
FLOATING_HARBOR_DECAY_MAX_NAVAL_BONUS -0.2 At 100% Friendly naval superiourity, change decay rate by this many "hours" per hour
FLOATING_HARBOR_DECAY_MAX_NAVAL_PENALTY 0.5 At 100% Enemy Naval superiourity, change decay rate by this many "hours" per hour
FLOATING_HARBOR_DECAY_NO_CONTROL_PENALTY 1.0 If adjacent land province is not held, change decay rate by this many "hours" per hour
SUPPLY_FLOW_DROP_REDUCTION_AT_MAX_INFRA 0.30 max infrastructure level will reduce the supply flow drop off by this ratio
SUPPLY_FLOW_PENALTY_CROSSING_RIVERS 0.20 crossing rivers introduces additional penalty
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_K 1.3 node flow terrain falloff is scaled by logistics curve based on distance(d) (scalar / (1+e^(-k(d-midpoint))))
How steep the curve is
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_MIDPOINT 2.3 sigmoid inflection point
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_SCALAR 0.9 Max Penalty adjustment due to distance
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_MIN_PENALTY_SCALE 0.25 Logistics curve never reduces penalty facor below this limit
SUPPLY_HUB_FULL_MOTORIZATION_BONUS 2.2 The range bonus added to a fully motorized hub. This supply is added on top of the XXX_INITIAL_SUPPLY_FLOW defined above.
SUPPLY_HUB_FULL_MOTORIZATION_TRUCK_COST 60.0 How many trucks does it cost to fully motorize a hub
SUPPLY_HUB_MOTORIZATION_MARGINAL_EFFECT_DECAY 1.6 For each additional level of motorization on a hub (i.e. contry with set motoriazation) reduce max bonus for next level by this amount
RAILWAY_BASE_FLOW 10.0 used for calculating "flow" for railways.
how much base flow railway gives when a node connected to its capital/a naval node by a railway
RAILWAY_FLOW_PER_LEVEL 5.0 how much additional flow a railway level gives
RAILWAY_FLOW_PENALTY_PER_DAMAGED 5.0 penalty to flow per damaged railway
RAILWAY_MIN_FLOW 5.0 minimum railway flow can be reduced to
SUPPLY_NODE_MIN_SUPPLY_THRESHOLD 1.0 if supply of a node is below this value it will be set to 0 -- Currently unused? This should happen when enough damage occurs
INFRA_TO_SUPPLY 0.3 each level of infra gives this many supply
VP_TO_SUPPLY_BASE 0.2 Bonus to supply from a VP, no matter the level
VP_TO_SUPPLY_BONUS_CONVERSION 0.05 Bonus to supply local supplies from Victory Points, multiplied by this aspect and rounded to closest integer
SUPPLY_FROM_DAMAGED_INFRA 0.15 damaged infrastructure counts as this in supply calcs
SUPPLY_BASE_MULT 0.2 multiplier on supply base values
SUPPLY_DISRUPTION_DAILY_RECOVERY 1.5 every day nodes recover this much of their accumulated disruption.
RAILWAY_CONVERSION_COOLDOWN 10 railways will be put on cooldown when they are captured by enemy and will not be usable during the cooldown
RAILWAY_CONVERSION_COOLDOWN_CORE 5
RAILWAY_CONVERSION_COOLDOWN_CIVILWAR 0
DEFAULT_STARTING_TRUCK_RATIO 1.5 countries get this ratio of starting truck in their buffers compared to their need
DEFAULT_STARTING_TRAIN_RATIO 1 countries get this ratio of starting trains in their buffers compared to their need
SUPPLY_POINTS_PER_TRAIN 1.0 old default 1.25 -- Amount of supply that can fit in a train. (Trains distribute supply from capital to a supply node.)
NUM_RAILWAYS_TRAIN_FACTOR 0.03 the train usage is scaled by railway distance between the supply node and the capital multiplied by this factor
BASE_SUPPLY_MULT_FOR_TRUCK_DEFAULT_BUFFER 1.0 initial value for wanted buffers over potential truck usage
BASE_SUPPLY_MULT_FOR_TRUCK_MIN_BUFFER 0.0 min and max values for buffer ratio
BASE_SUPPLY_MULT_FOR_TRUCK_MAX_BUFFER 100.0
TRUCK_ATTRITION 0.003 base truck attrition
TRUCK_ATTRITION_FACTOR 0.65 a scale on total truck attrition
BASE_TRUCK_HP 100.0
TRUCK_HP_PER_ARMOR 2
BASE_TRAIN_HP 100.0
TRAIN_ARMOR_TARGETING_WEIGHT 0.01 For each health point gained by armor_value, enemy bombers are this much more likely to target
TRAIN_ANTI_AIR_HIT_CHANCE 0.07 Balancing value to determine the chance of train anti-air hitting an attacking airwing.
TRAIN_ANTI_AIR_HIT_ROLL_COUNT 12 The air_attack of all attacked trains are accumulated, and then we do this many random rolls each with the hit chance set above to determine the fraction of the accumulated air_attack that hits.
TRAIN_ANTI_AIR_ATTACK_TO_AMOUNT 0.001 Balancing value to convert the hitting air_attack to a percentage value of the attacking planes that are killed.
MIN_TRAIN_SUPPLY_FACTOR 0.5 Having 0 trains in stockpile only applies this penalty factor, scaling up to 1.0 when need is met
MIN_TRAIN_REQUIREMENT 2 If total train need <= this, then don't apply any supply penalty, even if stockpile is insufficient
SUPPLY_FLOW_REDUCTION_THRESHOLD 0.1 if supply flow is lower than this, it is not applied
BASE_AIR_SUPPLY_MULT_FOR_TRUCK_BUFFER 1.0 following values are used for calculating potential truck usage
generally potential is ~= current usage but as units moves along the map
they are assigned to different nodes which adds slightly higher usage due to minimum truck needed being 1
BASE_ARMY_SUPPLY_MULT_FOR_TRUCK_BUFFER 1.0
BASE_NAVY_SUPPLY_MULT_FOR_TRUCK_BUFFER 1.0
CAPITAL_NODE_BASE_SUPPLY_ADD 0
BUILT_NODE_BASE_SUPPLY_ADD 0.6
LOCAL_NODE_BASE_SUPPLY_ADD 0.5
ARMY_SUPPLY_RATIO_STARTING_GAIN 0.0 ~end
armies slowly gains and buffers supply above >100% up to their supply grace if they have efficent supply flow
otherwuse they will lose up to 100% supply every day depending on how bad supply flow is
ARMY_SUPPLY_RATIO_SPEED_GAIN_PER_HOUR 0.01
ARMY_MAX_SUPPLY_RATIO_GAIN_PER_HOUR 0.15
MIN_SURRENDER_LIMIT_TO_MOVE_SUPPLY_CAPITAL 0.15 country needs to be above thos surrender ratio to be able to move its capital
COOLDOWN_DAYS_AFTER_MOVING_SUPPLY_CAPITAL 30 cooldown for moving supply again after last move
DAYS_TO_START_GIVING_SUPPLY_AFTER_MOVING_SUPPLY_CAPITAL 7 the country will start gaining supply after this many days moving its capital
DAYS_TO_START_GIVING_FULL_SUPPLY_AFTER_MOVING_SUPPLY_CAPITAL 21 the country will reach max supply after this many days moving its capital
MIN_DIFF_FOR_AUTO_UPDATING_EXISTING_RAILWAYS 5 while building railways, the system will prefer updating existing railway if new railway is close enough to existing one
SUPPLY_PATH_MAX_DISTANCE 15 reinforcements depends on distance to capital and following defines are used for calculating reinforcement time
max time it can take
RAILWAY_DISTANCE_FACTOR_FOR_REINFORCEMENT_SPEED 0.3 time factor for total railway distance
TRUCK_DISTANCE_FACTOR_FOR_REINFORCEMENT_SPEED 0.01 time factor for total truck distance
ALERT_VERY_LOW_SUPPLY_LEVEL 0.2 At which point we show up the low and very low supply level alert. Value is in % of supplies supported vs required.
ALERT_LOW_SUPPLY_LEVEL 0.5
AI_FRONT_MINIMUM_UNITS_PER_PROVINCE_FOR_SUPPLY_CALCULATIONS 1 AI will try to keep this amount of divisions per province as a minimum when evaluating supply limitations for war fronts
AI_FRONT_DIVISIONS_PER_SUPPLY_POINT 1.0 How many divisions should the AI consider it can supply per available supply point
AI_FRONT_MAX_UNITS_ENEMY_COUNT_FACTOR 1.2 Make sure AI front MaxNrUnits is at least EnemyCount multiplied by this factor
SUPPLY_THRESHOLD_FOR_ARMY_ATTRITION 0.35 armies will only get attrition below this supply
NUMBER_OF_SHOWN_SUPPLY_SOURCES_IN_SUPPLY_MAPMODE 3 number of supply flow sources shown in breakdown tooltip
ESTIMATED_DIVISION_WEIGHT_FOR_SUPPLY_ESTIMATIONS_GUI 1.0 Division supply consumption used for estimating frontline weight for order tooltips
AVAILABLE_MANPOWER_STATE_SUPPLY 0.18 Factor for state supply from max manpower (population)
NON_CORE_MANPOWER_STATE_SUPPLY 0.2 Factor for population sttate supply when controlled by an occupier (NO TAKE FOOD)
STORED_SUPPLY_CONSUMPTION_RATE_FACTOR 0.75 Multiplies consumption rate of stored supply (more/less easement)

NAITheatre

Name Default Developer comment Usage
AI_THEATRE_GENERATION_HOME_THEATRE_DEPTH_RESTRICTION 2 The home theatre is generated based off a initial depth restriction
AI_THEATRE_GENERATION_BORDER_SIZE_RESTRICTION 7 Theatres are generated based off borders, Higher value means larger theatres
AI_THEATRE_GENERATION_DEPTH_TO_START_CONSIDERING_BORDERSTATES 2 Distance from capital in terms of states
AI_THEATRE_GENERATION_MINIMUM_STATE_COUNT 3 Small Theatres - Minimum state count for a theatre
AI_THEATRE_GENERATION_MAX_DISTANCE_TO_MERGE 200 Small Theatres - Dont merge with too far away theatres, higher value means less merging will occur
AI_THEATRE_GENERATION_MAX_DISTANCE_TO_FILL 350 Final generation step - Max distance to fill states, higher values means less theatres
AI_THEATRE_DISTRIBUTION_SAME_THEATRE_SCORE_MODIFIER 0.25 Value that affects the score of units when distributing to fronts within the same theatre, its a percentage multiplier, the higher it is the higher the chance of units staying in close proximity
AI_THEATRE_DISTRIBUTION_MAX_SCORE 250000 Max Score that a unit can have when being distributed to ai fronts, higher value means more granularity in score changes, lower values means less variation in where units can go
AI_THEATRE_DISTRIBUTION_PERCENTAGE_OF_MINIMUM_UNITS_TO_KEEP 1.0 How much should a frontline adheer to its minimum unit demand, when removing/reassigning units
AI_THEATRE_DISTRIBUTION_MAX_PERCENT_UNMET_DEMAND_PER_FRONT 0.5 Percentage of how much fronts should request from other lower priority fronts, 0 means once a front gets hold of a unit it stays there forever until its demand is reduced, controlls shuffling of units.
AI_THEATRE_STATE_UPDATE_MAX_STATE_COUNT_TO_EXPAND 25 Max theatre size
AI_THEATRE_BREAKDOWN_MIN_STATE_COUNT 3 Theatres below this size will break and merge with others
AI_THEATRE_BREAKDOWN_MAX_DISTANCE_TO_MERGE 200 Dont merge with too far away theatres, higher value means less merging will occur
AI_THEATRE_PERCENTAGE_OF_UNITS_TO_KEEP_IN_NEIGHBOR_DEFENSIVE_ORDERS 0.05 Percentage of units to keep in neighbor defensive orders from war fronts
AI_THEATRE_SEARCH_SUPPLY_NODE_MAX_DEPTH 5 Max depth of breadth-first search while looking for supply nodes when out of supply
AI_THEATRE_SUPPLY_CRISIS_LIMIT 0.1 If a unit is standing in an area with this supply ratio it will try to escape
AI_THEATRE_AI_FRONT_MIN_DESIRED_RATIO 0.18 Fronts are sorted based on priority, we nudge unit demand based on this sorting, the higher the value the more units the most important front gets

NIndustrialOrganisation

Name Default Developer comment Usage
ASSIGN_DESIGN_TEAM_PP_COST_PER_DAY 0.1 Cost in Political Power daily generation when one MIO is assigned to a research slot. If 0, cost is entirely disabled.
ASSIGN_INDUSTRIAL_MANUFACTURER_PP_COST_PER_DAY 0.0 Cost in Political Power daily generation when one MIO is assigned to a production line. If 0, cost is entirely disabled.
FUNDS_FOR_SIZE_UP 700 Funds needed for a MIO to increment its size and get points to unlock traits
FUNDS_FOR_SIZE_UP_LEVEL_FACTOR 100 How much each level mutliplies the funds for size up
FUNDS_FOR_SIZE_UP_LEVEL_POW 1.8 the power we applie to the mio size when calculating funds to level up.
UNLOCKED_TRAITS_PER_SIZE_UP 1 Number of points for unlocking traits obtained when the MIO increments its size
DESIGN_TEAM_CHANGE_XP_COST 5 Flat cost added to the XP cost of a new equipment design. If 0, cost is entirely disabled.
FUNDS_FOR_RESEARCH_COMPLETION_PER_RESEARCH_COST 500 Funds added to MIO when the Design Team has completed a research, multiplied by research_cost in technology template
FUNDS_FOR_CREATING_EQUIPMENT_VARIANT 0 Funds added to MIO when a new variant is created with the Design Team assigned to it
FUNDS_FROM_MANUFACTURER_PER_IC_PER_DAY 0.1 Funds added to MIO when a manufacturer is attached to a production line. Added every day proportional to IC produced.
MAX_FUNDS_FROM_MANUFACTURER_PER_DAY 100 Max funds generated per manufacturer per day. Set to 0 for no Maximum.
DESIGN_TEAM_RESEARCH_BONUS 0.05 Research bonus for applying a Design Team that matches the technology
ENABLE_TASK_CAPACITY false Enable limited task capacity for MIOs
DEFAULT_INITIAL_TASK_CAPACITY 0 Default start task capacity for each MIO (may be overriden in DB)
DEFAULT_INITIAL_POLICY_ATTACH_COST 25 Default start attach cost in PP for policies
DEFAULT_INITIAL_ATTACH_POLICY_COOLDOWN 180 Default start cooldown in days after attaching a policy
LEGACY_COST_FACTOR_SCALE 1.0 Multiplier to use when legacy Designer cost factors is applied to MIOs (<IdeaGroup>_cost_factor)

NWiki

Name Default Developer comment Usage
BASE_URL "https://hoi4.paradoxwikis.com/"
FORUM_URL "https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-iv.844/"

