Defines are exposed constants used by the game to control almost every aspect of it. They allow modders to influence systems that do not have a direct script component.
Defines are defined in /Hearts of Iron IV/common/defines/*.lua files.
Overrides
As defines are Lua code rather than a PDXscript-interpreted file, any Lua code can go in there, however modules allowing to go out of this directory are not available. As a consequence of this, there is no need to copy the entire file to edit it. Defines, including graphical defines, are merely a Lua-contained array, and it is possible to modify a single member of the array in Lua using, for example, NDefines.NGame.START_DATE = "1936.1.2.12"
. Each of these lines is contained on a separate line and there are no commas separating them, such as the following:
NDefines.NGame.START_DATE = "1936.1.2.12" -- An unnecessary comma will result in a game crash upon launching. NDefines.NGraphics.COUNTRY_FLAG_TEX_MAX_SIZE = 2048 -- They are present in the base game defines file due to the fact that NDefines is one single large array, and when defining an array with members, the members are separated with commas. However, commands are not separated with commas.
This goes into a separate file set to be evaluated after the base game defines, which is sorted by filenames using the ASCII character IDs. Since 0 is among the earliest characters by ID – placed before letters, other numbers, and underscores – almost any filename can work.
In the base game files, the graphical defines are set to be merged into NDefines in the last line of the base game file. However, since Lua does not create copies of tables by default, the base game's NDefines contains pointers to the actual elements, which are contained within NDefines_Graphics regardless. For this reason, modifying either NDefines or NDefines_Graphics works for changing graphical defines.
A mod should never contain the 00_defines.lua and 00_graphics.lua files within of itself: these files are commonly changed even in minor game updates, and having a define missing from a file results in the mod being unstable, potentially having a crash on startup.
NGame
Name | Default | Developer comment | Usage |
---|---|---|---|
START_DATE | "1936.1.1.12" | Default start date, base for some durations (e.g. license costs, AI construction strategy) | |
END_DATE | "1949.1.1.1" | Decides on the date when the final scoreboard is shown, unless a sufficiently major war is ongoing | |
MAP_SCALE_PIXEL_TO_KM | 7.114 | Yes, we did the math | Translates the pixel distances from world map bitmaps into distances in-game, such as for unit speed |
SAVE_VERSION | 22 | 1.14.0 (ToA) | Compatibility version for save files |
CHECKSUM_SALT | "zwOdv5d9wm9uDSOT" | Data to modify generated checksum when game binaries have changed but not any content files. | |
LAG_DAYS_FOR_LOWER_SPEED | 10 | Days of client lag for decrease of gamespeed | |
LAG_DAYS_FOR_PAUSE | 25 | Days of client lag for pause of gamespeed. | |
GAME_SPEED_SECONDS | { 2.0, 0.5, 0.2, 0.1, 0.0 } | game speeds for each level. Must be 5 entries with last one 0 for unbound | Useful for multiplayer mods |
MAJOR_PARTICIPANTS_FOR_MAJOR_WAR | 3 | Minimum number of major countries involved in a war to consider it major enough to not end the game even though the enddate has been reached. | |
TRADE_ROUTE_RECALCULATE_FREQUENCY_DAYS | 30 | Max recalculation time for all trade routes (0 means we do not recalucate prediodically trade routes) | |
COMBAT_LOG_MAX_MONTHS | 12 | Non-air combat log data will be pruned after this duration | |
MESSAGE_TIMEOUT_DAYS | 60 | Useful if running the handsoff game. The popup messages that doesn't require the player respond will automatically hide after some timeout. | |
INFO_MESSAGE_TIMEOUT_DAYS | 3 | Same but for unimportant messages. | |
AIR_LOG_TIMEOUT_HOURS | 24 | Data storring data | Air combat log data will be pruned after this duration |
EVENT_TIMEOUT_DEFAULT | 13 | Default days before an event times out if not scripted | |
MISSION_REMOVE_FROM_INTERFACE_DEFAULT | 13 | Default days before a mission is removed from the interface after having failed or completed | |
DECISION_ALERT_TIMEOUT_DAYS | 30 | Days left when player will be alerted about timing out events or decisions | |
FUEL_RESOURCE | "oil" | resource that will give country fuel | If changed, localisation may need to be updated to make the icon show the new resource. The default values that can be replaced are FUEL_DAILY_GAIN_FROM_OIL:0 "From $OIL$£resources_strip|1 : $NUM|H$" and FUEL_DAILY_GAIN_OIL_ONLY:0 "Daily Gain: $NUM|H$ (from $OIL|H$£resources_strip|1 )" . £resources_strip|1 is a text icon which may need to be updated, and $OIL$ shouldn't be changed.
|
MAX_EFFECT_ITERATION | 1000 | maximum allowed iteration for loop effects | |
MAX_SCRIPTED_LOC_RECURSION | 30 | max recursion for scripted localizations | |
HANDS_OFF_START_TAG | "HAI" | tag for player country for -hands_off runs. use an existing tag that is less likely to affect the game | |
ALERT_SFX_COOLDOWN_DAYS | 14 | After playing an alert sound, don't play the same sound for XXX days, even if it fires again. | |
MUSIC_PLAYER_RECENTLY_PLAYED_SIZE | 10 | The music player keeps track of recently played music to try and avoid playing the same songs too often. This determines the max number of songs in the recently played list. |
NDiplomacy
Name | Default | Developer comment | Usage |
---|---|---|---|
DIPLOMACY_REQUEST_EXPIRY_DAYS | 30 | ||
BASE_SURRENDER_LEVEL | 1.0 | Surrender when level reached. valid 0-1 | |
MAX_TRUST_VALUE | 100 | Max trust value cap. | |
MIN_TRUST_VALUE | -100 | Min trust value cap. | |
MAX_OPINION_VALUE | 100 | Max opinion value cap. | |
MIN_OPINION_VALUE | -100 | Min opinion value cap. | |
BASE_TRUCE_PERIOD | 180 | Base truce period in days. | |
TRUCE_PERIOD_AFTER_KICKING_FROM_FACTION | 60 | Truce period after kicking someone from faction in days. | |
NUM_DAYS_TO_ENABLE_KICKING_NEW_MEMBERS_OF_FACTION | 90 | Number of days before being able to kick a new member of faction | |
NUM_DAYS_TO_ENABLE_REINVITE_KICKED_NATIONS | 90 | Number of days before being able to re invite a kicked nation to your faction | |
BASE_NEGATIVE_OPINION_AFTER_BEING_KICKED | 20 | Negative opinion that will be received after kicking a nation | |
DECAY_RATE_OF_NEGATIVE_OPINION_AFTER_BEING_KICKED | 1 | Weekly decay rate of the negative opinion | |
TRUCE_BREAK_COST_PP | 200 | Base cost in PP of breaking a truce by joining a war or accepting a call to war ( you cannot declare war yourself until the truce if up ), this is then multiplied by the time left on the truce ( so once half the truce is up it only cost 50% of this ) | |
BASE_PEACE_PUPPET_FACTOR | 100 | Base factor for puppet in %. | |
BASE_PEACE_LIBERATE_FACTOR | 100 | Base factor for liberate in %. | |
BASE_PEACE_TAKE_UNCONTROLLED_STATE_FACTOR | 10.0 | Base factor for taking state you do not control | |
BASE_PEACE_TAKE_FACTION_CONTROLLED_STATE_FACTOR | 0.5 | Base factor for taking state you do not control, but someone in faction does | |
BASE_PEACE_FORCE_GOVERNMENT_COST | 100 | Base cost for forcing a country to change government. | |
PEACE_COST_FACTOR_CONTESTED_MAX | 15 | In peace conference, cost is factored based on how many times the state has been contested and for how long it has been uncontested (for everyone else) To prevent overflows due to the exponential increase, cap the contested factor to this |
|
PEACE_COST_FACTOR_UNCONTESTED_MAX | 15 | To prevent overflows due to the exponential increase, cap the uncontested factor to this | |
PEACE_COST_FACTOR_CONTESTED_BID | 1.20 | Cost factor for each contested bid on the state. | |
PEACE_COST_FACTOR_UNCONTESTED_BID_MIN | 1.15 | Minimum cost factor for each turn a bid has been uncontested on the state. | |
PEACE_COST_FACTOR_UNCONTESTED_BID_MAX | 1.60 | Maximum cost factor for each turn a bid has been uncontested on the state. | |
PEACE_COST_FACTOR_UNCONTESTED_BID_STEP | 0.15 | Uncontested cost factor will increase by this much each turn. | |
PEACE_COST_FACTOR_CAPITAL_SHIP_IC | 0.005 | In peace conference, cost for taking one capital ship per IC | |
PEACE_COST_FACTOR_SCREENING_SHIP_IC | 0.005 | In peace conference, cost for taking a part of the screening ships per IC | |
PEACE_INCREASE_COST_FACTOR_PER_MISSING_PERCENT_FOR_CAPITULATION | 0.0012 | increase factor if loser has not capitulated, for every percent between surrender level and BASE_SURRENDER_LEVEL | |
PEACE_COST_FACTOR_COMPLIANCE_STEPS | { 0, 1.0, 30, 0.9, 70, 0.8 } | peace action taker has a discount if they occupy the state depending on compliance it's a table where first value is the compliance level, and the second the factor between 0% and 30% compliance, factor is 1.0 between 30% and 70% above 70% |
|
PEACE_COST_FACTOR_STACK_DEMILITARIZED_ZONE | 0.25 | In peace conference, adding a stackable to a peace action, increment the cost by a percentage | |
PEACE_COST_FACTOR_STACK_WAR_REPARATION | 0.25 | ||
PEACE_COST_FACTOR_STACK_RESOURCE_RIGHTS | 0.25 | ||
PEACE_COST_FACTOR_STACK_DISMANTLE_INDUSTRY | 0.25 | ||
PEACE_TIMED_EFFECT_LENGTH_DEMILITARIZED_ZONE | 1825 | peace conference can set timed effect, set length in days 5 years |
|
PEACE_TIMED_EFFECT_LENGTH_WAR_REPARATION | 1825 | ||
PEACE_TIMED_EFFECT_LENGTH_RESOURCE_RIGHTS | 1825 | ||
PEACE_TIMED_EFFECT_RATIO_CIVILIAN_FACTORY_WAR_REPARATION | 0.5 | ratio of civilian factories taken via stackable war reparation | |
INFLUENCE_NEUTRAL_DIST_CAPITAL | 30.0 | The Influence cost modifier is basically the inverse of distance. Nearby states are cheaper, and far-away states are more expensive. We basically do a two-segment lerp: if distance is between [0, NEUTRAL_DIST], we lerp the cost modifier between [MIN_DIST_COST_MODIFIER, 1.0] if distance is between [NEUTRAL_DIST, MAX_DIST], we lerp the cost modifier between [1.0, MAX_DIST_COST_MODIFIER] The below values represent (pixel distance / INFLUENCE_DISTANCE_DIVISOR) distance to capital that results in a cost modifier of 1.0 |
|
INFLUENCE_MAX_DIST_CAPITAL | 45.0 | distance to capital that results in a cost modifier of INFLUENCE_MAX_DIST_COST_MODIFIER | |
INFLUENCE_NEUTRAL_DIST_CORE | 6.0 | distance to nearest core state that results in a cost modifier of 1.0 | |
INFLUENCE_MAX_DIST_CORE | 13.0 | distance to nearest core state that results in a cost modifier of INFLUENCE_MAX_DIST_COST_MODIFIER | |
INFLUENCE_NEUTRAL_DIST_CONTROLLED | 14.0 | distance to nearest controlled state that results in a cost modifier of 1.0 | |
INFLUENCE_MAX_DIST_CONTROLLED | 20.0 | distance to nearest controlled state that results in a cost modifier of INFLUENCE_MAX_DIST_COST_MODIFIER | |
INFLUENCE_MIN_DIST_COST_MODIFIER | 0.70 | Cost modifier at min (zero) distance | |
INFLUENCE_MAX_DIST_COST_MODIFIER | 1.00 | Cost modifier at max distance | |
INFLUENCE_RATIO_CAPITAL | 0.05 | Ratio of influence based on distance to capital | |
INFLUENCE_RATIO_CORE | 0.45 | Ratio of influence based on distance to nearest core territory | |
INFLUENCE_RATIO_CONTROLLED | 0.5 | Ratio of influence based on distance to neared controlled territory (including uncontested peace conference bids) | |
INFLUENCE_DISTANCE_DIVISOR | 22.0 | Divide pixel distance with this when determining distance to capital / core / controlled states. Just an arbitrary way of scaling the distance numbers. | |
INFLUENCE_PER_ADJACENCY | 0.05 | How much influence to add per uncontested adjacent state in the PC (blob, don't snake) | |
INFLUENCE_MAJOR_FACTOR | 1.0 | How much influence discount an AI major will get (inverse) | |
INFLUENCE_MINOR_FACTOR | 1.0 | How much influence discount an AI minor will get (inverse) | |
PEACE_TRIGGER_AI_MAX_INFLUENCE_VALUE | 0.99 | Max influence value for pc_is_state_outside_influence_for_winner trigger | |
BASE_IMPROVE_RELATION_COST | 10 | Political power cost to initiate relation improvement | |
BASE_IMPROVE_RELATION_SAME_IDEOLOGY_GROUP_MAINTAIN_COST | 0.2 | Political power cost each update when boosting relations with nation of same ideology | |
BASE_IMPROVE_RELATION_DIFFERENT_IDEOLOGY_GROUP_MAINTAIN_COST | 0.4 | Political power cost each update when boosting relations with nation of different ideology | |
BASE_SEND_ATTACHE_COST | 100 | Political power cost to send attache | |
BASE_SEND_ATTACHE_CP_COST | 50.0 | Command Power sent attache usage cost | |
BASE_GENERATE_WARGOAL_DAILY_PP | 0.2 | Daily pp cost for generation of wargoals | |
WARGOAL_VERSUS_MAJOR_AT_WAR_REDUCTION | -0.75 | reduction of pp cost for wargoal vs major at war. | |
WARGOAL_WORLD_TENSION_REDUCTION | -0.5 | Reduction of pp cost for wargoal at 100% world tension, scales linearly | |
WARGOAL_JUSTIFY_TENSION_FROM_PRODUCTION | 30.0 | Base value scaled by production capacity of country compared to biggest country | |
MIN_WARGOAL_JUSTIFY_COST | 2.0 | It always takes atleast 10 days to justify a wargoal | |
WARGOAL_PER_JUSTIFY_AND_WAR_COST_FACTOR | 1.5 | Cost factor per nation at war with or justifying against | |
WARGOAL_THREAT_MAX_TIME_RATIO | 1.0 | Threat from justifying a wargoal slowly builds up, hitting 100% at this proportion of the way to completion | |
BASE_BOOST_PARTY_POPULARITY_DAILY_PP | 0.25 | Daily pp cost for boost party popularity | |
BASE_BOOST_PARTY_POPULARITY_DAILY_DRIFT | 0.1 | Daily amount of popularity that will be added by the activity. | |
BASE_STAGE_COUP_DAILY_PP | 0.5 | Daily pp cost for staging a coup | |
BASE_STAGE_COUP_TOTAL_COST | 200 | Equipment consume factor for stage coup. | |
NAP_EXPIRY_MONTHS | 48 | NAPs expire after this many months | |
NAP_UNBREAKABLE_MONTHS | 12 | NAPS cannot be broken for this many months | |
NAP_FORCE_BALANCE_RULE_MONTHS | 6 | The NAP border force balance rule changes with this interval | |
NAP_BREAK_FORCE_BALANCE_1 | 2.0 | 2-1 brigades along the border required to break NAP | |
NAP_BREAK_FORCE_BALANCE_2 | 1.0 | 1-1 brigades along the border required to break NAP | |
NAP_BREAK_FORCE_BALANCE_3 | 0.5 | 1-2 brigades along the border required to break NAP | |
VERY_GOOD_OPINION | 50 | Threshold for a country that has a very good opinion of you. | |
VERY_BAD_OPINION | -50 | Threshold for a country that has a very bad opinion of you. | |
DIPLOMACY_HOURS_BETWEEN_REQUESTS | 24 | How long a country must wait before sending a new diplomatic request. | |
TROOP_FEAR | 1 | Impact on troops on borders when deciding how willing a nation is to trade | |
FLEET_FEAR | 1 | Impact on troops on borders when deciding how willing a nation is to trade | |
IC_TO_EQUIPMENT_COUP_RATIO | 0.1 | Ratio for calculating cost of staging coup | |
VOLUNTEERS_PER_TARGET_PROVINCE | 0.05 | Each province owned by the target country contributes this amount of volunteers to the limit. | |
VOLUNTEERS_PER_COUNTRY_ARMY | 0.05 | Each army unit owned by the source country contributes this amount of volunteers to the limit. | |
VOLUNTEERS_RETURN_EQUIPMENT | 0.95 | Returning volunteers keep this much equipment | |
VOLUNTEERS_TRANSFER_SPEED | 14 | days to transfer a unit to another nation | |
VOLUNTEERS_DIVISIONS_REQUIRED | 30 | This many divisons are required for the country to be able to send volunteers. | |
TENSION_STATE_VALUE | 2 | Tension value gained by annexing one state | |
TENSION_CIVIL_WAR_IMPACT | 0.2 | civil war multiplier on tension. | |
TENSION_NO_CB_WAR | 10 | Amount of tension generated by a no-CB wargoal | |
TENSION_CB_WAR | 7 | Amount of tension generated by a war with a CB | |
TENSION_ANNEX_NO_CLAIM | 2 | Amount of tension generated by annexing a state you don't have claims on | |
TENSION_ANNEX_CLAIM | 0.5 | Amount of tension generated by annexing a state you DO have claims on | |
TENSION_ANNEX_CORE | 0 | Amount of tension generated by annexing a state that is your core | |
TENSION_PUPPET | 1.25 | Amount of tension generated by puppeting (per state) | |
TENSION_FORCE_GOVERNMENT | 0.75 | Amount of tension generated by forcing government (per state) | |
TENSION_VOLUNTEER_FORCE_DIVISION | 0.2 | Amount of tension generated for each sent division | |
TENSION_DECAY_DAILY | 0.005 | Each day tension decays this much for Threat sources which are no longer relevant. Replaces TENSION_DECAY as of 1.12.0 | |
TENSION_SIZE_FACTOR | 1.0 | All action tension values are multiplied by this value | |
TENSION_TIME_SCALE_START_DATE | "1936.1.1.12" | Starting at this date, the tension values will be scaled down (will be equal to 1 before that) | |
TENSION_TIME_SCALE_MONTHLY_FACTOR | -0.005 | Timed tension scale will be modified by this amount starting with TENSION_TIME_SCALE_START_DATE | |
TENSION_TIME_SCALE_MIN | 0.25 | Timed tension scale won't decrease under this value | |
TENSION_GUARANTEE | -5 | ||
TENSION_FACTION_JOIN | 4 | ||
TENSION_JOIN_ATTACKER | 2 | scale of the amount of tension added when country joins attacker side | |
TENSION_PEACE_FACTOR | 0.25 | scale of the amount of tension (from war declaration) reduced when peace is completed. | |
TENSION_LIBERATE | -1 | Amount of tension generated by liberating a country. | |
TENSION_TAKE_ONE_CAPITAL_SHIP | 0.25 | Amount of tension generated by 1 take navy peace action | |
TENSION_DEMILITARIZE_ZONE | 0.25 | Amount of tension generated by stacking demilitarize zone on 1 state, multiplied with the state base threat | |
TENSION_WAR_REPARATION | 0.25 | Amount of tension generated by stacking war reparation on 1 state, multiplied with the state base threat | |
TENSION_RESOURCE_RIGHTS | 0.25 | Amount of tension generated by stacking resource rights on 1 state, multiplied with the state base threat | |
TENSION_DISMANTLE_INDUSTRY | 0.25 | Amount of tension generated by stacking dismantle military industry on 1 state, multiplied with the state base threat | |
TENSION_CAPITULATE | 0.40 | Scale of the amount of tension created by a countries capitulation. | |
GUARANTEE_COST | 25 | Scale with the number of already guaranteed countries. | |
REVOKE_GUARANTEE_COST | 25 | ||
BASE_CONDITIONAL_PEACE_WARESCORE_RATIO | 0.5 | Warscore ratio needed for the losing side to able to surrender. | |
BASE_CONDITIONAL_PEACE_MONTHS | 3 | War length must be before a surrender is possible. | |
JOINING_NAP_WAR_PENALTY | 0.2 | War support penalty for breaking non-breakable NAP | |
BREAKING_GUARANTEE_PENALTY | 0.2 | War support penalty for breaking guarantee | |
PEACE_SCORE_TRANSFERRED_TO_FACTION_LEADER | 0.1 | WARNING ! if you modify the following values, you should update corresponding loc keys in games_rules_l_english.yml Part of the peace score transferred from the faction members to the faction leader (if game rule enabled) |
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PEACE_SCORE_RESET_LOW_SCORE_THRESHOLD | 0.05 | Winners with less than this ratio of war participation will give all their score to other players | |
PEACE_SCORE_RESET_LOW_SCORE_MINIMUM_FOR_RECEIVER | 0.1 | Disable the previous, if no winner has at least this ratio of war participation | |
PEACE_SCORE_SCALE_FACTOR | 1.35 | Losers' total value times this factor becomes the default total peace conference score that is distributed to the winners. | |
PEACE_SCORE_MINOR_BOOST_FRACTION | 0.05 | Low-scoring winners are boosted by receiving more of their score earlier. This value, multiplied by the total score distributed this turn, is the minimum score they will receive (up until their total allocated score). | |
PEACE_SCORE_DISTRIBUTION | { 0.2, 0.2, 0.2, 0.2, 0.2 } | Example: If 2000 score is distributed to winners this turn and this value is set to 0.05, each winner will receive a minimum of 100 score (clamped by the max score they will receive over the cource of the conference). How much of the total peace conference score you get during the first n turns. |
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PEACE_CONTEST_REFUND_FACTOR | { 1.0, 0.92, 0.84, 0.76 } | More explanation of the peace score distribution above: {1.0} would give you all the score on the first turn. {0.5, 0.5, 0.5} would give you 50 % of the total score on each of the first three turns (in this case resulting in receiving 150 % of the total score). How much of the spent peace conference score that gets refunded in a contest. First element applies for the first round of conflicts, second element for the second round of conflicts, etc. The final element is used for each consecutive turn, so setting that to e.g. 0.7 means you get 70 % of the spent score back for every turn thereafter. |
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PEACE_PLAY_SOUND_ON_NEW_TURN | true | Whether the 'peace_conference_new_turn' audio hook is called or not | |
PEACE_PLAY_NEW_TURN_SOUND_ONLY_IF_NOT_ALREADY_PLAYING | true | Whether the 'peace_conference_new_turn' audio hook should play only if not already playing (relevant if players spam-click the pass/submit button) | |
MAX_REMEMBERED_LEASED_IC | 1000 | Maximum of leased equipment value that is remembered for opinion bonus | |
MAX_OPINION_FOR_LEASED_IC | 30 | Positive opinion when remembering the MAX_REMEMBERED_LEASED_IC equipment | |
MONTHLY_LEASED_IC_DECAY | 35 | How much of leased equipment is being "forgot" each month | |
OPINION_PER_VOLUNTEER | 3 | Opinion bonus per one sent volunteer division | |
MAX_OPINION_FROM_VOLUNTEERS | 30 | Opinion bonus per one sent volunteer division | |
OPINION_FOR_DEMO_FROM_WT_GENERATION | -2.0 | How much less do democracies like us if we generate world tension | |
NOT_READY_FOR_WAR_BASE | -50 | AI should be unwilling to enter accept a call to war if not ready for war against the relevant enemies. | |
FRONT_IS_DANGEROUS | -100 | AI should be unwilling to enter accept a call to war if front is too dangerous. | |
NOT_READY_FOR_WAR_VAL_PER_DAY_SINCE_CALL | 1 | Value modifying the not ready base over time. | |
PEACE_ACTION_MAX_COST | 9999 | Max value for a peace action cost (after all modifiers) | |
RESOURCE_SENT_AUTONOMY_DAILY_BASE | 0.0 | If puppet provides resources to its master they increasy their autonomy by at least this amount | |
RESOURCE_SENT_AUTONOMY_DAILY_FACTOR | 0.005 | If puppet provides resources to its master they increasy their autonomy by the resources factored by this | |
WAR_SCORE_AUTONOMY_BASE | 0.0 | Value added if any war score is contributed by puppet | |
WAR_SCORE_AUTONOMY_FACTOR | 0.6 | If puppet generates war score it get a boost to independence | |
LL_TO_OVERLORD_AUTONOMY_DAILY_BASE | 0.0 | If puppet lend leases equipment to overlord of at least same tech level as they have, they gain autonomy | |
LL_TO_OVERLORD_AUTONOMY_DAILY_FACTOR | 0.05 | If puppet lend leases equipment to overlord of at least same tech level as they have, they gain autonomy | |
LL_TO_PUPPET_AUTONOMY_DAILY_BASE | 0.0 | If overlord lend leases equipment to puppet of higher tech level as they have, puppet losses autonomy | |
LL_TO_PUPPET_AUTONOMY_DAILY_FACTOR | -0.01 | If overlord lend leases equipment to puppet of higher tech level as they have, puppet losses autonomy | |
AUTONOMY_FREEDOM_FROM_CAPITULATE | 0.5 | if overlord capitulate you get this | |
ATTACHE_TO_SUBJECT_EFFECT | -0.05 | If overlord sent attaches to the subject it losses autonomy | |
ATTACHE_TO_OVERLORD_EFFECT | 0.05 | If subject sent attaches to the overlord it gains autonomy | |
AUTONOMY_LEVEL_CHANGE_PP_COST_BASE | 50.0 | Base cost of changing level of autonomy | |
AUTONOMY_LEVEL_CHANGE_PP_ANNEX | 300 | Annexation cost | |
AUTONOMY_LEVEL_CHANGE_PP_FREE | 300 | Break free cost | |
MAX_SCORE_DIFF_TO_CHANGE_AUTONOMY | 10 | The max diff between current freedom score and the cap for next or previous level allowed for changing | |
MASTER_BUILD_AUTONOMY_FACTOR | -0.7 | scales autonomy gain from construction by this | |
VICTORY_POINT_WORTH_FACTOR | 10 | multiplier when calcualting proince worth (surrender) | |
VICTORY_POINT_WORTH_FACTOR_WARSCORE | 0.2 | multiplier for each victory points when calculating province worth for warscore | |
