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{{version|1. | {{version|1.10}} | ||
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. | ||
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== Overrides == | == Overrides == | ||
{{SVersion|1. | {{SVersion|1.10}} | ||
When editing the defines, it can be easier to only include the defines you have edited within your mod, as to minimize conflicts and save hassle when 00_defines.lua is updated. | When editing the defines, it can be easier to only include the defines you have edited within your mod, as to minimize conflicts and save hassle when 00_defines.lua is updated. | ||
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== NGame == | == NGame == | ||
{{SVersion|1. | {{SVersion|1.10}} | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
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|- | |- | ||
| MAX_CONVOYS_BEING_RAIDED_WAR_SUPPORT_IMPACT || -0.5 || Max total penalty from trade convoy raided | | MAX_CONVOYS_BEING_RAIDED_WAR_SUPPORT_IMPACT || -0.5 || Max total penalty from trade convoy raided | ||
|- | |||
| FEMALE_UNIT_LEADER_BASE_CHANCE || {<br>0.0,<br>0.0<br>1.0<br>} || applies as a factor to female unit leader randomization:<br>navy leaders;<br>army leaders;<br>operatives.<br>the values needs to be zero if you don't actually have random portraits | |||
|- | |||
| COUNTRY_LEADER_FEMALE_CHANCE || 0.0 || chance for new country leaders to be female. should be set > 0 only if there are portraits/names for that country | |||
|- | |- | ||
| 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_SUNK_MULTIPLIER_FOR_WAR_SUPPORT || 0.2 || once a trade convoy ship sunk, you will get a larger negative impact on your war support | ||
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== NResistance == | == NResistance == | ||
{{SVersion|1. | {{SVersion|1.10}} | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Name | ! Name | ||
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| ATTRITION_DAMAGE_ORG || 0.1 || damage from attrition to Organisation | | ATTRITION_DAMAGE_ORG || 0.1 || damage from attrition to Organisation | ||
|- | |- | ||
| ATTRITION_EQUIPMENT_LOSS_CHANCE || 0.1 || Chance for | | ATTRITION_EQUIPMENT_LOSS_CHANCE || 0.1 || Chance for losing 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 | | ATTRITION_EQUIPMENT_PER_TYPE_LOSS_CHANCE || 0.1 || Chance for losing equipment when suffer attrition. Scaled up the stronger attrition is. Then scaled down by equipment reliability. | ||
|- | |- | ||
| ATTRITION_WHILE_MOVING_FACTOR || 1 || | | ATTRITION_WHILE_MOVING_FACTOR || 1 || | ||
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|- | |- | ||
| NAVAL_COMBAT_AIR_SUB_DETECTION_FACTOR || 0.0 || A global factor that applies after all others, right before the sub detection contributed by plane is added to the global sub detection of a combatant | | NAVAL_COMBAT_AIR_SUB_DETECTION_FACTOR || 0.0 || A global factor that applies after all others, right before the sub detection contributed by plane is added to the global sub detection of a combatant | ||
|- | |||
| NAVAL_COMBAT_AIR_SUB_TARGET_SCORE || 10 || Scoring for target picking for planes inside naval combat, one define per ship type | |||
|- | |||
| NAVAL_COMBAT_AIR_CAPITAL_TARGET_SCORE || 50 || | |||
|- | |||
| NAVAL_COMBAT_AIR_CARRIER_TARGET_SCORE || 200 || | |||
|- | |||
| NAVAL_COMBAT_AIR_CONVOY_TARGET_SCORE || 1.0 || | |||
|- | |||
| NAVAL_COMBAT_AIR_STRENGTH_TARGET_SCORE || 5 || How much score factor from low health (scales between 0 -> this number) | |||
|- | |||
| NAVAL_COMBAT_AIR_LOW_AA_TARGET_SCORE || 5 || How much score factor from low AA health (scales between 0 -> this number) | |||
|} | |} | ||
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|- | |- | ||
| COUNTER_MODE_ALLEGIANCE_OTHER || {0.8, 0.8, 0.8, 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 | |||
|- | |- | ||
| MAX_MESHES_LOADED_PER_FRAME || 10 || | | MAX_MESHES_LOADED_PER_FRAME || 10 || |
2021年5月24日 (一) 21:45的版本
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 found in /Hearts of Iron IV/common/defines/*.lua.
Overrides
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
When editing the defines, it can be easier to only include the defines you have edited within your mod, as to minimize conflicts and save hassle when 00_defines.lua is updated.
To add an override, you create your own .lua file, for example mymod_defines.lua in the defines folder. Then within this file, add the defines, prefixing them with their groups.
Here is an example:
NDefines.NGame.END_DATE = "2000.1.1.1"
NGame
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
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 | after this date the final scoreboard will be shown as soon as not blocked by MAJOR_PARTICIPANTS_FOR_MAJOR_WAR | |
MAP_SCALE_PIXEL_TO_KM | 7.114 | Yes, we did the math | translates pixel distances from world map bitmaps into game distances |
SAVE_VERSION | 7 | 1.8.0 | 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 | see comment |
LAG_DAYS_FOR_PAUSE | 25 | Days of client lag for pause of gamespeed. | see comment |
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 MP 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. | Minimum number of major countries a major must be at war with to delay final scoreboard past END_DATE |
COMBAT_LOG_MAX_MONTHS | 12 | combat log data will be pruned after this duration | |
MESSAGE_TIMEOUT_DAYS | 60 | Useful if running the handoff game. The popup messages that doesn't require the player respond will automatically hide after some timeout. | see comment |
AIR_LOG_TIMEOUT_HOURS | 24 | Data storing 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 | default value for timeout_days attribute in events |
MISSION_REMOVE_FROM_INTERFACE_DEFAULT | 13 | Default days before a mission is removed from the interface after having failed or completed | default value for days_remove attribute in decisions |
DECISION_ALERT_TIMEOUT_DAYS | 30 | Days left when player will be alerted about timing out events or decisions | see comment |
FUEL_RESOURCE | oil | resource that will give country fuel | see comment |
MAX_EFFECT_ITERATION | 1000 | maximum allowed iteration for loop effects | see comment |
MAX_SCRIPTED_LOC_RECURSION | 30 | max recursion for scripted localizations | see comment |
NDiplomacy
Name | Default | Comment |
---|---|---|
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_TRUST_FACTOR | 100 | Base trust factor in % for opinion. |
BASE_TRUCE_PERIOD | 30 | Base truce period in days. |
TRUCE_PERIOD_AFTER_KICKING_FROM_FACTION | 30 | 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. |
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 |
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 divisions 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 | 15 | Amount of tension generated by a no-CB wargoal |
TENSION_CB_WAR | 5 | 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 | 1 | Amount of tension generated by annexing a state you DO have claims on |
TENSION_ANNEX_CORE | 0.5 | Amount of tension generated by annexing a state that is your core |
TENSION_PUPPET | 2 | Amount of tension generated by puppeting (per state) |
TENSION_VOLUNTEER_FORCE_DIVISION | 0.2 | Amount of tension generated for each sent division |
TENSION_DECAY | 0.1 | Each months tension decays this much |
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_CAPITULATE | 0.75 | 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 | |
MP_NUM_WINNERS_FOR_PEACE_PAUSE | 0 | Number of human players as winners needed for peace conference to pause and open for everyone in multiplayer, needs to fulfill MP_NUM_LOSERS_FOR_PEACE_PAUSE as well. |
MP_NUM_LOSERS_FOR_PEACE_PAUSE | 0 | Number of human players as losers needed for peace conference to pause and open for everyone in multiplayer, needs to fulfill MP_NUM_WINNERS_FOR_PEACE_PAUSE as well. |
BASE_CONDITIONAL_PEACE_WARESCORE_RATIO | 0.5 | Warscore ratio needed for the losing side to able to surrender. |
BASE_CONDITIONAL_PEACE_MONTHS | 6 | War length must be before a surrender i 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_PER_PASS | 0.2 | When you pass in a peace deal you gain this percent of your original score |
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 | 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_MIN_SCORE | 0.3 | Value how much of your score you are always allowed to take |
TAKE_STATES_PUPPET_COST_MULT | 0.5 | Cost multiplier for feeding states to a puppet that you have created, assuming the puppet currently owns the states |
TAKE_STATES_LIBERATE_COST_MULT | 0.5 | Cost multiplier for feeding states to a country that has been liberated, assuming the country has cores on the states |
TAKE_STATES_CHANGE_GOV_COST_MULT | 0.5 | Cost multiplier for feeding states to a country you are changing government on, assuming they currently own the states |
TAKE_STATES_GIVE_CORE_TO_SUBJECT_MULT | 0.1 | Cost multiplier for feeding core states to a subject |
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 calculating province worth (surrender) |
VICTORY_POINT_WORTH_FACTOR_WARSCORE | 0.2 | multiplier when calculating province worth with autonomy/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 | 0.2 | Opinion modifier for acceptance of license production requests. |
LICENSE_ACCEPTANCE_PUPPET_BASE | 20 | Acceptance modifier for puppets requesting production licenses. |
LICENSE_ACCEPTANCE_TECH_DIFFERENCE | 5 | Acceptance modifier for each year of technology difference. |
LICENSE_ACCEPTANCE_TECH_DIFFERENCE_BASE | 20 | Acceptance base for tech difference |
LICENSE_ACCEPTANCE_SAME_FACTION | 20 | Acceptance modifier for being in the same faction |
NCountry
Name | Default | Comment |
---|---|---|
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. |
VP_TO_SUPPLY_BASE | 1 | Bonus to supply from a VP, no matter the level |
VP_TO_SUPPLY_BONUS_CONVERSION | 0.1 | Bonus to supply local supplies from Victory Points, multiplied by this aspect and rounded to closest integer |
SUPPLY_FROM_DAMAGED_INFRA | 0.3 | damaged infrastructure counts as this in supply calcs |
SUPPLY_BASE_MULT | 1 | multiplier on supply base values |
SUPPLY_BONUS_FROM_INPUT | 0.25 | % of supply bonus from input area. |
SUPPLY_PATH_MAX_DISTANCE | 15 | When supply route reach more than X nodes, the manpower+equipment delivery speed reach 100% penalty. |
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. |
NAVY_SCORE_MULTIPLIER | 1.0 | Based on number of navies. |
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 |
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. |
DEFAULT_WAR_SUPPORT | 0.5 | Default war support if not scripted otherwise. |
BASE_STABILITY_WAR_FACTOR | -0.3 | Default stability war factor |
BASE_STABILITY_PARTY_POPULARITY_FACTOR | 0.15 | Default stability ruling 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 | 0.3 | Impact of being in defensive war |
WAR_SUPPORT_TENSION_IMPACT | 0.3 | 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 | 0.1 | 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_CAP | 2000.0 | Max amount of political power country should have |