NMapMode

Name Default Developer comment Usage
FABRICATE_CLAIM_SELECTED_SECONDARY_COLOR { 0, 1, 0, 1 }
FABRICATE_CLAIM_TARGET_COUNTRY_SECONDARY_COLOR { 0, 0, 0, 0 }
FABRICATE_CLAIM_NON_TARGET_COUNTRY_SECONDARY_COLOR { 0, 0, 0, 0 }
FABRICATE_CLAIM_ALREADY_CLAIM_SECONDARY_COLOR { 0.5, 0, 0, 1 }
FABRICATE_CLAIM_ALREADY_CORE_SECONDARY_COLOR { 0.5, 0, 0, 1 }
CONSTRUCTION_MAP_MODE_BUILDING_DEFAULT_COLOR { 0.43, 0.22, 0.22, 0.25 } Color of states/provinces that can't be built on
CONSTRUCTION_MAP_MODE_BUILDING_MAX_LEVEL_COLOR { 0.05, 0.1, 0.7, 0.4 } Color of states/provinces where current building level is maxed out (max is current max level, not final max level) of a building type
CONSTRUCTION_MAP_MODE_BUILDING_LEVEL_LOW_COLOR { 0.05, 0.22, 0.0, 0.4 }
CONSTRUCTION_MAP_MODE_BUILDING_LEVEL_HI_COLOR { 0.4, 0.9, 0.0, 0.5 }
CONSTRUCTION_MAP_MODE_BUILDING_MAX_AMOUNT_QUEUED_COLOR { 0.0, 0.0, 1.0 } Color of states/provinces when building queue is maxed of a building type
CONSTRUCTION_MAP_MODE_BUILDING_QUEUED_COLOR { 1.0, 0.85, 0.0 } Color of states/provinces when building queue contains one or more of a building type.
MAP_MODE_MANPOWER_RANGE_MAX 20000000 When a state has that much manpower, it will be colored with the color MAP_MODE_MANPOWER_RANGE_COLOR_TO. Everything below that will have an interpolated color.
MAP_MODE_MANPOWER_RANGE_COLOR_FROM { 0.2, 0.2, 0.7, 0.18 } Color range for manpower map mode.
MAP_MODE_MANPOWER_RANGE_COLOR_TO { 1, 0.125, 0.0, 0.6 }
MAP_MODE_INFRA_RANGE_COLOR_FROM { 1, 0.125, 0.0, 0.1 } Color range for infrastructure map mode.
MAP_MODE_INFRA_RANGE_COLOR_TO { 0.1, 0.9, 0.1, 0.6 }
MAP_MODE_IDEOLOGY_COLOR_TRANSPARENCY 1 In the Ideology map mode, the colors on the map are taken from the scriptable file 00_ideologies.txt for each group. We use them in the interfaces (pie-charts) where transparency is not used, but 100% opaque looks bad on the map. This is a variable to control the transparency of the color.
CONSTRUCTION_MAP_MODE_TRANSPARENCY_OVERRIDE 241 When you use gradient borders to defeat the purpose of gradient borders. Larger than 248 seems to make the transparency stronger?
PEACE_CONFERENCE_CURRENT_SELECTED_SECONDARY_COLOR { 0, 0, 1, 0.25 }
PEACE_CONFERENCE_SELECTABLE_SECONDARY_COLOR { 0, 1, 0, 0.25 }
PEACE_CONFERENCE_CONTESTED_SECONDARY_COLOR { 1, 0, 0, 0.25 }
PEACE_CONFERENCE_CHANGE_TARGET_TAG_SECONDARY_COLOR { 0, 0.8, 0.5, 0.25 }
PEACE_CONFERENCE_DIFFERENT_STACKABLE_SECONDARY_COLOR { 1, 1, 0, 0.25 }
FACTIONS_COLOR_NOT_MEMBER { 0.6, 0.6, 0.6, 0.25 }
FACTIONS_MEMBER_TRANSPARENCY 1.0
PLAYER_MAPMODE_NOT_SELECTED_COUNTRY_TRANSPARENCY 0.15 How much is the country colors faded out, for countries that are not occupied by the any player.
SELECTED_COUNTRY_HIGHLIGHT_THICKNESS_MULT 1.5 When a country is selected (blinking/highlighted) it's borders becomes a bit thicker, to make stand out even more. 1.0 is default thickness.
STRATEGIC_MODE_COUNTRY_COLOR_STRIPES_TRANSP 0.0
STRATEGIC_MODE_ENEMY_STRIPES_COLOR { 0.827, 0.172, 0.184, 0.0 }
STRATEGIC_MODE_OUR_STRIPES_COLOR { 0.427, 0.619, 0.858, 0.0 }
STRATEGIC_MODE_ALLY_STRIPES_COLOR { 0.427, 0.619, 0.858, 0.0 }
RADAR_RANGE_STRIPES_COLOR { 1.0, 1.0, 0.0, 0.14 }
RADAR_RANGE_COLOR { 0.039, 0.627, 0.0, 1.0 }
RADAR_RANGE_ALLIED_COLOR { 0.0, 0.647, 1.0, 1.0 }
RADAR_RANGE_SELECTED_COLOR { 1.0, 1.0, 0.0, 1.0 }
RADAR_ROTATION_SPEED 0.025
AIR_RANGE_CAN_ASSIGN_MISSION_STRIPES_COLOR { 0, 0.8, 0, 0.0 } Stripes over the regions indicating if the currently selected air wings can have assigned mission there or not.
AIR_RANGE_CANNOT_ASSIGN_MISSION_STRIPES_COLOR { 0.8, 0, 0, 0.5 }
AIR_RANGE_INDICATOR_DEFAULT_COLOR { 1.0, 1.0, 0, 1 } On map circle indicating the air wings range.
AIR_RANGE_INDICATOR_NO_WINGS_COLOR { 1.0, 0, 0, 1 } Same as above, but for air wings with no airplanes.
AIR_RANGE_INDICATOR_ROTATION_SPEED 0.001 How quickly is that indicator rotating
AIR_MISSION_ARROW_ACTIVE_COLOR { 0, 1.0, 0, 0.5 } Color of the arrow drawn in the strategic air map mode, between the air base and the region for the active missions
AIR_MISSION_ARROW_NONACTIVE_COLOR { 1.0, 1.0, 1.0, 0.2 } Same as above, but for non active missions (when no air wing has any mission active)
AIR_MISSION_ARROW_SELECTED_COLOR { 1.0, 1.0, 0, 0.8 } Same as above, but for currently selected air wings/air bases.
AIR_TRANSFER_ARROW_COLOR { 1, 1, 0, 0.75 } Same as above, but for the arrows drawn between airbases for current transfers
AIR_REGION_FADE_WHEN_WING_SELECTED 0.15
UI_CONFIGURABLE_SLOT_FROM 4 Mapmode slots range that may be configurable. Indices are 0-based (first slot is 0)
UI_CONFIGURABLE_SLOT_TO 10
MAP_MODE_TERRAIN_TRANSPARENCY 0.5 How much transparent are the province colors in the simplified terrain map mode
MAP_MODE_NAVAL_TERRAIN_TRANSPARENCY 0.8 How much transparent are the SEA province colors in the simplified terrain map mode
MAP_MODE_INTEL_NETWORK_STRENGTH_COLOR_LOW { 0.1, 0.1, 0.5, 0.2 } Color of a state with the lowest intel network strength
MAP_MODE_INTEL_NETWORK_STRENGTH_COLOR_HIGH { 0.4, 0.3, 0.9, 1.0 } Color of a state with the lowest intel network strength
MAP_MODE_INTEL_NETWORK_STRENGTH_QUIET_COLOR_LOW { 0.1, 0.5, 0.1, 0.2 } Color of a state with the lowest intel network strength in a quiet network
MAP_MODE_INTEL_NETWORK_STRENGTH_QUIET_COLOR_HIGH { 0.4, 0.9, 0.3, 1.0 } Color of a state with the highest possible intel network strength in a quiet network
MAP_MODE_INTEL_MAX_HORIZONTAL_STACK 3 How many intel icons can be shown before the More icon appears for Operations
RAILWAY_GUN_RANGE_INDICATOR_DEFAULT_COLOR { 1.0, 1.0, 1.0, 1.0 } On map circle indicating the railway gun bombardment range.
RAILWAY_GUN_RANGE_INDICATOR_ROTATION_SPEED 0.001 How fast the indicator is rotating.
RAILWAY_GUN_RANGE_STRIPES_COLOR { 1.0, 0.5, 0.0, 0.2 } Color of the railway gun range stripes (when hovered)
OCCUPATION_MAP_MODE_COUNTRY_STRIPE_ALPHA 0.3 alpha of occupied country stripes in occupation map mode
OPERATIVE_MAP_MODE_INVALID_COUNTRY_TARGET_TRANSPARENCY 0.15 alpha of country which cannot be targeted by the selected operative mission
SUPPLY_MAP_MODE_COUNTRY_BORDER_CAMERA_DISTANCE 1.0
SUPPLY_MAP_MODE_COUNTRY_BORDER_OUTLINE_CUTOFF 0.973
GRADIENT_BORDERS_THICKNESS_SUPPLY_COUNTRY_BORDER 10.0
SUPPLY_COUNTRY_BORDER_PLAYER_COLOR { 0.1, 0.66, 0.1, 1.0 }
SUPPLY_COUNTRY_BORDER_FRIEND_COLOR { 0.035, 0.426, 0.91, 1.0 }
SUPPLY_COUNTRY_BORDER_ACCESS_COLOR { 0.1, 0.66, 0.1, 1.0 }
SUPPLY_MAP_MODE_REACH_COLOR { 0.0, 0.6, 0.0, 0.4, 1.0, 0.02, 0.2, 0.17, 0.52, 1.0, 0.12, 0.04, 0.17, 0.6, 1.0, 0.2, 0.13, 0.36, 0.65, 1.0, 0.4, 0.11, 0.56, 0.75, 1.0, 0.6, 0.25, 0.71, 0.76, 1.0, 0.8, 0.47, 0.8, 0.73, 1.0, 1.0, 0.6, 0.82, 0.6, 1.0 } (last shown when supply flow is >= SUPPLY_MAP_MODE_BEST_FLOW_DISPLAY)
#990066 dark purple
#332B85 dark purple blue
#0A2B99 dark blue
#215CA6 blue
#1C8FBF light blue
#40B5C2 teal
#78CCBA light teal
#99D199 light green
SUPPLY_MAP_MODE_BEST_FLOW_DISPLAY 12 Which supply cap availibility corresponds to best heatmap color
SUPPLY_MAP_MODE_STATUS_COLOR { 0.0, 0.9, 0.0, 0.0, 1.0, 0.7, 0.98, 0.4, 0.1, 1.0, 1.0, 0.8, 0.64, 0.2, 1.0 } #E60000 red
#FA661A orange
#CCA333 mustard
SUPPLY_STATUS_DISPLAY_THRESHOLD 0.9 at what average supply status we move to show status colors instead of flow
SUPPLY_HOVERED_STATE_COLOR_INDEX 0 Border color of hovered state. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS.
SUPPLY_HOVERED_PROVINCE_COLOR_INDEX 4 Border color of hovered province. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS.
PEACE_HOVERED_STATE_COLOR_INDEX 3 Border color of hovered state in Peace conference. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS.
PEACE_CLAIMED_STATE_COLOR_INDEX 2 Border color of claimed states in Peace conference. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS.
SELECTION_HOVERED_STATE_COLOR_INDEX_CONTROLLED 5 Border color of hovered controlled states in various select mapmodes. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS.
SELECTION_HOVERED_STATE_COLOR_INDEX_FOREIGN 6 Border color of hovered foreign states in various select mapmodes. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS.