PROVINCE_WORTH_FROM_STATE_VALUE_FACTOR_WARSCORE | 0.2 | multiplier for the average value a province received from state for warscore | |
CAPITAL_CAPITULATE_BONUS_SCORE | 150 | extra bonus when deciding who to capitulate to (applied to capital holder) | |
CAPITAL_CAPITULATE_BONUS_SCORE_MUL | 1.5 | extra bonus multiplier when deciding who to capitulate to (applied to capital holder) | |
IDEOLOGY_JOIN_FACTION_MIN_LEVEL | 0.3 | ideology limit required to join faction | |
JOIN_FACTION_LIMIT_CHANGE_AT_WAR | 0.5 | if in defensive war this or your modifier is counted as limit to join factions (so if you have 80% join limit this now means you can join at 50%) | |
LICENSE_ACCEPTANCE_OPINION_FACTOR | 0.4 | Opinion modifier for acceptance of license production requests. | |
LICENSE_ACCEPTANCE_PUPPET_BASE | 15 | Acceptance modifier for puppets requesting production licenses. | |
LICENSE_ACCEPTANCE_TECH_DIFFERENCE | 2 | Acceptance modifier for each year of technology difference. | |
LICENSE_ACCEPTANCE_TECH_DIFFERENCE_BASE | 10 | Acceptance base for tech difference | |
LICENSE_ACCEPTANCE_SAME_FACTION | 20 | Acceptance modifier for being in the same faction | |
WARGOAL_COST_LEND_LEASE | -0.25 | cost modifier to wargoaljustification for LL | |
WARGOAL_COST_DOCKING_RIGHTS | -0.2 | cost modifier to wargoaljustification for dockign rights | |
WARGOAL_COST_VOLUNTEERS | -0.5 | cost modifier to wargoaljustification for volunteers | |
ASSUME_FACTION_LEADERSHIP_PP_COST | 200 | Political power cost to assume faction leadership | |
ASSUME_FACTION_LEADERSHIP_MIN_MANPOWER_RATIO | 2 | The minimum ratio of manpower that a country must have compared to the current leader in order to assume leadership. | |
ASSUME_FACTION_LEADERSHIP_MIN_FACTORY_RATIO | 1.5 | The minimum ratio of factories that a country must have compared to the current leader in order to assume leadership. | |
ASSUME_FACTION_LEADERSHIP_COOLDOWN_DAYS | 180 | Number of days after formation of faction or change in leadership before another country is allowed to assume leadership. | |
ASSUME_FACTION_SPYMASTER_COOLDOWN_DAYS | 180 | Number of days after change of Spy Master before another country is allowed to become Spy Master. | |
FACTION_LEADERSHIP_CHANGE_ALERT_THRESHOLD | 0.8 | Threshold for showing an alert when a faction member is close to being able to assume leadership of the faction that a player currently leads. | |
FACTION_LEADERSHIP_CHANGE_NOT_SUBJECT_WEIGHT | 2 | Importance of subject status when determining how close a faction member is to being able to assume leadership. | |
FACTION_LEADERSHIP_CHANGE_NOT_CAPITULATED_WEIGHT | 2 | Importance of capitulation status when determining how close a faction member is to being able to assume leadership. | |
FACTION_LEADERSHIP_CHANGE_IN_ALL_WARS_WEIGHT | 1 | Importance not being in all faction leader wars when determining how close a faction member is to being able to assume leadership. | |
FACTION_LEADERSHIP_CHANGE_COOLDOWN_WEIGHT | 1 | Importance of leadership change cooldown when determining how close a faction member is to being able to assume leadership. | |
FACTION_LEADERSHIP_CHANGE_MANPOWER_WEIGHT | 2 | Importance of manpower in field when determining how close a faction member is to being able to assume leadership. | |
FACTION_LEADERSHIP_CHANGE_FACTORY_WEIGHT | 2 | Importance of factory count when determining how close a faction member is to being able to assume leadership. | |
EMBARGO_COST | 100 | One-time cost | |
REVOKE_EMBARGO_COST | 0 | Cost to remove an existing embargo | |
EMBARGO_THREAT_THRESHOLD | 30 | Target-generated threat threshold to allow embargo (affected by modifiers) | |
EMBARGO_SAME_IDEOLOGY_AI_WEIGHT | -20 | AI weight for same ideology | |
EMBARGO_DIFFERENT_IDEOLOGY_AI_WEIGHT | 15 | AI weight for different ideology | |
EMBARGO_DIFFERENT_IDEOLOGY_AT_OFFENSIVE_WAR_AI_WEIGHT | 10 | AI weight for different ideology and in offensive war (additive with above) | |
EMBARGO_RECIPIENT_IS_MAJOR_AI_WEIGHT | 10 | Ai weight for recipient being major | |
EMBARGO_NEIGHBOUR_AI_WEIGHT | -10 | AI weight for embargoing neighbors (neighbors are big and scary, we should consider not doing it) | |
EQUIPMENT_PURCHASE_ACCEPTANCE_OPINION | 1.1 | Acceptance factor for opinion | |
EQUIPMENT_PURCHASE_ACCEPTANCE_SAME_IDEOLOGY | 15 | Acceptance value added if same ideology | |
EQUIPMENT_PURCHASE_ACCEPTANCE_SCRIPTED_IDEOLOGY_ACCEPTANCE | 1.0 | Acceptance factor for scripted ideology acceptance modifier | |
EQUIPMENT_PURCHASE_ACCEPTANCE_TRADE_INFLUENCE | 0.70 | Acceptance factor for trade influence (adjusted from base value) | |
EQUIPMENT_PURCHASE_ACCEPTANCE_COMPETING_FACTIONS | -30 | Acceptance value added if both countries are in factions, and factions are different | |
EQUIPMENT_PURCHASE_ACCEPTANCE_EMBARGO | -200 | Acceptance value added if either side has embargoed the other | |
EQUIPMENT_PURCHASE_ACCEPTANCE_NON_AGGRESSION_PACT | 25 | Acceptance value added if there is a non-aggression pact between the countries | |
MARKET_ACCESS_ACCEPTANCE_OPINION | 1.1 | Acceptance factor for opinion | |
MARKET_ACCESS_ACCEPTANCE_SAME_IDEOLOGY | 15 | Acceptance value added if same ideology | |
MARKET_ACCESS_ACCEPTANCE_SCRIPTED_IDEOLOGY_ACCEPTANCE | 1.0 | Acceptance factor for scripted ideology acceptance modifier | |
MARKET_ACCESS_ACCEPTANCE_TRADE_INFLUENCE | 0.70 | Acceptance factor for trade influence (adjusted from base value) | |
MARKET_ACCESS_ACCEPTANCE_COMPETING_FACTIONS | -30 | Acceptance value added if both countries are in factions, and factions are different | |
MARKET_ACCESS_ACCEPTANCE_EMBARGO | -200 | Acceptance value added if either side has embargoed the other | |
MARKET_ACCESS_ACCEPTANCE_NO_TRADE_ROUTE | -100 | Acceptance value added if there is no valid trade route between the countries | |
MARKET_ACCESS_ACCEPTANCE_NON_AGGRESSION_PACT | 25 | Acceptance value added if there is a non-aggression pact between the countries |
NCountry
Name | Default | Developer comment | Usage |
---|---|---|---|
EVENT_PROCESS_OFFSET | 20 | Events are checked every X day per country or state (1 is ideal, but CPU heavy) | |
BASE_RESEARCH_SLOTS | 2 | Base number of research slots per country. | |
POPULATION_YEARLY_GROWTH_BASE | 0.015 | basic population growth per year, used for monthly manpower gain | |
RESISTANCE_STRENGTH_FROM_VP | 0.001 | How much strength ticking speed gives each VP score. | |
RESISTANCE_STRENGTH_FROM_NEIGHBORS | 0.5 | Multiplies how much resistance can spread from one state to its neighbors, a state will spread whatever is highest of its victorypoints resistance increase or half of any of its neighbors spread, multiplied by this | |
RESISTANCE_DECAY_WHEN_NO_GROWTH | 0.005 | Resistance will fall by this much each day if there is nothing increasing it ( no VPs and no spread from neighbors ) | |
REINFORCEMENT_DIVISION_PRIORITY_COUNT | 3 | How many priority stages we have in division template? 0)Reserves, 1)Normal, 2)Elite. | |
REINFORCEMENT_DIVISION_PRIORITY_DEFAULT | 1 | Each template by default is 1)Normal | |
REINFORCEMENT_THEATER_GROUP_PRIORITY_DEFAULT | 1 | Each theater group by default is 1)Normal | |
REINFORCEMENT_THEATRE_PRIORITY_COUNT | 3 | Same as with divisions... | |
REINFORCEMENT_THEATRE_PRIORITY_DEFAULT | 1 | ||
REINFORCEMENT_AIRBASE_PRIORITY_COUNT | 3 | ||
REINFORCEMENT_AIRBASE_PRIORITY_DEFAULT | 1 | ||
REINFORCEMENT_DELIVERY_SPEED_MIN | 0.6 | The distance from the supply region to capital should affect the speed only a little bit. Main factor for penalty is overcrowded areas, and not the route length. | |
REINFORCEMENT_EQUIPMENT_DELIVERY_SPEED | 0.3 | Modifier for army equipment reinforcement speed | |
REINFORCEMENT_MANPOWER_DELIVERY_SPEED | 10.0 | Modifier for army manpower reinforcement delivery speed (travel time) | |
REINFORCEMENT_MANPOWER_CHUNK | 0.1 | Chunk size of manpower reinforcement delivery, in % of total manpower needed by the template. | |
EQUIPMENT_UPGRADE_CHUNK_MAX_SIZE | 10 | Maximum chunk size of equipment upgrade distribution per update. | |
COUNTRY_SCORE_MULTIPLIER | 1.0 | Weight of the country score. | |
ARMY_SCORE_MULTIPLIER | 0.15 | Based on number of armies. | |
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 for resource trades and supply | |
CONVOY_LENDLEASE_RANGE_FACTOR | 1 | How much range affects convoy need for lend lease | |
CONVOY_INTERNATIONAL_MARKET_RANGE_FACTOR | 1 | How much range affects convoy need for international market | |
LOCAL_MANPOWER_ACCESSIBLE_NON_CORE_FACTOR | 0.02 | accessible recruitable factor base | |
MAX_NON_CORE_MANPOWER_FACTOR | 1.0 | max clamp for recruitable local non core manpower factor for states | |
DEFAULT_STABILITY | 0.5 | Default stability if not scripted otherwise. | Also used for calculating the modifiers applied to the country with the stability_good_modifier and stability_bad_modifier static modifiers, multiplying the relevant modifiers by [math]\displaystyle{ \frac{|\text{Current Stability} - \text{DEFAULT STABILITY}|}{\text{DEFAULT STABILITY}} }[/math]. Highly unstable on the low values and completely disables the modifier if set to 0.
|
DEFAULT_WAR_SUPPORT | 0.5 | Default war support if not scripted otherwise. | Also used for calculating the modifiers applied to the country with the war_support_good_modifier and war_support_bad_modifier static modifiers, multiplying the relevant modifiers by [math]\displaystyle{ \frac{|\text{Current War Support} - \text{DEFAULT WAR SUPPORT}|}{\text{DEFAULT WAR SUPPORT} } }[/math]. Highly unstable on the low values and completely disables the modifier if set to 0.
|
BASE_STABILITY_WAR_FACTOR | -0.2 | Default stability war factor | |
BASE_STABILITY_PARTY_POPULARITY_FACTOR | 0.15 | Default stability rulling party popularity factor | |
MIN_COUP_STABILITY_FACTOR | 0.0 | Min value of coup factor in stability | |
MAX_COUP_STABILITY_FACTOR | 2.0 | Max value of coup factor in stability | |
MIN_COUP_SUCCESS_STABILITY | 0.8 | Max stability when coup will happen | |
WAR_SUPPORT_OFFNSIVE_WAR | -0.2 | Impact of being in offensive war | |
WAR_SUPPORT_DEFENSIVE_WAR | 0.2 | Impact of being in defensive war | |
WAR_SUPPORT_TENSION_IMPACT | 0.4 | Total impact of world tension | |
MIN_STABILITY | 0.0 | ||
MAX_STABILITY | 1.0 | ||
MIN_WAR_SUPPORT | 0.0 | ||
MAX_WAR_SUPPORT | 1.0 | ||
FRONT_PROVINCE_SCORE | 20 | Max province score of a front. Used for the hostile troop alert | |
MAJOR_IC_RATIO | 3 | difference in total factories needed to be considered major with respect to other nation | |
MAJOR_MIN_FACTORIES | 35 | need at least these many factories to become a major | |
MAX_INTELLIGENCE_DIFFERENCE | 10.0 | (Old Intel) Max difference in intelligence levels between countries | |
INTEL_FROM_ALLIANCE_FACTOR | 0.3 | Multiplied to the difference between a country intel and the maximum value in the alliance to compute the amount of intel that flows from the alliance to that country. 0 means no alliance contribution, 1 means a country intel's is the same as the max in the alliance. | |
MAX_INTELLIGENCE_DATA_DEVIATION | 1.0 | (Old Intel) Max deviation in estimating default espionage values ( 0.0 - 1.0 ) | |
MAX_INTELLIGENCE_MILITARY_DATA_DEVIATION | 1.0 | (Old Intel) Max deviation in estimating enemy military units amount ( 0.0 - 1.0 ) | |
MAX_INTELLIGENCE_NAVY_DATA_DEVIATION | 0.3 | (Old Intel) Max deviation in estimating enemy ships amount ( 0.0 - 1.0 ) | |
MAX_INTELLIGENCE_AIR_DATA_DEVIATION | 1.0 | (Old Intel) Max deviation in estimating enemy air planes amount ( 0.0 - 1.0 ) | |
MAX_INTELLIGENCE_CONVOY_DATA_DEVIATION | 0.3 | (Old Intel) Max deviation in estimating enemy convoys amount ( 0.0 - 1.0 ) | |
MAX_INTELLIGENCE_MANPOWER_DATA_DEVIATION | 0.4 | (Old Intel) Max deviation in estimating enemy total manpower amount ( 0.0 - 1.0 ) | |
MAX_INTELLIGENCE_FIELDED_MANPOWER_DATA_DEVIATION | 0.35 | (Old Intel) Max deviation in estimating enemy fielded manpower amount ( 0.0 - 1.0 ) | |
MAX_INTELLIGENCE_INDUSTRY_DATA_DEVIATION | 0.4 | (Old Intel) Max deviation in estimating enemy total industry | |
MIN_MANPOWER_RATIO | 0.15 | Min manpower ratio to show manpower alert | |
ARMY_IMPORTANCE_FACTOR | 5.0 | Army factor for AI and calculations | |
TERRAIN_IMPORTANCE_FACTOR | 5.0 | Terrain base factor for state strategic value | |
VICTORY_POINTS_IMPORTANCE_FACTOR | 5.0 | State victory points importance factor for AI and calculations | |
BUILDING_IMPORTANCE_FACTOR | 3.0 | State building importance factor for AI and calculations | |
RESOURCE_IMPORTANCE_FACTOR | 1.0 | State resource importance factor for AI and calculations | |
INTERPOLATED_FRONT_STEPS_SHORT | 2 | Performance optimization - The amount of steps for interpolated fronts. Non-AI countries got full interpolated fronts, the rest has optimized version of it. | |
MIN_AIR_RESERVE_RATIO | 0.33 | Min manpower ratio to show air reserves alert | |
POLITICAL_POWER_LOWER_CAP | -500.0 | Min amount of political power country should have | |
POLITICAL_POWER_UPPER_CAP | 2000.0 | Max amount of political power country should have | |
RESISTANCE_IMPORTANT_LEVEL | 0.25 | Level when resistance becomes dangerous | |
RESISTANCE_IMPORTANT_COUNTRY_LEVEL | 0.25 | Level when average resistance in a country becomes dangerous | |
MIN_MAJOR_COUNTRIES | 7 | MIN_MAJOR_COUNTRIES countries with most factories will be considered as major countries | |
ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO | 0.7 | Countries will also be considered major when having more factories that the average of top MIN_MAJOR_COUNTRIES countries' factories times ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO | |
BASE_TENSION_MAJOR_COUNTRY_INDEX | 1 | Which major country should be considered the base country when scaling generated world tension. 0 is the country with the most factories, 1 is the second most-factories country etc. This number has to be lower than MIN_MAJOR_COUNTRIES | |
MIN_NAVAL_SUPPLY_EFFICIENCY | 0.1 | Min ratio when supplies will be considered delivered from the capital by naval path | |
PARADROP_AIR_SUPERIORITY_RATIO | 0.7 | Min ratio of air superiority for paradropping | |
STATE_VALUE_BASE | 10.0 | Base value of a state (value is used to determine costs in e.g. peace conferences) | |
STATE_VALUE_BUILDING_SLOTS_MULT | 4.0 | The value of each building slot in a state | |
STATE_VALUE_MANPOWER_FACTOR | 0.1 | State cost increases with this for every 10k population (so 3.1M becomes 310 and then multiplied by this) | |
INVASION_REPORT_EXPERATION_DAYS | 30 | Invasion experation days | |
MIN_FOCUSES_FOR_CONTINUOUS | 10 | Focuses needed to unlock continuous focuses | |
AUTONOMOUS_TOTAL_SCORE | 5000 | Total score for autonomous scale | |
AUTONOMOUS_SPILLOVER | 0.025 | Total score that can be saved to reach next level | |
CIVIL_WAR_INVOLVEMENT_MIN_TENSION | 0.5 | base value of world tension to involve other sides to the civil war | |
UNCAPITULATE_LEVEL | 0.1 | if we reclaim this much and our capital we reset capitulate status | |
BASE_SURRENDER_LIMIT | 0.8 | Base level of occupation required for country surrender | |
SURRENDER_LIMIT_MULT_FOR_COUNTRIES_WITH_NO_CORES | 0.7 | Countries with no owned cores will their surrender level multiplied by this amount | |
MIN_SURRENDER_LIMIT | 0.2 | Minimum non-forced surrender limit. valid 0-1 | |
BASE_MOBILIZATION_SPEED | 0.01 | Base speed of manpower mobilization #in 1/1000 of 1 % | |
INTERCEPTION_WAR_SUPPORT_SCALE | 0.00001 | Scaling of interceptions to war support impact | |
INTERCEPTION_BOMBING_WAR_SUPPORT_IMPACT | 0.3 | Max impact of interceptions on the war support | |
BOMBING_WAR_SUPPORT_PENALTY_SCALE | -0.00015 | Scaling of bomber damage to war support impact, will be added weekly as a war support penalty | |
MAX_BOMBING_WEEKLY_WAR_SUPPORT_PENALTY | -0.006 | Max penalty that will gained per week from bomber's damage | |
BOMBING_WEEKLY_WAR_SUPPORT_PENALTY_DECAY | 0.001 | Weekly decay of bomber damage war support penalty | |
MAX_BOMBING_WAR_SUPPORT_IMPACT | -0.3 | Max total penalty from bomber's damage | |
HEROES_BEING_KILLED_WAR_SUPPORT_PENALTY_SCALE | -0.03 | Scaling of war heroes manpower lost to war support impact, will be added weekly as a war support penalty | |
MAX_HEROES_BEING_KILLED_WEEKLY_WAR_SUPPORT_PENALTY | -0.006 | Max penalty that will gained per week from war heroes manpower lost | |
HEROES_BEING_KILLED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY | 0.001 | Weekly decay of war heroes manpower lost war support penalty | |
MAX_HEROES_BEING_KILLED_WAR_SUPPORT_IMPACT | -0.3 | Max total penalty from war heroes manpower lost | |
WAR_SUPPORT_FROM_CASUALTIES | 0.025 | Base value (inverted) for calculating heroes being killed | |
CONVOYS_BEING_RAIDED_WAR_SUPPORT_PENALTY_SCALE | -0.05 | Scaling of trade convoy raided to war support impact, will be added weekly as a war support penalty | |
MAX_CONVOYS_BEING_RAIDED_WEEKLY_WAR_SUPPORT_PENALTY | -0.006 | Max penalty that will gained per week from trade convoy raided | |
CONVOYS_BEING_RAIDED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY | 0.001 | Weekly decay of trade convoy raided war support penalty | |
MAX_CONVOYS_BEING_RAIDED_WAR_SUPPORT_IMPACT | -0.5 | Max total penalty from trade convoy raided | |
FEMALE_UNIT_LEADER_BASE_CHANCE | { 0.5, 0.5, 0.5, 0.5, 0.5 } | applies as a factor to female unit leader randomization the values needs to be zero if you don't actually have random portraits country leaders army leaders navy leaders air leaders operatives |
|
CONVOYS_SUNK_MULTIPLIER_FOR_WAR_SUPPORT | 0.2 | once a trade convoy ship sunk, you will get a larger negative impact on your war support | |
CONVOYS_BEING_RAIDED_DAILY_WAR_SUPPORT_IMPACT_FROM_OVERSEA_STATES | 0.2 | resource transfer convoys convoys from our states being raided will give a daily war support penalty depending on how important that resource is and how inefficent convoys are | |
CONVOYS_SUNK_MULTIPLIER_FOR_WAR_SUPPORT_FROM_OVERSEA_STATES | 0.2 | once a resource transfer convoys from our states ship sunk, you will get a larger negative impact on your war support | |
CONVOYS_BEING_RAIDED_DAILY_WAR_SUPPORT_IMPACT | 0.2 | trade convoys being raided will give a daily war support penalty depending on how important that resource is and how inefficent convoys are | |
MAX_PROPAGANDA_STABILITY_IMPACT | -0.2 | Max total penalty from operative performing the propaganda mission in a country | |
MAX_PROPAGANDA_WAR_SUPPORT_IMPACT | -0.2 | Max total penalty from operative performing the propaganda mission in a country | |
PROPAGANDA_STABILITY_DAILY_DECAY | 0.001 | Amount of stability recovered daily from propaganda effort | |
PROPAGANDA_WAR_SUPPORT_DAILY_DECAY | 0.001 | Amount of war support recovered daily from war support effort | |
NUM_DAYS_TO_FULLY_DELETE_STOCKPILED_EQUIPMENT | 90 | time in days to fully delete equipments from stockpile. when you delete an equipment, they go to a temporary hidden pool which still can be seized | |
AIR_SUPPLY_CONVERSION_SCALE | 0.01 | Conversion scale for planes to air supply | |
AIR_SUPPLY_DROP_EXPIRATION_HOURS | 168 | Air drop length after being dropped | |
STARTING_COMMAND_POWER | 0.0 | starting command power for every country | |
BASE_MAX_COMMAND_POWER | 200.0 | base value for maximum command power | |
BASE_COMMAND_POWER_GAIN | 0.4 | base value for daily command power gain | |
AIR_VOLUNTEER_PLANES_RATIO | 0.2 | Ratio for volunteer planes available for sending in relation to sender air force | |
AIR_VOLUNTEER_BASES_CAPACITY_LIMIT | 0.1 | Ratio for volunteer planes available for sending in relation to receiver air base capacity | |
ATTACHE_XP_SHARE | 0.15 | Country received xp from attaches | |
SPECIAL_FORCES_CAP_BASE | 0.05 | Max ammount of special forces battalions is total number of non-special forces battalions multiplied by this and modified by a country modifier | |
SPECIAL_FORCES_CAP_MIN | 24 | You can have a minimum of this many special forces battalions, regardless of the number of non-special forces battalions you have, this can also be modified by a country modifier | |
DAYS_OF_WAR_BEFORE_SURRENDER | 7 | Number of days a war has to have existed before anyone can surrender in it | |
FUEL_LEASE_CONVOY_RATIO | 0.0005 | num convoys needed per fuel land lease | |
STARTING_FUEL_RATIO | 0.25 | starting fuel ratio compared to max fuel for countries | |
BASE_FUEL_GAIN_PER_OIL | 2 | base amount of fuel gained hourly per excess oil | |
BASE_FUEL_GAIN | 2.0 | base amount of fuel gained hourly, independent of excess oil | |
BASE_FUEL_CAPACITY | 50000 | base amount of fuel capacity | |
SCORCHED_EARTH_STATE_COST | 5 | pp cost to scorch a state | |
COUNTRY_MANPOWER_CAPITULATED_FREE_POOL_FACTOR | 0.1 | Factor on amount of normal manpower left for an exiled nation with no territory. | |
COUNTRY_MANPOWER_CAPITULATED_CORE_GAIN_FACTOR | 0.001 | Factor on amount of normal manpower gained for the exile nation. From owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code. | |
COUNTRY_MANPOWER_CAPITULATED_NON_CORE_GAIN_FACTOR | 0.001 | Factor on amount of normal manpower gained for the exile nation. From owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code. | |
GIE_MAX_LEGITIMACY | 100 | Legitimacy max of a GiE | |
GIE_CAPITULATE_MAX_STOCKPILE_TRANSFER | 0.1 | 0-1 Transfers ratio of stockpile. from 0 to this define depending on starting legitimacy on capitulation. | |
GIE_CAPITULATE_MIN_LEGIT_FOR_TRANSFER | 5 | 0-100 Minimum starting legitimacy to transfer any equipment at all. | |
GIE_CAPITULATION_LEGITIMACY_WARSCORE_FACTOR | 0.5 | Multiplies war contribution percent with this factor for part of starting legitimacy. (0.5 would mean a 50 % war contribution gives 25 more legitimacy) | |
GIE_CAPITULATION_LEGITIMACY_WARLENGTH_FACTOR | 1.0 | Multiplies war length (nr of weeks) with this factor for part of starting legitimacy. (1.0 would mean a war length of 30 weeks gives 30 more legitimacy) | |
GIE_WARSCORE_GAIN_LEGITIMACY_FACTOR | 1 | Factor on how much legitimacy is gained from warscore earned by GiE units. | |
GIE_HOST_CIC_FROM_LEGITIMACY_MAX | 5 | Host will receive from 0 to this value in CIC. | |
GIE_HOST_MIC_FROM_LEGITIMACY_MAX | 5 | Host will receive from 0 to this value in MIC. | |
GIE_HOST_DOCKYARDS_FROM_LEGITIMACY_MAX | 0 | Host will receive from 0 to this value in dockyards. | |
GIE_VETERAN_MANPOWER_NON_CORE_GAIN_FACTOR | 0.005 | Factor on amount of manpower gained from owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code. | |
GIE_VETERAN_MANPOWER_CORE_GAIN_FACTOR | 0.01 | Factor on amount of manpower gained from owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code. | |
GIE_MANPOWER_TOTAL_MAX_FACTOR | 0.5 | Factor on max amount of exile manpower that can be gained from owned states. Approaching this will give diminishing returns. Reduced by factor 100 in code. | |
GIE_MANPOWER_RATO_OF_MAX_START_PENALTY | 0.5 | When this ratio of max manpower has been recruited we start applying the penalty. | |
GIE_MANPOWER_GAIN_PENALTY_MAX | 0.95 | Max penalty on exile manpower growth. | |
GIE_EXILE_AIR_RECRUITMENT_LEGITIMACY | 50 | Legitimacy required to recruit exile airwings | |
GIE_EXILE_AIR_START_EXPERIENCE | 3 | Starting experience for exile airwings | |
GIE_EXILE_TROOP_RECRUITMENT_LEGITIMACY | 25 | Legitimacy required to recruit exile troops | |
GIE_EXILE_TROOPS_DEPLOY_TRAINING_MAX_LEVEL | 2 | Max XP exile troops can receive from training | |
GIE_EXILE_ARMY_LEADER_LEGITIMACY_LEVELS | { 30, 60, 90 } | Legitimacy levels where a new army leader is received. | |
GIE_EXILE_ARMY_LEADER_START_LEVEL | 3 | Starting level for exile leader | |
GIE_ESCAPING_DIVISIONS_TRANSFER_DAYS | 30 | days to transfer escaping divisions to host nation | |
GIE_ESCAPING_DIVISIONS_XP_BOOST | 0.4 | Escaping divisions gain a boost to experience. Only the toughest motherbadasses will band together and survive to git me one hundred Nazi scalps ... Or die tryin'... | |