RESISTANCE_IMPORTANT_LEVEL | 0.025 | Level when resistance becomes dangerous |
RESISTANCE_IMPORTANT_COUNTRY_LEVEL | 0.025 | 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_BUILDING_SLOTS_MULT | 4.0 | The Value of each building slot in a state ( Value is used to determine costs in peace conference and PP cost to occupy ) |
STATE_OCCUPATION_COST_MULTIPLIER | 0.01 | Multiplier for state value to PP cost for occupation |
STATE_VALUE_NON_CORE_STATE_FRACTION | 0.5 | If a state is not a core we assume we will get 50% of the factory slots |
INVASION_REPORT_EXPERATION_DAYS | 30 | Invasion expiration 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 | 0.1 | 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 | -0.02 | 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 | -0.05 | 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 | -0.04 | Max penalty that will gained per week from war heroes manpower lost |
HEROES_BEING_KILLED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY | 0.0001 | 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 |
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 | -0.025 | Max penalty that will gained per week from trade convoy raided |
CONVOYS_BEING_RAIDED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY | 0.003 | 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 | { 0.0, 0.0 1.0 } |
applies as a factor to female unit leader randomization: navy leaders; army leaders; operatives. the values needs to be zero if you don't actually have random portraits |
COUNTRY_LEADER_FEMALE_CHANCE | 0.0 | chance for new country leaders to be female. should be set > 0 only if there are portraits/names for that country |
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 inefficient 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 inefficient 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 | 0.05 | 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 | 100.0 | base value for maximum command power |
BASE_COMMAND_POWER_GAIN | 0.006 | base value for daily command power gain |
AIR_VOLUNTEER_PLANES_LIMIT | 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 | 0.2 | Country received xp from attaches |
SPECIAL_FORCES_CAP_BASE | 0.05 | Max amount 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 |
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_WARSCORE_LEGITIMACY_FACTOR | 1.0 | Multiplies accumulated warscore with this factor for part of starting 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 trying'... |
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 | Defend 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 that is lead to war will still make ai prep for war for this many days after being taken/cooldown/timeout |
NResistance
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.10。 |
Name | Default | Comment |
---|---|---|
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 | 0.1 | 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: 0 - 5; 5 - 20; 20 - 50; 50 - ... first entry is total vp in state and second is amount of target modifier that applies for that threshold. |
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 resistance target modifier resistance target modifier for exile countries. interpolated using legitimacy |
RESISTANCE_TARGET_MODIFIER_OCCUPIED_IS_EXILE_MAX | 20.0 | max resistance target modifier resistance target modifier for exile countries. interpolated using legitimacy |
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 | max 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 . |
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_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 | -0.1 | 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 equipment 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 suppression 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 suppression requirements |
GARRISON_MANPOWER_LOST_BY_ATTACK | 0.03 | 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_PERCENT_WE_AGREE_TO_SUPPORT | -1 | 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 | Comment |
---|---|---|
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 | |
CONVOY_MAX_NAV_FACTORIES_PER_LINE | 15 | |
CAPITAL_SHIP_MAX_NAV_FACTORIES_PER_LINE | 5 | |
MAX_MIL_FACTORIES_PER_LINE | 150 | |
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 civilian factory speed multiplier (how much hoi3 style IC each factory gives). |
BASE_FACTORY_SPEED_MIL | 4.5 | Base military factory speed multiplier (how much hoi3 style IC each factory gives). |
BASE_FACTORY_SPEED_NAV | 2.5 | Base dockyard 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 |
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 |
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 | 2.0 | 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.
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. |
MIN_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR | 0.2 | Minimum fraction of an equipment type's base industry capacity cost to use when converting a naval equipment, such as through ship refitting. |
MIN_NAVAL_EQUIPMENT_CONVERSION_RESOURCE_COST_FACTOR | 0.2 | Minimum fraction of an equipment type's base strategic resource cost to use when converting a naval equipment, such as through ship refitting. |
SHIP_REFIT_MAX_PROGRESS_TO_CANCEL | 0.2 | Maximum refitting progress % that we still allow to cancel without 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. |
NTechnology
Name | Default | Comment |
---|---|---|
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 | 85 | 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_RESEARCH_COST | 100 | default xp cost of a research to speed up the process |
DEFAULT_XP_RESEARCH_BONUS | 1.0 | default research bonus gained when xp is used to research an item |
MIN_RESEARCH_SPEED | 0.1 | research speed can't go below this value |
NPolitics
Name | Default | Comment |
---|---|---|
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 | cost for recruiting new leaders, 'this value' * number_of_existing_leaders_of_type |
NAVY_LEADER_COST | 5 | cost for recruiting new leaders, 'this value' * number_of_existing_leaders_of_type |
GOAL_COST_FACTOR | 1.0 | Multiplayer for cost of political goals |
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 | Default 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 | Comment |
---|---|---|
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. |
NAVALBASE_REPAIR_MULT | 0.05 | Each level of navalbase building repairs X strength and can repair as many ships as its level |
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. Excluding 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 | 0.3 | Default repair rate before factories are taken into account |
BASE_FACTORY_REPAIR_FACTOR | 2.0 | Factory speed modifier when repairing. |
SUPPLY_PORT_LEVEL_THROUGHPUT | 3 | supply throughput per level of naval base |
INFRA_TO_SUPPLY | 2 | |
INFRA_TO_SUPPLY_COEFF | 1 | |
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 | 0.1 | multiplicative resource bonus for each level of (non damaged) infrastructure |
NDeployment
Name | Default | Comment |
---|---|---|
BASE_DEPLOYMENT_TRAINING | 1 | Base training done each day during deployment. |
NMilitary
Name | Default | Comment |
---|---|---|
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 |
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. |
INFRASTRUCTURE_MOVEMENT_SPEED_IMPACT | -0.05 | speed penalty per infrastructure below maximum. |
WAR_SCORE_LOSSES_RATIO | 0.1 | Scale how much losses will affect warscore ( per 1000 losses ). |
WAR_SCORE_LOSSES_MULT_IF_CAPITULATED | 0.5 | How much your losses count towards warscore if you have capitulated. |
WAR_SCORE_AIR_WORTH | 0.05 | how much strategic bombing will affect warscore |
WAR_SCORE_AIR_WORTH_CAP | 1000 | the warscore limit we get from strategic bombing |
WAR_SCORE_AIR_MONTHLY_FALLOFF | 10 | how much the warscore we got from the strategic bombing falls off every month. |
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. |
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 | 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 | 0.05 | global damage modifier... but some equipment is returned at end of battles see : EQUIPMENT_COMBAT_LOSS_FACTOR |
LAND_COMBAT_ORG_DAMAGE_MODIFIER | 0.05 | global damage modifier |
LAND_AIR_COMBAT_STR_DAMAGE_MODIFIER | 0.04 | air global damage modifier |
LAND_AIR_COMBAT_ORG_DAMAGE_MODIFIER | 0.04 | 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_FACTOR | 0.005 | Factor to scale collateral damage to infra and forts with. |
LAND_COMBAT_FORT_DAMAGE_CHANCE | 5 | chance to get a hit to damage on forts. (out of 100) |
ATTRITION_DAMAGE_ORG | 0.1 | damage from attrition to Organisation |
ATTRITION_EQUIPMENT_LOSS_CHANCE | 0.1 | Chance for losing 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 losing equipment when suffer attrition. Scaled up the stronger attrition is. Then scaled down by equipment reliability. |
ATTRITION_WHILE_MOVING_FACTOR | 1 | |
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 |
TACTIC_SWAP_FREQUENCEY | 12 | hours between tactic swaps |
INITIATIVE_PICK_COUNTER_ADVANTAGE_FACTOR | 0.35 | advantage per leader level for picking a counter |
BASE_COMBAT_WIDTH | 80 | base combat width |
ADDITIONAL_COMBAT_WIDTH | 40 | more opened up by support attack |
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 superiority |
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 |
WARSCORE_WINNER_FACTOR | 1 | Warscore effect on winners |
WARSCORE_DEFENDER_FACTOR | 0.3 | Warscore effect on defender |
WARSCORE_LOSS_FACTOR | 0.2 | Warscore effect on losing |
WARSCORE_TOTAL_FACTOR | 3 | Warscore balancing value |
WARSCORE_PROVINCE_FACTOR | 0.2 | Warscore effect from province |
WARSCORE_MIN_HOURS | 48 | minimum hours |
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 | 0.002 | |
FIELD_EXPERIENCE_MAX_PER_DAY | 3 | Most xp you can gain per day |
EXPEDITIONARY_FIELD_EXPERIENCE_SCALE | 0.5 | reduction factor in Xp from expeditionary forces |
LEND_LEASE_FIELD_EXPERIENCE_SCALE | 0.005 | 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 | |
ALERT_VERY_LOW_SUPPLY_LEVEL | 0.3 | 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 | 0.9 | |
UNIT_DIGIN_CAP | 5 | you can dig you can dig in until hitting max bonus |
UNIT_DIGIN_SPEED | 1 | 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 strength |
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 | 0.1 | 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 | 0.7 | % of equipment lost to strength ratio in combat, so some % is returned if below 1 |
SUPPLY_USE_FACTOR_MOVING | 1.5 | supply use when moving/fighting vs inactive |
SUPPLY_USE_FACTOR_INACTIVE | 0.95 | |
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 |
MAX_OUT_OF_SUPPLY_DAYS | 30 | how many days of shitty supply until max penalty achieved |
OUT_OF_SUPPLY_ATTRITION | 0.3 | 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 | -0.3 | max org regain reduction from supply |