NMapIcons

Name Default Developer comment Usage
TOP_MAP_ICON 30
INTERPOLATION_SNAP_DISTANCE 0.3
INTEL_MAP_MODE_MAP_ICON_OFFSET { 12, 40 } Control the offset of the intel map mode map icon (counterintelligence, operatives and operations)
COARSE_RAILWAY_GUN_POSITION_OFFSET { -30, 0 } Coarse railway gun icons will have their world centers offset by this offset
DEFAULT_PRIORITY_UNITS_STACK 10
DEFAULT_PRIORITY_UNITS_STACK_GROUP 11
DEFAULT_PRIORITY_VICTORY_POINTS 5
DEFAULT_PRIORITY_RESOURCE 10
DEFAULT_PRIORITY_CONSTRUCTION_INFO 3
DEFAULT_PRIORITY_AIR_BASE 3
DEFAULT_PRIORITY_ROCKET_SITE 3
DEFAULT_PRIORITY_NAVAL_BASE 3
DEFAULT_PRIORITY_NAVAL_COMBAT 20
DEFAULT_PRIORITY_NAVAL_COMBAT_RESULTS 19
DEFAULT_PRIORITY_LAND_COMBAT 20
DEFAULT_PRIORITY_NAVAL_MISSION 13
DEFAULT_PRIORITY_AIR_MISSION 13
DEFAULT_PRIORITY_SUPPLY 14
DEFAULT_PRIORITY_CAPITAL 5
DEFAULT_PRIORITY_PEACE_COST 3
DEFAULT_PRIORITY_ADJACENCY_RULE 3
DEFAULT_PRIORITY_NAVAL_MINES 13
DEFAULT_PRIORITY_NAVAL_ACCIDENTS 13
DEFAULT_PRIORITY_NAVAL_ACCIDENTS 13
STATES_PRIORITY_UNITS_STACK 10
STATES_PRIORITY_UNITS_STACK_GROUP 11
STATES_PRIORITY_VICTORY_POINTS 5
STATES_PRIORITY_RESOURCE 10
STATES_PRIORITY_CONSTRUCTION_INFO 3
STATES_PRIORITY_AIR_BASE 3
STATES_PRIORITY_ROCKET_SITE 3
STATES_PRIORITY_NAVAL_BASE 3
STATES_PRIORITY_NAVAL_COMBAT 20
STATES_PRIORITY_NAVAL_COMBAT_RESULTS 19
STATES_PRIORITY_LAND_COMBAT 20
STATES_PRIORITY_NAVAL_MISSION 13
STATES_PRIORITY_AIR_MISSION 13
STATES_PRIORITY_SUPPLY 14
STATES_PRIORITY_CAPITAL 5
STATES_PRIORITY_PEACE_COST 3
STATES_PRIORITY_ADJACENCY_RULE 3
STATES_PRIORITY_NAVAL_MINES 13
STATES_PRIORITY_NAVAL_ACCIDENTS 13
SUPPLY_AREAS_PRIORITY_UNITS_STACK 10
SUPPLY_AREAS_PRIORITY_UNITS_STACK_GROUP 11
SUPPLY_AREAS_PRIORITY_VICTORY_POINTS 5
SUPPLY_AREAS_PRIORITY_RESOURCE 10
SUPPLY_AREAS_PRIORITY_CONSTRUCTION_INFO 3
SUPPLY_AREAS_PRIORITY_AIR_BASE 3
SUPPLY_AREAS_PRIORITY_ROCKET_SITE 3
SUPPLY_AREAS_PRIORITY_NAVAL_BASE 3
SUPPLY_AREAS_PRIORITY_NAVAL_COMBAT 20
SUPPLY_AREAS_PRIORITY_NAVAL_COMBAT_RESULTS 19
SUPPLY_AREAS_PRIORITY_LAND_COMBAT 20
SUPPLY_AREAS_PRIORITY_NAVAL_MISSION 13
SUPPLY_AREAS_PRIORITY_AIR_MISSION 13
SUPPLY_AREAS_PRIORITY_SUPPLY 14
SUPPLY_AREAS_PRIORITY_CAPITAL 5
SUPPLY_AREAS_PRIORITY_PEACE_COST 3
SUPPLY_AREAS_PRIORITY_ADJACENCY_RULE 3
SUPPLY_AREAS_PRIORITY_NAVAL_MINES 13
SUPPLY_AREAS_PRIORITY_NAVAL_ACCIDENTS 13
STRATEGIC_AIR_PRIORITY_UNITS_STACK 10
STRATEGIC_AIR_PRIORITY_UNITS_STACK_GROUP 11
STRATEGIC_AIR_PRIORITY_VICTORY_POINTS 5
STRATEGIC_AIR_PRIORITY_RESOURCE 10
STRATEGIC_AIR_PRIORITY_CONSTRUCTION_INFO 3
STRATEGIC_AIR_PRIORITY_AIR_BASE 30
STRATEGIC_AIR_PRIORITY_ROCKET_SITE 3
STRATEGIC_AIR_PRIORITY_NAVAL_BASE 3
STRATEGIC_AIR_PRIORITY_NAVAL_COMBAT 20
STRATEGIC_AIR_PRIORITY_NAVAL_COMBAT_RESULTS 19
STRATEGIC_AIR_PRIORITY_LAND_COMBAT 20
STRATEGIC_AIR_PRIORITY_NAVAL_MISSION 13
STRATEGIC_AIR_PRIORITY_AIR_MISSION 29
STRATEGIC_AIR_PRIORITY_SUPPLY 14
STRATEGIC_AIR_PRIORITY_CAPITAL 5
STRATEGIC_AIR_PRIORITY_PEACE_COST 3
STRATEGIC_AIR_PRIORITY_ADJACENCY_RULE 3
STRATEGIC_AIR_PRIORITY_NAVAL_MINES 13
STRATEGIC_AIR_PRIORITY_NAVAL_ACCIDENTS 13
STRATEGIC_NAVY_PRIORITY_UNITS_STACK 10
STRATEGIC_NAVY_PRIORITY_UNITS_STACK_GROUP 11
STRATEGIC_NAVY_PRIORITY_VICTORY_POINTS 5
STRATEGIC_NAVY_PRIORITY_RESOURCE 10
STRATEGIC_NAVY_PRIORITY_CONSTRUCTION_INFO 3
STRATEGIC_NAVY_PRIORITY_AIR_BASE 3
STRATEGIC_NAVY_PRIORITY_ROCKET_SITE 3
STRATEGIC_NAVY_PRIORITY_NAVAL_BASE 28
STRATEGIC_NAVY_PRIORITY_NAVAL_COMBAT 20
STRATEGIC_NAVY_PRIORITY_NAVAL_COMBAT_RESULTS 19
STRATEGIC_NAVY_PRIORITY_LAND_COMBAT 20
STRATEGIC_NAVY_PRIORITY_NAVAL_MISSION 29
STRATEGIC_NAVY_PRIORITY_AIR_MISSION 13
STRATEGIC_NAVY_PRIORITY_SUPPLY 14
STRATEGIC_NAVY_PRIORITY_CAPITAL 5
STRATEGIC_NAVY_PRIORITY_PEACE_COST 3
STRATEGIC_NAVY_PRIORITY_ADJACENCY_RULE 3
STRATEGIC_NAVY_PRIORITY_NAVAL_MINES 13
STRATEGIC_NAVY_PRIORITY_NAVAL_ACCIDENTS 13
RESISTANCE_PRIORITY_UNITS_STACK 10
RESISTANCE_PRIORITY_UNITS_STACK_GROUP 11
RESISTANCE_PRIORITY_VICTORY_POINTS 5
RESISTANCE_PRIORITY_RESOURCE 10
RESISTANCE_PRIORITY_CONSTRUCTION_INFO 3
RESISTANCE_PRIORITY_AIR_BASE 3
RESISTANCE_PRIORITY_ROCKET_SITE 3
RESISTANCE_PRIORITY_NAVAL_BASE 3
RESISTANCE_PRIORITY_NAVAL_COMBAT 20
RESISTANCE_PRIORITY_NAVAL_COMBAT_RESULTS 19
RESISTANCE_PRIORITY_LAND_COMBAT 20
RESISTANCE_PRIORITY_NAVAL_MISSION 13
RESISTANCE_PRIORITY_AIR_MISSION 13
RESISTANCE_PRIORITY_SUPPLY 14
RESISTANCE_PRIORITY_CAPITAL 5
RESISTANCE_PRIORITY_PEACE_COST 3
RESISTANCE_PRIORITY_ADJACENCY_RULE 3
RESISTANCE_PRIORITY_NAVAL_MINES 13
RESISTANCE_PRIORITY_NAVAL_ACCIDENTS 13
RESOURCES_PRIORITY_UNITS_STACK 10
RESOURCES_PRIORITY_UNITS_STACK_GROUP 11
RESOURCES_PRIORITY_VICTORY_POINTS 5
RESOURCES_PRIORITY_RESOURCE 10
RESOURCES_PRIORITY_CONSTRUCTION_INFO 3
RESOURCES_PRIORITY_AIR_BASE 3
RESOURCES_PRIORITY_ROCKET_SITE 3
RESOURCES_PRIORITY_NAVAL_BASE 3
RESOURCES_PRIORITY_NAVAL_COMBAT 20
RESOURCES_PRIORITY_NAVAL_COMBAT_RESULTS 19
RESOURCES_PRIORITY_LAND_COMBAT 20
RESOURCES_PRIORITY_NAVAL_MISSION 13
RESOURCES_PRIORITY_AIR_MISSION 13
RESOURCES_PRIORITY_SUPPLY 14
RESOURCES_PRIORITY_CAPITAL 5
RESOURCES_PRIORITY_PEACE_COST 3
RESOURCES_PRIORITY_ADJACENCY_RULE 3
RESOURCES_PRIORITY_NAVAL_MINES 13
RESOURCES_PRIORITY_NAVAL_ACCIDENTS 13
DIPLOMACY_PRIORITY_UNITS_STACK 10
DIPLOMACY_PRIORITY_UNITS_STACK_GROUP 11
DIPLOMACY_PRIORITY_VICTORY_POINTS 5
DIPLOMACY_PRIORITY_RESOURCE 10
DIPLOMACY_PRIORITY_CONSTRUCTION_INFO 3
DIPLOMACY_PRIORITY_AIR_BASE 3
DIPLOMACY_PRIORITY_ROCKET_SITE 3
DIPLOMACY_PRIORITY_NAVAL_BASE 3
DIPLOMACY_PRIORITY_NAVAL_COMBAT 20
DIPLOMACY_PRIORITY_NAVAL_COMBAT_RESULTS 19
DIPLOMACY_PRIORITY_LAND_COMBAT 20
DIPLOMACY_PRIORITY_NAVAL_MISSION 13
DIPLOMACY_PRIORITY_AIR_MISSION 13
DIPLOMACY_PRIORITY_SUPPLY 14
DIPLOMACY_PRIORITY_CAPITAL 5
DIPLOMACY_PRIORITY_PEACE_COST 3
DIPLOMACY_PRIORITY_ADJACENCY_RULE 3
DIPLOMACY_PRIORITY_NAVAL_MINES 13
DIPLOMACY_PRIORITY_NAVAL_ACCIDENTS 13
FACTIONS_PRIORITY_UNITS_STACK 10
FACTIONS_PRIORITY_UNITS_STACK_GROUP 11
FACTIONS_PRIORITY_VICTORY_POINTS 5
FACTIONS_PRIORITY_RESOURCE 10
FACTIONS_PRIORITY_CONSTRUCTION_INFO 3
FACTIONS_PRIORITY_AIR_BASE 3
FACTIONS_PRIORITY_ROCKET_SITE 3
FACTIONS_PRIORITY_NAVAL_BASE 3
FACTIONS_PRIORITY_NAVAL_COMBAT 20
FACTIONS_PRIORITY_NAVAL_COMBAT_RESULTS 19
FACTIONS_PRIORITY_LAND_COMBAT 20
FACTIONS_PRIORITY_NAVAL_MISSION 13
FACTIONS_PRIORITY_AIR_MISSION 13
FACTIONS_PRIORITY_SUPPLY 14
FACTIONS_PRIORITY_CAPITAL 5
FACTIONS_PRIORITY_PEACE_COST 3
FACTIONS_PRIORITY_ADJACENCY_RULE 3
FACTIONS_PRIORITY_NAVAL_MINES 13
FACTIONS_PRIORITY_NAVAL_ACCIDENTS 13
STRATEGIC_REGIONS_PRIORITY_UNITS_STACK 10
STRATEGIC_REGIONS_PRIORITY_UNITS_STACK_GROUP 11
STRATEGIC_REGIONS_PRIORITY_VICTORY_POINTS 5
STRATEGIC_REGIONS_PRIORITY_RESOURCE 10
STRATEGIC_REGIONS_PRIORITY_CONSTRUCTION_INFO 3
STRATEGIC_REGIONS_PRIORITY_AIR_BASE 3
STRATEGIC_REGIONS_PRIORITY_ROCKET_SITE 3
STRATEGIC_REGIONS_PRIORITY_NAVAL_BASE 3
STRATEGIC_REGIONS_PRIORITY_NAVAL_COMBAT 20
STRATEGIC_REGIONS_PRIORITY_NAVAL_COMBAT_RESULTS 19
STRATEGIC_REGIONS_PRIORITY_LAND_COMBAT 20
STRATEGIC_REGIONS_PRIORITY_NAVAL_MISSION 13
STRATEGIC_REGIONS_PRIORITY_AIR_MISSION 13
STRATEGIC_REGIONS_PRIORITY_SUPPLY 14
STRATEGIC_REGIONS_PRIORITY_CAPITAL 5
STRATEGIC_REGIONS_PRIORITY_PEACE_COST 3
STRATEGIC_REGIONS_PRIORITY_ADJACENCY_RULE 3
STRATEGIC_REGIONS_PRIORITY_NAVAL_MINES 13
STRATEGIC_REGIONS_PRIORITY_NAVAL_ACCIDENTS 13
DEPLOYMENT_AIR_PRIORITY_UNITS_STACK 10
DEPLOYMENT_AIR_PRIORITY_UNITS_STACK_GROUP 11
DEPLOYMENT_AIR_PRIORITY_VICTORY_POINTS 5
DEPLOYMENT_AIR_PRIORITY_RESOURCE 10
DEPLOYMENT_AIR_PRIORITY_CONSTRUCTION_INFO 3
DEPLOYMENT_AIR_PRIORITY_AIR_BASE 3
DEPLOYMENT_AIR_PRIORITY_ROCKET_SITE 3
DEPLOYMENT_AIR_PRIORITY_NAVAL_BASE 3
DEPLOYMENT_AIR_PRIORITY_NAVAL_COMBAT 20
DEPLOYMENT_AIR_PRIORITY_NAVAL_COMBAT_RESULTS 19
DEPLOYMENT_AIR_PRIORITY_LAND_COMBAT 20
DEPLOYMENT_AIR_PRIORITY_NAVAL_MISSION 13
DEPLOYMENT_AIR_PRIORITY_AIR_MISSION 13
DEPLOYMENT_AIR_PRIORITY_SUPPLY 14
DEPLOYMENT_AIR_PRIORITY_CAPITAL 5
DEPLOYMENT_AIR_PRIORITY_PEACE_COST 3
DEPLOYMENT_AIR_PRIORITY_ADJACENCY_RULE 3
DEPLOYMENT_AIR_PRIORITY_NAVAL_MINES 13
DEPLOYMENT_AIR_PRIORITY_NAVAL_ACCIDENTS 13
DEPLOYMENT_NAVY_PRIORITY_UNITS_STACK 10
DEPLOYMENT_NAVY_PRIORITY_UNITS_STACK_GROUP 11
DEPLOYMENT_NAVY_PRIORITY_VICTORY_POINTS 5
DEPLOYMENT_NAVY_PRIORITY_RESOURCE 10
DEPLOYMENT_NAVY_PRIORITY_CONSTRUCTION_INFO 3