GIE_DIVISION_ATTACK_BONUS_AGAINST_OCCUPIER | 0.1 | Attack bonus factor against whoever occupies your core territory. | |
GIE_DIVISION_DEFENSE_BONUS_AGAINST_OCCUPIER | 0.1 | Attack bonus factor against whoever occupies your core territory. | |
GIE_DIVISION_ATTACK_BONUS_ON_CORE | 0.1 | Attack bonus factor when fighting on cores. | |
GIE_DIVISION_DEFENSE_BONUS_ON_CORE | 0.1 | Defense bonus factor when fighting on cores. | |
GIE_ESCAPING_DIVISIONS_EQUIPMENT_RATIO | 0.2 | Base equipment ratio on escaped troops. | |
GIE_ESCAPING_DIVISIONS_AMOUNT_RATIO | 0.1 | Ratio on amount of divisions that escapes. Scales with starting legitimacy | |
GIE_LIBERATED_NATION_DAILY_LEGITIMACY_CHANGE | -1.5 | An uncapitulated exile that is fully liberated will have legitimacy changed with this amount daily. Will be automatically reinstated when it reaches 0. | |
GIE_EXILE_TRANSFER_ON_LEADER_CAPITULATION_MANPOWER_FACTOR | 0.1 | Factor on exile manpower kept when a faction leader capitulates and the hosted exiles are transfered. | |
GIE_CONVOY_ON_CREATION | 10 | Number of convoy a GiE will get on creation. | |
SURRENDER_LIMIT_REDUCTION_PER_COLLABORATION | 0.3 | each percent of collaboration will lower surrender limit by this percentage | |
SURRENDER_RECIPIENT_SCORE_PER_COLLABORATION | 1.0 | countries with collaboration will get bonus while game calculates which country the enemy will capitulate | |
COMPLIANCE_PER_COLLABORATION | 1.0 | each percent of collaboration will be converted to this compliance at capitulation | |
WILL_LEAD_TO_WAR_FOCUS_PERSISTENCE | 60 | taken focuses that has lead to war will still make ai prep for war for this many days after being taken | |
WILL_LEAD_TO_WAR_DECISION_PERSISTENCE | 30 | the decision thats lead to war will sitll make ai prep for war for this many days after being taken/cooldown/timeout | |
ARMY_COUNT_DAILY_LERP_FOR_TRAINING_XP | 0.002 | number of armies that is used in training xp calculates daily lerps to actual number (if real number is lower) | |
ARMY_COUNT_DAILY_DECREASE_FOR_TRAINING_XP | 0.1 | number of armies that is used in training xp calculates daily linearly approaches this number (if real number is lower) |
NResistance
Name | Default | Developer comment | Usage |
---|---|---|---|
INITIAL_STATE_RESISTANCE | 1.0 | initial resistance percentage of a state once it is captured | |
INITIAL_STATE_COMPLIANCE | 0.0 | initial compliance percentage of a state once it is captured | |
COMPLIANCE_FACTOR_ON_STATE_CONTROLLER_CHANGE | -0.5 | compliance factor that applies when the state controller changes (in between allies, compliance is zeroed if it is taken by original country) | |
RESISTANCE_COOLDOWN_WHEN_DISABLED | -0.25 | resistance cooldown when the state is taken back by its original owner (compliance is zeroed in that case) | |
RESISTANCE_TARGET_BASE | 35.0 | base resistance target percentage | |
RESISTANCE_TARGET_MODIFIER_HAS_CLAIM | -5.0 | resistance target modifier in % for states we have claim | |
RESISTANCE_TARGET_MODIFIER_PER_STABILITY_LOSS | 0.2 | resistance target modifier per stability below 100% | |
RESISTANCE_TARGET_MODIFIER_PER_COMPLIANCE | -0.5 | resistance target modifier per compliance % | |
RESISTANCE_TARGET_MODIFIER_IS_AT_PEACE | -10.0 | resistance target modifier when we are at peace | |
RESISTANCE_TARGET_MODIFIER_STATE_VP | { 0, 0.0, 5, 5.0, 20, 10.0, 50, 20.0 } | resistance target modifier pairs for vp. first entry is total vp in state and second entry is amount of target modifier that applies for that threshold 0 - 5 5 - 20 20 - 50 50 - ... |
|
RESISTANCE_TARGET_MODIFIER_OCCUPIED_CAPITULATED | 10.0 | resistance target modifier when the enemy is capitulated | |
RESISTANCE_TARGET_MODIFIER_OCCUPIED_IS_EXILE_MIN | 2.0 | min & max resistance target modifier resistance target modifier for exile countries. interpolated using legitimacy | |
RESISTANCE_TARGET_MODIFIER_OCCUPIED_IS_EXILE_MAX | 20.0 | ||
RESISTANCE_TARGET_MODIFIER_POP_LOW | -20.0 | how much we reduce the resistance target | |
RESISTANCE_TARGET_MODIFIER_POP_VERY_LOW | -50.0 | resistance target modifier in % for states we have claim | |
RESISTANCE_POP_LOW_CUTOFF | 10000 | ||
RESISTANCE_POP_VERY_LOW_CUTOFF | 1000 | ||
RESISTANCE_TARGET_MIN_CAP_FOR_NON_COMPLIANCE | 10 | min resistance target will be capped to this percentage for non-compliance sources | |
RESISTANCE_DECAY_BASE | 0.1 | base resistance decay | |
RESISTANCE_DECAY_MIN | 0.01 | min resistance decay | |
RESISTANCE_DECAY_MAX | 100.0 | nax resistance decay | |
RESISTANCE_DECAY_MODIFIER_HAS_CLAIM | 25.0 | resistance decay modifier for our claims | |
RESISTANCE_DECAY_MODIFIER_FACTORS | { 10, -50, 20, -25 } | resistance decay modifier when resistance hits a certain percentage below 10% it has a -50% modifier on decay below 20% it has a -25% modifier on decay |
|
MIN_DAMAGE_TO_GARRISONS_MODIFIER | 0.1 | modifier that applies to losses from resistance attack to garrisons at most can be reduced to this amount | |
RESISTANCE_GROWTH_BASE | 0.2 | base resistance grow | |
RESISTANCE_GROWTH_MIN | 0.01 | min resistance grow | |
RESISTANCE_GROWTH_MAX | 100.0 | max resistance grow | |
COMPLIANCE_GROWTH_BASE | 0.075 | base compliance grow | |
COMPLIANCE_GROWTH_MIN | -100.0 | min compliance grow | |
COMPLIANCE_GROWTH_MAX | 100.0 | max compliance grow | |
COMPLIANCE_GROWTH_IS_AT_PEACE | 10 | compliance growth buff at peace | |
COMPLIANCE_GROWTH_HAS_CLAIM | 5 | compliance growth buff if state has a claim | |
COMPLIANCE_DECAY_AT_MAX_COMPLIANCE | -0.083 | as compliance increases, it gets a decay rate depending on its value. compliance should stabilize at some value until its growth changes | |
COMPLIANCE_DECAY_PER_EXILE_LEGITIMACY | -0.015 | higher legitimacy will give higher decay to compliance | |
RESISTANCE_RATIO_DIFF_TO_SPREAD | 0.5 | resistance diff between two neighbour states will spread by this ratio ( from highest resistance states to lower ones and it will only spread once to a state) | |
RESISTANCE_ACTIVITY_CHANCE_AT_MAX_RESISTANCE | 0.312 | ||
RESISTANCE_ACTIVITY_MIN_GARRISON_PENETRATE_CHANCE | 0.02 | ||
RESISTANCE_TARGET_TO_REENABLE_RESISTANCE | 10 | resistance will be disabled once it reaches zero and will not be reenabled until resistance target reaches above this value | |
GARRISON_LOG_MAX_MONTHS | 12 | ||
NO_COMPLIANCE_GAIN_ENABLE_LIMIT | 0.5 | at least this ratio of no garrison law should be active in order to no compliance gain to take effect | |
GARRISON_MANPOWER_MIN_DELIVERY_SPEED | 0.7 | Minimum base delivery speed if the chunk can't be calculated. | |
GARRISON_MANPOWER_REINFORCEMENT_SPEED | 2000.0 | Modifier for garrison manpower reinforcement. This value is the maximum to be delivered which is then modified by distance | |
GARRISON_EQUIPMENT_DELIVERY_SPEED | 4.0 | Modifier for garrison equipment reinforcement speed | |
GARRISON_STR_POW_MANPOWER | 2 | Scales impact of manpower deficiency by raising that deficiency to the number here. Formula: efficiency = 1.0 - manpower_deficiency^GARRISON_STR_POW_MANPOWER | |
GARRISON_STR_POW_EQUIPMENT | 3 | Scales impact of euqipment deficiency by raising that deficiency to the number here. Formula: efficiency = 1.0 - equipment_deficiency^GARRISON_STR_POW_EQUIPMENT | |
SUPPRESSION_NEEDED_BY_RESISTANCE_POINT | 0.75 | Number of suppression point we need for each 1% of resistance | |
SUPPRESSION_NEEDED_LOWER_CAP | 10.0 | if resistance is lower than this value then we always act as though it is at the define for the purpose of suppresion requirements | |
SUPPRESSION_NEEDED_UPPER_CAP | 50.0 | if resistance is greater than this value then we always act as though it is at the define for the purpose of suppresion requirements | |
GARRISON_MANPOWER_LOST_BY_ATTACK | 0.016 | Ratio of manpower lost by garrison at each attack on garrison (this number will be reduced by the hardness of garrison template) | |
GARRISON_EQUIPMENT_LOST_BY_ATTACK | 0.02 | Ratio of equipment lost by garrison at each attack on garrison (this number will be reduced by the hardness of garrison template) | |
MAXIMUM_GARRISON_HARDNESS_WHEN_ATTACKED | 0.90 | Cap to be sure that garrison will suffer lost in attack, even with a almost 100% hardness | |
FOREIGN_MANPOWER_MIN_THRESHOLD | 5000 | The minimum number of Manpower that AI will accept to give at once, in order to avoid many weird little transfer. | |
MANPOWER_BUFFER_TO_NOT_GIVE_MINOR | 0.3 | To determine how much AI can give as foreign manpower, we calculate how much manpower we use, and add this buffer. The result is what we want to keep, for minor countries. So higher this number is, lower we will give Manpower. | |
MANPOWER_BUFFER_TO_NOT_GIVE_MAJOR | 0.6 | To determine how much AI can give as foreign manpower, we calculate how much manpower we use, and add this buffer. The result is what we want to keep, for major countries. So higher this number is, lower we will give Manpower. | |
MAX_GARRISON_RATIO_WE_AGREE_TO_SUPPORT | 3.0 | The part of the manpower needed by the foreign garrison, that AI will agree to support with our manpower. If negative number, AI will not take into consideration the need, and just calculate how much they can give. | |
FOREIGN_MANPOWER_AI_COOLDOWN_DAYS | 30 | Number of days after an AI give us manpower before the AI accept to give more. | |
INITIAL_HISTORY_RESISTANCE | 0.0 | resistance value for initial colony states | |
INITIAL_HISTORY_COMPLIANCE | 70.0 | compliance value for initial colony states | |
INITIAL_GARRISON_STRENGTH | 1 | garrison value for initial colony states | |
STATE_COMPLIANCE_DECAY_FOR_LOST_STATES | 0.05 | daily compliance decay for the states you lost control of |
NProduction
Name | Default | Developer comment | Usage |
---|---|---|---|
MAX_EQUIPMENT_RESOURCES_NEED | 3 | Max number of different strategic resources an equipment can be dependent on. | |
MAX_CIV_FACTORIES_PER_LINE | 15 | Max number of factories that can be assigned a single production line. | |
DEFAULT_MAX_NAV_FACTORIES_PER_LINE | 10 | ||
FLOATING_HARBOR_MAX_NAV_FACTORIES_PER_LINE | 5 | ||
CONVOY_MAX_NAV_FACTORIES_PER_LINE | 15 | ||
CAPITAL_SHIP_MAX_NAV_FACTORIES_PER_LINE | 5 | ||
MAX_MIL_FACTORIES_PER_LINE | 150 | ||
RAILWAY_GUN_MAX_MIL_FACTORIES_PER_LINE | 5 | ||
RAILWAY_GUN_REPAIR_SPEED | 8.0 | Railway gun strength repair speed per factory | |
EFFICIENCY_LOSS_PER_UNUSED_DAY | 1 | Daily loss of efficiency for unused factory slots ( efficiency is tracked per factory slot in the production line ) | |
RESOURCE_PENALTY_WARNING_CRITICAL_RATIO | 0.8 | Switch to red progress bar if penalty is over threshold | |
BASE_FACTORY_SPEED | 5 | Base factory speed multiplier (how much hoi3 style IC each factory gives). | |
BASE_FACTORY_SPEED_MIL | 4.50 | Base factory speed multiplier (how much hoi3 style IC each factory gives). | |
BASE_FACTORY_SPEED_NAV | 2.5 | Base factory speed multiplier (how much hoi3 style IC each factory gives). | |
BASE_FACTORY_START_EFFICIENCY_FACTOR | 10 | Base start efficiency for factories expressed in %. | |
BASE_FACTORY_MAX_EFFICIENCY_FACTOR | 50 | Base max efficiency for factories expressed in %. | |
BASE_FACTORY_EFFICIENCY_GAIN | 1 | Base efficiency factor. | |
BASE_FACTORY_EFFICIENCY_BALANCE_FACTOR | 0.1 | Factory efficiency balancing factor | |
BASE_FACTORY_EFFICIENCY_VARIANT_CHANGE_FACTOR | 90 | Base factor for changing production variants in %. | |
BASE_FACTORY_EFFICIENCY_PARENT_CHANGE_FACTOR | 30 | Base factor for changing production parent<->children in %. | |
BASE_FACTORY_EFFICIENCY_FAMILY_CHANGE_FACTOR | 70 | Base factor for changing production with same family in %. | |
BASE_FACTORY_EFFICIENCY_ARCHETYPE_CHANGE_FACTOR | 20 | Base factor for changing production with same archetype in %. | |
EQUIPMENT_BASE_LEND_LEASE_WEIGHT | 1.0 | Base equipment lend lease weight | |
EQUIPMENT_LEND_LEASE_WEIGHT_FACTOR | 0.01 | Base equipment lend lease factor | |
LEND_LEASE_DELIVERY_TOTAL_DAYS | 30 | Nr of days between lend lease deliveries | |
ANNEX_STOCKPILES_RATIO | 1.0 | How much stockpiled equipment will be transferred on annexation | |
ANNEX_FIELD_EQUIPMENT_RATIO | 0.25 | How much equipment from deployed divisions will be transferred on annexation | |
ANNEX_FUEL_RATIO | 0.25 | How much fuel will be transferred on annexation | |
ANNEX_CONVOYS_RATIO | 0.15 | How many convoys will be transferred on annexation | |
MIN_POSSIBLE_TRAINING_MANPOWER | 100000 | How many deployment lines minimum can be training | |
MIN_FIELD_TO_TRAINING_MANPOWER_RATIO | 0.75 | Ratio which % of army in field can be trained | |
CAPITULATE_STOCKPILES_RATIO | 0.5 | How much equipment from deployed divisions will be transferred on capitulation | |
CAPITULATE_FUEL_RATIO | 0.5 | How much fuel will be transferred on capitulation | |
INFRA_MAX_CONSTRUCTION_COST_EFFECT | 1 | Building in a state with higher infrastructure will reduce the cost of shared buildings. | |
PRODUCTION_RESOURCE_LACK_PENALTY | -0.05 | Penalty decrease while lack of resource per factory | |
CIC_BANK_SPEED_BOOST_FACTOR | 0.25 | The CIC bank can boost production speed with this factor (0.5 means 50 %) | |
MIN_LICENSE_ACTIVE_DAYS | 30 | Min days for license to be active | |
BASE_LICENSE_IC_COST | 1 | Base IC cost for lended license | |
LICENSE_IC_COST_YEAR_INCREASE | 1 | IC cost equipment for every year of equipment after 1936 | |
LICENSE_EQUIPMENT_BASE_SPEED | -0.25 | base MIC speed modifier for licensed equipment | |
LICENSE_EQUIPMENT_TECH_SPEED_PER_YEAR | -0.05 | MIC speed modifier for licensed equipment for each year of difference between actual and latest equipment | |
LICENSE_EQUIPMENT_TECH_SPEED_MAX_YEARS | 4 | Maximum years for MIC speed modifier | |
LICENSE_EQUIPMENT_SPEED_NOT_FACTION | -0.10 | MIC speed modifier for licensed equipment for not being in faction | |
LICENSE_EQUIPMENT_UPGRADE_XP_FACTOR | 2.0 | XP cost for upgrading licensed equipment | |
LICENSE_EQUIPMENT_SPEED_NO_LICENSE | -0.50 | Penalty for producing non licensed equipment | |
CONVERSION_SPEED_BONUS | 0 | Modifier to the production speed when converting equipment | |
EQUIPMENT_MODULE_ADD_XP_COST | 5.0 | XP cost for adding a new equipment module in an empty slot when creating an equipment variant. | |
EQUIPMENT_MODULE_REPLACE_XP_COST | 6.0 | XP cost for replacing one equipment module with an unrelated module when creating an equipment variant. | |
EQUIPMENT_MODULE_CONVERT_XP_COST | 3.0 | XP cost for converting one equipment module to a related module when creating an equipment variant. | |
EQUIPMENT_MODULE_REMOVE_XP_COST | 1.0 | XP cost for removing an equipment module and leaving the slot empty when creating an equipment variant. | |
BASE_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR | 0.2 | Fraction of the hull industry cost which is always included in the refitting cost. | |
BASE_LAND_EQUIPMENT_CONVERSION_IC_COST_FACTOR | 0.9 | Fraction of the chassis industry cost which is always included in the conversion cost. | |
MIN_NAVAL_EQUIPMENT_CONVERSION_RESOURCE_COST_FACTOR | 0.2 | Minimum fraction of a naval equipment's strategic resource cost that any conversion will cost. | |
MIN_LAND_EQUIPMENT_CONVERSION_RESOURCE_COST_FACTOR | 0 | Minimum fraction of a land equipment's strategic resource cost that any conversion will cost. | |
SHIP_REFIT_MAX_PROGRESS_TO_CANCEL | 0.2 | Maximum refitting progress % that we still allow to cancel wihtout having to scuttle the ship. | |
SHIP_REFIT_DAMAGE_TO_PROGRESS_FACTOR | 0.5 | When a ship is being damaged (for example port strike) while refitting, the damage is transferred to the production line progress instead. This variable is used to balance it. | |
MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_VALUE | 1 | The minimum number of factories we have to put on consumer goods, by value. | |
MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT | 0.1 | The minimum number of factories we have to put on consumer goods, in percent. | |
INITIAL_ALLOWED_FACTORY_RATIO_FOR_REPAIRS | 1.0 | max % of factories allowed on autorepairs |
NMarket
Name | Default | Developer comment | Usage |
---|---|---|---|
PURCHASE_CONTRACT_DELIVERY_TOTAL_DAYS | 30 | Number of days between purchase contract deliveries | |
IC_TO_CIC_FACTOR | 2.0 | The factor for mapping IC cost to CIC cost. Should be a positive number. | |
MAX_CIV_FACTORIES_PER_CONTRACT | 15 | Max number of factories that can be assigned for paying single contract. | |
LOW_PRICE_LEVEL_FACTOR | 0.75 | The factor of base equipment price for low price level. Should be in range (0,1] | |
HIGH_PRICE_LEVEL_FACTOR | 1.25 | The factor of base equipment price for high price level. Should be more than 1. | |
MIN_DELIVERY_LIMIT_WARNING_UI | 0.8 | The delivery percentage under we want to let player know the contract is inefficient. [0,1] | |
PURCHASE_CONTRACT_SUBSIDY_BONUS_SPEED_FACTOR | 1.0 | The factor of speed bonus from subsidies | |
CONVOY_WEIGHT_OVERRIDE | 0.0 | Overrides the default lend leas weight of convoys for international market | |
REQUEST_AUTOMATION_AUTO_ACCEPT_MARKET_ACCESS_DEFAULT | true | Whether by default should accept market access requests from other countries. | |
REQUEST_AUTOMATION_AUTO_SEND_MARKET_ACCESS_DEFAULT | true | Whether by default should send market access requests to other countries. | |
REQUEST_AUTOMATION_AUTO_ACCEPT_PURCHASE_DEFAULT | false | Whether by default should accept purchase requests from other countries. | |
CONTRACT_ESTIMATE_AVERAGE_CONVOY_COUNT_ALPHA | 0.5 | How strong effect should have the daily convoy count on the average (1.0 means it will use only the new number as average) | |
CONTRACT_ESTIMATE_AVERAGE_DAILY_PRODUCTION_ALPHA | 0.5 | How strong effect should have the daily production on the average (1.0 means it will use only the new number as average) | |
CONTRACT_ESTIMATE_AVERAGE_CONVOY_COUNT_SNAP_LIMIT | 0.3 | If the difference between current and estimated available convoy count is smaller then this value, we will use the current value for calculations. | |
CONTRACT_ESTIMATE_AVERAGE_DAILY_PRODUCTION_SNAP_LIMIT | 1.5 | If the difference between current and estimated daily production is smaller then this value, we will use the current value for calculations. | |
CONTRACT_ESTIMATE_AVERAGE_CONVOY_SUNK_MULTIPLIER_ALPHA | 0.5 | How strong effect should have the daily sunk efficiency on the average (1.0 means it will use only the new number as average) | |
CONTRACT_ESTIMATE_AVERAGE_CONVOY_SUNK_MULTIPLIER_SNAP_LIMIT | 0.05 | If the difference between current and estimated sunk efficiency convoy count is smaller then this value, we will use the current value for calculations. | |
WARNING_CONVOYS_SUNK_MAX_DAYS | 30 | The contracts will show sunk convoy message if there was sunk convoy in this amount of days |
NTechnology
Name | Default | Developer comment | Usage |
---|---|---|---|
MAX_SUBTECHS | 3 | Max number of sub technologies a technology can have. | |
BASE_RESEARCH_POINTS_SAVED | 30.0 | Base amount of research points a country can save per slot. | |
BASE_YEAR_AHEAD_PENALTY_FACTOR | 2 | Base year ahead penalty | |
BASE_TECH_COST | 100 | Base cost for a tech. multiplied with tech cost and ahead of time penalties | |
MAX_TECH_SHARING_BONUS | 0.5 | Max technology sharing bonus that can be applied instantly | |
LICENSE_PRODUCTION_TECH_BONUS | 0.2 | License production tech bonus | |
DEFAULT_XP_UNLOCK_RESEARCH_COST | 0 | default xp cost of a research to unlock directly | |
DEFAULT_XP_BOOST_RESEARCH_COST | 0 | default xp cost of a research to speed up the process | |
DEFAULT_XP_BOOST_RESEARCH_BONUS | 0 | default boost research bonus gained when xp is used to research an item | |
MIN_RESEARCH_SPEED | 0.1 | research speed can't go below this value | |
USE_BONUS_REGRET_TIMER | 3 | Number of days the player has to regret using a limited tech bonus |
NPolitics
Name | Default | Developer comment | Usage |
---|---|---|---|
BASE_LEADER_TRAITS | 3 | Base amount of leader traits. | |
MAX_RANDOM_LEADERS | 1 | Maximum amount random leader to have per party. | |
BASE_POLITICAL_POWER_INCREASE | 2 | Weekly increase of PP. | |
ARMY_LEADER_COST | 5 | command power cost for recruiting new leaders, 'this value' * number_of_existing_leaders_of_type | |
NAVY_LEADER_COST | 5 | command power cost for recruiting new leaders, 'this value' * number_of_existing_leaders_of_type | |
ARMY_LEADER_MAX_COST | 100 | max cost BEFORE modifiers | |
NAVY_LEADER_MAX_COST | 100 | max cost BEFORE modifiers | |
LEADER_TRAITS_XP_SHOW | 0.05 | Amount of XP a trait needs to be shown in tooltips of a leader. | |
REVOLTER_PARTY_POPULARITY | 0.4 | Revolter party loses 80% popularity when the civil war breaks out | |
MIN_OVERTHROWN_GOVERNMENT_SUPPORT_RATIO | 0.4 | Min possible support for new government after puppeting the government | |
NUM_OCCUPATION_POLICIES | 4 | Number of potential occupation policies | |
DEFAULT_OCCUPATION_POLICY | 1 | Defaullt value for occupation policy | |
INSTANT_WIN_REVOLTER_POPULARITY_RATIO | 0.4 | Min party popularity for instant win in one province state | |
INSTANT_WIN_POPULARITY_WIN | 50 | New party popularity |
NBuildings
Name | Default | Developer comment | Usage |
---|---|---|---|
ANTI_AIR_SUPERIORITY_MULT | 5.0 | How much air superiority reduction to the enemy does our AA guns? Normally each building level = -1 reduction. With this multiplier. | |
MAX_BUILDING_LEVELS | 15 | Max levels a building can have. | |
AIRBASE_CAPACITY_MULT | 200 | Each level of airbase building multiplied by this, gives capacity (max operational value). Value is int. 1 for each airplane. | |
ROCKETSITE_CAPACITY_MULT | 100 | Each level of rocketsite building multiplied by this, gives capacity (max operational value). Value is int. 1 for each rocket. | |
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. Exluding techs. | |
RADAR_RANGE_MAX | 200 | Range is interpolated between building levels 1-15. | |
RADAR_INTEL_EFFECT | 40 | Province covered by radar increases intel by 10 (where 255 is max). Province may be covered by multiple radars, then the value sums up. | |
SABOTAGE_FACTORY_DAMAGE | 100.0 | How much damage takes a factory building in sabotage when state is occupied. Damage is mult by (1 + resistance strength), i.e. up to 2 x base value. | |
BASE_FACTORY_REPAIR | 1.0 | Default repair rate in percentage before factories are taken into account (1.0 equals 1%). | |
BASE_FACTORY_REPAIR_FACTOR | 2.0 | Factory speed modifier when repairing. | |
SUPPLY_PORT_LEVEL_THROUGHPUT | 3 | supply throughput per level of naval base | |
MAX_SHARED_SLOTS | 25 | Max slots shared by factories | |
OWNER_CHANGE_EXTRA_SHARED_SLOTS_FACTOR | 0.5 | Scale factor of extra shared slots when state owner change. | |
DESTRUCTION_COOLDOWN_IN_WAR | 30 | Number of days cooldown between removal of buildings in war times | |
INFRASTRUCTURE_RESOURCE_BONUS | 0.2 | multiplicative resource bonus for each level of (non damaged) infrastructure | |
SUPPLY_ROUTE_RESOURCE_BONUS | 0.2 | multiplicative resource bonus for having a railway/naval connection to the capital | |
INFRASTRUCTURE_MUD_EFFECT | -0.8 | multiplicative effect on mud growth for max infra |
NDeployment
Name | Default | Developer comment | Usage |
---|---|---|---|
BASE_DEPLOYMENT_TRAINING | 1 | Base training done each day during deployment. |
NMilitary
Name | Default | Developer comment | Usage |
---|---|---|---|
COMBAT_VALUE_ORG_IMPORTANCE | 1 | Multiplier on TotalOrganisation when determining the combat value of a division | |
COMBAT_VALUE_STR_IMPORTANCE | 1 | Multiplier on TotalStrength when determining the combat value of a division | |
SOFT_ATTACK_TARGETING_FACTOR | 1.0 | How much we care about potential soft attacks when evaluating priority combat target | |
HARD_ATTACK_TARGETING_FACTOR | 1.2 | How much we care about potential hard attacks when evaluating priority combat target | |
CASUALTIES_WS_P_PENALTY_DIVISOR | 200 | Divisor for casualties WS penalty | |
CASUALTIES_WS_A_PENALTY_DIVISOR | 600 | Divisor for casualties WS penalty | |