TRAINING_ATTRITION | 0.06 | 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 |
AIR_SUPPORT_BASE | 0.25 | CAS bonus factor for air support modified 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 | 0.5 | 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 | 13.0 | 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 value 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 value 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 value of fronts in the battle plan system |
PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_FRONT | 2.25 | Used when calculating the value of fronts in the battle plan system |
PLAN_PROVINCE_HIGH_VP_IMPORTANCE_FRONT | 2.75 | Used when calculating the value of fronts in the battle plan system |
PLAN_SHARED_FRONT_PROV_IMPORTANCE_FACTOR | 0.8 | If front 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 value of defense area provinces for the battle plan system (factored by resistance level) |
PLAN_AREA_DEFENSE_ENEMY_CONTROLLER_SCORE | 15.0 | 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_STICKINESS_FACTOR | 100.0 | Factor used in unitcontroller when prioritizing units for locations |
PLAN_PROVINCE_PRIO_DISTRIBUTION_MIN | 0.8 | 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 | 4.0 | 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_MAX_PROGRESS_TO_JOIN | 0.50 | If Lower progress than this, probably needs support |
PLAN_BLITZ_OPTIMISM | 0.2 | Additional combat balance value in favor of blitzing side when considering targets (not a combat bonus, just offsets planning) |
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_IMPACT | -0.33 | combat penalty if out of supply |
COMBAT_STACKING_START | 8 | at what nr of divisions stacking penalty starts |
COMBAT_STACKING_EXTRA | 4 | extra stacking from directions |
COMBAT_STACKING_PENALTY | -0.02 | how much stacking penalty per division |
COMBAT_OVER_WIDTH_PENALTY | -2 | 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_BASE | 10.0 | Speed of strategic redeployment |
STRATEGIC_INFRA_SPEED | 10.0 | Max of additional speed gained through level for strategic redeployment per infra |
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 battalion |
BATALION_CHANGED_EXPERIENCE_DROP | 0.5 | Division experience drop if unit has different battalion |
ARMOR_VS_AVERAGE | 0.3 | 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 | |
NAVAL_EQUIPMENT_BASE_COST | 25 | |
NAVAL_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 | 0.75 | |
SLOWER_ORG_REGAIN_MULT | -0.5 | |
DISBAND_MANPOWER_LOSS | 0.7 | |
MIN_DIVISION_DEPLOYMENT_TRAINING | 0.2 | Min level of division training |
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 | 30.0 | 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 | 0.25 | 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 . |
NAVY_LEADER_LEVEL_UP_STAT_WEIGHTS | { 5, 5, 5, 5 } |
level up stat random base weights: attack; defense; maneuvering; coordination . |
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 . |
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, 1.5 } |
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 until 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 chunk 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 |
NAir
Name | Default | Comment |
---|---|---|
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 | 1500 | |
AIR_WING_MAX_STATS_BOMBING | 100 | |
AIR_WING_MAX_SIZE | 1000 | Max amount of airplanes in wing |
AIR_WING_BOMB_DAMAGE_FACTOR | 2 | Used to balance the damage done while bombing. |
COMBAT_STAT_IMPORTANCE_SPEED | 1 | How important is speed when comparing stats. |
COMBAT_STAT_IMPORTANCE_AGILITY | 1 | How important is agility when comparing stats. |
BIGGEST_AGILITY_FACTOR_DIFF | 2.5 | biggest factor difference in agility for doing damage (caps to this) |
COMBAT_DAMAGE_STATS_MULTILIER | 0.3 | |
COMBAT_BETTER_AGILITY_DAMAGE_REDUCTION | 0.45 | How much the better agility (then opponent's) can reduce their damage to us. |
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. |
COMBAT_MAX_WINGS_AT_GROUND_ATTACK | 10000 | we can really pounce a land strike and escalate |
COMBAT_MAX_WINGS_AT_ONCE_PORT_STRIKE | 10000 | we can really pounce a naval strike and escalate |
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 attacking COMBAT_MULTIPLANE_CAP * 100 of our planes can shoot ) |
COMBAT_DAMAGE_SCALE | 0.1 | 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 | How much of the land in the region must be covered by night to consider doing night missions. The same with the day. |
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 | multiplies HOURS_DELAY_AFTER_EACH_COMBAT if port strikes |
CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT | 4 | how often carrier planes do battle inside naval combat |
NAVAL_STRIKE_TARGETTING_TO_AMOUNT | 0.3 | Balancing value to convert the naval_strike_targetting equipment stats to chances of how many airplanes managed to do successful strike. |
NAVAL_STRIKE_DAMAGE_TO_STR | 2.0 | Balancing value to convert damage ( naval_strike_attack * hits ) to Strength reduction. |
NAVAL_STRIKE_DAMAGE_TO_ORG | 2.5 | Balancing value to convert damage ( naval_strike_attack * hits ) to Organisation reduction. |
NAVAL_STRIKE_CARRIER_MULTIPLIER | 5.0 | damage bonus when planes are in naval combat where their carrier is present (and can thus sortie faster and more effectively) |
FIELD_EXPERIENCE_SCALE | 0.001 | |
FIELD_EXPERIENCE_MAX_PER_DAY | 2 | Most xp you can gain per day |
CLOSE_AIR_SUPPORT_EXPERIENCE_SCALE | 0.0005 | How much the experience gained by CAS is scaled |
PARADROP_EXPERIENCE_SCALE | 0.03 | How much the experience gained by paradropping is scaled |
BOMBING_DAMAGE_EXPERIENCE_SCALE | 0.0002 | How much the experience gained by bombing is scaled |
ACCIDENT_CHANCE_BASE | 0.05 | Base chance % (0 - 100) for accident to happen. Reduced with higher reliability stat. |
ACCIDENT_CHANCE_CARRIER_MULT | 2.0 | The total accident chance is scaled up when it happens on the carrier ship. |
ACCIDENT_CHANCE_BALANCE_MULT | 0.5 | Multiplier for balancing how often the air accident really happens. The higher mult, the more often. |
ACCIDENT_EFFECT_MULT | 0.005 | Multiplier for balancing the effect of accidents |
ACE_DEATH_CHANCE_BASE | 0.003 | Base chance % for ace pilot die when an airplane is shot down in the Ace wing. |
ACE_DEATH_CHANCE_BASE | 0.003 | 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. |
ACE_EARN_CHANCE_BASE | 0.003 | Base chance % for ace pilot to be created. Happens only when successfully kill airplane/ship or damage the buildings. |
ACE_EARN_CHANCE_PLANES_MULT | 0.001 | The more airplanes the wing shots the higher chance of earning Ace. |
AIR_AGILITY_TO_NAVAL_STRIKE_AGILITY | 0.01 | conversion factor to bring agility in line with ship AA |
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 | 10 | 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 | 0.3 | 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 allowed 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 |
NAVAL_STRIKE_DETECTION_BALANCE_FACTOR | 0.7 | Value used to scale the surface_visibility stats to balance the gameplay, so 100% detection chance still won't spam the strikes. |
NAVAL_RECON_DETECTION_BALANCE_FACTOR | 0.7 | Value used to scale the surface_visibility stats to balance the gameplay, so 100% detection chance still won't spam spotting. |
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 |
PORT_STRIKE_ENEMY_SUPERIORITY_LIMIT | 1.1 | Min air superiority for performing of naval strike |
NAVAL_STRIKE_BASE_STR_TO_PLANES_RATIO | 0.03 | Max airbombers to do port strike comparing to strength |
NAVAL_COMBAT_EXTERNAL_PLANES_JOIN_RATIO | 0.05 | Max planes that can join a combat comparing to the total strength of the ships |
NAVAL_COMBAT_EXTERNAL_PLANES_JOIN_RATIO_PER_DAY | 0.2 | max extra plane % that can join every day |
NAVAL_COMBAT_EXTERNAL_PLANES_MIN_CAP | 20 | Min cap for planes that can join naval combat |
AIR_MORE_GROUND_CREWS_COST | 20.0 | CP cost to maintain more ground crews |
AIR_MORE_GROUND_CREWS_BOOST | 0.1 | Efficiency boost for more ground crews |
EFFICIENCY_REGION_CHANGE_PENALTY_FACTOR | 0.9 | Penalty applied for changing region |
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_DEFAULT | 1 | 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. |
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 | 3.3 | 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 | 0.005 | Factor on country Air XP gained from wing training |
AIR_WING_XP_TRAINING_MISSION_ACCIDENT_FACTOR | 1.5 | Training exercises cause more accidents |
AIR_WING_XP_TRAINING_MISSION_ACCIDENT_FACTOR | 1.5 | 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 | 8.0 | 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 | |
CAS_NIGHT_ATTACK_FACTOR | 0.1 | CAS damaged get multiplied by this in land combats at night |
MISSION_COMMAND_POWER_COSTS | { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.3, 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; AIR_SUPPLY; TRAINING; NAVAL_MINES_PLANTING; NAVAL_MINES_SWEEPING; MISSION_RECON . |
MISSION_FUEL_COSTS | { 1.0, 1.0, 0.2, 1.0, 1.0, 1.0, 1.0, 0.75, 1.2, 1.0, 0.8, 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; AIR_SUPPLY; TRAINING; NAVAL_MINES_PLANTING; NAVAL_MINES_SWEEPING; MISSION_RECON . |
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 infrastructure |
NAVAL_MINES_PLANTING_SPEED_MULT | 0.025 | Value used to overall balance of the speed of planting naval mines |
NAVAL_MINES_SWEEPING_SPEED_MULT | 0.025 | Value used to overall balance of the speed of sweeping naval mines |
NON_CORE_STRATEGIC_IMPACT | 0.05 | multiplier for strategic impact of non-core bombing |
RECON_LAND_SPOT_CHANCE | 0.02 | scale factor on spotting land |
Name | Default | Comment |
---|---|---|
NAVAL_INVASION_PRIORITY | 1 | Default convoy priority for naval invasions |
NAVAL_TRANSFER_PRIORITY | 1 | Default convoy priority for naval transports |
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 |
ADMIRAL_TASKFORCE_CAP | 10 | 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 | ever 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 100% if shooting with torpedos. 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 | 0.3 | 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 | 0.2 | 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 usually torpedo_attack are pretty high base values). |
COMBAT_DAMAGE_TO_STR_FACTOR | 0.6 | casting damage value to ship strength multiplier. Use it or 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. |
NAVY_MAX_XP | 100 | |
COMBAT_ESCAPING_SPEED_BALANCE | 0.8 | Same as above, but used to balance when escaping. |
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 against big flotillas. |
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 | 0.1 | 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 | -0.9 | All damage reduction % when target armor is >= then shooter armor piercing. |
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 |