DEPLOYMENT_NAVY_PRIORITY_AIR_BASE 3
DEPLOYMENT_NAVY_PRIORITY_ROCKET_SITE 3
DEPLOYMENT_NAVY_PRIORITY_NAVAL_BASE 3
DEPLOYMENT_NAVY_PRIORITY_NAVAL_COMBAT 20
DEPLOYMENT_NAVY_PRIORITY_NAVAL_COMBAT_RESULTS 19
DEPLOYMENT_NAVY_PRIORITY_LAND_COMBAT 20
DEPLOYMENT_NAVY_PRIORITY_NAVAL_MISSION 13
DEPLOYMENT_NAVY_PRIORITY_AIR_MISSION 13
DEPLOYMENT_NAVY_PRIORITY_SUPPLY 14
DEPLOYMENT_NAVY_PRIORITY_CAPITAL 5
DEPLOYMENT_NAVY_PRIORITY_PEACE_COST 3
DEPLOYMENT_NAVY_PRIORITY_ADJACENCY_RULE 3
DEPLOYMENT_NAVY_PRIORITY_NAVAL_MINES 13
DEPLOYMENT_NAVY_PRIORITY_NAVAL_ACCIDENTS 13
DEPLOYMENT_MILITARY_PRIORITY_UNITS_STACK 10
DEPLOYMENT_MILITARY_PRIORITY_UNITS_STACK_GROUP 11
DEPLOYMENT_MILITARY_PRIORITY_VICTORY_POINTS 5
DEPLOYMENT_MILITARY_PRIORITY_RESOURCE 10
DEPLOYMENT_MILITARY_PRIORITY_CONSTRUCTION_INFO 3
DEPLOYMENT_MILITARY_PRIORITY_AIR_BASE 3
DEPLOYMENT_MILITARY_PRIORITY_ROCKET_SITE 3
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_BASE 3
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_COMBAT 20
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_COMBAT_RESULTS 19
DEPLOYMENT_MILITARY_PRIORITY_LAND_COMBAT 20
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_MISSION 13
DEPLOYMENT_MILITARY_PRIORITY_AIR_MISSION 13
DEPLOYMENT_MILITARY_PRIORITY_SUPPLY 14
DEPLOYMENT_MILITARY_PRIORITY_CAPITAL 5
DEPLOYMENT_MILITARY_PRIORITY_PEACE_COST 3
DEPLOYMENT_MILITARY_PRIORITY_ADJACENCY_RULE 3
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_MINES 13
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_ACCIDENTS 13
PEACE_CONFERENCE_PRIORITY_UNITS_STACK 10
PEACE_CONFERENCE_PRIORITY_UNITS_STACK_GROUP 11
PEACE_CONFERENCE_PRIORITY_VICTORY_POINTS 5
PEACE_CONFERENCE_PRIORITY_RESOURCE 10
PEACE_CONFERENCE_PRIORITY_CONSTRUCTION_INFO 3
PEACE_CONFERENCE_PRIORITY_AIR_BASE 3
PEACE_CONFERENCE_PRIORITY_ROCKET_SITE 3
PEACE_CONFERENCE_PRIORITY_NAVAL_BASE 3
PEACE_CONFERENCE_PRIORITY_NAVAL_COMBAT 20
PEACE_CONFERENCE_PRIORITY_NAVAL_COMBAT_RESULTS 19
PEACE_CONFERENCE_PRIORITY_LAND_COMBAT 20
PEACE_CONFERENCE_PRIORITY_NAVAL_MISSION 13
PEACE_CONFERENCE_PRIORITY_AIR_MISSION 13
PEACE_CONFERENCE_PRIORITY_SUPPLY 14
PEACE_CONFERENCE_PRIORITY_CAPITAL 5
PEACE_CONFERENCE_PRIORITY_PEACE_COST 20
PEACE_CONFERENCE_PRIORITY_ADJACENCY_RULE 3
PEACE_CONFERENCE_PRIORITY_NAVAL_MINES 13
PEACE_CONFERENCE_PRIORITY_NAVAL_ACCIDENTS 13
INFRASTRUCTURE_PRIORITY_UNITS_STACK 10
INFRASTRUCTURE_PRIORITY_UNITS_STACK_GROUP 11
INFRASTRUCTURE_PRIORITY_VICTORY_POINTS 5
INFRASTRUCTURE_PRIORITY_RESOURCE 10
INFRASTRUCTURE_PRIORITY_CONSTRUCTION_INFO 3
INFRASTRUCTURE_PRIORITY_AIR_BASE 3
INFRASTRUCTURE_PRIORITY_ROCKET_SITE 3
INFRASTRUCTURE_PRIORITY_NAVAL_BASE 3
INFRASTRUCTURE_PRIORITY_NAVAL_COMBAT 20
INFRASTRUCTURE_PRIORITY_NAVAL_COMBAT_RESULTS 19
INFRASTRUCTURE_PRIORITY_LAND_COMBAT 20
INFRASTRUCTURE_PRIORITY_NAVAL_MISSION 13
INFRASTRUCTURE_PRIORITY_AIR_MISSION 13
INFRASTRUCTURE_PRIORITY_SUPPLY 14
INFRASTRUCTURE_PRIORITY_CAPITAL 5
INFRASTRUCTURE_PRIORITY_PEACE_COST 3
INFRASTRUCTURE_PRIORITY_ADJACENCY_RULE 3
INFRASTRUCTURE_PRIORITY_NAVAL_MINES 13
INFRASTRUCTURE_PRIORITY_NAVAL_ACCIDENTS 13
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_UNITS_STACK 10
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_UNITS_STACK_GROUP 11
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_VICTORY_POINTS 5
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_RESOURCE 10
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_CONSTRUCTION_INFO 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_AIR_BASE 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_ROCKET_SITE 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_BASE 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_COMBAT 20
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_COMBAT_RESULTS 19
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_LAND_COMBAT 20
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_MISSION 13
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_AIR_MISSION 13
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_SUPPLY 14
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_CAPITAL 5
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_PEACE_COST 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_ADJACENCY_RULE 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_MINES 13
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_ACCIDENTS 13
MANPOWER_PRIORITY_UNITS_STACK 10
MANPOWER_PRIORITY_UNITS_STACK_GROUP 11
MANPOWER_PRIORITY_VICTORY_POINTS 5
MANPOWER_PRIORITY_RESOURCE 10
MANPOWER_PRIORITY_CONSTRUCTION_INFO 3
MANPOWER_PRIORITY_AIR_BASE 3
MANPOWER_PRIORITY_ROCKET_SITE 3
MANPOWER_PRIORITY_NAVAL_BASE 3
MANPOWER_PRIORITY_NAVAL_COMBAT 20
MANPOWER_PRIORITY_NAVAL_COMBAT_RESULTS 19
MANPOWER_PRIORITY_LAND_COMBAT 20
MANPOWER_PRIORITY_NAVAL_MISSION 13
MANPOWER_PRIORITY_AIR_MISSION 13
MANPOWER_PRIORITY_SUPPLY 14
MANPOWER_PRIORITY_CAPITAL 5
MANPOWER_PRIORITY_PEACE_COST 3
MANPOWER_PRIORITY_ADJACENCY_RULE 3
MANPOWER_PRIORITY_NAVAL_MINES 13
MANPOWER_PRIORITY_NAVAL_ACCIDENTS 13
IDEOLOGY_PRIORITY_UNITS_STACK 10
IDEOLOGY_PRIORITY_UNITS_STACK_GROUP 11
IDEOLOGY_PRIORITY_VICTORY_POINTS 5
IDEOLOGY_PRIORITY_RESOURCE 10
IDEOLOGY_PRIORITY_CONSTRUCTION_INFO 3
IDEOLOGY_PRIORITY_AIR_BASE 3
IDEOLOGY_PRIORITY_ROCKET_SITE 3
IDEOLOGY_PRIORITY_NAVAL_BASE 3
IDEOLOGY_PRIORITY_NAVAL_COMBAT 20
IDEOLOGY_PRIORITY_NAVAL_COMBAT_RESULTS 19
IDEOLOGY_PRIORITY_LAND_COMBAT 20
IDEOLOGY_PRIORITY_NAVAL_MISSION 13
IDEOLOGY_PRIORITY_AIR_MISSION 13
IDEOLOGY_PRIORITY_SUPPLY 14
IDEOLOGY_PRIORITY_CAPITAL 5
IDEOLOGY_PRIORITY_PEACE_COST 3
IDEOLOGY_PRIORITY_ADJACENCY_RULE 3
IDEOLOGY_PRIORITY_NAVAL_MINES 13
IDEOLOGY_PRIORITY_NAVAL_ACCIDENTS 13
START_CONSTRUCTION_PRIORITY_UNITS_STACK 10
START_CONSTRUCTION_PRIORITY_UNITS_STACK_GROUP 11
START_CONSTRUCTION_PRIORITY_VICTORY_POINTS 5
START_CONSTRUCTION_PRIORITY_RESOURCE 10
START_CONSTRUCTION_PRIORITY_CONSTRUCTION_INFO 20
START_CONSTRUCTION_PRIORITY_AIR_BASE 1
START_CONSTRUCTION_PRIORITY_ROCKET_SITE 3
START_CONSTRUCTION_PRIORITY_NAVAL_BASE 1
START_CONSTRUCTION_PRIORITY_NAVAL_COMBAT 20
START_CONSTRUCTION_PRIORITY_NAVAL_COMBAT_RESULTS 19
START_CONSTRUCTION_PRIORITY_LAND_COMBAT 20
START_CONSTRUCTION_PRIORITY_NAVAL_MISSION 13
START_CONSTRUCTION_PRIORITY_AIR_MISSION 13
START_CONSTRUCTION_PRIORITY_SUPPLY 14
START_CONSTRUCTION_PRIORITY_CAPITAL 5
START_CONSTRUCTION_PRIORITY_PEACE_COST 3
START_CONSTRUCTION_PRIORITY_ADJACENCY_RULE 3
START_CONSTRUCTION_PRIORITY_NAVAL_MINES 13
START_CONSTRUCTION_PRIORITY_NAVAL_ACCIDENTS 13
PLAYERS_PRIORITY_UNITS_STACK 10
PLAYERS_PRIORITY_UNITS_STACK_GROUP 11
PLAYERS_PRIORITY_VICTORY_POINTS 5
PLAYERS_PRIORITY_RESOURCE 10
PLAYERS_PRIORITY_CONSTRUCTION_INFO 3
PLAYERS_PRIORITY_AIR_BASE 3
PLAYERS_PRIORITY_ROCKET_SITE 3
PLAYERS_PRIORITY_NAVAL_BASE 3
PLAYERS_PRIORITY_NAVAL_COMBAT 20
PLAYERS_PRIORITY_NAVAL_COMBAT_RESULTS 19
PLAYERS_PRIORITY_LAND_COMBAT 20
PLAYERS_PRIORITY_NAVAL_MISSION 13
PLAYERS_PRIORITY_AIR_MISSION 13
PLAYERS_PRIORITY_SUPPLY 14
PLAYERS_PRIORITY_CAPITAL 5
PLAYERS_PRIORITY_PEACE_COST 3
PLAYERS_PRIORITY_ADJACENCY_RULE 3
PLAYERS_PRIORITY_NAVAL_MINES 13
PLAYERS_PRIORITY_NAVAL_ACCIDENTS 13
OPERATIVES_PRIORITY_UNITS_STACK 10
OPERATIVES_PRIORITY_UNITS_STACK_GROUP 11
OPERATIVES_PRIORITY_VICTORY_POINTS 5
OPERATIVES_PRIORITY_RESOURCE 10
OPERATIVES_PRIORITY_CONSTRUCTION_INFO 3
OPERATIVES_PRIORITY_AIR_BASE 3
OPERATIVES_PRIORITY_ROCKET_SITE 3
OPERATIVES_PRIORITY_NAVAL_BASE 3
OPERATIVES_PRIORITY_NAVAL_COMBAT 20
OPERATIVES_PRIORITY_NAVAL_COMBAT_RESULTS 19
OPERATIVES_PRIORITY_LAND_COMBAT 20
OPERATIVES_PRIORITY_NAVAL_MISSION 13
OPERATIVES_PRIORITY_AIR_MISSION 13
OPERATIVES_PRIORITY_SUPPLY 14
OPERATIVES_PRIORITY_CAPITAL 25
OPERATIVES_PRIORITY_PEACE_COST 3
OPERATIVES_PRIORITY_ADJACENCY_RULE 3
OPERATIVES_PRIORITY_NAVAL_MINES 13
OPERATIVES_PRIORITY_NAVAL_ACCIDENTS 13
OPERATIVES_PRIORITY_NAVAL_ACCIDENTS 13
OPERATION_PRIORITY_CAN_START 1 The order of the operation map icons (lower in first)
OPERATION_PRIORITY_COMPLETED 2 The order of the operation map icons (lower in first)
OPERATION_PRIORITY_IN_PROGRESS 3 The order of the operation map icons (lower in first)
OPERATION_PRIORITY_PREPARED 4 The order of the operation map icons (lower in first)
OPERATION_PRIORITY_DEFAULT 5 The order of the operation map icons (lower in first)