PIERCING_THRESHOLDS | { 1.00, 0.75, 0.50, 0.00 } | Our piercing / their armor must be this value to deal damage fraction equal to the index in the array below [higher number = higher penetration]. If armor is 0, 1.00 will be returned. there isn't much point setting this higher than 0 |
|
PIERCING_THRESHOLD_DAMAGE_VALUES | { 1.00, 0.80, 0.65, 0.50 } | 0 armor will always receive maximum damage (so add overmatching at your own peril). the system expects at least 2 values, with no upper limit. | |
DIVISIONAL_COMMANDER_TRAIT_XP_REQUIREMENT | 400.0 | Get a trait if any valid options & xp gained >= this | |
NUM_DAYS_FOR_OPERATION_ENTRY | 60 | Number of days that a unit must have been on a particular active order instance to receive a history entry. | |
MAX_LEADERS_TO_SHOW | 50 | Max officers to show in field officers list, sorted by field EXP. Divisions with awardable entries will potentially supercede this limit | |
BASE_FEMALE_DIVISIONAL_COMMANDER_CHANCE | 0 | Chance to receive a female divisonal commander. This is set to zero in the base game, as we do not have generic female portraits for many graphical culture groups. | |
DIVISIONAL_COMMANDER_RANK_XP_THRESHOLD | { 0, 100.0, 200.0, 400.0, 800.0 } | this expects a value between 0 and 1 and is added to by female_divisional_commander_chance. If you don't have female generic portraits defined, you -will- get silhouettes.XP thresholds for divisional commander ranks. [TAG]_DIVISION_EXPERIENCE_TITLE_ARMY_EXPERIENCE_[array index] | |
USE_MULTIPLICATIVE_ORG_LOSS_WHEN_MOVING | true | whether to apply org_loss_when_moving modifiers additively or multiplicatively (hardcoded multiplicative pre-2021) | |
HOURLY_ORG_MOVEMENT_IMPACT | -0.2 | how much org is lost every hour while moving an army. | |
ZERO_ORG_MOVEMENT_MODIFIER | -0.8 | speed impact at 0 org. | |
INFRA_ORG_IMPACT | 0.5 | scale factor of infra on org regain. | |
ENGAGEMENT_WIDTH_PER_WIDTH | 2.0 | how much enemy combat width we are allowed to engage per width of our own | |
INFRASTRUCTURE_MOVEMENT_SPEED_IMPACT | -0.05 | speed penalty per infrastucture below maximum. | |
VPS_FOR_HISTORY_ENTRY | 3 | Minimum VPs required to receive an entry in divisional history | |
VPS_FOR_HIGH_HISTORY_ENTRY | 8 | VPs required for high-level history entry | |
ENTRIES_TO_CHECK_FOR_DUPLICATE | 2 | Max number of history entries to check back to see if we're being awarded the same entry | |
COST_INCREASE_PER_ACTIVE_MEDAL | 0.25 | Additional cost factor per active medal | |
MAX_ENTRY_ELISION_COUNT | 4 | If we do the same type of thing consecutively, each entry will stack locations up to this number | |
GENERATE_AI_DIV_COMMAND_HISTORY_ENTRIES | true | Should we generate history entries for the AI (may cause savegame bloat) | |
FIELD_EXPERIENCE_ON_DIVISION_MULT | 0.04 | Multiply field experience gained by this, when applying to divisional commander | |
MAX_FIELD_EXPERIENCE_ON_DIVISION | 8000 | Max experience that can be gained on divisional commanders | |
FIELD_EXPERIENCE_ON_DIVISION_PER_MEDAL_MULT | 0.1 | Multiply officer field experience gain by this * number of division medals on application | |
HISTORY_OPERATION_RANDOM_MAX | 24 | max random int to roll when determining whether to grant an awardable entry for operations. 1/N chances. | |
CASUALTY_COUNT_FOR_HISTORY_ENTRY | 40000 | number of received casualties to receive a history entry (one only) | |
FIELD_OFFICER_PROMOTION_PENALTY | 0.25 | Amount of division experience lost when promoting a commander (reduced by modifiers) | |
HISTORICAL_ORDER_NAME_EXHAUSTION | false | Do historically chosen order instances exhaust their case names? If false ie, Operation Barbarossa will appear for any orders fulfilling the conditions for Germany | |
WAR_SCORE_LOSSES_RATIO | 0.5 | war score gained for every 1000 casualties | |
WAR_SCORE_LOSSES_MULT_IF_CAPITULATED | 0.25 | factor applied to war score gained from casualties if capitulated | |
WAR_SCORE_STRATEGIC_BOMBING_FACTOR | 0.02 | war score gained for every damage made to enemy's building with strategic bombing | |
WAR_SCORE_STRAT_BOMBING_DECAY_PER_CIVILIAN_FACTORY | 0.10 | monthly war score deducted from strategic bombing for every civilian factory in service on the bombed enemy side | |
WAR_SCORE_AIR_IC_LOSS_FACTOR | 0.08 | war score gained for every IC of damage done to an enemy's air mission | |
WAR_SCORE_LAND_DAMAGE_FACTOR | 0.1 | war score gained for every strengh damage done to an enemy's army | |
WAR_SCORE_ATTACKER_AND_WINNER_FACTOR | 1.2 | factor applied to war score gained for strength damage done when being the attacker and the winner | |
WAR_SCORE_LAND_IC_LOSS_FACTOR | 0.08 | war score gained for every IC damage done to an enemy's army | |
WAR_SCORE_PROVINCE_FACTOR | 4.0 | war score gained when capturing a province for the first time, multiplied by province's worth | |
WAR_SCORE_LEND_LEASE_GIVEN_IC_FACTOR | 0.003 | war score gained for every IC of lend lease sent to allies | |
WAR_SCORE_LEND_LEASE_GIVEN_FUEL_FACTOR | 0.003 | war score gained for every 100 units of fuel lend lease sent to allies | |
WAR_SCORE_LEND_LEASE_RECEIVED_IC_FACTOR | 0.002 | war score deducted for every IC of lend lease received from allies | |
WAR_SCORE_LEND_LEASE_RECEIVED_FUEL_FACTOR | 0.002 | war score deducted for every 100 units of fuel lend lease received from allies | |
CORPS_COMMANDER_DIVISIONS_CAP | 24 | how many divisions a corps commander is limited to. 0 = inf, < 0 = blocked | |
DIVISION_SIZE_FOR_XP | 8 | how many battalions should a division have to count as a full divisions when calculating XP stuff | |
CORPS_COMMANDER_ARMIES_CAP | -1 | how many armies a corps commander is limited to. 0 = inf, < 0 = blocked | |
FIELD_MARSHAL_DIVISIONS_CAP | 24 | how many divisions a field marshall is limited to. 0 = inf, < 0 = blocked | |
FIELD_MARSHAL_ARMIES_CAP | 5 | how many armies a field marshall is limited to. 0 = inf, < 0 = blocked | |
UNIT_LEADER_GENERATION_CAPITAL_CONTINENT_FACTOR | 100 | Integer factor to multiply manpower. | |
RECON_SKILL_IMPACT | 5 | how many skillpoints is a recon advantage worth when picking a tactic. | |
MAX_DIVISION_BRIGADE_WIDTH | 5 | Max width of regiments in division designer. | |
MAX_DIVISION_BRIGADE_HEIGHT | 5 | Max height of regiments in division designer. | |
MIN_DIVISION_BRIGADE_HEIGHT | 4 | Min height of regiments in division designer. | |
MAX_DIVISION_SUPPORT_WIDTH | 1 | Max width of support in division designer. | |
MAX_DIVISION_SUPPORT_HEIGHT | 5 | Max height of support in division designer. | |
BASE_DIVISION_BRIGADE_GROUP_COST | 20 | Base cost to unlock a regiment slot, | |
BASE_DIVISION_BRIGADE_CHANGE_COST | 5 | Base cost to change a regiment column. | |
BASE_DIVISION_SUPPORT_SLOT_COST | 10 | Base cost to unlock a support slot | |
MAX_ARMY_EXPERIENCE | 500 | Max army experience a country can store | |
MAX_NAVY_EXPERIENCE | 500 | Max navy experience a country can store | |
MAX_AIR_EXPERIENCE | 500 | Max air experience a country can store | |
COMBAT_MINIMUM_TIME | 4 | Shortest time possible for a combat in hours | |
SPOTTING_QUALITY_DROP_HOURS | 4 | Each X hours the intel quality drops after unit was spotted. | |
LEADER_GROUP_MAX_SIZE | 1000 | 5, -- Max slots for leader groups. | |
MIN_SUPPLY_CONSUMPTION | 0.05 | minimum value of supply consumption that a unit can get | |
LAND_COMBAT_ORG_DICE_SIZE | 4 | nr of damage dice | |
LAND_COMBAT_STR_DICE_SIZE | 2 | nr of damage dice | |
LAND_COMBAT_STR_DAMAGE_MODIFIER | 0.060 | global damage modifier... but some equipment is returned at end of battles see : EQUIPMENT_COMBAT_LOSS_FACTOR | |
LAND_COMBAT_ORG_DAMAGE_MODIFIER | 0.053 | global damage modifier | |
LAND_AIR_COMBAT_STR_DAMAGE_MODIFIER | 0.032 | air global damage modifier | |
LAND_AIR_COMBAT_ORG_DAMAGE_MODIFIER | 0.032 | global damage modifier | |
LAND_AIR_COMBAT_MAX_PLANES_PER_ENEMY_WIDTH | 3 | how many CAS/TAC can enter a combat depending on enemy width there | |
LAND_COMBAT_STR_ARMOR_ON_SOFT_DICE_SIZE | 2 | extra damage dice if our armor outclasses enemy | |
LAND_COMBAT_ORG_ARMOR_ON_SOFT_DICE_SIZE | 6 | extra damage dice if our armor outclasses enemy | |
LAND_COMBAT_STR_ARMOR_DEFLECTION_FACTOR | 0.5 | damage reduction if armor outclassing enemy | |
LAND_COMBAT_ORG_ARMOR_DEFLECTION_FACTOR | 0.5 | damage reduction if armor outclassing enemy | |
LAND_COMBAT_COLLATERAL_FORT_FACTOR | 0.005 | Factor to scale collateral damage to forts with. | |
LAND_COMBAT_COLLATERAL_INFRA_FACTOR | 0.0022 | Factor to scale collateral damage to infra with. | |
LAND_COMBAT_FORT_DAMAGE_CHANCE | 5 | chance to get a hit to damage on forts. (out of 100) | |
ATTRITION_DAMAGE_ORG | 0.08 | damage from attrition to Organisation | |
ATTRITION_EQUIPMENT_LOSS_CHANCE | 0.1 | Chance for loosing equipment when suffer attrition. Scaled up the stronger attrition is. Then scaled down by equipment reliability. | |
ATTRITION_EQUIPMENT_PER_TYPE_LOSS_CHANCE | 0.1 | Chance for loosing equipment when suffer attrition. Scaled up the stronger attrition is. Then scaled down by equipment reliability. | |
ATTRITION_WHILE_MOVING_FACTOR | 1 | ||
RELIABILITY_ORG_REGAIN | -0.3 | how much reliability affects org regain | |
RELIABILITY_ORG_MOVING | -1.0 | how much reliability affects org loss on moving | |
RELIABILITY_WEATHER | 3.0 | how much reliability is afffecting weather impact | |
RELIABILTY_RECOVERY | 0.1 | factor affecting how much equipment is returned "from the dead" | |
BASE_CHANCE_TO_AVOID_HIT | 90 | Base chance to avoid hit if defences left. | |
CHANCE_TO_AVOID_HIT_AT_NO_DEF | 60 | chance to avoid hit if no defences left. | |
COMBAT_MOVEMENT_SPEED | 0.33 | speed reduction base modifier in combat | Capped between 0.01 and 1 |
TACTIC_SWAP_FREQUENCEY | 12 | hours between tactic swaps | |
PREFERRED_TACTIC_CHARACTER_SKILL_LEVEL_REQUIRED | 5 | Which level a field marhal or general has to be before they can pick their preferred tactic | |
COUNTRY_PREFERRED_TACTIC_WEIGHT_FACTOR | 0.25 | extra weight multiplier for the country preferred tactic when doing weighted random | |
ARMY_GENERAL_PREFERRED_TACTIC_WEIGHT_FACTOR | 0.5 | extra weight multiplier for the army general preferred tactic when doing weighted random | |
FIELD_MARSHAL_PREFERRED_TACTIC_WEIGHT_FACTOR | 0.25 | extra weight multiplier for the field marhsal preferred tactic when doing weighted random | |
PREFERRED_TACTIC_COMMAND_POWER_COST | 20 | command point cost for changing preferred tactic | |
INITIATIVE_PICK_COUNTER_ADVANTAGE_FACTOR | 0.35 | advantage per leader level for picking a counter | |
AMPHIBIOUS_INVADE_MOVEMENT_COST | 24.0 | total progress cost of movement while amphibious invading | |
LAND_SPEED_MODIFIER | 0.05 | basic speed control | |
RIVER_CROSSING_PENALTY | -0.3 | small river crossing | |
RIVER_CROSSING_PENALTY_LARGE | -0.6 | large river crossing | |
RIVER_CROSSING_SPEED_PENALTY | -0.25 | small river crossing | |
RIVER_CROSSING_SPEED_PENALTY_LARGE | -0.5 | large river crossing | |
RIVER_SMALL_START_INDEX | 0 | color indices for rivers | |
RIVER_SMALL_STOP_INDEX | 6 | ||
RIVER_LARGE_STOP_INDEX | 11 | ||
BASE_FORT_PENALTY | -0.15 | fort penalty | |
MULTIPLE_COMBATS_PENALTY | -0.5 | defender penalty if attacked from multiple directions | |
DIG_IN_FACTOR | 0.02 | bonus factor for each dug-in level | |
ARMY_LEADER_XP_GAIN_PER_UNIT_IN_COMBAT | 0.1 | XP gain per unit in combat | |
CONSTANT_XP_RATIO_FOR_MULTIPLE_LEADERS_IN_SAME_COMBAT | 0.5 | if there are multiple leaders in same combat, each one gets thisratio + (1-thisratio)/num leaders. amount of xp each general gets scales 1 0.75 0.66 etc for 1 2 3 generals | |
BASE_LEADER_TRAIT_GAIN_XP | 0.45 | Base xp gain for traits per hour for armies | |
MAX_NUM_TRAITS | -1 | cant have more, -1 to disable | |
ENEMY_AIR_SUPERIORITY_IMPACT | -0.35 | effect on defense due to enemy air superiorty | |
ENEMY_AIR_SUPERIORITY_DEFENSE | 0.70 | more AA attack will approach this amount of help (diminishing returns) | |
ENEMY_AIR_SUPERIORITY_DEFENSE_STEEPNESS | 112 | how quickly defense approaches the max impact diminishing returns curve | |
ENEMY_AIR_SUPERIORITY_SPEED_IMPACT | -0.3 | effect on speed due to enemy air superiority | |
ANTI_AIR_TARGETTING_TO_CHANCE | 0.07 | Balancing value to determine the chance of ground AA hitting an attacking airplane, affecting both the effective average damage done by AA to airplanes, and the reduction of damage done by airplanes due to AA support | |
ANTI_AIR_ATTACK_TO_AMOUNT | 0.005 | Balancing value to convert equipment stat anti_air_attack to the random % value of airplanes being hit. | |
ENCIRCLED_PENALTY | -0.3 | penalty when completely encircled | |
UNIT_EXPERIENCE_PER_COMBAT_HOUR | 0.0001 | ||
UNIT_EXPERIENCE_SCALE | 1.0 | ||
UNIT_EXPERIENCE_PER_TRAINING_DAY | 0.0015 | ||
TRAINING_MAX_LEVEL | 2 | ||
DEPLOY_TRAINING_MAX_LEVEL | 1 | ||
TRAINING_EXPERIENCE_SCALE | 62.0 | ||
TRAINING_ORG | 0.2 | ||
ARMY_EXP_BASE_LEVEL | 1 | ||
UNIT_EXP_LEVELS | { 0.1, 0.3, 0.75, 0.9 } | Experience needed to progress to the next level | |
FIELD_EXPERIENCE_SCALE | 0.0015 | ||
FIELD_EXPERIENCE_MAX_PER_DAY | 1.2 | Most xp you can gain per day | |
EXPEDITIONARY_FIELD_EXPERIENCE_SCALE | 0.3 | reduction factor in Xp from expeditionary forces | |
LEND_LEASE_FIELD_EXPERIENCE_SCALE | 0.0005 | Experience scale for lend leased equipment used in combat. | |
LEADER_EXPERIENCE_SCALE | 1.0 | ||
SLOWEST_SPEED | 4 | ||
REINFORCEMENT_REQUEST_MAX_WAITING_DAYS | 14 | Every X days the equipment will be sent, regardless if still didn't produced all that has been requested. | |
REINFORCEMENT_REQUEST_DAYS_FREQUENCY | 7 | How many days must pass until we may give another reinforcement request | |
EXPERIENCE_COMBAT_FACTOR | 0.25 | ||
UNIT_DIGIN_CAP | 5 | how "deep" you can dig you can dig in until hitting max bonus | |
UNIT_DIGIN_SPEED | 1 | how "deep" you can dig a day. | |
PARACHUTE_FAILED_EQUIPMENT_DIV | 50.0 | When the transport plane was shot down, we drop unit with almost NONE equipment | |
PARACHUTE_FAILED_MANPOWER_DIV | 100.0 | When the transport plane was shot down, we drop unit with almost NONE manpower | |
PARACHUTE_FAILED_STR_DIV | 10.0 | When the transport plane was shot down, we drop unit with almost NONE strenght | |
PARACHUTE_DISRUPTED_EQUIPMENT_DIV | 1.5 | When the transport plane was hit, we drop unit with reduced equipment. Penalty is higher as more hits was received (and AA guns was in the state). | |
PARACHUTE_DISRUPTED_MANPOWER_DIV | 1.9 | When the transport plane was hit, we drop unit with reduced manpower. Penalty is higher as more hits was received (and AA guns was in the state). | |
PARACHUTE_DISRUPTED_STR_DIV | 2.2 | When the transport plane was hit, we drop unit with reduced strength. Penalty is higher as more hits was received (and AA guns was in the state). | |
PARACHUTE_PENALTY_RANDOMNESS | 0.1 | Random factor for str,manpower,eq penalties. | |
PARACHUTE_DISRUPTED_AA_PENALTY | 1 | How much the Air defence in the state (from AA buildings level * air_defence) is scaled to affect overall disruption (equipment,manpower,str). | |
PARACHUTE_COMPLETE_ORG | 0.4 | Organisation value (in %) after unit being dropped, regardless if failed, disrupted, or successful. | |
PARACHUTE_ORG_REGAIN_PENALTY_DURATION | 120 | penalty in org regain after being parachuted. Value is in hours. | |
PARACHUTE_ORG_REGAIN_PENALTY_MULT | -0.8 | penalty to org regain after being parachuted. | |
SHIP_MORALE_TO_ORG_REGAIN_BASE | 0.2 | Base org regain per hour | |
BASE_NIGHT_ATTACK_PENALTY | -0.5 | ||
EXILE_EQUIPMENT | 1.0 | Amount of equipment to keep | |
EXILE_ORG | 0.0 | Amount of org to keep | |
EXPERIENCE_LOSS_FACTOR | 1.00 | percentage of experienced solders who die when manpower is removed | |
EQUIPMENT_COMBAT_LOSS_FACTOR | 0.70 | % of equipment lost to strength ratio in combat, so some % is returned if below 1 | |
SUPPLY_USE_FACTOR_MOVING | 1.5 | Deprecated/Unused | |
SUPPLY_USE_FACTOR_INACTIVE | 0.95 | Deprecated/Unused | |
SUPPLY_GRACE | 72 | troops always carry 3 days of food and supply | |
SUPPLY_GRACE_MAX_REDUCE_PER_HOUR | 2 | supply grace is not decreased instantly when it is buffed temporarily and buff is removed | |
SUPPLY_ORG_MAX_CAP | 0.35 | Max organization is factored by this if completely out of supply | |
MAX_OUT_OF_SUPPLY_DAYS | 30 | how many days of shitty supply until max penalty achieved | |
OUT_OF_SUPPLY_ATTRITION | 0.2 | max attrition when out of supply | |
OUT_OF_SUPPLY_SPEED | -0.8 | max speed reduction from supply | |
NON_CORE_SUPPLY_SPEED | -0.5 | we are not running on our own VP supply so need to steal stuff along the way | |
NON_CORE_SUPPLY_AIR_SPEED | -0.25 | we are not running on our own VP supply so need to steal stuff along the way, a bit less due to air supply | |
OUT_OF_SUPPLY_MORALE | -0.2 | max org regain reduction from supply | |
TRAINING_ATTRITION | 0.05 | amount of extra attrition from being in training | |
TRAINING_MIN_STRENGTH | 0.1 | if strength is less than this, the unit will pause training until it's been reinforced | |
TRAINING_MAX_DAILY_COUNTRY_EXP | 0.08 | Maximum army XP gained per day from training | |
AIR_SUPPORT_BASE | 0.25 | CAS bonus factor for air support moddifier for land unit in combat | |
LOW_SUPPLY | 0.99 | When the supply status of an unit becomes low. | |
BORDER_WAR_ATTRITION_FACTOR | 0.1 | How much of borderwar balance of power makes it into attrition | |
BORDER_WAR_VICTORY | 0.8 | At wich border war balance of power is victory declared | |
REINFORCE_CHANCE | 0.02 | base chance to join combat from back line when empty | |
SPEED_REINFORCEMENT_BONUS | 0.01 | chance to join combat bonus by each 100% larger than infantry base (up to 200%) | |
OVERSEAS_LOSE_EQUIPMENT_FACTOR | 0.75 | percentage of equipment lost disbanded overseas | |
NAVAL_TRANSFER_DISBAND_MANPOWER_FACTOR | 0.5 | percentage of manpower returned when a naval transfering unit is disbanded | |
ENCIRCLED_DISBAND_MANPOWER_FACTOR | 0.2 | percentage of manpower returned when an encircled unit is disbanded | |
ORG_LOSS_FACTOR_ON_CONQUER | 0.2 | percentage of (max) org loss on takign enemy province | |
LOW_ORG_FOR_ATTACK | 0.3 | at what org % we start affecting speed when doign hostile moves. scales down ZERO_ORG_MOVEMENT_MODIFIER | |
PLANNING_DECAY | 0.01 | ||
PLAYER_ORDER_PLANNING_DECAY | 0.03 | Amount of planning lost due to player manual order | |
PLANNING_GAIN | 0.02 | ||
NAVAL_INVASION_PLANNING_BONUS_GAIN | 0.02 | Planning Bonus gain per day for naval invasions | |
NAVAL_INVASION_PLANNING_BONUS_MALUS | -1 | Malus in percentage for the planning bonus gain for naval invasions | |
PLANNING_MAX | 0.3 | can get more from techs | |
CIVILWAR_ORGANIZATION_FACTOR | 0.3 | Multiplier of org for both sides when civilwar. | |
PLAN_CONSIDERED_GOOD | 0.25 | Plan evaluations above this value are considered more or less safe | |
PLAN_CONSIDERED_BAD | -0.25 | Plan evaluations below this value are considered unsafe | |
PLAN_MIN_AUTOMATED_EMPTY_POCKET_SIZE | 2 | The battle plan system will only automatically attack provinces in pockets that has no resistance and are no bigger than these many provinces | |
PLAN_SPREAD_ATTACK_WEIGHT | 12.0 | The higher the value, the less it should crowd provinces with multiple attacks. | |
PLAN_NEIGHBORING_ENEMY_PROVINCE_FACTOR | 0.7 | When calculating the importance of provinces, it takes number of enemy provinces into account, factored by this | |
PLAN_PROVINCE_BASE_IMPORTANCE | 2.0 | Used when calculating the calue of front and defense area provinces for the battle plan system | |
PLAN_PROVINCE_LOW_VP_IMPORTANCE_AREA | 2.0 | Used when calculating the value of defense area in the battle plan system | |
PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_AREA | 5.0 | Used when calculating the value of defense area in the battle plan system | |
PLAN_PROVINCE_HIGH_VP_IMPORTANCE_AREA | 10.0 | Used when calculating the value of defense area in the battle plan system | |
PLAN_PROVINCE_CAPITAL_IMPORTANCE_AREA | 50.0 | Used when calculating the balue of defense area in the battle plan system | |
MIN_VP_NEEDED_FOR_DEFENSE_ORDER_ASSIGNMENTS | 1.0 | If a province has more than this VP, unit controller will try to assign units that prov | |
PLAN_PROVINCE_LOW_VP_IMPORTANCE_FRONT | 2.0 | Used when calculating the calue of fronts in the battle plan system | |
PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_FRONT | 2.25 | Used when calculating the calue of fronts in the battle plan system | |
PLAN_PROVINCE_HIGH_VP_IMPORTANCE_FRONT | 2.75 | Used when calculating the calue of fronts in the battle plan system | |
PLAN_SHARED_FRONT_PROV_IMPORTANCE_FACTOR | 0.8 | If fornt orders share end provinces, they should each have a somewhat reduced prio due to it being shared. | |
PLAN_PORVINCE_PORT_BASE_IMPORTANCE | 12.0 | Added importance for area defense province with a port | |
PLAN_PORVINCE_PORT_LEVEL_FACTOR | 1.5 | Bonus factor for port level | |
PLAN_PORVINCE_AIRFIELD_BASE_IMPORTANCE | 3.0 | Added importance for area defense province with air field | |
PLAN_PORVINCE_AIRFIELD_POPULATED_FACTOR | 1.5 | Bonus factor when an airfield has planes on it | |
PLAN_PORVINCE_AIRFIELD_LEVEL_FACTOR | 0.25 | Bonus factor for airfield level | |
PLAN_PORVINCE_RESISTANCE_BASE_IMPORTANCE | 10.0 | Used when calculating the calue of defense area provinces for the battle plan system (factored by resistance level) | |
PLAN_PROVINCE_VP_PORT_FACTOR | 0.25 | ||
PLAN_AREA_DEFENSE_ENEMY_CONTROLLER_SCORE | 25.0 | These need to result in province value > 1.0 for it to matter. Score applied to provinces in the defense area order controlled by enemies |
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PLAN_AREA_DEFENSE_ENEMY_UNIT_FACTOR | -2.0 | Factor applied to province score in area defense order per enemy unit in that province | |
PLAN_AREA_DEFENSE_FORT_IMPORTANCE | 0.25 | Used when calculating the value of defense area provinces for the battle plan system, works as multipliers on the rest | |
PLAN_AREA_DEFENSE_COASTAL_FORT_IMPORTANCE | 3.0 | Used when calculating the value of defense area provinces for the battle plan system | |
PLAN_AREA_DEFENSE_COAST_NO_FORT_IMPORTANCE | 1.1 | Used when calculating the value of defense area provinces for the battle plan system | |
PLAN_AREA_DEFENSE_HAS_RAIL_IMPORTANCE | 1.5 | Used when calculating the value of defense area provinces for the battle plan system | |
PLAN_AREA_DEFENSE_HAS_SUPPLY_NODE | 20.0 | Used when calculating the value of defense area provinces for the battle plan system | |
PLAN_STICKINESS_FACTOR | 100.0 | Factor used in unitcontroller when prioritizing units for locations | |
PLAN_PROVINCE_PRIO_DISTRIBUTION_MIN | 0.7 | Lowest fraction of divisions that will be distributed based on province priority | |
PLAN_PROVINCE_PRIO_DISTRIBUTION_MAX | 1.0 | Highest fraction of divisions that will be distributed based on province priority | |
PLAN_PROVINCE_PRIO_DISTRIBUTION_DPP_HIGH | 3.0 | At what divisions per province should we use PLAN_PROVINCE_PRIO_DISTRIBUTION_MIN | |
PLAN_PROVINCE_PRIO_DISTRIBUTION_DPP_LOW | 2.0 | At what divisions per province should we use PLAN_PROVINCE_PRIO_DISTRIBUTION_MAX | |
PLAN_EXECUTE_CAREFUL_LIMIT | 25 | When looking for an attach target, this score limit is required in the battle plan to consider province for attack | |
PLAN_EXECUTE_BALANCED_LIMIT | 0 | When looking for an attach target, this score limit is required in the battle plan to consider province for attack | |
PLAN_EXECUTE_RUSH | -200 | When looking for an attach target, this score limit is required in the battle plan to consider province for attack | |
PLAN_EXECUTE_CAREFUL_MAX_FORT | 5 | If execution mode is set to careful, units will not attack provinces with fort levels greater than or equal to this | |
PLAN_EXECUTE_SUPPLY_CHECK | { 1.0, 0.0, 0.0, 1.0, 0.0 } | order by EExecutionType: careful, balanced, rush, <skip>, rush_weak for each execution mode how careful should we be with supply (1.0 means full required supply available, zero is no limit). |