NAVY_EXPENSIVE_IC | 5500 | How much IC is considering the fleet to be expensive. Those expensive will trigger the alert, when are on low STR. |
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 | during combat, relative to invading transporter tech. (Note: total naval penalty = (AMPHIBIOUS_LANDING_PENALTY + modifiers) * (0.01 + max(0, 1 - amphibious_invasion_defence / AMPHIBIOUS_INVADE_LANDING_PENALTY_DECREASE))) |
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 |
NAVAL_SPEED_MODIFIER | 0.1 | basic speed control |
NAVAL_RANGE_TO_INGAME_DISTANCE | 0.12 | to the ingame distance |
NAVAL_INVASION_PREPARE_HOURS | 168 | base hours needed to prepare an invasion |
NAVAL_COMBAT_RESULT_TIMEOUT_YEARS | 2 | after that many years, we clear the naval combat results, so they don't get stuck forever in the memory. |
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 |
NAVAL_TRANSFER_BASE_SPEED | 6 | base speed of units on water being transported |
NAVAL_TRANSFER_BASE_NAVAL_DIST_ADD | 100 | Extra cost for naval movement ( compared to land movement ) when deciding what ports to use for a naval transfer |
NAVAL_TRANSFER_BASE_NAVAL_DIST_MULT | 20 | Multiplier for the cost of naval movement ( compared to land movement ) when deciding what ports to use for naval transfer |
NAVAL_SUPREMACY_CAN_INVADE | 0.5 | required naval supremacy to perform invasions on an area |
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 |
ENEMY_AIR_SUPERIORITY_IMPACT | -1 | effect on ship efficiency due to enemy air superiority |
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 |
NAVAL_TRANSFER_DAMAGE_REDUCTION | 0.25 | its hard to specifically balance 1-tick naval strikes vs unit transports so here is a factor for it |
CARRIER_ONLY_COMBAT_ACTIVATE_TIME | 0 | hours from start of combat when carriers get to fight |
CAPITAL_ONLY_COMBAT_ACTIVATE_TIME | 4 | 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 |
NAVY_REPAIR_BASE_SEARCH_SCORE_PER_SHIP_WAITING_EXTRA_SHIP | 5 | if a naval base has more ships than it can repair, it will get penalties |
NAVY_REPAIR_BASE_SEARCH_SCORE_PER_SLOT | 1.0 | while searching for a naval base for repairs, the bases gets a bonus to their scores per empty slot they have |
NAVY_REPAIR_BASE_SEARCH_BOOST_FOR_SAME_COUNTRY | 5 | while searching for a naval base for repairs, your own bases gets a bonus |
MISSION_FUEL_COSTS | { 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.8, 0.0, 1.0 } |
fuel cost for each mission: HOLD; PATROL; STRIKE FORCE; CONVOY RAIDING; CONVOY ESCORT; MINES PLANTING; MINES SWEEPING; TRAIN; RESERVE_FLEET; NAVAL_INVASION_SUPPORT . |
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 | {
|
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 aggressive 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 | { 10000, 15, 3, 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 | {
|
strikeforces/patrol forces will not join combats if they are not repaired enough: do not engage; 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 | 100.0 | |
NAVAL_MINES_IN_REGION_MAX | 1000.0 | Max number of mines that can be layed by the ships. The value should be hidden from the user, as we present % so it's an abstract value that should be used for balancing. |
NAVAL_MINES_PLANTING_SPEED_MULT | 0.01 | Value used to overall balance of the speed of planting naval mines |
NAVAL_MINES_SWEEPING_SPEED_MULT | 0.009 | Value used to overall balance of the speed of sweeping naval mines |
NAVAL_MINES_DECAY_AT_PEACE_TIME | 0.25 | How fast mines are decaying in peace time. Planting mines in peace time may be exploitable, so it's blocked atm. That's why after war we should decay them too. |
NAVAL_MINES_SWEEPERS_REDUCTION_ON_PENALTY_EFFECT | 3.3 | How much is the task force's sweeping attribute reducing the penalty effect. |
NAVAL_MINES_INTEL_DIFF_FACTOR | 0.1 | Better our decryption over enemy encryption will reduce the penalties from the enemy mines in the region. This value is a factor to be used for balancing. |
NAVAL_MINES_NAVAL_SUPREMACY_FACTOR | 1.0 | Factor for max amount of mines increasing naval supremacy |
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 |
NAVAL_ACCIDENT_CHANCE_REDUCTION_ON_POTF | 0.01 | Scale of the current chance for an accident to happen, applied for the pride of the fleet. |
NAVAL_ACCIDENT_CRITICAL_HIT_CHANCE_REDUCTION_POTF | 0.01 | Scale of the current chance for a critical hit when an accident happens, applied for the pride of the fleet. |
NAVAL_MINES_ACCIDENT_CRITICAL_HIT_CHANCES | 0.14 | If an accident happens, how likely it is to be a critical hit (caused by naval mines) |
NAVAL_MINES_ACCIDENT_CRITICAL_HIT_DAMAGE_SCALE | 5.0 | Scale the value below in case of critical hit (caused by naval mines) |
NAVAL_MINES_ACCIDENT_STRENGTH_LOSS | 75.0 | Amount of strength loss when hit by naval mine |
NAVAL_MINES_ACCIDENT_ORG_LOSS_FACTOR | 0.6 | Amount of strength loss when hit by naval mine |
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, proportional 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. (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 ) ) ) |
TRAINING_EXPERIENCE_FACTOR | 0.3 | 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 training 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_AIR_SUPERIORITY | 20 | base spotting percentage that comes from air superiority |
BASE_SPOTTING_FROM_ACTIVE_NAVY | 10 | base spotting percentage that comes from ships in area |
BASE_SPOTTING_ACTIVE_NAVY_MULT | 0.1 | multiplier for your navies base spotting percentage |
BASE_SPOTTING_FROM_DECRYPTION | 10 | base spotting percentage that comes from decryption, can go negative (enemy decryption is subtracted) |
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. |
NAVY_VISIBILITY_BONUS_ON_RETURN_FOR_REPAIR | 0.9 | Multiplier for the surface/sub visibility when the heavily damaged fleet is returning to the home base for reparation. 1.0 = no bonus. 0.0 = invisible. |
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: overridden 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 conversation 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 |
NAVAL_INVASION_SPOTTING_SPEED_MULT | 10.0 | spotting speed mult against naval invasion armies |
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 (convoy_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; torpedos; small guns . |
BASE_JOIN_COMBAT_HOURS | 8 | 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 | 0.5 | maximum penalty to get from larger fleets |
POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS | 0.05 | each ship that joins the combat will have this penalty to be added into positioning |
MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS | 0.5 | the accumulated penalty from new ships will be clamped to this value |
POSITIONING_PENALTY_HOURLY_DECAY_FOR_NEWLY_JOINED_SHIPS | 0.002 | 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 | 0.2 | 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 | 0.2 | 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 | 0.15 | |
MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE | 0.5 | 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 |
CAPITAL_RATIO_FOR_FULL_SCREENING_FOR_CARRIERS | 1.0 | this capital ratio to num carriers is needed for full screening beyond screen line |
TASK_FORCE_ROLE_TO_INSIGNIA | {
|
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 | 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 considered 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 | {
|
hit profiles for guns, if target in profile is lower the gun will have lower accuracy: big guns; torpedos; 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 | 120.0 | convoys has this constant hit profile |
HIT_PROFILE_MULT | 100.0 | multiplies hit profile of every ship |
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 |
NAVAL_COMBAT_SUB_DETECTION_FACTOR | 1.0 | balance value for sub detection in combat by ships |
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 visibility 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 | {
|
the game will use this thresholds to define importance of a naval combat result: 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 |
NAVAL_ACCIDENTS_DAYS_TO_LIVE | 120 | importance |
NAVAL_MINE_DANGER_RATIOS | { 0.1, 0.5, 1.0, 1.0, 3.0 } |
{ not owned; near controlled; near owned; controlled; owned. } |
NAVAL_MINE_DANGER_TRIGGER_MIN | 0.0 | |
NAVAL_MINE_DANGER_TRIGGER_MAX | 2.0 | |
NAVAL_CONVOY_DANGER_RATIOS | { 0.10, 0.10, 0.10, 0.15, 0.15 } |
{ not owned; near controlled; near owned; controlled; owned. } |
NAVAL_CONVOY_DANGER_TRIGGER_MIN | 0.0 | |
NAVAL_CONVOY_DANGER_TRIGGER_MAX | 100.0 | |
WARSCORE_GAIN_FOR_SUNK_SHIP_MANPOWER_FACTOR | 0.0002 | sunk ships will give enemy war score relative to max manpower of a ship that has been sunk |
WARSCORE_GAIN_FOR_SUNK_SHIP_PRODUCTION_COST_FACTOR | 0.0004 | sunk ships will give enemy war score relative to cost of a ship that has been sunk |
NAVAL_COMBAT_AIR_SUB_DETECTION_MAX | 10.0 | those two work together in the formula f(x) = Y(x/(x+X)) where Y is MAX and X is SLOPE |
NAVAL_COMBAT_AIR_SUB_DETECTION_SLOPE | 10.0 | lower means sharper curve (ramps up very fast, then flatten out very fast). Must be >0 |
NAVAL_COMBAT_AIR_SUB_DETECTION_MAX | 10.0 | those two work together in the formula f(x) = Y(x/(x+X)) where Y is MAX and X is SLOPE |
NAVAL_COMBAT_AIR_SUB_DETECTION_EXTERNAL_FACTOR | 1.0 | Factor applied to the stats of external air planes |
NAVAL_COMBAT_AIR_SUB_DETECTION_INTERNAL_EFFICIENCY_FACTOR | 1.0 | Factor of Carrier's sortie efficiency on the stats bellow |
NAVAL_COMBAT_AIR_AGILITY_TO_SUB_DETECTION | 0.0 | Factor to apply to the agility of air planes active in a naval combat to deduce their contribution to sub detection |
NAVAL_COMBAT_AIR_STRIKE_ATTACK_TO_SUB_DETECTION | 0.0 | Same, but for strike attack (aka naval attack) |
NAVAL_COMBAT_AIR_STRIKE_TARGETING_TO_SUB_DETECTION | 0.0 | Same, but for strike targeting (aka naval targeting) |
NAVAL_COMBAT_AIR_MAX_SPEED_TO_SUB_DETECTION | 0.0 | Same, but for Max Speed |
NAVAL_COMBAT_AIR_PLANE_COUNT_TO_SUB_DETECTION | 1.0 | Factor applied to the number of active plane in a naval combat to deduce their contribution to sub detection
but for Max Speed |
NAVAL_COMBAT_AIR_SUB_DETECTION_DECAY_RATE | 1.0 | Factor to decay the value of sub detection contributed by planes on the last hour. Note: the maximum value between the decayed value and the newly computed one is taken into account. A decay rate of 1 means that nothing is carried over, the previous value is zeroed out. A decay rate of 0 means that the previous value is carried over as is. |
NAVAL_COMBAT_AIR_SUB_DETECTION_FACTOR | 0.0 | A global factor that applies after all others, right before the sub detection contributed by plane is added to the global sub detection of a combatant |
NAVAL_COMBAT_AIR_SUB_TARGET_SCORE | 10 | Scoring for target picking for planes inside naval combat, one define per ship type |
NAVAL_COMBAT_AIR_CAPITAL_TARGET_SCORE | 50 | |
NAVAL_COMBAT_AIR_CARRIER_TARGET_SCORE | 200 | |
NAVAL_COMBAT_AIR_CONVOY_TARGET_SCORE | 1.0 | |