NAirGfx

Name Default Developer comment Usage
AIRPLANES_ANIMATION_GLOBAL_SPEED_PER_GAMESPEED { 0.22, 0.28, 0.32, 0.38, 0.44, 0.5 } Speed factor for each game speed (begin with paused). Larger value = faster animation.
ROCKET_SPEED 15.0 Speed of rockets launched from rocket sites
AIRPLANES_CURVE_POINT_DENSITY 2.0 LOWER value = more midpoints in the flight path.
AIRPLANES_CURVE_MAX_EXTRAPOLATION 20.0 It's the limit value that avoid making gigantic curves that may happen when flight path is very long.
AIRPLANES_CURVE_MIN_ELEVATION 4.0 Minimum height above the ground that the curve will generate it's points. Excludes first and last point (takeoff/landing).
AIRPLANES_SCALE_TAKEOFF_DIST 0.1 Until first x% of the flight path, the airplane will scale up.
AIRPLANES_SCALE_MIN 0.1 Minimum airplane scale down when takeoff/landing.
AIRPLANES_SCALE_LANDING_DIST 0.9 After last x% of the flight path, the airplane will scale down.
AIRPLANES_SMOOTH_INTERPOLATION_MOVE 0.13 How smooth is the movement interpolation.
AIRPLANES_SMOOTH_INTERPOLATION_TURN 0.12 How smooth is the turning interpolation.
AIRPLANES_BANK_STRENGTH 210.0 Multiplier of how much the curve affects the wings banking. (angle limited by the following value)
AIRPLANES_BANK_ANGLE_LIMIT 55.0 Bank angle limit.
AIRPLANES_GROUND_COLLISION_OFFSET_Y -5.0 Lets the 3d airplanes disappear after going a bit under the ground.
AIRPLANES_1_FIGHTER_PATROL_ANIM 1 Number of fighters needed for a single instance of this animation
AIRPLANES_3_FIGHTER_PATROL_ANIM 3 Number of fighters needed for a single instance of this animation
AIRPLANES_1_BOMBER_BOMBING_ANIM 1 Number of bombers needed for a single instance of this animation
AIRPLANES_3_BOMBER_BOMBING_ANIM 3 Number of bombers needed for a single instance of this animation
AIRPLANES_1_FIGHTER_VS_1_FIGHTER_ANIM 1 Number of fighters needed per side for a single instance of this animation
AIRPLANES_3_FIGHTER_VS_3_FIGHTER_ANIM 3 Number of bombers needed per side for a single instance of this animation
AIRPLANES_1_TRANSPORT_SUPPLY_ANIM 1 Number of planes needed for a single instance of this animation
AIRPLANES_3_TRANSPORT_SUPPLY_ANIM 3 Number of planes needed for a single instance of this animation
AIRPLANES_1_SCOUT_PLANE_PATROL_ANIM 1
AIRPLANES_3_SCOUT_PLANE_PATROL_ANIM 3
STRAT_BOMBER_FIREBOMB_THRESHOLD 42.0 If a strategic bomber has a strat_bomber value >= this, then the firebombing animation will be used
STRAT_BOMBER_CARPETBOMB_THRESHOLD 16.0 If a strategic bomber has a strat_bomber value >= this, then the carpet-bombing animation will be used
BOMBERS_DIVISION_FACTOR 30 Number of bombers in a strategic region will be divided by this factor.
MISSILES_DIVISION_FACTOR 60 Number of missiles shown in a strategic region will be divided by this factor.
FIGHTERS_DIVISION_FACTOR 30 Number of missiles shown in a strategic region will be divided by this factor.
SCOUT_PLANE_DIVISION_FACTOR 30 Number of missiles shown in a strategic region will be divided by this factor.
TRANSPORT_DIVISION_FACTOR 30
MAX_MISSILE_BOMBING_SCENARIOS 2 Max number of missile bombing scenarios in a strategic region.
MAX_PATROL_SCENARIOS 2 Max number of patrol scenarios in a strategic region.
MAX_BOMBING_SCENARIOS 2 Max number of bombings scenarios in a strategic region.
MAX_DOGFIGHTS_SCENARIOS 3 Max number of dogfight scenarios in a strategic region.
MAX_TRANSPORT_SCENARIOS 2 Max number of transport scenarios in a strategic region
MAX_TRAINING_SCENARIOS 2 Max number of training scenarios in a strategic region
MAX_SCOUT_SCENARIOS 2