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PLAN_MAX_PROGRESS_TO_JOIN | 0.50 | If Lower progress than this, probably needs support | |
PLAN_COHESION_WEIGHTS | { 1.0, 40.0, 80.0 } | for each cohesion setting, how keen on relocating from distance should we be? (default 1.0), higher weight = shorter max distance | |
PLAN_COHESION_DISTANCE_MAX_WHEN_LEFT_BEHIND | 38 | Unused and deprecated - will be removed in next major version. | |
PLAN_BLITZ_OPTIMISM | 0.2 | Additional combat balance value in favor of blitzing side when considering targets (not a combat bonus, just offsets planning) | |
MIN_BALANCE_SCORE_TO_PROCEED_ATTACK | 0.2 | A combat balance score of less than this will prevent auto attacking | |
DYNAMIC_MODIFIER_ATTACK_BIAS | 1.0 | This factors the weighting bias of dynamic attack modifiers | |
FLANKED_PROVINCES_COUNT | 3 | Attacker has to attack from that many provinces for the attack to be considered as flanking | |
NUKE_MIN_DAMAGE_PERCENT | 0.1 | Minimum damage from nukes as a percentage of current strength/organisation | |
NUKE_MAX_DAMAGE_PERCENT | 0.9 | Minimum damage from nukes as a percentage of current strength/organisation | |
EQUIPMENT_REPLACEMENT_RATIO | 0.1 | Equipment min ratio after blocking the equipment type | |
NUKE_DELAY_HOURS | 12 | How many hours does it take for the nuclear drop to happen | |
PARADROP_PENALTY | -0.3 | Combat penalty when recently paradropped | |
PARADROP_HOURS | 48 | time paratroopers suffer penalties in combat | |
COMBAT_SUPPLY_LACK_ATTACKER_ATTACK | -0.25 | attack combat penalty for attacker if out of supply | |
COMBAT_SUPPLY_LACK_ATTACKER_DEFEND | -0.65 | defend combat penalty for attacker if out of supply | |
COMBAT_SUPPLY_LACK_DEFENDER_ATTACK | -0.35 | attack combat penalty for defender if out of supply | |
COMBAT_SUPPLY_LACK_DEFENDER_DEFEND | -0.15 | defend combat penalty for defender if out of supply | |
COMBAT_STACKING_START | 5 | at what nr of divisions stacking penalty starts | |
COMBAT_STACKING_EXTRA | 3 | extra stacking from directions | |
COMBAT_STACKING_PENALTY | -0.02 | how much stackign penalty per division | |
COMBAT_OVER_WIDTH_PENALTY | -1 | over combat width penalty per %. | |
COMBAT_OVER_WIDTH_PENALTY_MAX | -0.33 | over combat width max (when you cant join no more). | |
RETREAT_SPEED_FACTOR | 0.25 | speed bonus when retreating | |
WITHDRAWING_SPEED_FACTOR | 0.15 | speed bonus when withdrawing | |
STRATEGIC_SPEED_INFRA_BASE | 5.0 | Base speed of strategic redeployment when not on railways | |
STRATEGIC_SPEED_INFRA_MAX | 10.0 | Additional speed of strategic redeployment on max-level infrastructure | |
STRATEGIC_SPEED_RAIL_BASE | 15.0 | Base speed of strategic redeployment when on railways | |
STRATEGIC_SPEED_RAIL_MAX | 25.0 | Additional speed of strategic redeployment on max-level railways | |
STRATEGIC_REDEPLOY_ORG_RATIO | 0.1 | Ratio of max org while strategic redeployment | |
BATALION_NOT_CHANGED_EXPERIENCE_DROP | 0.0 | Division experience drop if unit has same batalion | |
BATALION_CHANGED_EXPERIENCE_DROP | 0.5 | Division experience drop if unit has different batalion | |
ARMOR_VS_AVERAGE | 0.4 | how to weight in highest armor & pen vs the division average | |
PEN_VS_AVERAGE | 0.4 | ||
LAND_EQUIPMENT_BASE_COST | 10 | Cost in XP to upgrade a piece of equipment one level is base + ( total levels * ramp ) | |
LAND_EQUIPMENT_RAMP_COST | 5 | ||
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 | 0.80 | ||
SLOWER_ORG_REGAIN_MULT | -0.5 | ||
DISBAND_MANPOWER_LOSS | 0.0 | ||
MIN_DIVISION_DEPLOYMENT_TRAINING | 0.2 | Min level of division training | |
FRONTLINE_EXPANSION_FACTOR | 0.6 | When attacking along a frontline, how much should units spread out as they advance. 0.0 means head (more or less) directly to the drawn frontline, with no distractions | |
FRONT_MIN_PATH_TO_REDEPLOY | 8 | If a units path is at least this long to reach its front location, it will strategically redeploy. | |
ARMY_INITIATIVE_REINFORCE_FACTOR | 0.25 | scales initiative for reinforce chance | |
BASE_CAPTURE_EQUIPMENT_RATIO | 0.0 | after a successful land combat, ratio of the equipments that are being captured/salvaged from enemy's lost equipment | |
ACCLIMATIZATION_IN_COMBAT_SPEED_FACTOR | 3 | Acclimatization speed multiplier while being in combat. | |
ACCLIMATIZATION_SPEED_GAIN | 0.15 | A variable used to balance the overall speed of gaining the acclimatization | |
ACCLIMATIZATION_LOSS_SPEED_FACTOR | 2.0 | Loosing one acclimatization while being under affect of the opposite climate should cause it to drop down much faster than gaining. | |
PROMOTE_LEADER_CP_COST | 40.0 | cost of promoting a leader | |
FIELD_MARSHAL_ARMY_BONUS_RATIO | 0.5 | ratio to apply regular bonuses FM bonuses to armies | |
FIELD_MARSHAL_XP_RATIO | 0.3 | xp gain ratio for army group leaders | |
GARRISON_ORDER_ARMY_CAP_FACTOR | 3.0 | armies gets increased cap when they are garrisoned | |
COMMANDER_LEVEL_UP_STAT_COUNT | 3 | num stats gained on level up | |
COMMANDER_LEVEL_UP_STAT_WEIGHTS | { 5, 5, 5, 5 } | level up stat random base weights attack, defense, planning, logistics | |
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 |
|
UNIT_LEADER_USE_NONLINEAR_XP_GAIN | true | Whether unit leader XP gain is scaled by 1/<nr_of_traits> | |
HOURS_REQ_REJOIN_BORDER_WAR_FOR_INJURED_UNITS | 336 | minimum hours required for units to rejoin border wars | |
NEW_COMMANDER_RANDOM_PERSONALITY_TRAIT_CHANCES | { 0.5, 0.15 } | chances to gain a personality trait for new generals 50% for first trait 15% for second trait after that |
|
NEW_COMMANDER_RANDOM_BASIC_TRAIT_CHANCES | { } | chances to gain a basic trait for new generals | |
NEW_COMMANDER_RANDOM_STATUS_TRAIT_CHANCES | { } | chances to gain a status trait for new generals | |
NEW_OPERATIVE_RANDOM_PERSONALITY_TRAIT_CHANCES | { 0.5, 0.1 } | chances to gain a personality trait for new operatives 50% for first trait 10% for second trait after that |
|
NEW_OPERATIVE_RANDOM_BASIC_TRAIT_CHANCES | { 0.25, 0.05 } | chances to gain a basic trait for new operatives 25% for first trait 5% for second trait after that |
|
NEW_OPERATIVE_RANDOM_STATUS_TRAIT_CHANCES | { } | chances to gain a status trait for new operatives | |
NEW_COMMANDER_RANDOM_SKILL_CHANCES | { } | chances to give a random stat skill for new operatives? | |
NEW_NAVY_LEADER_RANDOM_SKILL_CHANCES | { } | chances to give a random stat skill point for a new admiral | |
UNIT_LEADER_MODIFIER_COOLDOWN_ON_GROUP_CHANGE | 15 | time in days for a unit leader to regain its modifiers | |
UNIT_LEADER_ASSIGN_TRAIT_COST | 15.0 | cost to assign a new trait to a unit leader | |
ATTACHED_WINGS_ORDER_UPDATE_DAYS | 5 | Days untill the attached wing will update the order | |
BORDER_WAR_WIN_DAYS_AGAINST_EMPTY_OPPONENTS | 14 | border wars will be automatically won if no opponent shows up for this duration | |
MAX_RELATIVE_COMBAT_DAMAGE_TO_MODIFY_XP | 4.0 | you gain more XP if you are doing more damage relative to enemy, this is the max relative amount to gain following RATe | |
XP_GAIN_FACTOR_FOR_MAX_RELATIVE_COMBAT_DAMAGE | 4.0 | XP factor scaling for max relative combat damage | |
XP_DECAY_RATE_PER_HOUR_IN_COMBAT | 0.03 | you get reduced XP as combat drags | |
MIN_XP_RATE_TO_DECAY | 0.1 | minimum XP factor for dragged combats | |
XP_GAIN_PER_OVERRUN_UNIT | 35.0 | fixed XP gain per overrun unit | |
XP_GAIN_FOR_SHATTERING | 35.0 | fixed XP gain per shattered unit | |
UNIT_UPKEEP_ATTRITION | 0.00 | Constant attrition value applied to armies. | |
FUEL_PENALTY_START_RATIO | 0.25 | ratio of fuel in an army to start getting penalties | |
SURPLUS_SUPPLY_RATIO_FOR_ZERO_FUEL_FLOW | 0.5 | if a supply chunk has more supply needed than this ratio + 1 compared to its max supply flow, the units inside the chiunk will get no fuel | |
ARMY_MAX_FUEL_FLOW_MULT | 2.0 | max fuel ratio that an army can get per hour, multiplied by supply situation | |
ARMY_FUEL_COST_MULT | 0.5 | fuel cost multiplier for all army related stuff | |
ARMY_COMBAT_FUEL_MULT | 1.0 | fuel consumption ratio in combat (plus ARMY_MOVEMENT_FUEL_MULT if you are also moving. ie offensive combat) | |
ARMY_TRAINING_FUEL_MULT | 1.0 | fuel consumption ratio while training | |
ARMY_MOVEMENT_FUEL_MULT | 1.0 | fuel consumption ratio while moving | |
ARMY_NAVAL_TRANSFER_FUEL_MULT | 0.0 | fuel consumption ratio while naval transferring | |
ARMY_STRATEGIC_DEPLOYMENT_FUEL_MULT | 0.0 | fuel consumption ratio while doing strategic deployment | |
ARMY_IDLE_FUEL_MULT | 0.0 | fuel consumption ratio while just existing | |
FUEL_EFFICIENCY_RAID_MULTIPLIER | 1.0 | convoy raid multiplier for fuel sunk | |
FUEL_FLOW_PENALTY_FOR_SUPPLY_CHUNK_EDGE_RATIO | 0.5 | supply flow that is limited by control of incoming edge provinces will have lesser effect on fuel flow | |
OUT_OF_FUEL_EQUIPMENT_MULT | 0.1 | ratio of the stats that you get from equipments that uses fuel and you lack it | |
OUT_OF_FUEL_SPEED_MULT | 0.4 | speed mult that armies get when out of fuel | |
OUT_OF_FUEL_TRAINING_XP_GAIN_MULT | 0.0 | xp gain mult from training when a unit is out of fuel | |
FUEL_CAPACITY_DEFAULT_HOURS | 96 | default capacity if not specified | |
MAX_ESTIMATED_PLAN_UNITS_NOT_IN_PLACE_FACTOR | -0.6 | Scaled by % of units not in place. Used to be a flat -50% | |
DAMAGE_SPLIT_ON_FIRST_TARGET | 0.35 | % of damage dealt to the first target in a combat. The rest will be split amongst subsequent targets. Modifiers can affect this up to a maximum of 0.9. That value must not be exposed as a define. | |
NEW_ARMY_LEADER_LEVEL_CHANCES | { 0.95, 0.05 } | chances for new army leaders to start at a given level 95% for level one 5% for level two 0% for level three to ten |
NAir
Name | Default | Developer comment | Usage |
---|---|---|---|
AIR_WING_FLIGHT_SPEED_MULT | 0.02 | Global speed multiplier for airplanes (affects fe.transferring to another base) | |
AIR_WING_MAX_STATS_ATTACK | 100 | Max stats | |
AIR_WING_MAX_STATS_DEFENCE | 100 | ||
AIR_WING_MAX_STATS_AGILITY | 100 | ||
AIR_WING_MAX_STATS_SPEED | 800 | ||
AIR_WING_MAX_STATS_BOMBING | 100 | ||
AIR_WING_MAX_SIZE | 1000 | Max amount of airplanes in wing | |
AIR_WING_AVERAGE_SIZE | 100 | Eyeballed average amount of airplanes in wing. Used when calculating air volunteer. | |
AIR_WING_BOMB_DAMAGE_FACTOR | 2 | Used to balance the damage done while bombing. | |
BIGGEST_AGILITY_FACTOR_DIFF | 4.0 | biggest factor difference in agility for doing damage (caps to this) | |
BIGGEST_SPEED_FACTOR_DIFF | 3.5 | biggest factor difference in speed for doing damage (caps to this) | |
TOP_SPEED_DAMAGE_BONUS_FACTOR | 0.025 | A factor for scaling the top speed of a plane into damage buff. If an attacking wing has a speed advantage of any form their speed value will be converted into a percentage bonus with this modifier | |
COMBAT_DAMAGE_STATS_MULTILPIER | 0.2 | ||
COMBAT_BETTER_AGILITY_DAMAGE_REDUCTION | 0.45 | How much the better agility (than opponent's) can reduce their damage to us. | |
COMBAT_BETTER_SPEED_DAMAGE_INCREASE | 0.65 | How much the better Speed (than opponent's) can reduce increase our damage to them. Both of these defines are combined with their sister FACTOR_DIFF defines to create defense or offensive buffs In both cases the maximum bonus or reduction is (BIGGEST_X_FACTOR_DIFF - 1) * COMBAT_BETTER_X_DAMAGE_Y * Damage |
|
COMBAT_MAX_WINGS_AT_ONCE | 10000 | Max amount of air wings in one combat simulation. The higher value, the quicker countries may loose their wings. It's a gameplay balance value. | Deprecated/Unused |
COMBAT_MAX_WINGS_AT_GROUND_ATTACK | 10000 | we can really pounce a land strike and escalate | Deprecated/Unused |
COMBAT_MAX_WINGS_AT_ONCE_PORT_STRIKE | 10000 | we can really pounce a naval strike and escalate | Deprecated/Unused |
AIR_REGION_SUPERIORITY_PIXEL_SCALE | 0.04 | air superiority scale = superiority/(pixels*this) | |
COMBAT_MULTIPLANE_CAP | 3.0 | How many planes can shoot at each plane on other side ( if there are 100 planes we are atttacking COMBAT_MULTIPLANE_CAP * 100 of our planes can shoot ) | |
COMBAT_DAMAGE_SCALE | 1 | Higher value = more shot down planes | |
COMBAT_DAMAGE_SCALE_CARRIER | 5 | same as above but used inside naval combat for carrier battles | |
DETECT_CHANCE_FROM_OCCUPATION | 0.10 | How much the controlled provinces in area affects the air detection base value. | |
DETECT_CHANCE_FROM_RADARS | 0.5 | How much the radars in area affects detection chance. | |
DETECT_CHANCE_FROM_AIRCRAFTS_EFFECTIVE_COUNT | 3000 | Max amount of aircrafts in region to give full detection bonus. | |
DETECT_CHANCE_FROM_AIRCRAFTS | 0.8 | How much aircrafts in region improves air detection (up to effective count). | |
DETECT_CHANCE_FROM_NIGHT | -0.2 | How much the night can reduce the air detection. (see static modifiers to check how weather affects it too.) | |
DETECT_EFFICIENCY_BASE | 0.1 | Base value for detection efficiency (once something detected, efficiency says how many airplanes was detected). | |
DETECT_EFFICIENCY_FROM_RADAR | 0.7 | How much radars affect the efficiency. | |
DETECT_EFFICIENCY_RANDOM_FACTOR | 0.1 | How much randomness is in amount of detected aircrafts. | |
DAY_NIGHT_COVERAGE_FACTOR | 0.5 | The max night coverage in a region that is still considered to be day-time when determining if day/night air missions shall run. | |
HOURS_DELAY_AFTER_EACH_COMBAT | 4 | How many hours needs the wing to be ready for the next combat. Use for tweaking if combats happens too often. (generally used as double because of roundtrip) | |
PORT_STRIKES_DELAY_MULTIPLIER | 2 | multplies HOURS_DELAY_AFTER_EACH_COMBAT if port strikes | |
CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT | 3 | how often carrier planes do battle inside naval combat | |
CARRIER_SIZE_STAT_INCREMENT | 10 | Each Point of carrier_size state adds capacity for this many planes | |
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 successfull strike. | |
NAVAL_STRIKE_DAMAGE_TO_STR | 1.0 | Balancing value to convert damage ( naval_strike_attack * hits ) to Strength reduction. | |
NAVAL_STRIKE_DAMAGE_TO_ORG | 1.5 | Balancing value to convert damage ( naval_strike_attack * hits ) to Organisation reduction. | |
NAVAL_STRIKE_CARRIER_MULTIPLIER | 10.0 | damage bonus when planes are in naval combat where their carrier is present (and can thus sortie faster and more effectively) | |
FIELD_EXPERIENCE_SCALE | 0.0004 | ||
FIELD_EXPERIENCE_MAX_PER_DAY | 2 | Most xp you can gain per day | |
CLOSE_AIR_SUPPORT_EXPERIENCE_SCALE | 0.0005 | How much the experinence gained by CAS is scaled | |
PARADROP_EXPERIENCE_SCALE | 0.03 | How much the experinence gained by paradropping is scaled | |
BOMBING_DAMAGE_EXPERIENCE_SCALE | 0.0002 | How much the experinence gained by bombing is scaled | |
EXPERIENCE_SCALE_ATTACK_LOGISTICS_NO_TRUCK_CONSUMERS | 0.0001 | How much country experinence gained by attacking consumers who aren't motorized | |
EXPERIENCE_SCALE_ATTACK_LOGISTICS_NODE_AND_TRAINS | 0.0002 | How much country experinence gained by attacking node/trains | |
EXPERIENCE_SCALE_ATTACK_LOGISTICS_TRUCKS | 0.0002 | How much country experinence gained by attacking trucks | |
FIELD_EXPERIENCE_FACTOR | 0.7 | Factor all air experience gain from missions by this | |
AI_ALLOWED_PLANES_KEPT_IN_RESERVE | 0.10 | AI allowed planes is reduced by this percentage. Overflow will be distributed to the next valid order. Worst case, this will result in this % of planes no being assigned any order. | |
ACCIDENT_CHANCE_BASE | 0.1 | Base chance % (0 - 100) for accident to happen. Reduced with higher reliability stat. | |
ACCIDENT_CHANCE_CARRIER_MULT | 1.5 | The total accident chance is scaled up when it happens on the carrier ship. | |
ACCIDENT_CHANCE_BALANCE_MULT | 0.10 | Multiplier for balancing how often the air accident really happens. The higher mult, the more often. | |
ACCIDENT_CHANCE_RELIABILITY_MULT | 2.0 | Multiplier to accident chance per point of missing reliability. | |
ACCIDENT_EFFECT_MULT | 0.007 | Multiplier for balancing the effect of accidents | |
ACE_DEATH_CHANCE_BASE | 0.005 | Base chance % for ace pilot die when an airplane is shot down in the Ace wing. | |
ACE_DEATH_BY_OTHER_ACE_CHANCE | 1.0 | chance to an ace dying by another ace if it was hit by ace in combat | |
ACE_DEATH_CHANCE_PLANES_MULT | 0.001 | The more airplanes was lost in a single airplanes (more bloody it was) the higher chance of Ace to die. | |
AIR_AGILITY_TO_NAVAL_STRIKE_AGILITY | 0.02 | conversion factor to bring agility in line with ship AA | |
ACE_EARN_CHANCE_BASE | 0.01 | Base chance % for ace pilot creation roll to happen. Happens only when successfully kill airplane/ship or damage the buildings. | |
ACE_EARN_CHANCE_PLANES_MULT | 0.005 | Ace generation chance per aircraft. Chance is rolled twice because decimal numbers can't be small enough | |
AIR_DAMAGE_TO_DIVISION_LOSSES | 1.0 | factor for conversion air damage to division losses for details statistics of air wings | |
AIR_NAVAL_KAMIKAZE_DAMAGE_MULT | 20.0 | Balancing value to increase usual damage to Strength for Kamikaze | |
AIR_NAVAL_KAMIKAZE_LOSSES_MULT | 4.0 | Balancing value to increase usual losses if Kamikaze participating in the battle | |
BASE_KAMIKAZE_DAMAGE | 2.0 | Base Kamikaze death rate | |
BASE_KAMIKAZE_TARGETING | 2.0 | Kamikaze can't be a bad target | |
BASE_STRATEGIC_BOMBING_HIT_SHIP_CHANCE | 0.01 | Chance to hit a ship in port when it is bombed. | |
BASE_STRATEGIC_BOMBING_HIT_SHIP_DAMAGE_FACTOR | 50 | ||
BASE_STRATEGIC_BOMBING_HIT_PLANE_CHANCE | 0.5 | Chance to hit a plane in airbase when it is bombed. | |
BASE_STRATEGIC_BOMBING_HIT_PLANE_DAMAGE_FACTOR | 0.2 | ||
STRATEGIC_BOMBER_NUKE_AIR_SUPERIORITY | 0.75 | How much air superiority is needed for a tactical bomber to be able to nuke a province | |
AGGRESSION_THRESHOLD | { 0.0, 0.25, 0.5 } | Threshold levels for mission aggressivity for air | |
ACE_WING_SIZE | 100 | size of wing ace bonuses are set up for. if lower more bonus, if higher less bonus | |
ACE_WING_SIZE_MAX_BONUS | 2 | biggest bonus we can get from having a small wing with an ace on | |
NO_SEARCH_MISSION_DETECT_FACTOR | -0.5 | value of planes not on active search missions for detection | |
SUPPLY_NEED_FACTOR | 0.28 | multiplies supply usage | |
SUPPLY_PRIO_FACTOR | 100.0 | Effect of supply need per unit for target province picking for air supply | |
CAPACITY_PENALTY | 2 | scales penalty of having overcrowded bases. | |
AIR_COMBAT_FINAL_DAMAGE_SCALE | 0.015 | % how many max disrupted only planes are alloed to die in a single combat | |
AIR_COMBAT_FINAL_DAMAGE_PLANES | 50 | scaling/control for when only very few planes exist to stop roundoff issues | |
AIR_COMBAT_FINAL_DAMAGE_PLANES_FACTOR | 0.1 | ||
AA_INDUSTRY_AIR_DAMAGE_FACTOR | -0.12 | 5x levels = 60% defense from bombing | |
NAVAL_STRIKE_DETECTION_BALANCE_FACTOR | 0.5 | 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 | 0.5 | 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 | |
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 | Efficienct boost for more ground crews | |
EFFICIENCY_REGION_CHANGE_PENALTY_FACTOR | 0.9 | Penalty applied for changing region | |
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_DEFAULT | 1 | Gain should be changed in increments of 0.024 due to precision. Default how much efficiency to regain per day. Gain applied hourly. |
|
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_CAS | 0.888 | How much efficiency to regain per day. Gain applied hourly. | |
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_NAVAL_BOMBER | 0.192 | How much efficiency to regain per day. Gain applied hourly. | |
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_TACTICAL_BOMBER | 0.192 | How much efficiency to regain per day. Gain applied hourly. | |
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_FIGHTER | 0.888 | How much efficiency to regain per day. Gain applied hourly. | |
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_STRATEGIC_BOMBER | 0.072 | How much efficiency to regain per day. Gain applied hourly. | |
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_MARITIME_PATROL_PLANE | 1 | ||
AIR_WING_XP_MAX | 1000.0 | Per plane XP. | |
AIR_WING_XP_LEVELS | { 100, 300, 700, 900 } | Experience needed to progress to the next level | |
AIR_WING_XP_LOSS_WHEN_KILLED | 300 | if a plane dies, the game assumes that a pilot with this amount of xp died and recalcs average. | |
AIR_WING_XP_TRAINING_MAX | 300.0 | Max average XP achieved with training. | |
AIR_WING_XP_TRAINING_MISSION_GAIN_DAILY | 7.0 | Daily gain when running training exercise mission | |
AIR_WING_XP_AIR_VS_AIR_COMBAT_GAIN | 0.8 | Wings in combat gain extra XP | |
AIR_WING_XP_GROUND_MISSION_COMPLETED_GAIN | 0.28 | Bombers bombing, CAS cassing, NBs nbing, kamikazees kamikazeeing, etc. | |
AIR_WING_XP_RECON_MISSION_COMPLETED_GAIN | 0.05 | recon mission | |
AIR_WING_COUNTRY_XP_FROM_TRAINING_FACTOR | 0.003 | Factor on country Air XP gained from wing training | |
AIR_WING_XP_TRAINING_MISSION_ACCIDENT_FACTOR | 0.2 | Training exercises cause more accidents | |
AIR_WING_XP_LOSS_REDUCTION_OVER_FRIENDLY_TERRITORY_FACTOR | 0.3 | Reduction on XP loss over friendly territory | |
DISRUPTION_FACTOR | 4.0 | multiplier on disruption damage to scale its effects on planes | |
DISRUPTION_FACTOR_CARRIER | 6.0 | multiplier on disruption damage to scale its effects on carrier vs carrier planes | |
DISRUPTION_SPEED_FACTOR | 1.0 | ||
DISRUPTION_AGILITY_FACTOR | 0.0 | ||
DISRUPTION_ATTACK_FACTOR | 0.0 | ||
DISRUPTION_DETECTION_FACTOR | 1.0 | ||
ESCORT_FACTOR | 2.0 | ||
ESCORT_SPEED_FACTOR | 1.0 | ||
ESCORT_AGILITY_FACTOR | 1.0 | ||
ESCORT_ATTACK_FACTOR | 1.0 | ||
DISRUPTION_DEFENCE_DEFENCE_FACTOR | 0.5 | ||
DISRUPTION_DEFENCE_SPEED_FACTOR | 1.0 | ||
DISRUPTION_DEFENCE_ATTACK_FACTOR | 0.5 | ||
CARRIER_PLANES_AMOUNT_FOR_POSITIONING | 50 | below this amount of planes on a carrier we no longer get max benefit on enemy positioning | |
CAS_NIGHT_ATTACK_FACTOR | 0.1 | CAS damaged get multiplied by this in land combats at night | |
AIR_WING_ATTACK_LOGISTICS_NO_TRUCK_DISRUPTION_FACTOR | 0.02 | If a unit isn't motorized, still disrupt its supply by damage * this | |
AIR_WING_ATTACK_LOGISTICS_TRUCK_DAMAGE_FACTOR | 0.27 | ||
AIR_WING_ATTACK_LOGISTICS_INFRA_DAMAGE_SPILL_FACTOR | 0.0016 | Portion of truck damage to additionally deal to infrastructure | |
AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_FACTOR | 0.040 | ||
AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_DISRUPTION_MITIGATION | 6.0 | Multiply Train Damage by (Smooth / (Smooth + (Disruption * Mitigation))) | |
AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_DISRUPTION_SMOOTHING | 5.0 | ||
AIR_WING_ATTACK_LOGISTICS_RAILWAY_DAMAGE_SPILL_FACTOR | 0.006 | Portion of train damage to additionally deal to railways | |
AIR_WING_ATTACK_LOGISTICS_DISRUPTION_MIN_DAMAGE_FACTOR | 0.1 | Multiply train damage by this factor, scale from 1.0 at 0 disruption to this at AIR_WING_ATTACK_LOGISTICS_MAX_DISRUPTION_DAMAGE_TO_CONSIDER | |
AIR_WING_ATTACK_LOGISTICS_MAX_DISRUPTION_DAMAGE_TO_CONSIDER | 15.0 | see above | |
AIR_WING_ATTACK_LOGISTICS_DIRECT_DISRUPTION_DAMAGE_FACTOR | 0.01 | Disruption damage to supply throughput done by bombing damage, not dependant on killing trains which also causes diruption. | |
AIR_WING_ATTACK_LOGISTICS_TRUCK_MAX_FACTOR | 0.3 | max trucks we can destroy in one instance of a logistics strike | |
SECONDARY_DAMAGE_STRAT | 0.2 | how much damage gets translated to railway guns for strat bombing | |
SECONDARY_DAMAGE_LOGISTICS | 1.0 | how much damage gets translated to railway guns for logistic strike | |
INTERCEPTION_DISTANCE_SCALE | 50 | At this many pixels of path length, full interception efficiency is applied to air missions. Lerp from 0. | |