NAVAL_COMBAT_AIR_STRENGTH_TARGET_SCORE | 5 | How much score factor from low health (scales between 0 -> this number) |
NAVAL_COMBAT_AIR_LOW_AA_TARGET_SCORE | 5 | How much score factor from low AA health (scales between 0 -> this number) |
NTrade
Name | Default | Comment |
---|---|---|
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 |
NAVAL_ROUTE_ACCESS_AVOID_COST_MULT | 1 | Naval pathfinding should avoid certain regions that you mark. High "cost multiplier" will make it less willingly go through a specific region. |
NAI
Name | Default | Comment |
---|---|---|
GARRISON_FRACTION | 0.0 | How large part of a front should always be holding the line rather than advancing at the enemy |
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 actions 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 subtract 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_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 receiving 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. |
RESEARCH_DAYS_BETWEEN_WEIGHT_UPDATE | 7 | Refreshes need scores based on country situation. |
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_WEIGHT_FACTOR | 0.3 | Impact of previously unexplored tech weights. Higher means more random exploration. |
RESEARCH_AHEAD_BONUS_FACTOR | 2.0 | To which extent AI should care about ahead of time bonuses to research |
RESEARCH_BONUS_FACTOR | 0.9 | To which extent AI should care about bonuses to research |
MAX_AHEAD_RESEARCH_PENALTY | 2 | max ahead of time penalty ai will pick ever |
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 |
NAVAL_DOCKYARDS_SHIP_FACTOR | 1.5 | The extent to which number of dockyards play into amount of sips a nation wants |
PRODUCTION_EQUIPMENT_SURPLUS_FACTOR | 0.4 | 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 |
WANTED_UNITS_INDUSTRY_FACTORY | 1.0 | How many units a country wants is partially based on how much military industry that is available |
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 | 1.0 | Required percentage of training (1.0 = 100%) for AI to deploy unit in peacetime |
DEPLOY_MIN_EQUIPMENT_PEACE_FACTOR | 1.0 | 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 |
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. |
DIVISION_UPGRADE_MIN_XP | 5 | Minimum XP before attempting to upgrade a division template. |
DIVISION_CREATE_MIN_XP | 100 | Minimum XP before attempting to create a fresh new division template. |
VARIANT_UPGRADE_MIN_XP | 50 | Minimum XP before attempting to create a new variant. |
UPGRADE_XP_RUSH_UPDATE | 150 | If XP is above this on the daily tick the AI will attempt to spend it |
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 |
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 they 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. |
POLITICAL_IDEA_MIN_SCORE | 0.1 | Only replace or add an idea if score is above this score. |
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 | 0.4 | Minimum strength for a unit to actively attack an enemy unit when executing a plan |
PLAN_ATTACK_MIN_ORG_FACTOR_MED | 0.75 | (LOW, MED, HIGH) corresponds to the plan execution aggressiveness level. |
PLAN_ATTACK_MIN_STRENGTH_FACTOR_MED | 0.3 | |
PLAN_ATTACK_MIN_ORG_FACTOR_HIGH | 0.2 | |
PLAN_ATTACK_MIN_STRENGTH_FACTOR_HIGH | 0.15 | |
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 | 11 | 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. Value of 200 should give 0.3% chance of Stalin going for instance crazy and conquering all of America |
GENERATE_WARGOAL_THREAT_BASELINE | 1.0 | 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 | 0.1 | 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. |
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 | 5.0 | 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 | 0.75 | Strength (equipment) % for unit to be considered strong |
ORG_UNIT_WEAK | 0.15 | Organization % for unit to be considered weak |
STR_UNIT_WEAK | 0.2 | 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 |
UNIT_ASSIGNMENT_TERRAIN_IMPORTANCE | 5.0 | Terrain score for units are multiplied by this when the AI is deciding which front they should be assigned to |
SUPPLY_CRISIS_LIMIT | 0.9 | If a unit is standing in an area with |
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 superiority 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 |
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 |
AIR_WING_REINFORCEMENT_LIMIT | 150 | |
AIR_WING_SCOUT_REINFORCEMENT_LIMIT | 50 | |
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 | 8 | 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 expeditionaries back if its casualties is above this ratio compared to their total deployed manpower |
CASUALTY_RATIO_TO_NOT_SEND_EXPEDITIONARIES | 0.05 | AI will not send expeditionaries if its casualties is above this ratio compared to their total deployed manpower |
SURRENDER_LEVEL_TO_PULL_EXPEDITIONARIES_BACK | 0.3 | AI will pull expeditionaries back if its surrender level is above this ratio |
SURRENDER_LEVEL_TO_NOT_SEND_EXPEDITIONARIES | 0.15 | AI will not send expeditionaries 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 |
MANPOWER_FREE_USAGE_THRESHOLD | 500000 | If AI has this much manpower he doesn't care about the percentage |
START_TRAINING_EQUIPMENT_LEVEL | 0.9 | ai will not start to train if equipment drops below this level |
STOP_TRAINING_EQUIPMENT_LEVEL | 0.8 | 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, 1.0, 0.0, |
Base values used by AI to evaluate value of a stat 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; surface_detection, air_range, max_organisation, strategic_attack, |
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 design update |
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 | 0.1 | 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 |
NAVY_PREFERED_MAX_SIZE | 20 | AI will generally attempt to merge fleets into this size, but as a soft limit. |
INVASION_COASTAL_PROVS_PER_ORDER | 12 | AI will consider one extra invasion per number of provinces stated here (num orders = total coast / this) |
CONVOY_NEED_SAFETY_BUFFER | 1.3 | 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 * 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_CONVOY_DANGER_DAILY_DECAY | 1 | When convoys are sunk it generates threat in the region which the AI uses to prio naval missions |
PRODUCTION_LINE_SWITCH_SURPLUS_NEEDED_MODIFIER | 0.2 | Is modified by efficiency modifiers. |
PLAN_ACTIVATION_MAJOR_WEIGHT_FACTOR | 5.0 | 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. Majors count extra (value of 1 will negate this) |
AREA_DEFENSE_BASE_IMPORTANCE | 3 | Area defense order base importance value (used for determining order of troop selections) |
AREA_DEFENSE_CIVIL_WAR_IMPORTANCE | 10000 | Area defense order importance value when a country is in a civil war as target or revolter. |
COMBINED_ARMS_LEVEL | 1 | 0 = Never, 1 = Infantry/Artillery, 2 = Go wild |
MAX_DISTANCE_NALAV_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 | 18.0 | The more convoys a country is missing, the more resources it diverts to cover this. |
TRANSPORTS_PER_PARATROOPER | 20 | Air transports only duty is to drop paratroopers. |
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_TTO_SWITCH_NAVAL | 0.1 | AI will not replace ships being built by newer types 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. |
NAVAL_MISSION_DISTANCE_BASE | 3500 | Base value when AI is evaluating distance score to places |
NAVAL_MISSION_INVASION_BASE | 1000 | Base score for region with naval invasion (modified dynamically by prioritizing orders) |
NAVAL_MISSION_AGGRESSIVE_PATROL_DIVISOR | 1 | Divides patrol score when not defending |
NAVAL_MISSION_AGGRESSIVE_ESCORT_DIVISOR | 2 | Divides escort score when not defending |
NAVAL_MISSION_PATROL_NEAR_OWNED | 500 | Extra patrol mission score near owned provinces |
NAVAL_MISSION_ESCORT_NEAR_OWNED | 300 | Extra escort mission score near owned provinces |
NAVAL_MISSION_PATROL_NEAR_CONTROLLED | 120 | Extra patrol mission score near controlled provinces |
NAVAL_MISSION_ESCORT_NEAR_CONTROLLED | 250 | Extra escort mission score near controlled provinces |
NAVAL_MISSION_MINES_PLANTING_NEAR_OWNED | 40000 | |
NAVAL_MISSION_MINES_PLANTING_NEAR_CONTROLLED | 30000 | |
NAVAL_MISSION_MINES_SWEEPING_NEAR_OWNED | 60000 | How likely the AI will do the sweeping missions. The value is scaled by the amount of mines to sweep. |
NAVAL_MISSION_MINES_SWEEPING_NEAR_CONTROLLED | 50000 | Same as above, but nearby the controlled territory. |
NEW_LEADER_EXTRA_PP_FACTOR | 2.0 | Country must have at least this many times extra PP 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 | 100 | if we are in combat for this amount and it goes shitty then try skipping it |
MIN_PLAN_VALUE_TO_MICRO_INACTIVE | 0.2 | The AI will not consider members of groups which plan is not activated AND evaluates lower than this. |
MAX_UNITS_FACTOR_AREA_ORDER | 1.0 | Factor for max number of units to assign to area defense orders |
DESIRED_UNITS_FACTOR_AREA_ORDER | 1.0 | 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 | 1.5 | Factor for max number of units to assign to area front orders |
DESIRED_UNITS_FACTOR_FRONT_ORDER | 1.5 | 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 |
SUBJECT_SUPPLY_RATIO_FOR_UNIT_PRODUCTION | 0.2 | supply ratio of subject supply chunks will be added to our own supply chunks (since we will fight around subjects as well) modified by produce_unit_for_subject_supply_chunks stat |
ALLY_SUPPLY_RATIO_FOR_UNIT_PRODUCTION | 0.00 | supply ratio of ally supply chunks will be added to our own supply chunks (since we will fight around allies as well) modified by produce_unit_for_ally_supply_chunks stat |
AVERAGE_SUPPLY_USE_PESSIMISM | 1.5 | Multiplier for when AI calculates average supply use of entire army. |
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 opportunity. |
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) |
NAVAL_AIR_SUPERIORITY_IMPORTANCE | 0.10 | Strategic importance of air superiority (amount of enemy planes in area) |
NAVAL_SHIP_AIR_IMPORTANCE | 2.0 | Naval ship air importance |
NAVAL_SHIP_IN_PORT_AIR_IMPORTANCE | 6.0 | Naval ship in the port air importance |
NAVAL_COMBAT_AIR_IMPORTANCE | 12.0 | Naval combat air importance |
NAVAL_TRANSFER_AIR_IMPORTANCE | 0.0 | Naval transfer air importance |
NAVAL_COMBAT_TRANSFER_AIR_IMPORTANCE | 50.0 | Naval combat involving enemy land units |
NAVAL_IMPORTANCE_SCALE | 1.0 | Naval total importance scale (every naval score get's multiplied by it) |
NAVAL_COMBAT_OUR_NAVY_MULT_ON_IMPORTANCE | 0.35 | Naval region importance are scaled by our ships as well |
NAVAL_COMBAT_ALLY_NAVY_MULT_ON_IMPORTANCE | 0.15 | Naval region importance are scaled by our ships as well |
NAVAL_COMBAT_MIN_OUR_NAVY_MULT_ON_IMPORTANCE | 0.5 | Min scale factor for naval region importance from our ships |
NAVAL_COMBAT_MAX_OUR_NAVY_MULT_ON_IMPORTANCE | 1.0 | Max scale factor for naval region importance from our ships |
NAVAL_RANGE_FOR_DOCKING_RIGHTS_CHECK | 240.0 | Naval range used to check if docking rights would allow us to reach a specific province |