NGraphics

Name Default Developer comment Usage
COUNTER_MODE_ALLEGIANCE_OURS { 0.32, 0.71, 0.39, 1.0 }
COUNTER_MODE_ALLEGIANCE_ALLIED { 0.31, 0.65, 0.94, 1.0 }
COUNTER_MODE_ALLEGIANCE_ENEMY { 0.91, 0.3, 0.3, 1.0 }
COUNTER_MODE_ALLEGIANCE_OTHER { 0.8, 0.8, 0.8, 1.0 }
MAX_NUMBER_OF_TEXTURES 10000 increase if you have more than this textures
MIN_TRAIN_WAGON_COUNT 3
MAX_TRAIN_WAGON_COUNT 6
RAILWAY_BRIDGE_ENTITY "bridge_railway_entity"
RAILWAY_BRIDGE_LARGE_ENTITY "bridge_railway_large_entity"
RAILWAY_Y_OFFSET 0.9 Railways are offset by this amount vertically from the map
RAILWAY_BRIDGE_Y_OFFSET 0.6 Railway bridges are offset by this amount vertically from the map
RAILWAY_BRIDGE_WIDTH 4.0 Railways will have straight segments of this length for regular bridges
RAILWAY_BRIDGE_LARGE_WIDTH 4.5 Railways will have straight segments of this length for large bridges
RAILWAY_BRIDGE_GAP_WIDTH 2.4 Railways will have gaps of this length for regular bridges
RAILWAY_BRIDGE_GAP_LARGE_WIDTH 2.6 Railways will have gaps of this length for large bridges
TRAIN_MAP_SPEED 3.0 Trains will move at this relative speed. This has no gameplay implications. Changing this value (originally 4.0) may cause audio effects to lose sync with animation.
TUNNELBANA_TIMETABLE { 9200, 12000 } Frequency range in milliseconds for regular train service. Adjust this if changing speed to avoid LONGTRAIN
MAX_MESHES_LOADED_PER_FRAME 10
MESH_POPUP_SCALE_UP_SPEED 5.0
MESH_POPUP_SCALE_DOWN_SPEED 2.1
SHIP_POPUP_SCALE_DOWN_SPEED 4.1
PORT_SHIP_OFFSET 2.0
SHIP_IN_PORT_SCALE 0.25
MAP_BUILDINGS_SHRINK_DISTANCE 180
CITY_SPRAWL_SHRINK_DISTANCE 220.0 Start shrinking at this distance
DRAW_MAP_OBJECTS_CUTOFF 550.0 Remove map objects at this distance
PROVINCE_NAME_DRAW_DISTANCE 500.0 Remove province names beyond this distance
DIRECTION_POINTER_DRAW_DISTANCE 1200.0 Direction pointer arrow will not be drawn beyond this distance
DIRECTION_POINTER_INTERPOLATION_SPEED 0.275 How fast the arrow is interpolating
DIRECTION_POINTER_SCREEN_AREA_MAX 0.935 The moment when the arrow snaps to the province (value is in DOT PRODUCT) 0.9-0.99
DIRECTION_POINTER_SCREEN_AREA_MIN 0.91 The moment when the arrow starts getting closer to the target before it snaps.
DIRECTION_POINTER_SIZE_MIN 0.9 Size of the arrow interpolated dependly on camera distance
DIRECTION_POINTER_SIZE_MAX 10.0
DIRECTION_POINTER_GROUND_OFFSET 5.0 Offset Y above the ground for arrow to point at
LIGHT_DIRECTION_X -1.0
LIGHT_DIRECTION_Y -1.0
LIGHT_DIRECTION_Z 0.5
LIGHT_SHADOW_DIRECTION_X -5.0
LIGHT_SHADOW_DIRECTION_Y -8.0
LIGHT_SHADOW_DIRECTION_Z 5.0
LIGHT_HDR_RANGE 1.0
BORDER_WIDTH 1.5
PROVINCE_BORDER_FADE_NEAR 200
PROVINCE_BORDER_FADE_FAR 300
STATE_BORDER_FADE_NEAR 400
STATE_BORDER_FADE_FAR 500
LAND_UNIT_MOVEMENT_SPEED 12
ARROW_MOVEMENT_SPEED 2
DRAW_COUNTRY_NAMES_CUTOFF 260 Cutoff for drawing country names on the map
TRADEROUTE_SMOOTHNESS 0.65
TRADEROUTE_SMOOTHEN_PASSES 2
SUPPLYFLOW_SMOOTHNESS 0.25
SUPPLYFLOW_SMOOTHEN_PASSES 2
SNAPPED_OFF_FRONT_SMOOTHNESS 0.5
SNAPPED_OFF_FRONT_SMOOTHEN_PASSES 2
ROOT_FRONT_SMOOTHNESS 0.5
ROOT_FRONT_SMOOTHEN_PASSES 1
ROOT_FRONT_OFFSET 1.5 How far the defensive line is offset from the front.
ROOT_FRONT_MAX_INTERSECTION_TESTS_FRONT 30 How many points before the current one to check for intersections against (optimization)
ROOT_FRONT_MAX_INTERSECTION_TESTS_ORDER 25 How many points before the current one to check for intersections against (optimization)
ORDER_FRONT_MAX_OFFSETS 4 Max amount, the overlapping defensive lines can offset from the border.
ORDER_FRONT_SMOOTHNESS 0.5
ORDER_FRONT_SMOOTHEN_PASSES 2
ORDER_MOVE_SMOOTHNESS 0.99
ORDER_MOVE_SMOOTHEN_PASSES 2
UNIT_TURN_SPEED 3
BORDER_COLOR_SELECTION_STATE_R 1.0
BORDER_COLOR_SELECTION_STATE_G 0.62
BORDER_COLOR_SELECTION_STATE_B 0.33
BORDER_COLOR_SELECTION_STATE_A 1.0
BORDER_COLOR_SELECTION_SUPPLY_AREA_R 0.6
BORDER_COLOR_SELECTION_SUPPLY_AREA_G 0.2
BORDER_COLOR_SELECTION_SUPPLY_AREA_B 0.6
BORDER_COLOR_SELECTION_SUPPLY_AREA_A 1.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_R 0.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_G 1.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_B 1.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_A 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_R 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_G 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_B 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_A 1.0
BORDER_COLOR_SELECTION_PROVINCE_R 1.0
BORDER_COLOR_SELECTION_PROVINCE_G 0.8
BORDER_COLOR_SELECTION_PROVINCE_B 0.0
BORDER_COLOR_SELECTION_PROVINCE_A 1.0
BORDER_COLOR_CUSTOM_HIGHLIGHTS { 0.0, 0.61, 0.75, 1.0, 1.0, 0.06, 0.0, 1.0, 0.1, 0.6, 0.2, 1.0, 0.8, 0.3, 0.0, 1.0, 0.0, 0.4, 0.8, 1.0, 0.3, 0.9, 0.3, 0.8, 0.7, 0.7, 0.0, 1.0 } [[ Groups of 4 numbers are RGBA.
If two colors are both active on a border, (because one province is
part of a group using one color, and the other province is part
of another group), then the color that comes first in this list
is the color that will be used. ]]
0: mouse hover
1: bad, while active
2: good, while active
3: bad, while passive
4: good, while passive
5: controlled, neutral positive
6: not ours, neutral negative
BORDER_COLOR_TUTORIAL_HIGHLIGHT_R 0.0
BORDER_COLOR_TUTORIAL_HIGHLIGHT_G 0.61
BORDER_COLOR_TUTORIAL_HIGHLIGHT_B 0.75
BORDER_COLOR_TUTORIAL_HIGHLIGHT_A 1.0
BORDER_COLOR_DEMILITARIZED_R 1.0
BORDER_COLOR_DEMILITARIZED_G 0.06
BORDER_COLOR_DEMILITARIZED_B 0.0
BORDER_COLOR_DEMILITARIZED_A 0.9
BORDER_COLOR_BORDER_CONFLICT_EDGE_R 1.0
BORDER_COLOR_BORDER_CONFLICT_EDGE_G 0.2
BORDER_COLOR_BORDER_CONFLICT_EDGE_B 0.0
BORDER_COLOR_BORDER_CONFLICT_EDGE_A 1.0
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_R 0.7
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_G 1.0
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_B 0.0
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_A 0.9
DRAW_REFRACTIONS_CUTOFF 250
DRAW_SHADOWS_CUTOFF 400
DRAW_SHADOWS_FADE_LENGTH 50
DRAW_FOW_CUTOFF 400
DRAW_FOW_FADE_LENGTH 350
GRADIENT_BORDERS_FIELD_COUNTRY_REFRESH 10 When country changes it's size by X provinces, then it refresh it's thickness and rebuilds all provinces
GRADIENT_BORDERS_FIELD_COUNTRY_LOW 300.0 country area in sum of pixels ...
GRADIENT_BORDERS_FIELD_COUNTRY_HIGH 9000.0 ... the value is squared, so fe. country of size 100x100pix = 10000
GRADIENT_BORDERS_THICKNESS_COUNTRY_LOW 5.0 thickness in pixels
GRADIENT_BORDERS_COUNTRY_CENTER_THICKNESS 2.0 The center gradient is linear 1/255 per pixel for this many pixels
GRADIENT_BORDERS_THICKNESS_COUNTRY_HIGH 25.0
GRADIENT_BORDERS_THICKNESS_STATE 5.0
GRADIENT_BORDERS_THICKNESS_RESISTANCE 5.0
GRADIENT_BORDERS_THICKNESS_INTEL_LEDGER 5.0
GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_A 2.0
GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_B 20.0
GRADIENT_BORDERS_THICKNESS_STRATEGIC_REGIONS 150.0
GRADIENT_BORDERS_THICKNESS_DIPLOMACY 12.0
GRADIENT_BORDERS_THICKNESS_DIPLOMACY_ON_INTEL_LEDGER 3.0
GRADIENT_BORDERS_THICKNESS_PEACE_CONFERENCE_A 3.0 transparency at 0 up until A
GRADIENT_BORDERS_THICKNESS_PEACE_CONFERENCE_B 6.0 increasing transparency up to 100% when at B
GRADIENT_BORDERS_OUTLINE_CUTOFF_COUNTRY 0.973 Magic number to balance cutoff on edges without neighbor
GRADIENT_BORDERS_OUTLINE_CUTOFF_DIPLOMACY 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_DIPLOMACY_ON_INTEL_LEDGER 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_STATE 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_SUPPLY_AREA 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_STRATEGIC_REGIONS 0.98
GRADIENT_BORDERS_OUTLINE_CUTOFF_RESISTANCE 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_FACTIONS 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_INTEL_LEDGER 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_PEACE_CONFERENCE 0.973
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_COUNTRY 0.0 0 to 1 value for override filling when camera zooms in/out. 0 = override disabled
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STATE 0.4
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_SUPPLY_AREA 1.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STRATEGIC_REGIONS 1.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_RESISTANCE 0.35
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_FACTIONS 0.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_TERRAIN 0.39
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_INTEL_LEDGER 0.2
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_DIPLOMACY 0.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_DIPLOMACY_ON_INTEL_LEDGER 1.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_PEACE_CONFERENCE 1.0
GRADIENT_BORDERS_ACTIVATE_FOR_PEACE_CONFERENCE false
GRADIENT_BORDERS_ONE_COLOR_FOR_PEACE_CONFERENCE { -1.0, -1.0, -1.0, -1.0 } all gradient will have this color. if { -1.0, -1.0, -1.0, -1.0 } then use Negotiator MapColor
GRADIENT_BORDERS_OPTIMIZATION_RANGE 30.0 smaller value = faster gradient borders but may have artifacts on large provinces (value to balance)
GRADIENT_BORDERS_REFRESH_FREQ 0.12 how frequent is gradient borders repainting (optimization for high-speed gameplay)
STRATEGIC_AIR_COLOR_BAD { 0.8, 0, 0, 1 } rgb
STRATEGIC_AIR_COLOR_GOOD { 0, 0.8, 0, 1 }
STRATEGIC_AIR_COLOR_AVERAGE { 0.8, 0.8, 0, 1 }
STRATEGIC_AIR_COLOR_NEUTRAL { 140.0/255, 131.0/255, 119.0/255, 1 }
STRATEGIC_AIR_COLOR_GOOD_WHILE_HIGHLIGHTING_HOLD { 0, 0.8, 0, 1 }
STRATEGIC_AIR_COLOR_AVERAGE_WHILE_HIGHLIGHTING_HOLD { 0.8, 0.8, 0, 1 }
STRATEGIC_AIR_COLOR_NEUTRAL_WHILE_HIGHLIGHTING_HOLD { 140.0/255, 131.0/255, 119.0/255, 1 }
STRATEGIC_NAVY_COLOR_NEUTRAL { 0.2, 0.25, 0.35, 0.5 } zones without missions
STRATEGIC_NAVY_COLOR_ON_HOLD { 0.2, 0.5, 0.6, 0.5 } zones with only hold mission
STRATEGIC_NAVY_COLOR_ON_HOLD_HIGHLIGHTED { 0.2, 0.6, 0.7, 0.5 } zones with with only hold missions with taskforces selected
STRATEGIC_NAVY_COLOR_BAD { 0.8, 0, 0, 1 } zones has missions with bad suppremacy
STRATEGIC_NAVY_COLOR_GOOD { 0, 0.8, 0, 1 } zones has missions with good suppremacy
STRATEGIC_NAVY_COLOR_AVERAGE { 0.8, 0.8, 0, 1 } zones has missions with average suppremacy
STRATEGIC_NAVY_NO_TASKFORCES_ASSIGNED { 0.9, 0.3, 0.3, 1 } zones has fleets assigned to them but no no taskforce can reach it or not enough taskforce to cover that region
STRATEGIC_NAVY_COLOR_BAD_WHILE_HIGHLIGHTING_HOLD { 0.7, 0.0, 0.4, 0.5 } zones has missions with bad suppremacy on highlighted regions with a hold mission selected
STRATEGIC_NAVY_COLOR_GOOD_WHILE_HIGHLIGHTING_HOLD { 0, 0.6, 0.5, 1 } zones has missions with good suppremacy on highlighted regions with a hold mission selected
STRATEGIC_NAVY_COLOR_AVERAGE_WHILE_HIGHLIGHTING_HOLD { 0.5, 0.5, 0.6, 1 } zones has missions with average suppremacy on highlighted regions with a hold mission selected
RESISTANCE_COLOR_NONE { 0.4, 0.4, 0.6, 0.5 } rgba
RESISTANCE_COLOR_GOOD { 0.8, 0.8, 0, 0.3 } rgba
RESISTANCE_COLOR_AVERAGE { 0.8, 0.4, 0, 0.5 }
RESISTANCE_COLOR_BAD { 0.8, 0, 0, 0.9 }
CONSTRUCTION_CONVERSION_COLOR { 0.9, 0.9, 0.3, 0.1 }
CONSTRUCTION_CONVERSION_IN_PROGRESS_COLOR { 0.3, 0.3, 0.9, 0.1 }
VIRTUAL_BATTLEPLANS_COLOR { 0.2, 1.0, 0.2, 1 }
ALLIED_BATTLEPLANS_COLOR { 0.3, 0.4, 1.0, 1 }
OFFENSIVE_PING_CIRCLE_COLOR { 0.64, 0.48, 0.35 }
DEFENSIVE_PING_CIRCLE_COLOR { 0.4, 0.55, 0.66 }
GMT_OFFSET 2793 X position on map, of Greenwitch GMT+0 (see also in shader daynight.fxh)
DAY_NIGHT_FEATHER 0.024 Feather value between complete darkness and the day (see also in shader daynight.fxh)
SOUTH_POLE_OFFSET 0.17 Our map is missing big parts of globe on north and south (see also in shader daynight.fxh)
NORTH_POLE_OFFSET 0.93
COUNTRY_FLAG_TEX_WIDTH 82 Expected texture size
COUNTRY_FLAG_TEX_HEIGHT 52
COUNTRY_FLAG_TEX_MAX_SIZE 256 Tweak dependly on amount of countries. Must be power of 2. No more then 2048.
COUNTRY_FLAG_MEDIUM_TEX_WIDTH 41
COUNTRY_FLAG_MEDIUM_TEX_HEIGHT 26
COUNTRY_FLAG_MEDIUM_TEX_MAX_SIZE 1024 Tweak dependly on amount of countries. Must be power of 2. No more then 2048.
COUNTRY_FLAG_SMALL_TEX_WIDTH 10
COUNTRY_FLAG_SMALL_TEX_HEIGHT 7
COUNTRY_FLAG_SMALL_TEX_MAX_SIZE 256 Tweak dependly on amount of countries. Must be power of 2. No more then 2048.
VICTORY_POINT_LEVELS 3
VICTORY_POINT_MAP_ICON_AFTER { 0, 9, 20 } After this amount of VP the map icon becomes bigger dot.
VICTORY_POINT_MAP_ICON_CAPITAL_CUTOFF_MAX 1000.0 Capitals are special snowflakes, they need their own number
VICTORY_POINT_MAP_ICON_TEXT_CUTOFF { 150, 250, 500 } At what camera distance the VP name text disappears.
VICTORY_POINT_MAP_ICON_TEXT_CUTOFF_MIN 100.0 Min range for victory point text
VICTORY_POINT_MAP_ICON_TEXT_CUTOFF_MAX 800.0 Max range for victory point text
VICTORY_POINT_MAP_ICON_DOT_CUTOFF_MIN 100.0 Min range for victory point dot
VICTORY_POINT_MAP_ICON_DOT_CUTOFF_MAX 1000.0 Max range for victory point text
VICTORY_POINT_MAP_ICON_MAX_VICTORY_POINTS_FOR_PERCENT 22 Default max value for point on the above range. It doesn't matter much if the VP value exceeds this, it'll be treated as max.
AIRBASE_ICON_DISTANCE_CUTOFF 900 At what distance air bases are hidden
RADAR_ICON_DISTANCE_CUTOFF 1100 At what distance the radars are hidden
RESOURCE_MAP_ICON_TEXT_CUTOFF 800 At what camera distance the resource name/amount text disappears.
RESISTANCE_MAP_ICON_MODIFIERS_DISTANCE_CUTOFF 500 At what camera distance the resistance/compliance map icon modifiers are hidden
RESISTANCE_MAP_ICON_DISTANCE_CUTOFF 1200 At what camera distance the resistance/compliance map icons are hidden
PROVINCE_ANIM_TEXT_DISTANCE_CUTOFF 500
CAPITAL_ICON_CUTOFF 1100 At what camera distance capital icons disappears
UNITS_DISTANCE_CUTOFF 120
SHIPS_DISTANCE_CUTOFF 240
UNIT_ARROW_DISTANCE_CUTOFF 875
UNITS_ICONS_DISTANCE_CUTOFF 900
ADJACENCY_RULE_DISTANCE_CUTOFF 1700
LAND_COMBAT_DISTANCE_CUTOFF 1500
PROV_CONSTRUCTION_ICON_DISTANCE_CUTOFF 400
STATE_CONSTRUCTION_ICON_DISTANCE_CUTOFF 800
DECISION_MAP_ICON_DISTANCE_CUTOFF 1000
DECISION_MAP_ICON_DEPTH_PRIORITY 50
CRYPTOLOGY_MAP_ICON_DISTANCE_CUTOFF 1000
PEACE_CONFERENCE_MAP_ICON_DISTANCE_CUTOFF 500
MAP_ICONS_GROUP_CAM_DISTANCE 90.0 camera distance at which the icons begin to group up
MAP_ICONS_STATE_GROUP_CAM_DISTANCE 180.0 Camera distance at which the icons begin to group up on state level
MAP_ICONS_STRATEGIC_GROUP_CAM_DISTANCE 350 second camera distance at which the icons begin to group up
MAP_ICONS_STRATEGIC_AREA_HUGE 220
MAP_ICONS_STATE_HUGE 100
MAPICON_GROUP_PASSES 20 how many mapicons get processed per frame for grouping. more = quicker response, fewer = better performance