INTERCEPTION_DAMAGE_SCALE | 0.3 | Multiply the interception damage with this value. Works as a cap when interception distance is at maximum. | |
MIN_PLANE_COUNT_PARADROP | 50 | ||
MIN_PLANE_COUNT_AIR_SUPPLY | 1 | ||
BASE_UNIT_WEIGHT_IN_TRANSPORT_PLANES | 45.0 | ||
MANPOWER_LOSS_RATIO_PLANE_SHOT | 0.10 | The loss ratio of manpower for a shot plane. | |
MISSION_COMMAND_POWER_COSTS | { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.05, 0.0, 0.0, 0.0, 0.0, 0.0 } | command power cost per plane to create a mission AIR_SUPERIORITY CAS INTERCEPTION STRATEGIC_BOMBER NAVAL_BOMBER DROP_NUKE PARADROP NAVAL_KAMIKAZE PORT_STRIKE ATTACK_LOGISTICS AIR_SUPPLY TRAINING NAVAL_MINES_PLANTING NAVAL_MINES_SWEEPING RECON NAVAL_PATROL |
|
MISSION_FUEL_COSTS | { 1.0, 1.0, 0.2, 1.0, 1.0, 1.0, 1.0, 0.75, 1.2, 1.2, 1.0, 0.6, 1.0, 1.0, 1.0, 1.0 } | fuel cost per plane for each mission AIR_SUPERIORITY CAS INTERCEPTION STRATEGIC_BOMBER NAVAL_BOMBER DROP_NUKE PARADROP NAVAL_KAMIKAZE PORT_STRIKE ATTACK_LOGISTICS AIR_SUPPLY TRAINING NAVAL_MINES_PLANTING NAVAL_MINES_SWEEPING RECON NAVAL_PATROL |
|
MAX_FUEL_FLOW_MULT | 1.0 | max fuel flow ratio for planes, which will be multiplied by supply | |
FUEL_COST_MULT | 0.35 | fuel multiplier for all air missions | |
MISSION_EFFICIENCY_MULT_AT_LACK_OF_FUEL | 0.25 | multiplier for mission efficiency when a base lacks fuel | |
BOMBING_TARGETING_RANDOM_FACTOR | 0.25 | % of picking the wrong target | |
BOMBING_PROV_BUILD_PRIO_SCALE | 1.5 | Scale of the selected priority for provincial buildings | |
BOMBING_STATE_BUILD_PRIO_SCALE | 1.5 | Scale of the selected priority for state buildings | |
BOMBING_INFRA_PRIO_SCALE | 0.7 | Scale of the selected priority for infastryctyre | |
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 | 0.5 | multiplier for strategic impact of non-core bombing | |
RECON_LAND_SPOT_CHANCE | 0.02 | scale factor on spotting lan | |
REINFORCEMENT_DISABLING_DURATION_IN_LAND_CARRIER_TRANSFER | 48 | The reinforcement disabling duration in hours when transfering from land to carrier and vice versa | |
THRUST_WEIGHT_AGILITY_FACTOR | 0.5 | For plane designs, additive agility bonus per point of thrust exceeding weight | |
MAX_QUICK_WING_SELECTION | 3 | Max possible selection for airwing quick deploy | |
USE_SINGLE_NAVAL_ARMAMENT_CATEGORY | true | If true, only the armament module category that inflicts the greatest damage to naval targets will contribute naval strike and port strike mission specific stats. Only modules with both naval_strike_attack and naval_strike_targetting are considered. This is used to prevent torpedo_mounting and bomb_locks stats from stacking. | |
PORT_STRIKE_DAMAGE_FACTOR | 1.0 | How much damage is dealt to ports during a port strike (per plane damage [complex number] * num flying planes * define) |
Name | Default | Developer comment | Usage |
---|---|---|---|
WAR_SCORE_GAIN_FOR_SUNK_SHIP_MANPOWER_FACTOR | 0.004 | Peace Conference war score gained for every manpower killed when sinking a ship |
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WAR_SCORE_GAIN_FOR_SUNK_SHIP_PRODUCTION_COST_FACTOR | 0.020 | war score gained for every IC of the sunk ship | |
WAR_SCORE_GAIN_FOR_SUNK_CONVOY | 0.08 | war score gained for every sunk convoy | |
WAR_SCORE_DECAY_FOR_BUILT_CONVOY | 0.01 | war score deducted when convoy-raided enemy produces one new convoy | |
PEACE_ACTION_TRANSFER_NAVY_EXPERIENCE_RETAINED | 0.25 | % of experience to retain after being transferred in a peace conference | |
NAVAL_INVASION_PRIORITY | 1 | Convoy Priorities START Default convoy priority for naval invasions |
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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 | |
RESOURCE_PURCHASE_PRIORITY | 6 | Default convoy priority for export equipment purchase | |
ADMIRAL_TASKFORCE_CAP | 10 | Convoy Priorities END admirals will start getting penalties after this amount of taskforces |
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DETECTION_CHANCE_MULT_BASE | 0.1 | base multiplier value for detection chance. Later the chance is an average between our detection and enemy visibility, mult by surface/sub detection chance in the following defines. | |
DETECTION_CHANCE_MULT_RADAR_BONUS | 0.1 | detection chance bonus from radars. | |
DETECTION_CHANCE_MULT_AIR_SUPERIORITY_BONUS | 0.25 | bonus from air superiority. | |
MAX_CAPITALS_PER_AUTO_TASK_FORCE | 5 | maximum number of capital ships the auto-task force creation will put together when designing SurfaceActionGroup | |
MAX_SUBMARINES_PER_AUTO_TASK_FORCE | 30 | maximum number of submarines the auto-task force creation will put together when designing wolfpack | |
BEST_CAPITALS_TO_CARRIER_RATIO | 1 | capitals / carriers ratio used when auto-task force creation designs CarrierTaskForce | |
BEST_CAPITALS_TO_SCREENS_RATIO | 0.25 | capitals / screens ratio used for creating FEX groups in naval combat | |
COMBAT_BASE_HIT_CHANCE | 0.1 | base chance for hit | |
COMBAT_MIN_HIT_CHANCE | 0.05 | never less hit chance then this? | |
COMBAT_EVASION_TO_HIT_CHANCE | 0.007 | we take ship evasion stats, and mult by this value, so it gives hit chance reduction. So if reduction is 0.025 and ship evasion = 10, then there will be 0.25 (25%) lower hit chance. (Fe. 50% base -25% from evasion +10% bcoz it's very close). | |
COMBAT_EVASION_TO_HIT_CHANCE_TORPEDO_MULT | 10.0 | the above evasion hit chance is multiplied by 400% if shooting with torpedoes. Torpedoes are slow, so evasion matters more. | |
MIN_HIT_PROFILE_MULT | 0.0 | largest hit profile penalty to hitting | |
COMBAT_LOW_ORG_HIT_CHANCE_PENALTY | -0.5 | % of penalty applied to hit chance when ORG is very low. | |
COMBAT_LOW_MANPOWER_HIT_CHANCE_PENALTY | -0.25 | % of penalty applied to hit chance when manpower is very low. | |
COMBAT_DAMAGE_RANDOMNESS | 0.5 | random factor in damage. So if max damage is fe. 10, and randomness is 30%, then damage will be between 7-10. | |
COMBAT_TORPEDO_CRITICAL_CHANCE | 0.1 | chance for critical hit from torpedo. | |
COMBAT_TORPEDO_CRITICAL_DAMAGE_MULT | 2.0 | multiplier to damage when got critical hit from torpedo. (Critical hits are devastating as usualy torpedo_attack are pretty high base values). | |
COMBAT_DAMAGE_TO_STR_FACTOR | 0.6 | casting damage value to ship strength multiplier. Use it ot balance the game difficulty. | |
COMBAT_DAMAGE_TO_ORG_FACTOR | 1.0 | casting damage value to ship organisation multiplier. Use it to balance the game difficulty. | |
NAVY_MAX_XP | 100 | ||
COMBAT_ON_THE_WAY_INIT_DISTANCE_BALANCE | 0.25 | Value to balance initial distance to arrive for ships that are "on the way" | |
COMBAT_CHASE_RESIGNATION_HOURS | 8 | Before we resign chasing enemy, give them some minimum time so the combat doesn't end instantly. | |
COMBAT_MAX_GROUPS | 1 | Max amount of "Fire Exchange" groups (FEX). | |
COMBAT_MIN_DURATION | 8 | Min combat duration before we can retreat. It's a balancing variable so it's not possible to always run with our weak ships agains big flotillas. | |
COMBAT_INITIAL_DURATION | 6 | Number of hours that is considered the "initial phase" of naval combat, used for modifiers like surprise attack during "initial combat" | |
COMBAT_RETREAT_DECISION_CHANCE | 0.22 | There is also random factor in deciding if we should retreat or not. That causes a delay in taking decision, that sooner or later will be picked. It's needed so damaged fast ships won't troll the combat. | |
COMBAT_DETECTED_CONVOYS_FROM_SURFACE_DETECTION_STAT | 0.1 | Each 1.0 of surface_detection that ship has (equipment stat), gives x% of convoys discovered from total travelling along the route. | |
COMBAT_BASE_CRITICAL_CHANCE | 0.05 | Base chance for receiving a critical chance. It get's scaled down with ship reliability. | |
COMBAT_CRITICAL_DAMAGE_MULT | 5.0 | Multiplier for the critical damage. Scaled down with the ship reliability. | |
COMBAT_ARMOR_PIERCING_CRITICAL_BONUS | 1.0 | Bonus to critical chance when shooter armor piercing is higher then target armor. | |
COMBAT_ARMOR_PIERCING_DAMAGE_REDUCTION | 0 | All damage reduction % when target armor is >= then shooter armor piercing. (depricated) | |
REPAIR_AND_RETURN_PRIO_LOW | 0.2 | % of total Strength. When below, navy will go to home base to repair. | |
REPAIR_AND_RETURN_PRIO_MEDIUM | 0.5 | % of total Strength. When below, navy will go to home base to repair. | |
REPAIR_AND_RETURN_PRIO_HIGH | 0.9 | % of total Strength. When below, navy will go to home base to repair. | |
REPAIR_AND_RETURN_PRIO_LOW_COMBAT | 0.6 | % of total Strength. When below, navy will go to home base to repair (in combat). | |
REPAIR_AND_RETURN_PRIO_MEDIUM_COMBAT | 0.3 | % of total Strength. When below, navy will go to home base to repair (in combat). | |
REPAIR_AND_RETURN_PRIO_HIGH_COMBAT | 0.1 | % of total Strength. When below, navy will go to home base to repair (in combat). | |
REPAIR_AND_RETURN_AMOUNT_SHIPS_LOW | 0.2 | % of total damaged ships, that will be sent for repair-and-return in one call. | |
REPAIR_AND_RETURN_AMOUNT_SHIPS_MEDIUM | 0.4 | % of total damaged ships, that will be sent for repair-and-return in one call. | |
REPAIR_AND_RETURN_AMOUNT_SHIPS_HIGH | 0.8 | % of total damaged ships, that will be sent for repair-and-return in one call. | |
REPAIR_AND_RETURN_UNIT_DYING_STR | 0.2 | Str below this point is considering a single ship "dying", and a high priority to send to repair. | |
EXPERIENCE_LOSS_FACTOR | 1.00 | percentage of experienced solders who die when manpower is removed | |
NAVY_EXPENSIVE_IC | 5500 | How much IC is considering the fleet to be expensive. Those expensive will triger 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 | scale of bonus that decreases "amphibious penalty" during combat, relative to invading transporter tech. | |
BASE_CARRIER_SORTIE_EFFICIENCY | 0.5 | factor of planes that can sortie by default from a carrier | |
CONVOY_ATTACK_BASE_FACTOR | 0.15 | base % of convoys that get intercepted | |
NAVAL_SPEED_MODIFIER | 0.1 | basic speed control | |
NAVAL_RANGE_TO_INGAME_DISTANCE | 0.12 | Scale the ship stats "naval_range" 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 | |
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 | 6 | hours from start of combat when only carriers, capitals and subs get to attack | |
ALL_SHIPS_ACTIVATE_TIME | 8 | hours where all get to attack | |
MINIMUM_SHIP_SPEED | 1.0 | slowest speed a ship can have | |
REPAIR_SPLIT_TASKFORCE_SIZE | 5 | if a country does not have empty naval naval bases for repairs, it will split ships with this sizes and distribute them around | |
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 | |
CONVOY_SPOTTING_COOLDOWN | 0.3 | % of travel time | |
CONVOY_SPOTTING_COOLDOWN_MIN | 36 | minimum cooldown time | |
CONVOY_SPOTTING_COOLDOWN_MAX | 168 | maximum cooldown time | |
CONVOY_SPOTTING_COOLDOWN_MIN_FROM_EFFICIENCY | 15 | clamped min value after screening efficiency has been applied | |
MISSION_FUEL_COSTS | { 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.6, 0.0, 1.0 } | fuel cost for each mission HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving) PATROL STRIKE FORCE (does not cost fuel at base, and uses IN_COMBAT_FUEL_COST in combat. this is just for the movement in between) CONVOY RAIDING CONVOY ESCORT MINES PLANTING MINES SWEEPING TRAIN RESERVE_FLEET (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving) NAVAL_INVASION_SUPPORT (does not cost fuel at base, only costs while doing bombardment and escorting units) |
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HOLD_MISSION_MOVEMENT_COST | 1.0 | ships on hold cost this much fuel while moving | |
ON_BASE_FUEL_COST | 0.0 | ships that waits at naval bases cost this ratio | |
IN_COMBAT_FUEL_COST | 2.0 | ships in combat will get this ratio for fuel cost | |
TRAINING_FUEL_COST_FOR_ESCORT_SHIPS | 0.15 | ships that are on training mission but not training (ie they are at max xp and training will cancel at max xp) will consume this ratio of fuel | |
MAX_FUEL_FLOW_MULT | 2.0 | max fuel flow ratio for ships, which will be multiplied by supply | |
FUEL_COST_MULT | 0.10 | fuel multiplier for all naval missions | |
OUT_OF_FUEL_SPEED_FACTOR | -0.75 | ||
OUT_OF_FUEL_RANGE_FACTOR | -0.75 | ||
OUT_OF_FUEL_ATTACK_FACTOR | -0.5 | ||
OUT_OF_FUEL_TORPEDO_FACTOR | -0.8 | ||
MISSION_SPREADS | { 0.0, 0.0, 0.0, 0.0, 0.0, 0.7, 0.7, 0.5, 0.0, 0.0 } | mission spreads in the case a ship join combat, which is calculated for number of ships that will be in combat. 1 means no ship will be at start HOLD PATROL STRIKE FORCE CONVOY RAIDING CONVOY ESCORT MINES PLANTING MINES SWEEPING TRAIN RESERVE_FLEET NAVAL_INVASION_SUPPORT |
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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! |
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AGGRESION_MULTIPLIER_FOR_COMBAT | 1.2 | ships are more aggresive in combat | |
AGGRESSION_ARMOR_EFFICIENCY_MULTIPLIER | 1.0 | armor to enemy piercing ratio is multiplied by this value, which will increase the strength of ships while considering them for aggression | |
AGGRESSION_MIN_ARMOR_EFFICIENCY | 0.5 | armor multiplier has a min and max caps while being factored in aggression | |
AGGRESSION_MAX_ARMOR_EFFICIENCY | 1.5 | armor multiplier has a min and max caps while being factored in aggression | |
AGGRESSION_LIGHT_GUN_EFFICIENCY_ON_LIGHT_SHIPS | 1.0 | ratio for scoring for different gun types against light ships | |
AGGRESSION_HEAVY_GUN_EFFICIENCY_ON_LIGHT_SHIPS | 0.25 | ratio for scoring for different gun types against light ships | |
AGGRESSION_TORPEDO_EFFICIENCY_ON_LIGHT_SHIPS | 0.1 | ratio for scoring for different gun types against light ships | |
AGGRESSION_LIGHT_GUN_EFFICIENCY_ON_HEAVY_SHIPS | 0.1 | ratio for scoring for different gun types against heavy ships | |
AGGRESSION_HEAVY_GUN_EFFICIENCY_ON_HEAVY_SHIPS | 1.0 | ratio for scoring for different gun types against heavy ships | |
AGGRESSION_TORPEDO_EFFICIENCY_ON_HEAVY_SHIPS | 1.1 | ratio for scoring for different gun types against heavy ships | |
AGGRESSION_CONVOY_STRENGTH_FACTOR | 0.3 | convoys in combat gets a penalty to their strength in aggression calculations | |
SUBMARINE_ESCAPE_RATIOS | { 1000, 15, 3.0, 1.0, 0.1 } | subs will escape battle in convoy raid if there are enemies that can attack do not engage low medium high I am death incarnate! |
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MIN_REPAIR_FOR_JOINING_COMBATS | { 0.0, 0.5, 0.7, 0.9 } | strikeforces/patrol forces will not join combats if they are not repaired enough do not repair low medium high |
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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 |
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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 |
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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 |
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SUPREMACY_PER_SHIP_PER_MANPOWER | 0.05 | supremacy of a ship is calculated using its IC, manpower and a base define | |
SUPREMACY_PER_SHIP_PER_IC | 0.005 | ||
SUPREMACY_PER_SHIP_BASE | 0 | ||
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 | 0.5 | 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 | 50.0 | Amount of strength loss when hit by naval mine | |
NAVAL_MINES_ACCIDENT_ORG_LOSS_FACTOR | 0.5 | 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, propotional to the maximum strength of the ship | |
TRAINING_ACCIDENT_ORG_LOSS_FACTOR | 0.3 | Amount of current organization the ship lose | |
ACCIDENTS_CHANCE_BALANCE_FACTOR | 0.04 | General chance for naval accidents for balancing the gameplay. | |
TRAINING_EXPERIENCE_FACTOR | 0.3 | The Formula: Min( TRAINING_MAX_DAILY_COUNTRY_EXP * Ratio, TRAINING_DAILY_COUNTRY_EXP_FACTOR * ( TRAINING_DAILY_COUNTRY_EXP_SHIP_RATIO_FACTOR * TrainingShipCount / CountryShipCount + TRAINING_DAILY_COUNTRY_EXP_MANPOWER_FACTOR * Manpower + TRAINING_DAILY_COUNTRY_EXP_MANPOWER_RATIO_FACTOR * Manpower / CountryShipCount ) ) Amount of exp each ship gain every 24h while training (before modifiers) |
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TRAINING_DAILY_COUNTRY_EXP_FACTOR | 0.001 | Factor used to scale the Daily Country Navy XP gain | |
TRAINING_DAILY_COUNTRY_EXP_MANPOWER_FACTOR | 0.006 | Factor used to scale the sum of the training manpower for the Daily Country Navy XP gain | |
TRAINING_DAILY_COUNTRY_EXP_MANPOWER_RATIO_FACTOR | 0.01 | Factor used to scale the sum of the manpower divided by the country's number of ship for the Daily Country Navy XP gain | |
TRAINING_DAILY_COUNTRY_EXP_SHIP_RATIO_FACTOR | 300.0 | Factor used to scale the ratio of training ships for the Daily Country Navy XP gain | |
TRAINING_MAX_DAILY_COUNTRY_EXP | 3.5 | Maximum navy XP daily gain | |
TRAINING_MIN_STRENGTH | 0.1 | if strength is less than this, the unit will not contribute to training and cant be damaged by training | |
TRAINING_ORG | 0.2 | max organization on traiaing mission | |
BASE_SPOTTING | 1 | base spotting percentage for navy | |
BASE_SPOTTING_FROM_RADAR | 5 | base spotting percentage that comes from full radar coverage | |
NAVY_SPOTTER_DETECTION_FACTOR | 0.1 | multiplier for task forces' detection value before logistic transform | |
BASE_SPOTTING_FROM_NAVY | 10 | base spotting percentage that comes from task forces in area | |
AIR_SPOTTER_NORMALIZED_AIRWING_SIZE | 100 | each plane will contribute 1/this of the air-wing's detection stat | |
AIR_SPOTTER_DETECTION_FACTOR | 0.025 | multiplier for air-wings' detection value before logistic transform | |
BASE_SPOTTING_FROM_AIR | 20 | base spotting percentage that comes from air-wings in area | |
BASE_SPOTTING_FROM_DECRYPTION | 10 | base spotting percentage that comes from decryption, can go negative (enemy decryption is subtracted) | |
MIN_SPOTTING_PROGRESS | 0.01 | Minimum spotting progress (in percent) per hourly tick | |
AIR_MISSION_SPOTTING_FACTORS | { 0.50, 0, 0.25, 0, 0.50, 0, 0, 0.25, 0, 0, 0, 0, 0.25, 0.50, 1.00, 1.50 } | Multiplier for air-wings' spotting contribution per mission type AIR_SUPERIORITY CAS INTERCEPTION STRATEGIC_BOMBER NAVAL_BOMBER DROP_NUKE PARADROP NAVAL_KAMIKAZE PORT_STRIKE ATTACK_LOGISTICS AIR_SUPPLY TRAINING NAVAL_MINES_PLANTING NAVAL_MINES_SWEEPING RECON NAVAL_PATROL |
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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 visiblity 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: overriden to 0 if the total number of ships in the task force is less than four. | |
INTEL_LEVEL_LOW_STRENGTH_ESTIMATE_HALF_RANGE_PERCENTAGE | 20 | Integer representing the maximum offset of the estimated enemy strength to the original, in percentage (divided by 100 in code). For spotting level "low". | |
INTEL_LEVEL_MEDIUM_STRENGTH_ESTIMATE_HALF_RANGE_PERCENTAGE | 10 | Same as above for spotting level "medium" | |
BASE_SPOTTING_SPEED | 0.0 | daily base spotting speed | |
BASE_ESCAPE_SPEED | 0.045 | daily base escape speed (gained as percentagE) | |
SPEED_TO_ESCAPE_SPEED | 0.95 | ratio to converstion from ship speed to escape speed (divided by hundred) | |
ESCAPE_SPEED_PER_COMBAT_DAY | 0.01 | daily increase in escape speed during combat duration | |
MAX_ESCAPE_SPEED_FROM_COMBAT_DURATION | 0.15 | max escape speed that will be gained from combat duration | |
ESCAPE_SPEED_SUB_BASE | 0.08 | subs get faster escape speed. gets replaced by hidden version below if hidden | |
ESCAPE_SPEED_HIDDEN_SUB | 0.18 | hidden subs get faster escape speed | |
SUB_DETECTION_CHANCE_BASE | 5 | to start spotting a submarine, a dice is rolled and checked if it succeeds this percentage. if not, that enemy sub force won't be spotted on this tick | |
SUB_DETECTION_CHANCE_BASE_SPOTTING_EFFECT | 0.5 | effect of base spotting for initial spotting of pure submarine forces. this along with next value is added together and rolled against a random to start spotting | |
SUB_DETECTION_CHANCE_SPOTTING_SPEED_EFFECT | 2.0 | effect of spotting speed for initial spotting of pure submarine forces. this along with prev value is added together and rolled against a random to start spotting | |
SUB_DETECTION_CHANCE_BASE_SPOTTING_POW_EFFECT | 1.5 | effect of spotting speed will be powered by this for initial spotting of pure submarine forces. this along with prev value is added together and rolled against a random to start spotting | |
BASE_CONVOY_SPOTTING_SPEED | 0.0 | daily base spotting speed against convoys | |
BASE_UNIT_TRANSFER_SPOTTING_SPEED | 0.0 | daily base spotting speed against unit trans | |
BASE_NAVAL_INVASION_SPOTTING_SPEED | 0.0 | daily base spotting speed against unit transfers | |
CONVOY_SPOTTING_SPEED_MULT | 1.0 | spotting speed mult against convoys | |
UNIT_TRANSFER_SPOTTING_SPEED_MULT | 5.0 | spotting speed mult against unit transfers | |
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 (counvoy_count ^ SPOTTING_MOD_FOR_CONVOY_COUNT) | |
UNIT_TRANSFER_DETECTION_CHANCE_BASE | 8.0 | unit transfer and naval invasion base chance detection percentage (if this fails, no detection is done on that tick) | |
BASE_SPOTTING_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING | 2.4 | same as BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys | |
SPOTTING_SPEED_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING | 0.12 | same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys | |
BASE_SPOTTING_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING | 2.4 | same as BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys | |
SPOTTING_SPEED_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING | 0.12 | same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys | |
MIN_GUN_COOLDOWN | 0.1 | minimum cooldown for a gun | |
BASE_GUN_COOLDOWNS | { 1.0, 4.0, 1.0 } | number of hours for a gun to be ready after shooting big guns torpedoes small guns |
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BASE_JOIN_COMBAT_HOURS | 2 | the taskforces that wants to join existing combats will wait for at least this amount | |
LOW_ORG_FACTOR_ON_JOIN_COMBAT_DURATION | 4.0 | low org of the ships will be factored in when a taskforce wants to join combat | |
BASE_POSITIONING | 1.0 | base value for positioning | |
RELATIVE_SURFACE_DETECTION_TO_POSITIONING_FACTOR | 0.01 | multiples the surface detection difference between two sides. the side with higher detection will get a bonus of this value | |
MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION | 0.0 | will clamp the bonus that you get from detection | |
HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR | 0.25 | if one side has more ships than the other, that side will get this penalty for each +100% ship ratio it has | |
MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO | 0.75 | maximum penalty to get from larger fleets | |
HIGHER_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR | 0.2 | penalty if other side has stronger carrier air force | |
MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR | 0.2 | max penalty from stronger carrier air force | |
POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS | 0.01 | each ship that joins the combat will have this penalty to be added into positioning | |
MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS | 0.25 | the accumulated penalty from new ships will be clamped to this value | |
POSITIONING_PENALTY_HOURLY_DECAY_FOR_NEWLY_JOINED_SHIPS | 0.05 | the accumulated penalty from new ships will decay hourly by this value | |
DAMAGE_PENALTY_ON_MINIMUM_POSITIONING | 0.5 | damage penalty at 0% positioning | |
SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING | 0.5 | screening efficiency (screen to capital ratio) at 0% positioning | |
AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING | 0.7 | AA penalty at 0% positioning | |
SUBMARINE_REVEAL_ON_MINIMUM_POSITIONING | 2.0 | submarine reveal change on 0% positioning | |