NAVAL_FIGHTERS_PER_PLANE | 1.1 | Amounts of air superiority planes requested per enemy plane |
NAVAL_STRIKE_PLANES_PER_ARMY | 0 | Amount of planes requested per enemy army |
NAVAL_STRIKE_PLANES_PER_SHIP | 20 | Amount of bombers requested per enemy ship |
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 wings 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 wings 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. |
NAVAL_MIN_EXCORT_WINGS | 0 | Min amount of airwings requested to escort operations |
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 | 0.10 | 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_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 | 1.5 | 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 | 6 | If amount of factories is less importance of factories won't apply |
LAND_DEFENSE_FIGHERS_PER_PLANE | 1.0 | Amount of air superiority planes requested per enemy plane |
LAND_DEFENSE_INTERSEPTORS_PER_BOMBERS | 1.0 | Amount of air interceptor planes requested per enemy bomber |
LAND_DEFENSE_INTERSEPTORS_PER_PLANE | 1.0 | Amount of air interceptor planes requested per enemy plane (non bomber) |
LAND_COMBAT_AIR_SUPERIORITY_IMPORTANCE | 0.20 | Strategic importance of air superiority (amount of enemy planes in area) |
LAND_COMBAT_OUR_ARMIES_AIR_IMPORTANCE | 12 | Strategic importance of our armies |
LAND_COMBAT_OUR_COMBATS_AIR_IMPORTANCE | 55 | Strategic importance of our armies in the combats |
LAND_COMBAT_FRIEND_ARMIES_AIR_IMPORTANCE | 12 | Strategic importance of friendly armies |
LAND_COMBAT_FRIEND_COMBATS_AIR_IMPORTANCE | 6 | Strategic importance of friendly armies in the combat |
LAND_COMBAT_ENEMY_ARMIES_AIR_IMPORTANCE | 8 | 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 | 1.5 | Lend combat total importance scale (every land combat score get's multiplied by it) |
LAND_COMBAT_FIGHTERS_PER_PLANE | 1.1 | Amount of air superiority planes requested per enemy plane |
LAND_COMBAT_CAS_WINGS_PER_ENEMY_ARMY_LIMIT | 4 | Limit of CAS wings requested by enemy armies |
LAND_COMBAT_CAS_PER_ENEMY_ARMY | 20 | Amount of CAS planes requested per enemy army |
LAND_COMBAT_CAS_PER_COMBAT | 150 | Amount of CAS requested per combat |
LAND_COMBAT_BOMBERS_PER_LAND_FORT_LEVEL | 15 | Amount of bomber planes requested per enemy land fort level |
LAND_COMBAT_BOMBERS_PER_COASTAL_FORT_LEVEL | 10 | Amount of bomber planes requested per enemy coastal fort level |
LAND_COMBAT_MIN_EXCORT_WINGS | 2 | Min amount of airwings requested to escort operations |
LAND_COMBAT_INTERCEPT_PER_PLANE | 0.4 | Amount of interception planes requested per enemy plane |
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 research 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_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 | 300 | 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_MIN_EXCORT_WINGS | 2 | Min amount of airwings requested to escort 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 |
ORDER_ASSIGNMENT_DISTANCE_FACTOR | 10.0 | When the AI assigns units to orders, it attempts to calculate the distance. |
RELUCTANCE_TO_CHANGE_FRONT_FACTOR | 0.5 | Factor for how reluctant the AI is to change a units order group. |
REVISITED_PROV_PENALTY_FACTOR | 1.5 | When the AI picks units for a front, it tries to spread out a bit which units it grabs. |
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 |
PLAN_ACTIVATION_SUPERIORITY_AGGRO | 1.0 | How aggressive a country is in activating a plan based on how superior their force is. |
WAIT_YEARS_BEFORE_FREER_BUILDING | 3 | The AI will skip considering certain buildings during the buildup phase, after these 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 | 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 earlier than a higher one if it is within this threshold |
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 | 10000 | bonus to make ai more likely to assign low prio units to garrisons |
LOW_PRIO_TEMPLATE_PENALTY_FOR_FRONTS | 10000 | penalty to make ai less likely to assign low prio units to fronts |
DEPLOYED_UNIT_MANPOWER_RATIO_TO_BUFFER_WARTIME | 0.3 | 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 | 50 | Ai will avoid upgrading units in the field to new templates if it takes longer than this to fulfill 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 | 10 | 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 |
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; 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; 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 | 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 threat increases |
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX_CONVOY_THREAT | 1500 | AI will increase screen assignment for escort missions as threat increases |
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 | 0.15 | maximum ratio of screens forces to be used in mine laying |
MAX_SCREEN_FORCES_FOR_INVASION_SUPPORT | 0.0 | max ratio of screens forces to be used in naval invasion missions |
MAX_CAPITAL_FORCES_FOR_INVASION_SUPPORT | 0.4 | 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 |
MAX_FACTORY_TO_SPARE_FOR_MISSION_FUEL_TRADE | 0.12 | 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 |
NAVY_ACTUAL_FUEL_USAGE_WEIGHT_ON_OIL_REQUEST | 0.5 | weight of actual fuel usage of ships compared to what is being asked for missions while calculating oil needed for trade |
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, countries will try to fill their buffer in this duration and trade for oil if necessary |
MONTHS_TO_FILL_FUEL_BUFFER_WITH_OIL_REQUESTS_IN_PEACE_TIME | 10.0 | in peace time, countries will try to fill their buffer in this duration and trade for oil if necessary |
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 necessary and will go into fuel saving mode/aggressive 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 necessary and will go into fuel saving mode/aggressive 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 necessary and will go into fuel saving mode/aggressive mode using this bufferaggressive fuel usage mode |
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. |
NAVAL_BASE_RATIO_ALLOCATED_FOR_REPAIRS | 0.25 | ai will allocate at most this ratio of dockyards for repairs in peace time |
NAVAL_BASE_RATIO_ALLOCATED_FOR_REPAIRS_IN_WAR_TIME | 0.6 | ai will allocate at most this ratio of dockyards for repairs in war time |
MAX_FUEL_CONSUMPTION_RATIO_FOR_AIR_TRAINING | 0.25 | ai will use at most this ratio of affordable fuel for air training |
MAX_FUEL_CONSUMPTION_RATIO_FOR_NAVY_TRAINING | 0.25 | 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 aggressiveness if it is already executing an aggressive plan (lower is more aggressive) |
AGGRESSIVENESS_CHECK_BASE | 2.0 | front comparison where ai will consider aggressive stance, unless it is already then the number above is used |
AGGRESSIVENESS_CHECK_EASY_TARGET | -0.4 | 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 | 0.7 | scale how stupid ai will act on fronts. 0 is potato |
FRONT_EVAL_UNIT_SUPPLY_AND_ORG_LACK_IMPACT | 0.0 | scale how painful the AI thinks a combined lack of supply and organization is for units |
PRODUCTION_CARRIER_PLANE_BUFFER_RATIO | 1.5 | in additional to total deck size of carriers, we want at list 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 |
NAVAL_MAX_CONVOY_TO_INTEL_FOR_CONVOY_RAIDS | 200 | number of convoys in region will be clamped to this max, anything more will be ignored while assigning raids |
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 |
NAVAL_CONVOY_COUNT_INTEL_DROPOFF_DUE_TO_LOW_DECYPTION | 200 | on lowest navy intel, ai won't be able to see enemy convoys lower than this ratio |
CONVOY_RAID_SCORE_FROM_CONVOY_INTELLIGENCE | 2.5 | each convoy intelligence will increase 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 researching 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 | |
MAX_UNIT_RATIO_FOR_INVASIONS | 0.5 | countries won't use armies more than this ratio of total units for invasions |
MAX_INVASION_FRONT_SCORE | 2000 | 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 war support hit you get is multiplied by this value and added to min convoy efficiencies |
NAVAL_INVADED_AREA_PRIO_DURATION | 90 | after successful invasion, AI will prio the enemy area for this number of days |
NAVAL_INVADED_AREA_PRIO_MULT | 2.0 | fronts that belongs to recent invasions gets more prio |
MIN_NUM_CONQUERED_PROVINCES_TO_DEPRIO_NAVAL_INVADED_FRONTS | 30 | if you conquer this amount of provinces after a naval invasion, it will lose its prio status and will act as a regular front |
BUILDING_TARGETS_BUILDING_PRIORITIES | {'industrial_complex',} | buildings in order of priority 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 it 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 below 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 | 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 | will multiply crypto activation threshold. (crypto ai calculates a score & a threshold for each cracked crypto, if score > crypto, it activates the crypto) |
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 |
NFocus
Name | Default | Comment |
---|---|---|
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 | Comment |
---|---|---|
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 |
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 network 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_MIN_STRENGTH_TO_LINK_SUBNETWORKS | 0.0 | Where the influence of two operative meet, the two nodes on each side have to have strictly more than the given strength before the two operatives have a chance of being considered in the same network |
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 |
0.0 | clamp the value from the multiplication of the above factor |
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 | {
|
Factor multiplied to the detection chance of an agent on mission before the offsets: NoMission; BuildIntelNetwork; QuietIntelNetwork; CounterIntelligence; RootOutResistance; BoostIdeology; ControlTrade; DiplomaticPressure; Propaganda . |
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 overridden |
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 separately 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 separately 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) |
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 |
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 | The following defines are multiplied to the number of operatives operating in the target country the activity level is computed for |
BUILD_INTEL_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR | 10 | |
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 PID values |
ACTIVITY_LEVEL_DERIVATIVE_FACTOR | 0 | Activity level PID values |
DANGER_LEVEL_PROPORTIONAL_FACTOR | 0.01 | Danger level PID values |
DANGER_LEVEL_INTEGRAL_FACTOR | 0.001 | Danger level PID values |
DANGER_LEVEL_DERIVATIVE_FACTOR | 0 | Danger level PID values |