MAP_ICONS_GROUP_SPLIT_SELECTED_LIMIT 12 Maximum number of units selected that will cause icon stacks to split
MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE 350 Distance at which icon grouping becomes very coarse and merges different types of units
MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE_STRATEGIC 350 Distance at which icon grouping becomes very coarse and merges different types of units for strategic mapmodes
RIVER_FADE_FROM 20.0 the last river endings got faded out, X distance from the ending...
RIVER_FADE_TO 3.0
TOOLTIP_DELAYED_DELAY 1 How long before showing delayed tooltip.
TOOLTIP_SHOW_DELAY 0.05 How long before showing delayed tooltip.
TOOLTIP_HIDE_DELAY 0.05 How long before showing delayed tooltip.
INTEL_LEDGER_CIVILIAN_ICON_STATE_CUTOFF 250.0
INTEL_LEDGER_CIVILIAN_ICON_REGION_CUTOFF 700.0
RAILWAY_CAMERA_CUTOFF 200.0 railways are cut off above this camera height
RAILWAY_CAMERA_CUTOFF_SPEED 3.0 railways fade in/out speed
DIVISION_NAMES_GROUP_MAX_TOOLTIP_ENTRIES 15 Max entries to display the names in the tooltip, when mouse over the division-names-group in the division template designer.
NAMES_GROUP_MAX_NAME_LIST_ENTRIES 25 Max example name entries in ship and railway gun name list in production menu
WEATHER_DISTANCE_CUTOFF 1500 At what distance weather effects are hidden
WEATHER_DISTANCE_FADE_LENGTH 400 How far the fade out distance should be
WEATHER_ZOOM_IN_CUTOFF 358 At what distance weather effects are faded out the most when zooming in
WEATHER_ZOOM_IN_FADE_LENGTH 220 How far the zoom in fade out distance should be
WEATHER_ZOOM_IN_FADE_FACTOR 0.0 How much the weather effects should fade out when maximum zoomed in
WEATHER_PLAYBACK_RATE 0.15 Playback rate at maximum distance
WEATHER_PLAYBACK_RATE_CUTOFF 500 Playback rate maximum distance
WEATHER_PLAYBACK_RATE_LENGTH 200 For how long to fade between normal playback rate and maximum distance playback rate
POSTEFFECT_PER_PROVINCE_MIN_SNOW 0.1
POSTEFFECT_PER_PROVINCE_MAX_SNOW 0.2
POSTEFFECT_TOTAL_MIN_SNOW 0.0
POSTEFFECT_TOTAL_MAX_SNOW 0.05
POSTEFFECT_FEATHER_MIN_DISTANCE 300.0
POSTEFFECT_FEATHER_MAX_DISTANCE 2000.0
POSTEFFECT_FEATHER_AT_MIN 0.03
POSTEFFECT_FEATHER_AT_MAX 0.8
LAND_COMBAT_BALANCED_COLOR { 1.0, 1.0, 0.0, 1.0 }
LAND_COMBAT_LOSING_COLOR { 1.0, 0.0, 0.0, 1.0 }
LAND_COMBAT_WINNING_COLOR { 0.0, 1.0, 0.0, 1.0 }
BLOOM_WIDTH 1.5 bloom configuration
BLOOM_SCALE 0.9 BLOOM_WIDTH = 1.0, -- night
BRIGHT_THRESHOLD 0.4 BLOOM_SCALE = 3.0, -- night
EMISSIVE_BLOOM_STRENGTH 1.0 BRIGHT_THRESHOLD = 0.9, -- night
MIN_HDR_ADJUSTMENT 0.5 0.18 0.7 är hur mkt den anpassar sig till mörka områden, mindre värde -> mer mörkerseen
MAX_HDR_ADJUSTMENT 1.0 0.8 0.8 jätte högt värde så ser du bra trots att du står inuti solen och tittar.
HDR_ADJUSTMENT_SPEED 15.0 6
TONE_MAP_MIDDLE_GREY 0.5 0.7
TONE_MAP_LUMINANCE_WHITE 1.0
MOON_HEIGHT 600 higher means softer shadows and more intense light
SUN_HEIGHT 600 higher means softer shadows and more intense light
MOON_HEIGHT_WATER 550 higher means softer shadows and more intense light
SUN_HEIGHT_WATER 5000 higher means softer shadows and more intense light
MOON_LATITUDE 0 NOT USED
SUN_LATITUDE 848
SECOND_MOON_LATITUDE 100 Used to put a "fake" sun/moon on the other side of the globe to hide the seem that would otherwise appear there
SECOND_SUN_LATITUDE 100
AMBIENT_LIGHT_POS_X { 0.2, 0.2, 0.2 } hsv color ambient light
right
AMBIENT_LIGHT_NEG_X { 0.4, 0.1, 0.6 } left
AMBIENT_LIGHT_POS_Y { 0.0, 0.0, 0.0 } kills everything
AMBIENT_LIGHT_NEG_Y { 0.35, 0.2, 0.0 } from under
AMBIENT_LIGHT_POS_Z { 0.6, 0.2, 0.924 } top
AMBIENT_LIGHT_NEG_Z { 0.55, 0.1, 0.9 } bottom
SUN_DIFFUSE_COLOR { 0.14, 0.0, 1.0 }
SUN_INTENSITY 1.0 0.4
SUN_SPECULAR_INTENSITY 1.0
MOON_DIFFUSE_COLOR { 0.58, 0.5, 1.0 }
MOON_INTENSITY 2.5
CUBEMAP_INTENSITY 1.0
TREE_FADE_NEAR 250.0
TREE_FADE_FAR 350.0
TRADE_ROUTE_NUM_CONVOYS_SCALE_FACTOR 0.3
TRADE_ROUTE_MAX_NUM_CONVOYS 4
TRADE_ROUTE_CONVOY_SPEED 0.6
TRADE_ROUTE_CONVOY_SLEEP_TIME 3.0
TRADE_ROUTE_CONVOY_ROUTE_OFFSET 0.5
SHIP_IN_MISSION_SPEED 2.5
SHIP_IN_MISSION_TURN_RADIUS 5.0
SHIP_IN_MISSION_TARGET_SIZE 0.5
SHIP_IN_MISSION_SCALE 0.6
TRADE_ROUTE_LINE_OFFSET 0.5
TRADE_ROUTE_MAX_LINES 6
TRADE_ROUTE_BAD_EFFICIENCY_THRESHOLD 0.8
TRADE_ROUTE_REGIONAL_BAD_EFFICIENCY_THRESHOLD 0.9
TRADE_ROUTE_BAD_EFFICIENCY_ROUTE_COLOR { 1.0, 0.7, 0.5, 0.75 }
TRADE_ROUTE_BAD_EFFICIENCY_HOTSPOT_COLOR { 1.0, 0.0, 0.0, 0.75 }
TRADE_ROUTE_PRODUCTION_TRANSFER_COLOR { 0.0, 0.5, 1.0, 0.75 }
TRADE_ROUTE_SUPPLIES_TRANSFER_COLOR { 1.0, 1.0, 1.0, 0.75 }
TRADE_ROUTE_RESOURCE_EXPORT_COLOR { 0.7, 1.0, 0.5, 0.75 }
TRADE_ROUTE_RESOURCE_IMPORT_COLOR { 0.2, 0.9, 1.0, 0.75 }
TRADE_ROUTE_LEND_LEASE_EXPORT_COLOR { 0.5, 1.0, 0.0, 0.75 }
TRADE_ROUTE_LEND_LEASE_IMPORT_COLOR { 0.5, 1.0, 0.0, 0.75 }
TRADE_ROUTE_INTERNATIONAL_MARKET_COLOR { 0.0, 1.0, 0.0, 0.75 }
TRAIT_GRID_COLUMN_OFFSET 3
TRAIT_GRID_COLUMN_WIDTH 208
TRAIT_GRID_ROW_SHIFT 48
TRAIT_LINE_ASSIGNED_COLOR { 0.47, 0.93, 0.65 } - Colors used for the trait trees (MIO and character trait trees)
Color for parent dependency lines when the parent is assigned.
TRAIT_LINE_NON_ASSIGNED_COLOR { 0.67, 0.75, 0.93 } Color for parent dependency lines when the parent is not assigned assigned.
TRAIT_LINE_HIGHLIGHT_COLOR { 1.0, 1.0, 0.0 } Color for parent dependency lines to the parents when hovering over a trait.
TRAIT_INVALID_FOR_ASSIGNMENT_COLOR { 0.8, 0.3, 0.3 }
PRIDE_OF_THE_FLEET_MODULATE { 1.0, 0.95, 0.0, 1.0 } pride of the fleet color
RAILWAY_MAP_ARROW_THIN_LEVEL_THRESHOLD 1 Railway level 1 uses thin map arrow in supply map mode
RAILWAY_MAP_ARROW_MEDIUM_LEVEL_THRESHOLD 3 Railway level 2-3 uses medium map arrow in supply map mode
RAILWAY_MAP_ARROW_THICK_LEVEL_THRESHOLD 5 Railway level 4-5 uses thick map arrow in supply map mode
RAILWAY_MAP_ARROW_COLOR_DEFAULT { 1.0, 1.0, 1.0, 1.0 } white, default railway maparrow color
RAILWAY_MAP_ARROW_COLOR_CONSTRUCTION { 1.0, 0.8, 0.0, 1.0 } orange, railways that are currently under construction
RAILWAY_MAP_ARROW_COLOR_CONSTRUCTION_VALID { 0.957, 0.871, 0.51, 1.0 } yellow, in constructionmode, railways that are valid to build
RAILWAY_MAP_ARROW_COLOR_CONSTRUCTION_INVALID { 1.0, 0.0, 0.0, 1.0 } red, in constructionmode, railways that are invalid to build
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED { 0.957, 0.871, 0.51, 1.0 } yellow, highlighted railways, e.g when selecting a hub and showing the route back to the capital
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_DAMAGED { 1.0, 1.0, 0.2, 1.0 } color of highlighted railways which were damaged
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_ONCOOLDOWN { 1.0, 0.2, 1.0, 1.0 } color of highlighted railways which are on cooldown (captured recently)
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_CONSTRUCTION { 0.957, 0.871, 0.51, 1.0 } orange, shown for highlighted railways that are under construction
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_BOTTLENECK { 0.902, 0.38, 0.4, 1.0 } red, shown for railways that are the bottleneck when highlighting
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_BOTTLENECK_MAXLEVEL { 0.761, 0.647, 0.812, 1.0 } purple, shown for maxlevel railways that are the bottleneck when highlighting
RAILWAY_MAP_ARROW_COLOR_DAMAGED { 0.8, 0.8, 0.0, 1.0 } color of railways which were damaged and gives penalty to move for railway guns
RAILWAY_MAP_ARROW_COLOR_ONCOOLDOWN { 0.5, 0.5, 0.5, 1.0 } color of railways which are on cooldown (captured recently)
RIVER_SUPPLY_MAP_ARROW_COLOR { 0.8, 0.8, 1.0, 0.8 }
FLOWING_RIVER_SUPPLY_MAP_ARROW_COLOR { 0.8, 0.8, 1.0, 0.8 }
SUPPLY_TO_CONSUMERS_MAP_ARROW_COLOR { 1.0, 1.0, 1.0, 1.0 } Currently overwritte in code...
SUPPLY_TO_CONSUMERS_MAP_ARROW_TRANSPARENCY 0.8
NODE_FLOW_IN_CURRENT_RANGE_COLOR { 0.68235, 0.0039, 0.4941, 0.55 } When holding shift in supply map mode with a node selected, color provinces which are in range of the node
At current motorization level
NODE_FLOW_IN_HALF_RANGE_COLOR { 0.9686, 0.4078, 0.6314, 0.6 } At Half Motorization, if currently set to less than that
NODE_FLOW_IN_FULL_RANGE_COLOR { 0.9843, 0.7059, 0.7255, 0.4 } At Full Motorization, if currently set to less than that
RAILWAY_ICON_SHIFT { 0.0, 0.0, 0.0 }
SUPPLY_ICON_SHIFT { 0.0, 0.0, 0.0 }
SUPPLY_ICON_SWITCH 200
SUPPLY_ICON_CUTOFF 900.0 total supply icon cutoff distance for all
SUPPLY_ICON_UNUSED_CUTOFF 400.0 where we stop showing unused nodes
SUPPLY_ICON_NUMBERS_CUTOFF 400.0 where we stop showing numbers on hubs (ignored for selected and problem hubs)
SUPPLY_ICON_OK_CUTOFF 750.0 where we stop showing nodes with no issues, e.g non-red
SUPPLY_ICON_DISCONNECTED_CUTOFF 500.0 where we stop showing disconnected nodes
SUPPLY_ICON_END_CUTOFF 200.0 where we stop showing line end icons
RAILWAY_ICON_CUTOFF 900.0
SUPPLY_SELECTED_NODE_COLOR { 0.0, 1.0, 1.0, 1.0 }
SUPPLY_CAPITAL_COLOR { 1.0, 0.7, 0.0, 1.0 }
SUPPLY_NAVAL_NODE_COLOR { 0.1, 0.6, 0.8, 1.0 }
SUPPLY_LAND_NODE_COLOR { 0.5, 0.8, 0.5, 1.0 }
SUPPLY_CONSUMER_ARROW_HEIGHT_TO_LEN 0.1
SUPPLY_CONSUMER_ARROW_HEIGHT_MAX 4.0
SUPPLY_UNIT_COUNTER_SHOW_THRESHOLD 0.5 At what supply threshold will the normal crate be shown on unit counters
SUPPLY_UNIT_COUNTER_LOW_THRESHOLD 0.35 At what supply threshold will the orange crate be shown on unit counters
SUPPLY_UNIT_COUNTER_VERY_LOW_THRESHOLD 0.2 At what supply threshold will the red crate with ! will be shown on unit counters
COUP_GREEN { 0.0, 1.0, 0.0, 1.0 }
COUP_RED { 1.0, 0.0, 0.0, 1.0 }
FRIEND_COLOR { 0.7, 0.9, 0.7 } unit on-map interface modulate colors
ENEMY_COLOR { 1.0, 0.7, 0.7 }
NEUTRAL_COLOR { 1.0, 1.0, 1.0 }
COUNTRY_COLOR_HUE_MODIFIER 0.0
COUNTRY_COLOR_SATURATION_MODIFIER 0.6
COUNTRY_COLOR_BRIGHTNESS_MODIFIER 0.8
COUNTRY_UI_COLOR_HUE_MODIFIER 0.0
COUNTRY_UI_COLOR_SATURATION_MODIFIER 1.0
COUNTRY_UI_COLOR_BRIGHTNESS_MODIFIER 1.0
COMMANDGROUP_PRESET_COLORS_HSV { 90.0/360.0, 0.95, 0.86, 60.0/360.0, 0.95, 0.86, 30.0/360.0, 0.95, 0.86, 0.0/360.0, 0.95, 0.86, 330.0/360.0, 0.95, 0.86, 300.0/360.0, 0.95, 0.86, 270.0/360.0, 0.95, 0.86, 240.0/360.0, 0.95, 0.86, 210.0/360.0, 0.95, 0.86, 180.0/360.0, 0.95, 0.86 }
CAMERA_OUTSIDE_MAP_DISTANCE_TOP 200.0
CAMERA_OUTSIDE_MAP_DISTANCE_BOTTOM 200.0
CAMERA_ZOOM_SPEED 50
CAMERA_ZOOM_KEY_SCALE 0.02
CAMERA_ZOOM_SPEED_DISTANCE_MULT 6.0 Zoom speed multiplier. When camera is max zoome out, the zooming in speed will get 100% of CAMERA_ZOOM_SPEED_DISTANCE_MULT zooming speed.
ORDERS_MOUSE_INTERSECT_DISTANCE_MULT 2.6 For balancing the collision distance with painted arrows and fronts.
FRONTS_MOUSE_INTERSECT_DISTANCE_MULT 6.6 For balancing the collision distance with painted arrows and fronts.
MOVE_ORDERS_MOUSE_INTERSECT_DISTANCE_MULT 0.5 For balancing the collision distance with painted arrows and fronts.
TRADE_ROUTE_INTERSECT_DISTANCE_MULT 10.0 For balancing the collision distance with painted arrows and trade routes.
RAILWAY_INTERSECT_DISTANCE_MULT 3.0 For balancing the collision distance with painted arrows and railways.
MINIMUM_PROVINCE_SIZE_IN_PIXELS 8 Provinces that are smaller than that are just making the game unplayable. It doesn't affect the game, just informs in the error.log
NATIONAL_FOCUS_SHINE_DISTANCE_SCALE 0.03
NATIONAL_FOCUS_PULSE_BASE 10.0
NATIONAL_FOCUS_PULSE_RANDOM 10.0
POLITICAL_GRID_SMALL_BOX_LIMIT 6 Limit for gridbox in political view before it will be replaced with extended gridbox
SETUP_SPIRIT_GRID_BOX_LIMIT 3 Limit for gridbox in game setup before it will be replaced with extended gridbox
POLITICAL_PULSE_BASE 10.0
POLITICAL_PULSE_RANDOM 10.0
STRATEGIC_REGION_ZOOM_HEIGHT 300.0 zooming to a strategic region will make you zoom this further from map
ARROW_PARADROP_HEIGHT_TO_LEN 0.3
ARROW_PARADROP_HEIGHT_MAX 11.0
ARROW_MIN_TEXT_POINTS_LIMIT 10 Amount of points when arrow gets first detailed text
ARROW_EXT_TEXT_POINTS_LIMIT 20 Amount of points when arrow gets extended detailed text
ARMY_DEFENSIVE_LINE_BUTTON_SIZE 0.7 The size of the "edit" button drawn at the endings of the def.lines (for army)
ARMY_GROUP_DEFENSIVE_LINE_BUTTON_SIZE 0.9 The size of the "edit" button drawn at the endings of the def.lines (for army group)
SHOW_FOREIGN_SUPPLY_BELOW 300.0 Below this camera height all supply icons will be shown
SHOW_ONLY_PATH_ABOVE 500.0 Above this only supply icons in the currently shown path are shown
ACCLIMATIZATION_CAMO_SHOW_AT 0.5 The moment at which the division gains enough acclimatization to change it's model to the camouflage one.
ACCLIMATIZATION_CAMO_SHOW_WHEN_IN_STATE 0.2 The troops camouflage can swap (to the one from acclim.) not only when snow/desert is in the location we are in, but also when % of provinces in current state has snow/desert.
INTEL_NETWORK_VALID_TARGET_STRIPE_COLOR { 0.1, 0.5, 0.8, 1.0 } Color of the stripes of painted over a valid state to start building an intel network
INTEL_NETWORK_VALID_COUNTRY_TARGET_STRIPE_COLOR { 0.1, 0.8, 0.5, 0.5 } Color of the stripes painted over valid countries
OCCUPATION_RESISTANCE_NON_INITIALIZED_COLOR { 1.0, 1.0, 1.0, 0.05 } player owned state color with no resistance
OCCUPATION_RESISTANCE_MAP_MODE_COLORS { 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.1, 30.0, 1.0, 1.0, 0.0, 0.3, 100.0, 1.0, 0.0, 0.0, 0.3 } color that will be used in resistance/compliance map mode
first value is resistance/compliance level, next 4 values are color rgba
the color will be lerped in between two closest colors
OCCUPATION_COMPLIANCE_MAP_MODE_COLORS { 0.0, 0.3, 0.6, 0.6, 0.05, 0.0, 0.3, 0.7, 1.0, 0.05, 10.0, 0.3, 0.7, 1.0, 0.2, 50.0, 0.3, 0.7, 1.0, 0.3, 100.0, 0.3, 0.9, 1.0, 0.5 }
INTEL_LEDGER_ARMY_FORT_LEVEL_COLORS { 0.0, 0.3, 0.3, 0.3, 0.2, 0.0, 0.7, 0.7, 0.2, 0.3, 1.0, 0.7, 0.2, 0.2, 0.5 }
INTEL_LEDGER_NAVAL_FORT_LEVEL_COLORS { 0.0, 0.3, 0.3, 0.3, 0.2, 0.0, 0.7, 0.7, 0.2, 0.3, 1.0, 0.7, 0.2, 0.2, 0.5 }
TEMPERATURE_MAP_MODE_COLORS { -35.0, 0.0, 0.0, 0.5, 1.0, -25.0, 0.0, 0.0, 1.0, 1.0, -10.0, 0.0, 0.7, 1.0, 1.0, 0.0, 0.0, 1.0, 0.45, 0.45, 15.0, 1.0, 1.0, 0.0, 1.0, 25.0, 1.0, 0.65, 0.0, 1.0, 30.0, 1.0, 0.0, 0.0, 1.0, 35.0, 0.5, 0.0, 0.0, 1.0 }
RAILWAY_GUN_ASSIGNMENTS_MAP_MODE_COLORS { 0.0, 1.0, 0.0, 0.0, 1.0, 0.25, 1.0, 0.65, 0.0, 1.0, 0.75, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.45, 0.45 }
INTEL_LEDGER_NAVY_REGION_COLOR_WITH_MISSION { 0.7, 0.7, 0.7, 0.9 }
INTEL_LEDGER_NAVY_REGION_COLOR_WITH_MISSION_AND_TASKFORCES_IN_REGION { 0.8, 0.8, 0.4, 0.9 }
INTEL_LEDGER_AIR_REGION_COLOR { 0.8, 0.8, 0.4, 0.9 }
INTEL_LEDGER_GRAPH_RED { 1.0, 0.0, 0.0, 1.0 }
INTEL_LEDGER_GRAPH_GREEN { 0.0, 1.0, 0.0, 1.0 }
DEFAULT_NUDGE_FLOATING_HARBOR_DIST 7.0 Default distance of floating harbors from the coast in pixels, for nudger