SHIP_TO_FLEET_ANTI_AIR_RATIO | 0.25 | total sum of fleet's anti air will be multiplied with this ratio and added to calculations anti-air of individual ships while air damage reduction | |
ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE | 0.225 | received air damage is calculated using following: 1 - ( (ship_anti_air + fleet_anti_air * SHIP_TO_FLEET_ANTI_AIR_RATIO )^ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE ) * ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE | |
ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE | 0.18 | ||
MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE | 0.75 | damage reduction for incoming air attacks is clamped to this value at maximum. | |
CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT | 0.1 | the game will roll between 0-1 and will damage a random part if below this val on naval critical hits | |
CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT_FROM_AIR | 0.1 | the game will roll between 0-1 and will damage a random part if below this val on air critical hits | |
SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CAPITALS | 3.0 | this screen ratio to num capital/carriers is needed for full screening beyond screen line | |
SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS | 0.5 | this screen ratio to num convoys is needed for full screening beyond screen line | |
CAPITAL_RATIO_FOR_FULL_SCREENING_FOR_CARRIERS | 1.0 | this capital ratio to num carriers is needed for full screening beyond screen line | |
CAPITAL_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS | 0.25 | this capital ratio to num convoys is needed for full screening beyond screen line | |
TASK_FORCE_ROLE_TO_INSIGNIA | { 6, 15, 22, 26, 16, 17, 29, 1 } | define the index of the insignia to use for a task force designed for a specific role Role undefined Wolfpack Carrier task force Surface action group Mine layers Mine sweepers Patrol task force Convoy escort |
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MIN_SHIP_COUNT_FOR_TASK_FORCE_ROLE_ASSIGNMENT | 4 | NOTE: you can see the effect of changing the values down below by running the command tfria with a task force selected define the minimum number of ship that should be in a task force for it to be considered a patrol or an escort task force (used to the insignia assignment, see TASK_FORCE_ROLE_TO_INSIGNIA) |
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SURFACE_DETECTION_STAT_FOR_SHIP_TO_BE_PATROL | 16 | amount of surface detection required for a ship to be considered as part of a patrol task force | |
DEPTH_CHARGE_STAT_FOR_SHIP_TO_BE_SUB_HUNTER | 15 | amount of depth charge required for a ship to be considred a sub hunter and so good for convoy escort | |
SUB_DETECTION_STAT_FOR_SHIP_TO_BE_SUB_HUNTER | 2 | amount of sub detection required for a ship to be considered a sub hunter | |
HEAVY_GUN_ATTACK_TO_SHORE_BOMBARDMENT | 0.1 | heavy gun attack value is divided by this value * 100 and added to shore bombardment modifier | |
LIGHT_GUN_ATTACK_TO_SHORE_BOMBARDMENT | 0.05 | light gun attack value is divided by this value * 100 and added to shore bombardment modifier | |
GUN_HIT_PROFILES | { 80.0, 100.0, 45.0 } | hit profiles for guns, if target ih profile is lower the gun will have lower accuracy big guns torpedoes small guns |
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DEPTH_CHARGES_HIT_CHANCE_MULT | 1.1 | multiplies hit chance of small guns | |
DEPTH_CHARGES_DAMAGE_MULT | 0.7 | multiplies damage of depth charges | |
DEPTH_CHARGES_HIT_PROFILE | 100.0 | hit profile for depth charges | |
CONVOY_HIT_PROFILE | 85.0 | convoys has this contant hit profile | |
HIT_PROFILE_MULT | 100.0 | multiplies hit profile of every ship | |
HIT_PROFILE_SPEED_FACTOR | 0.5 | factors speed value when determining it profile (Vis * HIT_PROFILE_MULT * Ship Hit Profile Mult) | |
HIT_PROFILE_SPEED_BASE | 20 | Base value added to hitprofile speed calulation | |
CONVOY_RAID_MAX_REGION_TO_TASKFORCE_RATIO | 1.5 | each taskforce in convoy raid mission can at most cover this many regions without losing efficiency | |
CONVOY_DEFENSE_MAX_CONVOY_TO_SHIP_RATIO | 12.0 | each ship in convoy defense mission can at most cover this many convoys without losing efficiency | |
CONVOY_DEFENSE_MAX_REGION_TO_TASKFORCE_RATIO | 5.0 | each taskforce in convoy defense mission can at most cover this many regions without losing efficiency | |
MINE_SWEEPING_SUPREMACY_EFFICIENCY_MAX_REGION_TO_TASKFORCE_RATIO | 1.0 | mine missions will get lower supremacies if they are assigned more regions than this | |
MINE_PLANTING_SUPREMACY_EFFICIENCY_MAX_REGION_TO_TASKFORCE_RATIO | 1.0 | mine missions will get lower supremacies if they are assigned more regions than this | |
EFFICIENCY_TO_JOIN_COMBAT_RATIO_PENALTY | 1.0 | at lower efficiencies less ships will be able to join combat | |
EFFICIENCY_TO_TIME_TO_JOIN_COMBAT_PENALTY | 100.0 | at lower efficiencies less time to join combat hour will be increased | |
COORDINATION_EFFECT_ON_CONVOY_RAID_EFFICIENCY | 1.5 | coordination will increase the number of areas you can cover in convoy raid | |
COORDINATION_EFFECT_ON_CONVOY_DEFENSE_EFFICIENCY | 1.5 | coordination will increase the number of convoys you can cover in convoy defense | |
COORDINATION_EFFECT_ON_TIME_TO_JOIN_COMBAT | 1.0 | coordination will reduce the time to join combat penalties | |
COORDINATION_EFFECT_ON_MINE_LAYING_SPEED | 0.5 | affect of coordination modifier in mine laying speed | |
COORDINATION_EFFECT_ON_MINE_SWEEPING_SPEED | 0.5 | affect of coordination modifier in mine sweeping speed | |
COORDINATION_EFFECT_ON_PATROL_SPOTTING | 1.0 | affect of coordination modifier in spotting speed | |
COORDINATION_EFFECT_ON_MINE_SWEEPING_SUPREMACY_EFFICIENCY | 1.0 | mine missions supremacy can be buffed by coordination | |
COORDINATION_EFFECT_ON_MINE_PLANTING_SUPREMACY_EFFICIENCY | 1.0 | mine missions supremacy can be buffed by coordination | |
MISSION_EFFICIENCY_POW_FACTOR | 1.7 | mission efficiencies will be powered up by this to further penalize low efficiencies | |
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 visibiility and target's detection | |
MAX_NUM_HOURS_TO_WAIT_AT_ALLY_DOCKYARDS_FOR_REPAIRS | 48 | taskforces will wait at most this amount of hours in ally bases for repairs before switching to another base for repairs | |
COMBAT_RESULT_PRIORITY_THRESHOLDS | { 0, 4000, 20000 } | the game will use this thresholds to define importance of a naval combat result. it will use the highest level that has higher threshold than the amount of production lost in combat low (keep at zero) medium high |
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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 | ||
NAVAL_MINE_DANGER_RATIOS | { 0.1, 0.5, 1.0, 1.0, 3.0 } | not owned near controlled near owned controlled owned |
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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 |
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NAVAL_CONVOY_DANGER_TRIGGER_MIN | 0.0 | ||
NAVAL_CONVOY_DANGER_TRIGGER_MAX | 100.0 | ||
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_SLOPE | 10.0 | lower means sharper curve (ramps up very fast, then flatten out very fast). Must be >0 | |
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 contibution 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 | |
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 zerod 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 typ | |
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 guns (scales between 0->this number) | |
NEW_NAVY_LEADER_LEVEL_CHANCES | { 0.95, 0.05 } | chances for new navy leaders to start at a given level 95% for level one 5% for level two 0% for level three to ten |
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NAVY_PIERCING_THRESHOLDS | { 2.00, 1.00, 0.75, 0.50, 0.10, 0.00 } | Our piercing / their armor must be this value to deal damage fraction equal to the index in the array below [higher number = higher penetration]. If armor is 0, 1.00 will be returned. there isn't much point setting this higher than 0 |
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NAVY_PIERCING_THRESHOLD_CRITICAL_VALUES | { 2.00, 1.00, 0.75, 0.50, 0.10, 0.00 } | 0 armor will always receive maximum damage (so add overmatching at your own peril). the system expects at least 2 values, with no upper limit. For criticals, you could reduce crit chance unlike damage in army combat, but we do not for now. |
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NAVY_PIERCING_THRESHOLD_DAMAGE_VALUES | { 1.00, 1.00, 0.70, 0.40, 0.30, 0.10 } | all of these NEED to be the same size!!!!0 armor will always receive maximum damage (so add overmatching at your own peril). the system expects at least 2 values, with no upper limit. |
NRailwayGun
Name | Default | Developer comment | Usage |
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RAILWAY_GUN_RANGE | 30 | The range of railway guns in pixels | |
ATTACK_TO_FORTS_MODIFIER_FACTOR | 1.333 | Forts modifier is calculated by multiplying railway gun attack value with this and dividing by 100 | |
ATTACK_TO_ENTRENCHMENT_MODIFIER_FACTOR | 0.8 | Entrenchment modifier is calculated by multiplying railway gun attack value with this and dividing by 100 | |
ATTACK_TO_BOMBARDMENT_MODIFIER_FACTOR | 0.4 | Bombardment modifier is calculated by multiplying railway gun attack value with this and dividing by 100 | |
DAILY_MANPOWER_GAIN_RATIO | 0.05 | Railway Guns will be able to gain this ratio of their max manpower daily | |
DISBAND_MANPOWER_LOSS | 0.0 | The ration of manpower lost on disbanding railway guns | |
ENCIRCLED_DISBAND_MANPOWER_FACTOR | 0.2 | The percentage of manpower returned when an encircled unit is disbanded | |
OUT_OF_SUPPLY_SPEED | -0.8 | Max speed reduction from supply for railway guns | |
BASE_CAPTURE_CHANCE | 0.2 | The base chance of railway guns being captured during an overrrun. Will be further modified by the equipment capture chance of the capturing unit. | |
ANNEX_RATIO | 0.5 | How many railway guns will be transferred on annexation | |
HOURS_BETWEEN_REDISTRIBUTION | 24 | Number of hours between redistribution of attached railway guns, tracked per army | |
DISTRIBUTION_RAILWAY_GUN_PRESENCE_SCORE | -100 | Score for Railway Guns in nearby provs. x3 if on that province. x2 if adjacent. x1 if 2 away. | |
DISTRIBUTION_OUR_UNITS_PRESENCE_SCORE | 1 | Score for our units in province when distributing Railway Guns | |
DISTRIBUTION_FRIENDLY_UNITS_PRESENCE_SCORE | 0 | Score for friendly units in province when distributing Railway Guns | |
DISTRIBUTION_HOSTILE_UNITS_PRESENCE_SCORE | -45 | Score for hostile units in province when distributing Railway Guns | |
DISTRIBUTION_COMBATS_PRESENCE_SCORE | -30 | Score for combats in province when distributing Railway Guns | |
DISTRIBUTION_COMBATS_INRANGE_SCORE | 15 | Score for combats in range when distributing Railway Guns | |
DISTRIBUTION_OUR_UNITS_INRANGE_SCORE | 2.5 | Score for our units in range when distributing Railway Guns | |
DISTRIBUTION_FRIENDLY_UNITS_INRANGE_SCORE | 1.5 | Score for friendly units in range when distributing Railway Guns | |
DISTRIBUTION_HOSTILE_UNITS_INRANGE_SCORE | 6 | Score for hostile units in range when distributing Railway Guns | |
DISTRIBUTION_DISTANCE_SCORE | -0.08 | Score for distance to province when distributing Railway Guns | |
DISTRIBUTION_PROVINCE_CONTROLLED_BY_ENEMY_SCORE | -3 | Score for staying in province controlled by enemy | |
DISTRIBUTION_PROVINCES_CONTROLLED_BY_ENEMY_INRANGE_SCORE | 15 | Score for provinces controlled by enemy in range when distributing Railway Guns | |
DISTRIBUTION_HOLD_POSITION_SCORE | 30 | Score for staying in the same province when distributing Railway Guns | |
DISTRIBUTION_NO_RAILWAY_SCORE | -500 | Score for provinces with no railways (need to be low, but we allow RG to enter port provinces without railways) | |
DISTRIBUTION_SUPPLY_DEFICIT_SCORE | -100 | Score for provinces without sufficient supply cap |
NTrade
Name | Default | Developer comment | Usage |
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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 | Developer comment | Usage |
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GARRISON_FRACTION | 0.0 | How large part of a front should always be holding the line rather than advancing at the enemy | |
THEORIST_SCALING_WEIGHT_FACTOR_PER_NON_POLITICAL_ADVISORS | 0.15 | Scale theorist weight by this * num non political advisors | |
DIPLOMATIC_ACTION_GOOD_BAD_RATIO_THRESHOLD | 1 | ||
BASE_RELUCTANCE | 20 | Base reluctance applied to all diplomatic offers | |
DIPLOMATIC_ACTION_RANDOM_FACTOR | 0.5 | How much of the AI diplomatic action scoring is randomly determined (1.0 = half random, 2.0 = 2/3rd random, etc) | |
DIPLOMATIC_ACTION_PROPOSE_SCORE | 50 | AI must score a diplomatic action at least this highly to propose it themselves | |
DILPOMATIC_ACTION_DECLARE_WAR_WARGOAL_BASE | 50 | Base diplomatic action score bonus to go to war per wargoal | |
DIPLOMATIC_ACTION_BREAK_SCORE | -10 | AI must score a diplomatic action less than this to break it off | |
DIPLOMACY_CREATE_FACTION_FACTOR | 0.75 | Factor for AI desire to create a new faction. Val < 1.0 makes it less likely to create than to join. | |
DIPLOMACY_FACTION_WRONG_IDEOLOGY_PENALTY | 60 | AI penalty for diplomatic faction acitons between nations of different ideologies | |
DIPLOMACY_FACTION_SAME_IDEOLOGY_MAJOR | 10 | AI bonus acceptance when being asked about faction is a major of the same ideology | |
DIPLOMACY_FACTION_NEUTRALITY_PENALTY | 50 | Neutral nations have a separate penalty, not wanting to get involved at all, rather than caring much about the difference in ideology | |
DIPLOMACY_FACTION_GLOBAL_TENSION_FACTOR | 0.2 | How much the AI takes global tension into account when considering faction actions | |
DIPLOMACY_FACTION_WAR_RELUCTANCE | -50 | Penalty to desire to enter a faction with a country that we are not fighting wars together with. | |
DIPLOMACY_FACTION_TAKE_OVER_RELUCTANCE_VERSUS_HUMAN | 2.0 | Multiplier penalty for how much stronger than a human faction member an AI country must be to choose to assume faction leadership. | |
DIPLOMACY_SCARED_MINOR_EXTRA_RELUCTANCE | -50 | extra reluctance to join stuff as scared minor | |
DIPLOMACY_FACTION_PLAYER_JOIN | 20 | Bonus for human players asking to join a faction. | |
DIPLOMACY_BOOST_PARTY_COST_FACTOR | 100.0 | Desire to boost party popularity subtracts the daily cost multiplied by this | |
DIPLOMACY_IMPROVE_RELATION_COST_FACTOR | 5.0 | Desire to boost relations subtracts the cost multiplied by this | |
DIPLOMACY_IMPROVE_RELATION_PP_FACTOR | 0.1 | Desire to boost relations adds total PP multiplied by this | |
DIPLOMACY_SEND_ATTACHE_COST_FACTOR | 5.0 | Desire to send attache substracts the cost multiplied by this | |
DIPLOMACY_SEND_ATTACHE_PP_FACTOR | 0.1 | Desire to send attache adds total PP multiplied by this | |
DIPLOMACY_REJECTED_WAIT_MONTHS_BASE | 4 | AI will not repeat offers until at least this time has passed, and at most the double | |
DIPLOMACY_LEND_LEASE_MONTHS_TO_CANCEL | 1 | AI will not cancel a lend lease offer until this time has passed | |
DIPLOMACY_CALL_ALLY_VALIDITY_DURATION | 1 | Overwrite above value for CallAlly and JoinAlly diplo action. This is however fixed, and is not subject to randomness. Also, this is the time the AI will keep the action in its incoming queue without declining it. | |
DIPLOMACY_PURCHASE_EQUIPMENT_MONTHS | 2 | AI will not ask to purchase equipment more often than this | |
DIPLOMACY_SEND_MAX_FACTION | 0.75 | Country should not send away more units than this as expeditionaries | |
DIPLOMACY_ACCEPT_VOLUNTEERS_BASE | 50 | Base value of volunteer acceptance (help is welcome) | |
DIPLOMACY_ACCEPT_ATTACHE_BASE | 50 | Base value of attache acceptance (help is welcome) | |
DIPLOMACY_ACCEPT_ATTACHE_OPINION_TRASHHOLD | 20 | Value of opinion that will remove accepting penalty for receiveing the attache | |
DIPLOMACY_ACCEPT_ATTACHE_OPINION_PENALTY | -100 | Value of acceptance penalty if the opinion too low | |
DIPLOMACY_FACTION_MAJOR_AT_WAR | 1000.0 | Factor that will be multiplied with the surrender level in the desire to offer to the other ai to join a faction | |
DIPLOMACY_FACTION_SURRENDER_LEVEL | 20 | How much the recipient nation losing matters for joining a faction | |
DIPLO_PREFER_OTHER_FACTION | -200 | The country has yet to ask some other faction it would prefer to be a part of. | |
DIPLO_DISTANCE_BETWEEN_CAPITALS | -340 | Max scaled malus from distance between capitals | |
DIPLO_ACCEPTABLE_DISTANCE_BETWEEN_CAPITALS | 1000.0 | When scaled distance malus begins to kick in. At double this value, max penalty (above) is achieved | |
DIPLO_SHOW_FACTION_JOIN_WARNING_THRESHOLD | -20 | Show warning if declare-war target is this close to accepting or being sent a faction invitiation | |
DIPLO_MAX_CONTAINMENT_ACCEPTANCE | 100 | Max value for 'wants to contain' diplo acceptance | |
RESEARCH_DAYS_BETWEEN_WEIGHT_UPDATE | 7 | Refreshes need scores based on country situation. | |
RESEARCH_WEIGHT_TRUNCATION_THRESHOLD | 0.75 | When choosing a tech to research, use this truncation selection threshold. (for example, if the top score is 10, a threshold of 0.75 will pick randomly from anything above 7.5 score) | |
RESEARCH_LAND_DOCTRINE_NEED_GAIN_FACTOR | 0.15 | Multiplies value based on relative military industry size / country size. | |
RESEARCH_NAVAL_DOCTRINE_NEED_GAIN_FACTOR | 0.05 | Multiplies value based on relative naval industry size / country size. | |
RESEARCH_AIR_DOCTRINE_NEED_GAIN_FACTOR | 0.07 | Multiplies value based on relative number of air base / country size. | |
RESEARCH_NEW_DOCTRINE_RANDOM_FACTOR | 0.05 | How much randomness is allowed to contribute to do new research expressed as a factor of total tech weights. Higher means more random exploration. | |
RESEARCH_AHEAD_BONUS_FACTOR | 4.0 | To which extent AI should care about ahead of time bonuses to research | |
RESEARCH_BONUS_FACTOR | 5.0 | To which extent AI should care about research speed bonuses | |
RESEARCH_YEARS_BEHIND_FACTOR | 0.2 | To which extent AI should care about not falling behind (i.e. increase weight for old tech) | |
RESEARCH_NEEDS_FACTOR | 0.01 | To which extent AI should care about its research needs (research needs are matched against the tech category) | |
RESEARCH_LENGTH_FACTOR | 3 | To which extent AI should care about how long it takes to research something (it prefers short research times) | |
MAX_AHEAD_RESEARCH_PENALTY | 3 | Max ahead of time penalty AI will ever consider (this also includes BASE_YEAR_AHEAD_PENALTY_FACTOR, so not the raw time) | |
RESEARCH_AHEAD_OF_TIME_FACTOR | 4.0 | To which extent AI should care about ahead of time penalties to research | |
RESEARCH_BASE_DAYS | 60 | AI adds a base number of days when weighting completion time for techs to ensure it doesn't only research quick techs | |
DECLARE_WAR_RELATIVE_FORCE_FACTOR | 0.5 | Weight of relative force between nations that consider going to war | |
TRADEABLE_FACTORIES_FRACTION | 0.8 | Will at most trade away this fraction of factories. | |
MIN_DELIVERED_TRADE_FRACTION | 0.8 | AI will cancel trade deals that are not able to deliver more than this fraction of the agreed amount | |
SEA_PATH_LENGTH_SCORE_BASE | -30 | scoring reduction from naval paths for AI when picking trade partners | |
MINIMUM_GOOD_TRADE_RATIO_PER_CIV | 0.005 | for each civ factory we have mul with this we are allowed to trade under % of resource on a trade | |
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 | 0.5 | Base value for how much of currently used equipment the AI will at least strive to have in stock | |
PRODUCTION_EQUIPMENT_SURPLUS_FACTOR_GARRISON | 0.3 | Base value for how much of currently used equipment the AI will at least strive to have in stock for garrison forces | |
AIR_SUPERIORITY_FACTOR | 2.5 | Factor for air superiority score | |
ROCKET_MIN_ASSIGN_SCORE | 10 | Minimum total score for region to be considered for rocket air missions | |
ROCKET_MIN_PRIO_ASSIGN_SCORE | 50 | Minimum total score for region to be considered for critical rocket air missions | |
ROCKET_ASSIGN_SCORE_REDUCTION_PER_ASSIGNMENT | 0.5 | each assigned rocket reduces the score of a region by this amount | |
MAX_VOLUNTEER_ARMY_FRACTION | 0.25 | Countries will not send more than their forces time this number to aid another country | |
DEPLOY_MIN_TRAINING_SURRENDER_FACTOR | 0.5 | Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime while surrender progress is higher than 0 | |
DEPLOY_MIN_EQUIPMENT_SURRENDER_FACTOR | 0.90 | Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime while surrender progress is higher than 0 | |
DEPLOY_MIN_TRAINING_PEACE_FACTOR | 0.98 | Required percentage of training (1.0 = 100%) for AI to deploy unit in peacetime | |
DEPLOY_MIN_EQUIPMENT_PEACE_FACTOR | 0.98 | Required percentage of equipment (1.0 = 100%) for AI to deploy unit in peacetime | |
DEPLOY_MIN_TRAINING_WAR_FACTOR | 0.95 | Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime | |
DEPLOY_MIN_EQUIPMENT_WAR_FACTOR | 0.95 | Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime | |
DEPLOY_MIN_EQUIPMENT_CAP_DEPLOY_FACTOR | 0.85 | If training is capped by equipment deficit and we have reached that cap, deploy unit anyway if percentage is above this (reinforce in field instead). | |
DYNAMIC_STRATEGIES_THREAT_FACTOR | 4.0 | How much threat generated by other countries effects generated strategies | |
LOCATION_BALANCE_TO_ADVANCE | 0.0 | Limit on location strength balance between country and enemy for unit to dare to move forward. | |
EQUIPMENT_MARKET_UPDATE_FREQUENCY_DAYS | 11 | How often the AI runs its market logic | |
EQUIPMENT_MARKET_MAX_CIVS_FOR_PURCHASES_RATIO | 0.1 | Ratio of available civilian factories to max use for equipment purchases (0.2 = 20 %, so 50 available civs would mean max ca 10 civs to spend on purchases at any one time). Gets modified by equipment_market_spend_factories AI strategy. | |
EQUIPMENT_MARKET_BASE_MARKET_RATIO | 0.2 | The AI tries to keep ca this ratio of equipment surplus for sale on the market. Gets modified by equipment_market_for_sale_factor AI strategy. | |
EQUIPMENT_MARKET_DEFAULT_CIC_CHUNK_FOR_SALE | 150.0 | When putting things up for sale on the market, this determines the default "chunk" size of equipment the AI puts up. Gets overridden by equipment_market_min_for_sale AI strategy. (If one equipment is worth 5 CIC, a value of 150 would result in chunk sizes of 150/5 = 30 units) | |
EQUIPMENT_MARKET_NR_DELIVERIES_SOFT_MAX | 10 | AI tries to adjust assigned factories and amount of equipment to keep nr deliveries at max this | |
EQUIPMENT_MARKET_EXTRA_CONVOYS_OVERRIDE | 2 | Makes the AI able to buy convoys even if they are lacking free convoys. 0 will make them stop this behavior, anything > 0 will allow overriding the perceived nr of free convoys. Only if convoy equipment has a non-zero weight does the actual value matter. | |
EQUIPMENT_MARKET_WANTED_CONVOY_USAGE_RATIO | 0.3 | If the AI's available/free/unused convoys is reduced to this ratio (0.3 = 30 %), start buying convoys. | |
EQUIPMENT_MARKET_CONTRACT_DURATION_ACCEPTANCE | -10 | If expected contract duration is longer than EQUIPMENT_MARKET_NR_DELIVERIES_SOFT_MAX deliveries, then add this to the PurchaseContract AI acceptance score per nr overdue deliveries | |
EQUIPMENT_MARKET_CONTRACT_EFFICIENCY_TO_CANCEL | 0.1 | If contract efficiency stays below this, the AI will cancel the contract | |
EQUIPMENT_MARKET_EQUIPMENT_SUNK_TO_CANCEL | 0.5 | If more equipment is sunk then the given percentage, the AI will cancel the contract | |
EQUIPMENT_MARKET_SHORTAGE_DAYS_TO_CANCEL | 30 | If equipment deficit will take more than these many days to fix, the AI will cancel the contract | |