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} | each risk level comes with a label to display for operations if it goes above that number. If below the first it will instead show the good outcomes |
RISK_LEVELS | {"RISK_LOW", "RISK_MID", "RISK_HIGH"} | |
OUTCOME_LEVELS | {0.1, 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"} |
NIntel
Name | Default | Comment |
---|---|---|
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 | {} | 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 | FLAT_DECAY and MULT_DECAY control the rate at which the intel decays |
DYNAMIC_INTEL_SOURCE_EVENT_MULT_DECAY | 0.985 | The formula is applied as follow (runs daily): NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY |
DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_LOG_FACTOR | 0 | 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 |
DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_DIVISOR | 1 | The Aggregat is then added to the pool of intel. If DIVISOR is zero then the division is evaluated to zero. |
DYNAMIC_INTEL_SOURCE_EVENT_MAXIMUMS | {40, 40, 40, 40} | MAXIMUMS controls the maximum value that the pool can contribute to the final intel values. |
DYNAMIC_INTEL_SOURCE_EVENT_ABSOLUTE_MAXIMUMS | {50, 50, 50, 50} | 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_INTEL_SOURCE_LAND_COMBAT_FLAT_DECAY | 0.0 | FLAT_DECAY and MULT_DECAY control the rate at which the intel decays |
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MULT_DECAY | 0.985 | The formula is applied as follow (runs daily): NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY |
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_LOG_FACTOR | 0.25 | 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 |
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_DIVISOR | 10 | The Aggregat is then added to the pool of intel. If DIVISOR is zero then the division is evaluated to zero. |
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MAXIMUMS | {0, 30, 5, 10} | MAXIMUMS controls the maximum value that the pool can contribute to the final intel values. |
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_ABSOLUTE_MAXIMUMS | {0, 40, 10, 15} | 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_INTEL_SOURCE_NAVAL_COMBAT_FLAT_DECAY | 0.0 | FLAT_DECAY and MULT_DECAY control the rate at which the intel decays |
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MULT_DECAY | 0.985 | The formula is applied as follow (runs daily): NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY |
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_LOG_FACTOR | 0.02 | 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 |
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_DIVISOR | 200 | The Aggregat is then added to the pool of intel. If DIVISOR is zero then the division is evaluated to zero. |
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MAXIMUMS | {10, 0, 40, 20} | MAXIMUMS controls the maximum value that the pool can contribute to the final intel values. |
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_ABSOLUTE_MAXIMUMS | {15, 0, 45, 25} | 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_INTEL_SOURCE_AIR_COMBAT_FLAT_DECAY | 0.0 | FLAT_DECAY and MULT_DECAY control the rate at which the intel decays |
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_MULT_DECAY | 0.985 | The formula is applied as follow (runs daily): NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY |
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_LOG_FACTOR | 1 | 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 |
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_DIVISOR | 2 | The Aggregat is then added to the pool of intel. If DIVISOR is zero then the division is evaluated to zero. |
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_MAXIMUMS | {0, 0, 0, 25} | MAXIMUMS controls the maximum value that the pool can contribute to the final intel values. |
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_ABSOLUTE_MAXIMUMS | {0, 0, 0, 30} | 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_INTEL_SOURCE_AIR_RECON_FLAT_DECAY | 0.0 | FLAT_DECAY and MULT_DECAY control the rate at which the intel decays |
DYNAMIC_INTEL_SOURCE_AIR_RECON_MULT_DECAY | 0.995 | The formula is applied as follow (runs daily): NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY |
DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_LOG_FACTOR | 0.05 | 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 |
DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_DIVISOR | 200 | The Aggregat is then added to the pool of intel. If DIVISOR is zero then the division is evaluated to zero. |
DYNAMIC_INTEL_SOURCE_AIR_RECON_MAXIMUMS | {25, 20, 30, 20} | MAXIMUMS controls the maximum value that the pool can contribute to the final intel values. |
DYNAMIC_INTEL_SOURCE_AIR_RECON_ABSOLUTE_MAXIMUMS | {30, 25, 35, 25} | 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_INTEL_SOURCE_CAPTURED_OPERATIVE_FLAT_DECAY | 0.0 | FLAT_DECAY and MULT_DECAY control the rate at which the intel decays |
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MULT_DECAY | 0.95 | The formula is applied as follow (runs daily): NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY |
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_LOG_FACTOR | 1 | 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 |
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_DIVISOR | 2 | The Aggregat is then added to the pool of intel. If DIVISOR is zero then the division is evaluated to zero. |
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MAXIMUMS | {50, 40, 40, 30} | MAXIMUMS controls the maximum value that the pool can contribute to the final intel values. |
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_ABSOLUTE_MAXIMUMS | {50, 40, 40, 30} | 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. |
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 committed 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 |
NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_INSTANCE | 1.0 | |
NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_SUBMARINE | 0.2 | |
NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_SCREEN_SHIP | 0.5 | |
NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_CAPITAL_SHIP | 1.0 | |
NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_INTERNAL_PLANES | 0.05 | |
NAVAL_COMBAT_NAVY_INTEL_FACTOR | 1.0 | |
NAVAL_COMBAT_CIVILIAN_INTEL_OVER_OPPONENT_PER_INSTANCE | 0.0 | |
NAVAL_COMBAT_CIVILIAN_INTEL_OVER_OPPONENT_PER_TRADE_CONVOY | 1.0 | |
NAVAL_COMBAT_CIVILIAN_INTEL_FACTOR | 1.0 | |
NAVAL_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_INSTANCE | 0.0 | |
NAVAL_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_TRANSFER_CONVOY | 1.0 | |
NAVAL_COMBAT_ARMY_INTEL_FACTOR | 1.0 | |
NAVAL_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_INSTANCE | 1.0 | |
NAVAL_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_INTERNAL_PLANES | 0.0 | |
NAVAL_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_EXTERNAL_PLANES | 0.01 | |
NAVAL_COMBAT_AIR_INTEL_FACTOR | 1.0 | |
NAVY_INTEL_BASE_SPOTTING_BONUS_MIN_INTEL_FOR_BONUS | 5 | at least this intel diff is needed for start applying BASE_SPOTTING_FROM_DECRYPTION bonus |
NAVY_INTEL_BASE_SPOTTING_BONUS_MAX_INTEL_FOR_BONUS | 40 | at this intel BASE_SPOTTING_FROM_DECRYPTION will be applied fully |
NAVY_INTEL_MINE_DAMAGE_REDUCTION_FACTOR_MIN_INTEL_FOR_BONUS | 5 | at least this intel diff is needed for start applying NAVAL_MINES_INTEL_DIFF_FACTOR bonus |
NAVY_INTEL_MINE_DAMAGE_REDUCTION_FACTOR_MAX_INTEL_FOR_BONUS | 40 | at this intel NAVAL_MINES_INTEL_DIFF_FACTOR will be applied fully |
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 | see above |
INTEL_NETWORK_MAX_NAVY_INTEL | 25.0 | see above; only apply if the network encompass a naval base controlled by the network's target |
INTEL_NETWORK_MAX_AIRFORCE_INTEL | 15.0 | see above |
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 | {
|
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 type is given (civ, army, navy, air). |
RECON_PLANE_SEA_DISTRIBUTION | {0.0, 0.0, 10.0, 0.0} | |
LAND_SPOT_DECAY | 0.05 | |
NAVAL_SPOT_DECAY | 1 | |
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 same order as COUNTRY_LEVEL_INTEL_MAXIMUMS |
CIVILIAN_PRODUCTION_RANGE_INTEL_MIN | 0.1 | 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_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 | 0.7 | min required intel to focus tree with taken focuses |
CIVILIAN_INTEL_NEEDED_TO_SHOW_CURRENT_FOCUS | 0.3 | min required intel to show currently focus |
CIVILIAN_INTEL_NEEDED_TO_SHOW_CURRENT_FOCUS_PROGRESS | 0.5 | 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 | |
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 | 0.1 | |
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 |
NAVAL_SUPREMACY_INTEL_LOW | 0.3 | we need more intel than this to get any supremacy |
NAVY_FLEET_COUNT_INTEL_MIN | 0.1 | |
NAVY_FLEET_COUNT_INTEL_MAX | 0.3 | |
NAVY_FLEET_COUNT_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | |
NAVY_TASKFORCE_COUNT_INTEL_MIN | 0.3 | |
NAVY_TASKFORCE_COUNT_INTEL_MAX | 0.7 | |
NAVY_TASKFORCE_COUNT_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | |
NAVY_SHIP_COUNT_INTEL_MIN | 0.1 | |
NAVY_SHIP_COUNT_INTEL_MAX | 0.8 | |
NAVY_SHIP_COUNT_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | |
NAVY_MIN_INTEL_TO_SHOW_EXISTING_CATEGORY_TYPES | 0.1 | this is about displaying ships by class category |
NAVY_SHIP_TYPE_COUNT_INTEL_MIN | 0.3 | this range is used both when for displaying counts by class and counts by variant |
NAVY_SHIP_TYPE_COUNT_INTEL_MAX | 0.7 | |
NAVY_SHIP_TYPE_COUNT_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | |
NAVY_MIN_INTEL_TO_SHOW_SHIP_CLASSES | 0.5 | this unlocks the display of a given variant |
NAVY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MIN | 0.1 | |
NAVY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MAX | 0.7 | |
NAVY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | |
NAVY_MIN_INTEL_TO_SHOW_SHIP_DESIGN_DETAILS | 0.8 | |
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 | |
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 | |
NAVY_MAPICON_MISSION_COUNT_INTEL_MIN | 0.5 | min intel to show assigned naval missions |
NAVY_MAPICON_MISSION_COUNT_INTEL_MAX | 0.8 | min intel to show assigned naval missions with perfect accuracy, and taskforces count |
NAVY_MAPICON_SHOW_ALL_NAVAL_PORTS | 0.3 | min intel to show all naval ports (otherwise you will only see nearby ones) |
NAVY_MAPICON_NAVAL_PORT_VISIBILITY_DETAIL_THRESHOLDS | { 0.0, 0.1, 0.3, 0.7, 0.8 } |
how detailed the post tooltips will be: for no intel; show port level; show fuzzy taskforce count; show full taskforce count; show taskforce details . |
NAVY_MAPICON_NAVAL_PORT_TASKFORCE_FUZZY_THRESHOLD | 0.5 | |
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} |
AIR_SUPERIORITY; CAS; INTERCEPTION; STRATEGIC_BOMBER; NAVAL_BOMBER; DROP_NUKE; PARADROP; NAVAL_KAMIKAZE; PORT_STRIKE; AIR_SUPPLY; TRAINING; NAVAL_MINES_PLANTING; NAVAL_MINES_SWEEPING; MISSION_RECON. |
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} |