NInterface

Name Default Developer comment Usage
MAX_NO_FACTION_FILTER_BUTTONS 40 Max number of faction filter buttons that can be generated in diplomacy view.
LOGISTICS_PAST_WEEK 7 Number of days from the past (including current day) we want logistics data for (Max 30 days)
COMBAT_SOME_PIERCING 0.25 How many % of enemy units the unit have to pierce in order for the some piercing icon to be displayed
COMBAT_GOOD_PIERCING 0.6 How many % of enemy units the unit have to pierce in order for the good piercing icon to be displayed
COMBAT_SOME_ARMOR 0.25 How many % of enemy units have to be unable to pierce the unit in order for the some armor icon to be displayed
COMBAT_GOOD_ARMOR 0.6 How many % of enemy units have to be unable to pierce the unit in order for the good armor icon to be displayed
MIN_FOCUS_TREE_ZOOM 0.2 min zoom in scale
MAX_FOCUS_TREE_ZOOM 1.0 max zoom out scale
FOCUS_TREE_ZOOM_SPEED 0.16 zooming speed
FOCUS_TREE_ZOOM_FACTOR 0.5 zooming factor that will be factored while player scrolls too fast
TOOLTIP_SCREEN_LEFT_OFFSET_X 0 Tooltip offset on x axis from left screen border
TOOLTIP_SCREEN_RIGHT_OFFSET_X 0 Tooltip offset on x axis from right screen border
TOOLTIP_SCREEN_TOP_OFFSET_Y 0 Tooltip offset on y axism from top screen border
TOOLTIP_SCREEN_BOTTOM_OFFSET_Y 0 Tooltip offset on y axis from bottom screen border
NO_COMBATS_COLOR { 0.0, 0.0, 0.8 } Color for icons if all combats are successful
SUCCESFUL_COMBATS_COLOR { 120.0/360.0, 0.95, 0.86 } Color for icons if all combats are successful
MIN_NON_SUCCESSFUL_COMBAT_COLOR { 100.0/360.0, 0.95, 0.86 } Color for icons if some of combats are not successful
MID_NON_SUCCESSFUL_COMBAT_COLOR { 50.0/360.0, 0.95, 0.86 }
MAX_NON_SUCCESSFUL_COMBAT_COLOR { 0.0/360.0, 0.95, 0.86 } Color for icons if all of combats are not successful
UNIT_SELECT_DOUBLE_CLICK_TIME 0.1 Delay before double click event for unit selection
SHIP_SELECT_DOUBLE_CLICK_TIME 1.0 Delay before double click event for ship selection
MINIMAP_TOGGLE_DURATION 0.5 Delay for minimap toggle
MINIMAP_TOGGLE_SHIFT 270 horizontal shift for minimap to close it
TIMED_MESSAGE_TIMEOUT 0.35 Timeout for timed message
MINIMAP_PING_DURATION 12.0 timeout for pings
MINIMAP_PING_SPEEDUP_ON_SCREEN 2.0 speed up for timeout if ping is visible on screen
MINIMAP_PING_DELAY_BETWEEN_PINGS 0.3 delay between consecative pings
DRAG_AND_DROP_SCROLLING_SENSITIVITY 12.5 Speed multiplier for components scrolling while drag'n dropping elements
GRIDBOX_ELEMENTS_INTERPOLATION_SPEED 0.5 A value used to determine how fast the elements within the gridbox are interpolating while drag'n dropping.
ARMY_GROUP_PORTRAIT_SPACING 6 Extra space added between portraits of different army groups
ARMY_GROUP_FIRST_MEMBER_SPACING 5 Extra spacing between the army group portrait and the first member of the army group
ARMY_GROUP_COLLAPSE_EXTRA_SPACING 5 Extra spacing between the army group portrait when army group is collapsed
ARMY_LIST_BOTTOM_PADDING 165 Bottom padding for army list on left
ARMY_LIST_BOTTOM_PADDING_WITH_EXPEDITIONARIES 240 Bottom padding for army list on left when expeditionaries are open
MILITARY_FACTORIES_SCALE { 1, 5, 10 }
FLEET_BOTTOM_BAR_HEIGHT 110 Height of the list of fleet at the bottom of the screen
FLEET_BOTTOM_BAR_PADDING_RIGHT 110 Width of the Rhs panel at the bottom of the screen where map mode are selected
PICKED_UP_NAVY_OFFSET_X 26 Amount of pixels to shift the picked up navy window on the x axis
PICKED_UP_NAVY_OFFSET_Y -14 Amount of pixels to shift the picked up navy window on the y axis
TASK_FORCE_ENTRY_OFFSET_Y -2 Adjust the position of a task force entry. Added to the height of the background image.
TASK_FORCE_COMPOSITION_EDITOR_PADDING_TO_NAVIES_VIEW 20 Padding on the x axis between the navies view and the task force composition editor window
FUEL_STOCKPILE_DURATION_MAX 365*5 our max for stockpile duration display
SHIP_REFIT_TOOLTIP_MAX_DIFF_LINES 20 Maximum number of lines to show in the tooltip describing stat differences from all the source equipment variants to the target being considered.
DEFAULT_TASKFORCE_ICON 6 newly created taskforces will use this icon
DEFAULT_FLEET_ICON 4 newly created fleets will use this icon
DEFAULT_NAVAL_EQUIPMENT_ROLE_ICON 1 newly created naval equipment variants will use this icon, if the AI equipment designs do not propose a better one.
FUEL_GRAPH_COLOR { 0.8, 0.8, 0.8, 0.8, 0.0, 0.0, 0.0, 0.8, 0.0, 0.0, 0.0, 0.8, 0.0, 0.8, 0.8, 0.8, 0.8, 0.0, 0.8, 0.8, 0.8 } stockpile
total consumption
army consumption
navy consumption
air consumption
other consumption
produced
PRODUCTION_SHIP_FILTERS_ROLE_SELECTION_WINDOW_OFFSET_X 4 offset of the role icon selection window shown in the filters of ship design in the production tab
PRODUCTION_SHIP_FILTERS_ROLE_SELECTION_WINDOW_OFFSET_Y -8
SHIP_FUEL_EFFICIENCY_WARNING_THRESHOLD 60.0 Fuel usage threshold above which a ship is considered fuel inefficient for always on missions
CONVOY_ESCORT_PRESENCE_WARNING_THRESHOLD 0.95 Value for the Escort Presence below which a warning will be shown on the naval mission map icon
MISSION_PATROL_SOFT_REQ_THRESHOLD_SURFACE_DETECTION 22 Value below which the mission icon for the patrol mission is showing a warning
MISSION_PATROL_SOFT_REQ_THRESHOLD_SPEED 30 (kph) Same, but for Speed of the task force
MISSION_PATROL_SOFT_REQ_THRESHOLD_SURFACE_VISIBILITY 1.4 Same, but for the surface visibility of the task force (lower means more fit for the mission for this one)
MISSION_CONVOY_ESCORT_SOFT_REQ_THRESHOLD_SUB_DETECTION 2 Same, for convoy escort
MISSION_CONVOY_ESCORT_SOFT_REQ_THRESHOLD_DEPTH_CHARGES_AVG 8 Average of the stat Depth Charges in the task force
MISSION_CONVOY_ESCORT_SOFT_REQ_THRESHOLD_DEPTH_CHARGES_SUM 8 Sum of the stat Depth Charges in the task force
MISSION_NAVAL_INVASION_SUPPORT_SOFT_REQ_THRESHOLD_SHORE_BOMBARDMENT 3 Same, for naval invasion. Sum of the stat Shore Bombardment in the task force
OPERATIVE_MISSION_EFFICIENCY_ANIMATION_TIME_MIN 0.2 the minimum duration of a loop in seconds
OPERATIVE_MISSION_EFFICIENCY_ANIMATION_TIME_MAX 3.0 the maximum duration of a loop in seconds
OPERATIVE_COUNTER_INTELLIGENCE_DEFENSE_TO_EFFICIENCY_FACTOR 40.0 Factor multiplied to the defense provided by the operative while on counter intelligence mission to get a score in the range [0,100] that is then used to scale the animation speed
OPERATIVE_NETWORK_STRENGTH_GAIN_TO_EFFICIENCY_FACTOR 12.0 Factor multiplied to the network strength the operative provides while on build network mission to get a score in the range [0,100] that is then used to scale the animation speed
OPERATIVE_PROPAGANDA_DRIFT_TO_EFFICIENCY_FACTOR 130000.0 Factor multiplied to the war support and stability drift to obtain the efficiency score (expected to be in range [0,100])
OPERATIVE_BOOST_IDEOLOGY_DRIFT_TO_EFFICIENCY_FACTOR 500.0 Factor multiplied to the ideology drift caused by the operative in order to get a score in the range [0,100] used to determine the speed of the animation
OPERATIVE_ROOT_OUT_RESISTANCE_EFFICIENCY_TO_EFFICIENCY_FACTOR 80.0 Factor multiplied to the operative's efficiency at the RootOutResistance mission to determine the animation speed
OPERATIVE_TRADE_INFLUENCE_DRIFT_TO_EFFICIENCY_FACTOR 135 Factor multiplied to the operative's trade influence drift to determine the animation speed
OPERATIVE_OPINION_DRIFT_TO_EFFICIENCY_FACTOR 400 Factor multiplied to the operative's trade influence drift to determine the animation speed
OPERATIVE_TENSION_DRIFT_TO_EFFICIENCY_FACTOR 400 Factor multiplied to the operative's trade influence drift to determine the animation speed
COUNTERINTELLIGENCE_ACTIVITY_LEVEL_THRESHOLD_VALUES { 10, 20, 50, 100 } Used to convert the activity level to a color:
ACTIVITY_LEVEL_THRESHOLD_COLOR[ i ] will be used if
CurrentActivityLevel < ACTIVITY_LEVEL_THRESHOLD_VALUES[ i ]
There can be one more color than threshold define which will
be used when the CurrentActivityLevel is greater or equal to the
last threshold.
COUNTERINTELLIGENCE_ACTIVITY_LEVEL_THRESHOLD_COLORS { { 0.1, 0.9, 0.2, 1.0 }, { 0.6, 0.9, 0.2, 1.0 }, { 0.9, 0.7, 0.2, 1.0 }, { 1.0, 0.5, 0.0, 1.0 }, { 0.9, 0.1, 0.2, 1.0 } }
GARRISON_STRENGTH_TO_SHOW_RED 0.25 If the garrison strength is lower than that, we color the number of divisions in red.
MAX_DECISIONS_IN_DECISION_ALERT_TOOLTIP 5 Max number of available decisions we show in the alert tooltip
PIXEL_OFFSET -3 Country army view tab pixel offset when clicking on division/navy/air tab or the army officer corp tab
ARMY_UNIT_LEADER_ICON_SPRITE_ID 5
POLITICAL_LEADER_ICON_SPRITE_ID 13
EQUIPMENT_DESIGNER_SHOW_MODULE_FORBIDS_BASE_ROLE_ICON 0 When selecting a module in the tank designer, for each role the module forbids a role icon may be displayed.
If this is set to 0 no icon will be displayed if the main tank role is forbidden. If set to 1 the icon will be displayed as normal.
EQUIPMENT_DESIGNER_SHOW_MODULE_FORBIDS_SPECIALIZED_ROLE_ICON 0 If this is set to 0 no icons will be displayed for any forbidden specialized roles. If set to 1 the icons will be displayed as normal.
MIO_CENTRAL_TREE_HORIZONTAL_POSITION 1 Horizontal position for auto-generated MIO traits
SLOW_INTERFACE_THRESHOLD 5000 Show warning "SLOW INTERFACE" in debug when interface refresh takes more that this (in microseconds)

NFrontend

Name Default Developer comment Usage
CAMERA_LOOKAT_X 2958.0 Rotation point in main menu
CAMERA_LOOKAT_Y 0.0
CAMERA_LOOKAT_Z 1519.0
CAMERA_START_X 2958.0 Initial position in main menu
CAMERA_START_Y 800 Y is height
CAMERA_START_Z 1400.0
CAMERA_END_X 2958.0 Move to position in main menu
CAMERA_END_Y 900.0
CAMERA_END_Z 1400.0
CAMERA_MIN_HEIGHT 50.0 Minimum camera height
CAMERA_MAX_HEIGHT 3000.0 Maximum camera height
CAMERA_SPEED_IN_MENUS 0.1
CAMERA_INTERPOLATION_SPEED 0.19
FRONTEND_POS_X 2958.0
FRONTEND_POS_Y 900.0
FRONTEND_POS_Z 1500.0
FRONTEND_LOOK_X 2958.0
FRONTEND_LOOK_Y 0.0
FRONTEND_LOOK_Z 1519.0
MP_OPTIONS_POS_X 2958.0
MP_OPTIONS_POS_Y 922.0
MP_OPTIONS_POS_Z 848.0
MP_OPTIONS_LOOK_X 2958.0
MP_OPTIONS_LOOK_Y 0.0
MP_OPTIONS_LOOK_Z 1519.0
NEW_GAME_BUTTON_DISABLE_DELAY_ON_INVALID_MAP_DATA 10.0 amount of seconds to disable buttons leading to a game start for
SOCIALVIEW_CONTEXT_MENU_BUTTON_OFFSET 10
SOCIALVIEW_CONTEXT_MENU_MARGIN 2

NSound

Name Default Developer comment Usage
HEIGHT_SOUND_CATEGORY "Atmosphere" The volume of sounds in this category vary with camera altitude.
Name of the sound category
HEIGHT_SOUND_MIN_ALTITUDE 100.0 Below this altitude the minimum volume will be used
HEIGHT_SOUND_MAX_ALTITUDE 2000.0 Above this altitude the maximum volume will be used
HEIGHT_SOUND_MIN_VOLUME 0.2
HEIGHT_SOUND_MAX_VOLUME 1.0
BATTLE_SOUND_NAME "amb_battle_distant"
BATTLE_SOUND_INIT_RADIUS 9.0
BATTLE_SOUND_FALLOFF_DEFAULT 100.0
BATTLE_SOUND_MIN_UNIT_COUNT 6
VOICE_OVER_CATEGORY "Voices"
VOICE_OVER_COOL_DOWN 2.8 Wait for this many seconds before playing another vo

NFriendGUI

Name Default Developer comment Usage
OFFLINE_COLOR { 0.7, 0.7, 0.7, 1.0 } Text color of offline state
ONLINE_COLOR { 0.56, 0.85, 0.56, 1.0 } Text color of online state

NCareerProfile

Name Default Developer comment Usage
MOD_STATISTICS_GROUP "" Mod defines
Can be set by mods to collect statistics in a separate data set for the mod. Will also be used as the display name if MOD_STATISTICS_GROUP_NAME is not set.
MOD_STATISTICS_GROUP_NAME "" Can be set by mods as a display name for the mod's statistics data set. It can be a localized.
PARADROP_AWARD_DIVISION_MIN_BATTALION_COUNT 5 Minimum count of battalions in the division required to count that division for paradrop awards ("Paradrop Medal" and "They came from Above")
TURNING_TIDE_MEDAL_DIVISION_MIN_BATTALION_COUNT 5 Minimum count of battalions in the division required to count that division for Turning the Tide Medal
LORD_OF_THE_SEAS_MEDAL_MIN_SUPREMACY 0.75 Minimum supremacy to count current naval region for Lord of the Seas Medal
STEEL_AT_HIGH_SPEED_RIBBON_TANK_SPEED 12 Minimum speed to count deployed tanks for Steel at High Speed Ribbon
ORCHESTRA_OF_BOOM_RIBBON_SPECIAL_BATTALION_COUNT 4 Amount of special battalion types(anti-air, anti-tank, artillery and rocket artillery) required for the division for Orchestra of Boom Ribbon
NEVERMINE_ME_MEDAL_MIN_SUPREMACY_EFFECT 0.5 Minimum effect mines should have on the supremacy to count current naval region for Nevermine Me Medal
BLITZ_THIS_TACTIC_NAME "tactic_elastic_defense" The tactic required to be applied to a leader or a country for Blitz This Ribbon
ENGINEERING_BEHEMOTH_MEDAL_ARMOR_RATING_BRONZE 100 The armor rating required for the tanks to get the Engineering The Behemoth Bronze Medal
ENGINEERING_BEHEMOTH_MEDAL_ARMOR_RATING_SILVER 160 The armor rating required for the tanks to get the Engineering The Behemoth Silver Medal
ENGINEERING_BEHEMOTH_MEDAL_ARMOR_RATING_GOLD 200 The armor rating required for the tanks to get the Engineering The Behemoth Gold Medal
CASTLES_IN_THE_AIR_MEDAL_AIR_DEFENSE_BRONZE 20 The air defense required for the airplanes to get the Castles in the Air Bronze Medal
CASTLES_IN_THE_AIR_MEDAL_AIR_DEFENSE_SILVER 50 The air defense required for the airplanes to get the Castles in the Air Silver Medal
CASTLES_IN_THE_AIR_MEDAL_AIR_DEFENSE_GOLD 100 The air defense required for the airplanes to get the Castles in the Air Gold Medal

NCareerProfileGUI

Name Default Developer comment Usage
AWARD_POPUP_DURATION 8000 Show an award popup for this many milliseconds
AWARD_POPUP_CONTENT_DELAY 400 Show the content of the award popup after this many milliseconds
CAREER_POINTS_ANIMATION_DELAY 950 Delay the career points count-up animation by this many milliseconds
CAREER_POINTS_ANIMATION_DURATION 950 Count the career points up for this many milliseconds
PROFILE_PICTURE_BACKGROUND_OPACITY 0.8 The opacity of the dark background square behind profile pictures