AIR_SUPERIORITY; CAS; INTERCEPTION; STRATEGIC_BOMBER; NAVAL_BOMBER; DROP_NUKE; PARADROP; NAVAL_KAMIKAZE; PORT_STRIKE; AIR_SUPPLY; TRAINING; NAVAL_MINES_PLANTING; NAVAL_MINES_SWEEPING; MISSION_RECON. |
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} |
AIR_SUPERIORITY; CAS; INTERCEPTION; STRATEGIC_BOMBER; NAVAL_BOMBER; DROP_NUKE; PARADROP; NAVAL_KAMIKAZE; PORT_STRIKE; AIR_SUPPLY; TRAINING; NAVAL_MINES_PLANTING; NAVAL_MINES_SWEEPING; MISSION_RECON. |
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 |
NWiki
Name | Default | Comment |
---|---|---|
BASE_URL | https://hoi4.paradoxwikis.com/ | |
FORUM_URL | https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-iv.844/ |
NMapMode
Name | Default | Comment |
---|---|---|
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} | |
FACTIONS_COLOR_NOT_MEMBER | {0.6, 0.6, 0.6, 0.25} | |
FACTIONS_MEMBER_TRANSPARENCY | 1 | |
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 | 0.0005 | 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 |
NAVAL_REGION_ACCESS_AVOID_COLOR | {1, 1, 0, 0.35} | Color for the map stripes on naval regions that has set an access level = AVOID |
NAVAL_REGION_ACCESS_BLOCK_COLOR | {1, 0, 0, 0.45} | Color for the map stripes on naval regions that has set an access level = BLOCK |
NAVAL_REGION_FADE_WHEN_FLEET_SELECTED | 0.25 | How much all region borders (except those with mission assigned to it) are faded out, when a fleet is selected. |
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 |
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 |
NMapIcons
Name | Default | Comment |
---|---|---|
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) |
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 | 3 | |
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 | |
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 | Comment |
---|---|---|
AIRPLANES_ANIMATION_GLOBAL_SPEED_PER_GAMESPEED | {0.3, 0.35, 0.4, 0.45, 0.5, 0.55} | Speed factor for each game speed (begin with paused). Larger value = faster animation. |
ROCKET_SPEED | 15 | Speed of rockets launched from rocket sites |
AIRPLANES_CURVE_POINT_DENSITY | 5.0 | Higher value = more midpoints in the flight path. |
AIRPLANES_CURVE_MAX_EXTRAPOLATION | 30.0 | 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 | 0.095 | 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 fighters 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 | |
BOMBERS_DIVISION_FACTOR | 60 | Number of effective 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 | 60 | Number of missiles shown in a strategic region will be divided by this factor. |
SCOUT_PLANE_DIVISION_FACTOR | 60 | Number of missiles shown in a strategic region will be divided by this factor. |
TRANSPORT_DIVISION_FACTOR | 60 | |
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 | 2 | 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 | Comment |
---|---|---|
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, 0.30, 0.03, 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 |
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 | 0.910 | 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 dependently 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 | |
NAVAL_UNIT_MOVEMENT_SPEED | 12 | |
ARROW_MOVEMENT_SPEED | 2 | |
DRAW_DETAILED_CUTOFF | 400 | Country name zoom |
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,
|
Groups of 4 numbers are RGBA. 0: mouse hover; 1: bad, while active; 2: good, while active; 3: bad, while passive; 4: good, while passive. 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. |
BORDER_COLOR_CUSTOM_HIGHLIGHT_R | 0.0 | |
BORDER_COLOR_CUSTOM_HIGHLIGHT_G | 0.61 | |
BORDER_COLOR_CUSTOM_HIGHLIGHT_B | 0.75 | |
BORDER_COLOR_CUSTOM_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_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_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_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 supremacy |
STRATEGIC_NAVY_COLOR_GOOD | {0, 0.8, 0, 1} | zones has missions with good supremacy |
STRATEGIC_NAVY_COLOR_AVERAGE | {0.8, 0.8, 0, 1} | zones has missions with average supremacy |
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, 0.40, 0.5} | zones has missions with bad supremacy 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 supremacy 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 supremacy 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_MEDIUM_TEX_WIDTH | 41 | |
COUNTRY_FLAG_MEDIUM_TEX_HEIGHT | 26 | |
COUNTRY_FLAG_SMALL_TEX_WIDTH | 10 | |
COUNTRY_FLAG_SMALL_TEX_HEIGHT | 7 | |
COUNTRY_FLAG_TEX_MAX_SIZE | 256 | Tweak dependently on amount of countries. Must be power of 2. No more then 2048. |
COUNTRY_FLAG_SMALL_TEX_MAX_SIZE | 64 | Tweak dependently on amount of countries. Must be power of 2. No more then 2048. |
COUNTRY_FLAG_STRIPE_TEX_MAX_WIDTH | 10 | |
COUNTRY_FLAG_STRIPE_TEX_MAX_HEIGHT | 1024 | |
COUNTRY_FLAG_LARGE_STRIPE_MAX_WIDTH | 41 | |
COUNTRY_FLAG_LARGE_STRIPE_MAX_HEIGHT | 8192 | |
VICTORY_POINT_LEVELS | 2 | |
VICTORY_POINT_MAP_ICON_AFTER | {0, 20} | After this amount of VP the map icon becomes bigger dot. |
VICTORY_POINT_MAP_ICON_TEXT_CUTOFF | {150, 250, 500} | At what camera distance the VP name text disappears. |
VICTORY_POINTS_DISTANCE_CUTOFF | {250, 500, 1000} | At what distance VPs are hidden |
AIRBASE_ICON_DISTANCE_CUTOFF | 900 | At what distance air bases are hidden |
NAVALBASE_ICON_DISTANCE_CUTOFF | 900 | At what distance naval 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. |
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 | |
NAVAL_COMBAT_DISTANCE_CUTOFF | 1500 | |
ADJACENCY_RULE_DISTANCE_CUTOFF | 1700 | |
LAND_COMBAT_DISTANCE_CUTOFF | 1500 | |
SUPPLY_ICON_DISTANCE_CUTOFF | 2500 | |
PROV_CONSTRUCTION_ICON_DISTANCE_CUTOFF | 400 | |
STATE_CONSTRUCTION_ICON_DISTANCE_CUTOFF | 800 | |
DECISION_MAP_ICON_DISTANCE_CUTOFF | 1000 | |
DECISION_MAP_ICON_DEPTH_PRIORITY | 50 | |
NAVAL_MISSION_TASK_FORCES_GROUP_BY_ALLEGIANCE_CUTOFF | 500 | |
NAVAL_MISSION_ICONS_DISTANCE_CUTOFF | 900 | 1300 |
NAVAL_MINES_DISTANCE_CUTOFF | 800 | |
CRYPTOLOGY_MAP_ICON_DISTANCE_CUTOFF | 1000 | |
NAVAL_MINES_CLUMPING | 58 | The higher value, the more likely the 3d naval mines will clamp together |
NAVAL_MINES_CLUMP_NEAR_TERRITORY | 25 | Higher chance to spawn 3d naval mine near our territory |
NAVAL_MINES_COUNT_TO_VISUAL_ASPECT | 0.1 | How many in-game-naval-mines is one visual 3d naval mine? |
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 | |
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. |
SHIP_NAMES_GROUP_MAX_NAME_LIST_ENTRIES | 25 | Max example name entries in ship name list in production meni |
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 | 1.0 is night |
BLOOM_SCALE | 0.9 | 3.0 is night |
BRIGHT_THRESHOLD | 0.4 | 0.9 is night |
EMISSIVE_BLOOM_STRENGTH | 1.0 | |
MIN_HDR_ADJUSTMENT | 0.5 | |
MAX_HDR_ADJUSTMENT | 1.0 | |
HDR_ADJUSTMENT_SPEED | 15.0 | |
TONE_MAP_MIDDLE_GREY | 0.5 | |
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: right |
AMBIENT_LIGHT_NEG_X | {0.4, 0.1, 0.6} | HSV: left |
AMBIENT_LIGHT_POS_Y | {0.0, 0.0, 0.0} | HSV: kills everything |
AMBIENT_LIGHT_NEG_Y | {0.35, 0.2, 0.0} | HSV: from under |
AMBIENT_LIGHT_POS_Z | {0.6, 0.2, 0.924} | HSV: top |
AMBIENT_LIGHT_NEG_Z | {0.55, 0.1, 0.9} | HSV: bottom |
SUN_DIFFUSE_COLOR | {0.14, 0.0, 1.0} | |
SUN_INTENSITY | 1.0 | 0.4 |
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 | {0.5, 0.5, 1.0, 0.75} | |
TRADE_ROUTE_RESOURCE_IMPORT_COLOR | {0.5, 0.5, 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} | |
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} | |
TRAIT_LINE_NON_ASSIGNED_COLOR | {0.67, 0.75, 0.93} | |
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 |
FRIEND_COLOR | {0.7, 0.9, 0.7} | unit on-map interface modulate colors |
ENEMY_COLOR | {1.0, 0.7, 0.7} | unit on-map interface modulate colors |
NEUTRAL_COLOR | {1.0, 1.0, 1.0} | unit on-map interface modulate colors |
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, 00.0/360.0, 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 zoomed 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 | |
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 leaped 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} |
|
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} |
NInterface
Name | Default | Comment |
---|---|---|
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 | 0.4 | How many % of enemy units the unit have to pierce in order for the some piercing icon to be displayed |
COMBAT_GOOD_PIERCING | 0.8 | How many % of enemy units the unit have to pierce in order for the good piercing icon to be displayed |
COMBAT_SOME_ARMOR | 0.4 | 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 | 0.8 | 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 axis 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 | {00.0/360.0, 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 | -3 | |
SHIP_FUEL_EFFICIENCY_WARNING_THRESHOLD | 60.0 | Fuel usage threshold above which a ship is considered fuel inefficient for always on missions |
NAVAL_STRIKE_FORCE_ATTACK_LIKELYHOOD_THR_VERY_LIKELY | 0.8 | threshold above which to show that a strike force is "very likely" to engage an enemy |
NAVAL_STRIKE_FORCE_ATTACK_LIKELYHOOD_THR_LIKELY | 0.6 | same, for "likely" |
NAVAL_STRIKE_FORCE_ATTACK_LIKELYHOOD_THR_UNLIKELY | 0.3 | same, for "unlikely" |
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 | 0.1 | the minimum duration of a loop in seconds |
OPERATIVE_MISSION_EFFICIENCY_ANIMATION_TIME_MAX | 2.0 | the maximum duration of a loop in seconds |
OPERATIVE_COUNTER_INTELLIGENCE_DEFENSE_TO_EFFICIENCY_FACTOR | 33.0 | 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_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 | 75.0 | Factor multiplied to the operative's efficiency at the RootOutResistance mission to determine the animation speed |
OPERATIVE_TRADE_INFLUENCE_DRIFT_TO_EFFICIENCY_FACTOR | 0.75 | Factor multiplied to the operative's trade influence drift to determine the animation speed |
OPERATIVE_OPINION_DRIFT_TO_EFFICIENCY_FACTOR | 7500 | Factor multiplied to the operative's trade influence drift to determine the animation speed |
OPERATIVE_TENSION_DRIFT_TO_EFFICIENCY_FACTOR | 7500 | 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. |
NFrontend
Name | Default | Comment |
---|---|---|
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 | |
SOCIALVIEW_CONTEXT_MENU_BUTTON_OFFSET | 10 | |
SOCIALVIEW_CONTEXT_MENU_MARGIN | 2 |
NSound
Name | Default | Comment |
---|---|---|
HEIGHT_SOUND_CATEGORY | "Atmosphere" | 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 voice |
文件 | 效果 • 条件 • 定义 • 修正 • 修正列表 • 作用域 • 本地化 • on action • 数据结构 (标记, 临时标记, 国家别名, 变量, 数组) |
脚本 | 成就修改 • AI修改 • AI focuses • 自治领修改 • 权力平衡修改 • 剧本/标签 (游戏规则)• 建筑修改 • 人物修改 • 修饰性TAG修改 • 国家创建 • 军队修改 • 决议制作 • 装备修改 • 事件修改 • Idea修改 • 意识形态修改 • 军工商修改 • 国策制作 • 资源修改 • Scripted GUI • 科技制作 • 单位修改 |
地图 | 地图 • 省份 • 补给区域 • 战略区域 |
图形图像 | 界面 • 图形资产 • 实体模型 • 后期特效 • 离子效果 • 字体 |
装饰性 | 肖像 • 命名列表 • 音乐 • 音效 |
其他 | 控制台指令 • 故障排除 • 模组结构 • 成就代码分析 • Mod相关 • Nudger修改 |