EQUIPMENT_MARKET_MAX_CONVOY_RATIO_FOR_MARKET_PEACE | 0.5 | Max ratio of total convoys to use for equipment trade while at peace | |
EQUIPMENT_MARKET_MAX_CONVOY_RATIO_FOR_MARKET_WAR | 0.25 | Max ratio of total convoys to use for equipment trade while at war | |
EQUIPMENT_MARKET_SCORE_FACTOR_VARIANT_SCORE | 5.0 | Score coefficient for VariantScore (high is good) | |
EQUIPMENT_MARKET_SCORE_FACTOR_CIC_VALUE_NEEDED | 8.0 | Score coefficient for CicValueNeeded (high is prio) | |
EQUIPMENT_MARKET_SCORE_FACTOR_SUBSIDY_VALUE | 2.0 | Score coefficient for SubsidyValue (high is good) | |
EQUIPMENT_MARKET_SCORE_FACTOR_COST_PER_UNIT | -5.0 | Score coefficient for SubsidizedCostPerUnit (low is good) | |
EQUIPMENT_MARKET_SCORE_FACTOR_AI_STRAT_WEIGHT | 50.0 | Score coefficient for AiStratWeight (high is prio) | |
EQUIPMENT_MARKET_SCORE_FACTOR_DIPLO_OPINION | 1.0 | Score coefficient for DiploOpinion, mainly used as tie breaker (high is good) | |
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_MANPOWER_IN_FIELD | -20 | Scale multiplied by difference in manpower in field | |
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_GLOBAL_TENSION | -10 | Multiplied by WT | |
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_WAR_SUPPORT | -10 | Multiplied by recipient WS | |
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_EMBARGO | 2 | Multiplied by num embargo, max 5 embargo | |
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_OWN_SURRENDER_LIMIT | 20 | Multiplied by recipient nation's surrender level | |
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_MINOR_WAR | 10 | Applied if recipient is a minor nation (and therefore there are no majors in this war) | |
MIN_POLITICAL_POWER_MONTHLY_GAIN_FOR_IMPROVE_RELATIONS | 0.50 | If country makes less than this PP per month, they won't improve relations | |
NUM_RESOURCES_TO_ALLOW_MINOR_EMBARGO | 69 | If we or any of our puppets have more total resources of a single category that this, we will consider embargoing countries | |
EMBARGO_WORLD_TENSION_THREAT_DIVISOR | 2.5 | A divisor to generated world tension when applying how much we care about it in AI desire | |
OPINION_CUTOFF_FOR_IMPROVE_RELATIONS | 80 | AI will never consider improving relations if above this opinion with target. | |
DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_LAND | 35 | Army XP needed before attempting to create a variant of a type that uses the tank designer (the tank designer DLC feature must be active). | |
DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_NAVY | 50 | Same as above but for the ship designer. | |
DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_AIR | 25 | Same as above but for the plane designer. | |
DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_LAND | 35 | Army XP needed before attempting to create a variant of a type that uses the legacy upgrades system. ai_strategy supports land_xp_spend_priority upgrade_xp_cutoff. If none is set, this define is used instead. | |
DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_NAVY | 25 | Same as above but for navy XP and navy_xp_spend_priority. | |
DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_AIR | 25 | Same as above but for air XP and air_xp_spend_priority. | |
VARIANT_CREATION_XP_RESERVE_LAND | 50 | If the AI lacks army XP to create a variant it will reserve this much XP for variant creation so that it will eventually be able to create a variant. | |
VARIANT_CREATION_XP_RESERVE_NAVY | 50 | Same as above but for navy XP. | |
VARIANT_CREATION_XP_RESERVE_AIR | 50 | Same as above but for air XP. | |
LAND_DESIGN_ALTERNATIVE_ABSENT | 1000000 | The AI uses the below values when selecting which design to make among the types that use the tank designer (the tank designer DLC feature must be active). For each role, the highest priority AI design that can be created, if any, is assigned a weight. Any design with a weight of zero or a weight that falls below the cutoff is dropped. A random design is then picked from the remaining. Weight is calculated as AlternativeFactor * DemandFactor. An "alternative" is a producible design of the same archetype (each specialized type is its own archetype). |
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LAND_DESIGN_ALTERNATIVE_OF_LESSER_TECH | 10000 | ||
LAND_DESIGN_ALTERNATIVE_OF_EQUAL_TECH | 100 | ||
LAND_DESIGN_ALTERNATIVE_OF_GREATER_TECH | 1 | ||
LAND_DESIGN_DEMAND_FIELD_DIVISION | 20 | If a template may be reinforced with the archetype it's considered to be "demanded". If multiple conditions are met, e.g. it's both in the field and in training, the largest value is used. |
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LAND_DESIGN_DEMAND_TRAINING_DIVISION | 15 | ||
LAND_DESIGN_DEMAND_GARRISON_DIVISION | 10 | ||
LAND_DESIGN_DEMAND_UNUSED_TEMPLATE | 1 | ||
LAND_DESIGN_DEMAND_ABSENT | 0 | ||
LAND_DESIGN_CUTOFF_AS_PERCENTAGE_OF_MAX | 0.25 | If a design with a weight when divided by the largest weight falls below this value it's excluded from the selection. Valid values are in the range [0, 1] inclusive. |
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AIR_DESIGN_ALTERNATIVE_ABSENT | 1000000 | See above documentation. | |
AIR_DESIGN_ALTERNATIVE_OF_LESSER_TECH | 10000 | ||
AIR_DESIGN_ALTERNATIVE_OF_EQUAL_TECH | 100 | ||
AIR_DESIGN_ALTERNATIVE_OF_GREATER_TECH | 1 | ||
AIR_DESIGN_DEMAND_MAX | 33 | The AI desires to produce equipment at a certain rate per archetype, and demand is determined per archetype relative to the least and most desired counts. |
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AIR_DESIGN_DEMAND_MIN | 1 | ||
AIR_DESIGN_DEMAND_ABSENT | 0 | ||
AIR_DESIGN_CUTOFF_AS_PERCENTAGE_OF_MAX | 0.34 | ||
DESIRE_USE_XP_TO_UNLOCK_LAND_DOCTRINE | 0.5 | The AI "desires" to spend XP on doctrines, templates, and equipment. The desire is built up over time and when XP is available it spends it on the action that has the highest accumulated desire. After spending XP the desire is reset, in effect balancing the desires. Below is the daily desire gain for each action. How quickly is desire to unlock land doctrines accumulated? |
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DESIRE_USE_XP_TO_UNLOCK_NAVAL_DOCTRINE | 0.5 | How quickly is desire to unlock naval doctrines accumulated? | |
DESIRE_USE_XP_TO_UNLOCK_AIR_DOCTRINE | 0.5 | How quickly is desire to unlock air doctrines accumulated? | |
DESIRE_USE_XP_TO_UPDATE_LAND_TEMPLATE | 2.0 | How quickly is desire to update/create templates accumulated? | |
DESIRE_USE_XP_TO_UPGRADE_LAND_EQUIPMENT | 1.0 | How quickly is desire to update/create land equipment variants accumulated? | |
DESIRE_USE_XP_TO_UPGRADE_NAVAL_EQUIPMENT | 1.0 | How quickly is desire to update/create naval equipment variants accumulated? | |
DESIRE_USE_XP_TO_UPGRADE_AIR_EQUIPMENT | 1.0 | How quickly is desire to update/create air equipment variants accumulated? | |
DESIRE_USE_XP_TO_UNLOCK_ARMY_SPIRIT | 0.20 | How quickly is desire to unlock army spirits accumulated? | |
DESIRE_USE_XP_TO_UNLOCK_NAVY_SPIRIT | 0.20 | How quickly is desire to unlock naval spirits accumulated? | |
DESIRE_USE_XP_TO_UNLOCK_AIR_SPIRIT | 0.25 | How quickly is desire to unlock air spirits accumulated? | |
DAYS_BETWEEN_CHECK_BEST_DOCTRINE | 7 | Recalculate desired best doctrine to unlock with this many days inbetween. | |
DAYS_BETWEEN_CHECK_BEST_TEMPLATE | 7 | Recalculate desired best template to upgrade with this many days inbetween. | |
DAYS_BETWEEN_CHECK_BEST_EQUIPMENT | 7 | Recalculate desired best equipment to upgrade with this many days inbetween. | |
UNLOCK_SPIRIT_AI_WILL_DO_FACTOR | 20 | Factor for scripted ai_will_do value | |
UNLOCK_SPIRIT_MODIFIER_FACTOR | 0.05 | Factor for AI's evaluated value of the modifiers connected to the spirit | |
UNLOCK_SPIRIT_USE_TRUNCATION_SELECT | false | Whether to use truncation select or roulette-wheel select. Set threshold for truncation select below. | |
UNLOCK_SPIRIT_TRUNCATION_SELECT_THRESHOLD | 0.8 | Valid between [0.0, 1.0]. When unlocking spirits, select randomly from all spirits with AI score >= VALUE * HighestSpiritScore. To always select the best, set this value to 1.0. To select fully randomly, set this value to 0.0. | |
FOCUS_TREE_CONTINUE_FACTOR | 1.5 | Factor for score of how likely the AI is to keep going down a focus tree rather than starting a new path. | |
PLAN_VALUE_TO_EXECUTE | -0.5 | AI will typically avoid carrying out a plan it below this value (0.0 is considered balanced). | |
DECLARE_WAR_NOT_NEIGHBOR_FACTOR | 0.25 | Multiplier applied before force factor if country is not neighbor with the one it is considering going to war | |
CALL_ALLY_BASE_DESIRE | 20 | exactly what it says | |
CALL_ALLY_DEMOCRATIC_DESIRE | 50 | Desire to call ally added for democratic AI | |
CALL_ALLY_NEUTRAL_DESIRE | 25 | Desire to call ally added for neutral AI | |
CALL_ALLY_FASCIST_DESIRE | -10 | Desire to call ally added for fascist AI | |
CALL_ALLY_COMMUNIST_DESIRE | 75 | Desire to call ally added for communist AI | |
CALL_ALLY_PUPPET_INVITE_OVERLORD | 1000 | Desire for a puppet to call its overlord into the war | |
CALL_ALLY_OVERLORD_INVITE_PUPPET | 20 | Desire for an overlord to call its puppet into the war | |
CALL_ALLY_RELATIVE_INDUSTRY_STRENGTH_THRESHOLD | 1.5 | If our relative industry strength ratio is less than this (compared to all enemies), increase desire to call allies | |
CALL_ALLY_RELATIVE_ARMY_STRENGTH_THRESHOLD | 1.5 | If our relative army strength ratio is less than this (compared to all enemies), increase desire to call allies | |
CALL_ALLY_RELATIVE_INDUSTRY_STRENGTH_MAX | 50.0 | Max desire value for relative industry strength (lerping between zero and this based on the threshold) | |
CALL_ALLY_RELATIVE_ARMY_STRENGTH_MAX | 100.0 | Max desire value for relative army strength (lerping between zero and this based on the threshold) | |
CALL_ALLY_LOSING_WAR_THRESHOLD | 0.45 | If our war progress is less than this, increase desire to call allies (0.5 is stalemate) | |
CALL_ALLY_LOSING_WAR_MAX | 100.0 | Max desire value for losing war (lerping between zero and this based on the threshold) | |
CALL_ALLY_WAR_LENGTH_NR_MONTHS | 2 | For every month the war has gone on, increase desire this much | |
CALL_ALLY_JOINER_HAS_ENEMY_NEIGHBOR | 100 | If the joining country is neighbor to at least one of the enemies, increase desire this much | |
AI_CHAIN_CALLS_ALLIES | true | with this enabled the AI will automatically call AI allies when called into a war (which in turn generates a single popup, this circumvents some potential modfiable scripts with the call ally diplo action, which might be a cause to disable it in some mods | |
MIN_AI_UNITS_PER_TILE_FOR_STANDARD_COHESION | 1.5 | How many units should we have for each tile along a front in order to switch to standard cohesion (less moving around) | |
MIN_FRONT_SIZE_TO_CONSIDER_STANDARD_COHESION | 12 | How long should fronts be before we consider switching to standard cohesion (under this, standard cohesion fronts will switch back to relaxed) | |
JOIN_ALLY_BASE_DESIRE | 20 | exactly what it says | |
JOIN_ALLY_DEMOCRATIC_DESIRE | 50 | Desire to join ally added for democratic AI | |
JOIN_ALLY_NEUTRAL_DESIRE | 25 | Desire to join ally added for neutral AI | |
JOIN_ALLY_FASCIST_DESIRE | -10 | Desire to join ally added for fascist AI | |
JOIN_ALLY_COMMUNIST_DESIRE | 75 | Desire to join ally added for communist AI | |
JOIN_FACTION_BOTH_LOSING | -300 | Desire to be in a faction when both we and htey are in losing wars | |
LENDLEASE_FRACTION_OF_PRODUCTION | 0.5 | Base fraction AI would send as lendlease | |
LENDLEASE_FRACTION_OF_STOCKPILE | 0.25 | Base fraction AI would send as lendlease | |
MINIMUM_EQUIPMENT_TO_ASK_LEND_LEASE | -100 | AI will accept to lend lease this equipment only if our stockpile is less than that. | |
MINIMUM_CONVOY_TO_ASK_LEND_LEASE | 30 | AI will accept to lend lease convoys only if our stockpile is less than that (special case because convoy stockpile can't be negative). | |
MINIMUM_FUEL_DAYS_TO_ASK_LEND_LEASE | 2 | AI will accept to lend lease fuel only if the player have less fuel than this number multiply by his max daily consumption. | |
MINIMUM_FUEL_DAYS_TO_ACCEPT_LEND_LEASE | 10 | AI will accept to lend lease fuel only if they have more fuel than this number multiply by their max daily consumption. Note that for a GiE asking to its host, we divide this number by 2. | |
DEFAULT_SUPPLY_TRUCK_BUFFER_RATIO | 1.5 | ai will set to truck buffer ratio to this. can be modified by wanted_supply_trucks min_wanted_supply_trucks ai strats | |
DEFAULT_SUPPLY_TRAIN_NEED_FACTOR | 1.2 | AI multiplies current train usage by this to determine desired nr of wanted trains. Can be modified by wanted_supply_train min_wanted_supply_trains ai strats. | |
POLITICAL_IDEA_MIN_SCORE | 0.1 | Only replace or add an idea if score is above this score. | |
HIGH_COMMAND_ADDED_WEIGHT_FACTOR | 0.25 | Weight multiplier for high_command advisors over other chosen advisor or idea types | |
CHIEF_ADDED_WEIGHT_FACTOR | 12.5 | Weight multiplier for chief roles over other advisor or idea types | |
GARRISON_TEMPLATE_SCORE_IC_FACTOR | 1.0 | ai uses these defines while calculating garrison template score of a template. | |
GARRISON_TEMPLATE_SCORE_MANPOWER_FACTOR | 0.05 | formula is (template_ic * ic_factor + template_manpower * manpower_factor ) / template_supression (lower is better) | |
ADVISOR_SCORE_TRAIT_MODIFIER_FACTOR | 0.2 | When scoring advisors, factor the score contribution from the advisor's trait modifiers by this value | |
ADVISOR_SCORE_CHEAPER_IS_BETTER_FACTOR | 0.1 | When scoring advisors, this define scales how much the AI prefers cheaper advisors over more expensive ones. 0.0 means no effect, 0.15 means a cost difference of 100 PP modifies the score by 15 %. | |
ADVISOR_SCORE_CHEAPER_IS_BETTER_MIN | 0.5 | Clamps the above scoring factor to at minimum this value | |
EVAL_MODIFIER_NON_PERCENT_FACTOR | 0.1 | stuff related to how the AI evaluates/scores how useful modifiers are Multiply non-percent-based modifiers with this to put the values in the approximately same range so they can be compared. (Why we are using 0.1 and not 0.01? No idea...) |
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EVAL_MODIFIER_UNSPECIFIED_CATEGORY_FACTOR | 0.75 | Arbitrary scoring factor for modifiers the AI doesn't know how to categorize | |
EVAL_MODIFIER_MAX_COMMAND_POWER_FACTOR | 0.01 | Increasing CP cap with x is maybe 100 times less useful than e.g. gaining x more XP per day | |
MIN_AI_SCORE_TO_MOBILIZATION_LAW_OVERRIDE_HARD_CODED_SCORE | 0.0 | for positive values of following defines, ai weights will take over of hardcoded ai scoring system | |
MIN_AI_SCORE_TO_ECONOMY_LAW_OVERRIDE_HARD_CODED_SCORE | 0.0 | ||
MIN_AI_SCORE_TO_TRADE_LAW_OVERRIDE_HARD_CODED_SCORE | 1000.0 | ||
MIN_AI_SCORE_TO_ALL_LAWS_OVERRIDE_HARD_CODED_SCORE | 0.0 | ||
AT_WAR_THREAT_FACTOR | 2.0 | How much increase in threat does AI feel for being in war against someone | |
NEIGHBOUR_WAR_THREAT_FACTOR | 1.10 | How much increase in threat does AI feel against neighbours who are at war | |
POTENTIAL_ALLY_JOIN_WAR_FACTOR | 100 | How much increase in threat does AI feel against neighbours who are allied against one of our enemies | |
POTENTIAL_FUTURE_ENEMY_FACTOR | 100 | How much increase in threat does AI feel against neighbours who at war with our allies | |
NEUTRAL_THREAT_PARANOIA | 10 | How scared neutrals are of everyone | |
DIFFERENT_FACTION_THREAT | 30 | Threat caused by not being in the same faction | |
MAX_THREAT_FOR_FIRST_YEAR_CIVILIAN_MODE | 60 | above this threshold, ai will leave first year civilian factory mode which bumps it civilian factory scores while building | |
PLAN_ATTACK_MIN_ORG_FACTOR_LOW | 0.85 | Minimum org % for a unit to actively attack an enemy unit when executing a plan | |
PLAN_ATTACK_MIN_STRENGTH_FACTOR_LOW | 0.60 | Minimum strength for a unit to actively attack an enemy unit when executing a plan | |
PLAN_ATTACK_MIN_ORG_FACTOR_MED | 0.7 | (LOW,MED,HIGH) corresponds to the plan execution agressiveness level. | |
PLAN_ATTACK_MIN_STRENGTH_FACTOR_MED | 0.50 | ||
PLAN_ATTACK_MIN_ORG_FACTOR_HIGH | 0.45 | ||
PLAN_ATTACK_MIN_STRENGTH_FACTOR_HIGH | 0.30 | ||
PLAN_FRONTUNIT_DISTANCE_FACTOR | 10.0 | Factor for candidate units distance to front positions. | |
PLAN_ATTACK_DEPTH_FACTOR | 0.5 | Factor applied to size or enemy being attacked. | |
PLAN_STEP_COST_LIMIT | 9 | When stepping to draw a plan this cost makes it break if it hits hard terrain (multiplied by number of desired steps) | |
PLAN_STEP_COST_LIMIT_REDUCTION | 3 | Cost limit is reduced per iteration, making hard terrain less likely to be crossed the further into enemy territory it is | |
PLAN_FRONT_SECTION_MAX_LENGTH | 18 | When a front is longer than this it will be split in two sections for the AI | |
PLAN_FRONT_SECTION_MIN_LENGTH | 10 | When two front sections together are this short they will be merged for the AI | |
PLAN_MIN_SIZE_FOR_FALLBACK | 50 | A country with less provinces than this will not draw fallback plans, but rather station their troops along the front | |
SEND_VOLUNTEER_EVAL_BASE_DISTANCE | 175.0 | How far away it will evaluate sending volunteers if not a major power | |
SEND_VOLUNTEER_EVAL_MAJOER_POWER | 1.0 | How willing major powers are to send volunteers. | |
SEND_VOLUNTEER_EVAL_CONTAINMENT_FACTOR | 0.1 | How much AI containment factors into its evaluation of sending volunteers. | |
GIVE_STATE_CONTROL_MIN_CONTROLLED | 1 | AI needs to control more than this number of states before considering giving any away | |
GIVE_STATE_CONTROL_MIN_CONTROL_DIFF | 2 | The difference in number of controlled states compared to war participation needs to be bigger than this for the AI to consider giving a state to a country | |
RELATIVE_STRENGTH_TO_INVADE | 0.08 | Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend. | |
RELATIVE_STRENGTH_TO_INVADE_DEFENSIVE | 0.4 | Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend, but while being a defensive country. | |
GIVE_STATE_CONTROL_BASE_SCORE | 50 | Base diplo score for giving away control of states | |
GIVE_STATE_CONTROL_DIFF_FACTOR | 2.0 | Diplo score multiplier for state control compared to war participation difference | |
GIVE_STATE_CONTROL_NEIGHBOR_SCORE | 20 | Diplo score for each neighboring state controlled by the target | |
GIVE_STATE_CONTROL_NEIGHBOR_ACTOR_SCORE | -5 | Diplo score for each neighboring state that is controlled by the sender | |
GIVE_STATE_CONTROL_NEIGHBOR_OTHER_SCORE | 5 | Diplo score for each neighboring state controlled by someone else | |
GIVE_STATE_CONTROL_MAX_SCORE_DIST | 600 | A State that is closer to the recipient capital than this gets a score bonus based on the below value | |
GIVE_STATE_CONTROL_DIST_SCORE_MULT | 0.2 | Multiplier for the score gained from distance ( GIVE_STATE_CONTROL_MAX_SCORE_DIST - distance ) * this | |
IRRATIONALITY_LAMBDA | 200 | Lambda given to Poisson Random function determining if a leader should act a bit irrational | |
GENERATE_WARGOAL_THREAT_BASELINE | 1.0 | Value of 200 should give 0.3% chance of Stalin going for instance crazy and conquering all of America The baseline for what the AI considers the world is getting dangerous and we want to generate wargoals with no antagonize value |
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GENERATE_WARGOAL_ANTAGONIZE_SCALE | 0.35 | works to scale the AIs antagonize value vs the threat baseline for when it should act on existing claims: threat used for baseline is min_threat - antagonize * scale | |
RESERVE_TO_COMMITTED_BALANCE | 0.3 | How many reserves compared to number of committed divisions in a combat (1.0 = as many as reserves as committed) | |
DIPLOMACY_COMMUNIST_NOT_NEIGHBOUR | -10 | Communists want to stay consolidated with their influence | |
MAIN_ENEMY_FRONT_IMPORTANCE | 4.0 | How much extra focus the AI should put on who it considers to be its current main enemy. | |
EASY_TARGET_FRONT_IMPORTANCE | 7.5 | How much extra focus the AI should put on who it considers to be the easiest target. | |
AI_FRONT_MOVEMENT_FACTOR_FOR_READY | 0.25 | If less than this fraction of units on a front is moving, AI sees it as ready for action | |
MICRO_POCKET_SIZE | 4 | Pockets with a size equal to or lower than this will be mocroed by the AI, for efficiency. | |
DECLARE_WAR_MIN_FRONT_SIZE_TO_CONSIDER_FOR_NOT_READY | 0.04 | fronts with less armies than this ratio compared to total number of armies are ignored when ai checks if it is ready for war | |
POCKET_DISTANCE_MAX | 40000 | shortest square distance we bother about chasing pockets | |
VP_MAX_PROVINCE_WORTH | 500 | Max worth a province can have to a defensive order | |
VP_LEVEL_IMPORTANCE_MEDIUM | 10 | Victory points with values higher than or equal to this are considered to be of medium importance. | |
AREA_DEFENSE_CAPITAL_PEACE_VP_WEIGHT | { 1.0, 1.0, 1.0 } | these are all 3 numbers for min, desired, max unit need weights for area defense | |
AREA_DEFENSE_CAPITAL_VP_WEIGHT | { 0.0, 1.0, 2.0 } | ||
AREA_DEFENSE_HOME_VP_WEIGHT | { 0.0, 0.5, 1.0 } | ||
AREA_DEFENSE_OTHER_VP_WEIGHT | { 0.0, 0.0, 1.0 } | ||
AREA_DEFENSE_CAPITAL_PEACE_COAST_WEIGHT | { 0.0, 0.0, 0.0 } | ||
AREA_DEFENSE_CAPITAL_COAST_WEIGHT | { 0.0, 0.2, 0.7 } | ||
AREA_DEFENSE_HOME_COAST_WEIGHT | { 0.0, 0.1, 0.5 } | ||
AREA_DEFENSE_OTHER_COAST_WEIGHT | { 0.0, 0.0, 0.0 } | ||
AREA_DEFENSE_CAPITAL_PEACE_BASE_WEIGHT | { 0.0, 0.0, 0.0 } | ||
AREA_DEFENSE_CAPITAL_BASE_WEIGHT | { 0.5, 1.0, 1.5 } | ||
AREA_DEFENSE_HOME_BASE_WEIGHT | { 0.5, 1.0, 1.0 } | ||
AREA_DEFENSE_OTHER_BASE_WEIGHT | { 0.5, 0.5, 1.0 } | ||
ESTIMATED_CONVOYS_PER_DIVISION | 6 | Not always correct, but mainly used to make sure AI does not go crazy | |
ENTRENCHMENT_WEIGHT | 2.0 | AI should favour units with less entrenchment when assigning units around. | |
FRONT_TERRAIN_DEFENSE_FACTOR | 3.75 | Multiplier applied to unit defense modifier for terrain on front province multiplied by terrain importance | |
FRONT_TERRAIN_ATTACK_FACTOR | 5.0 | Multiplier applied to unit attack modifier for terrain on enemy front province multiplied by terrain importance | |
BASE_DISTANCE_TO_CARE | 600.0 | Countries that are too far away are less interesting in diplomacy | |
MIN_FORCE_RATIO_TO_PROTECT | 0.5 | Tiny countries should not feel protective or really large ones | |
ORG_UNIT_STRONG | 0.75 | Organization % for unit to be considered strong | |
STR_UNIT_STRONG | 0.70 | Strength (equipment) % for unit to be considered strong | |
ORG_UNIT_WEAK | 0.25 | Organization % for unit to be considered weak | |
STR_UNIT_WEAK | 0.30 | Strength (equipment) % for unit to be considered weak | |
ORG_UNIT_NORMAL | 0.35 | Organization % for unit to be considered normal | |
STR_UNIT_NORMAL | 0.4 | Strength (equipment) % for unit to be considered normal | |
PLAN_FACTION_STRONG_TO_EXECUTE | 0.50 | % or more of units in an order to consider executing the plan | |
PLAN_FACTION_NORMAL_TO_EXECUTE | 0.65 | % or more of units in an order to consider executing the plan | |
PLAN_FACTION_WEAK_TO_ABORT | 0.65 | % or more of units in an order to consider executing the plan | |
PLAN_AVG_PREPARATION_TO_EXECUTE | 0.5 | % or more average plan preparation before executing | |
REDEPLOY_DISTANCE_VS_ORDER_SIZE | 1.0 | Factor applied to the path length of a unit compared to length of an order to determine if it should use strategic redeployment | |
FORT_LEVEL_TO_CONSIDER_HIGHLY_FORTIFIED | 1 | Provinces above this level of fortification will be considered highly fortified by plan evaluation | |
PLAN_VALUE_FORTIFICATION_LEVEL_MAX_PENALTY | -0.5 | Max plan value penalty from fortification. This is scaled by number of provinces along a frontline, over the number which exceed the fort value value above | |
MAX_ALLOWED_NAVAL_DANGER | 80 | AI will ignore naval paths that has danger value of above this threshold while assigning units | |
TRANSFER_DANGER_HOSTILE_SHIPS | 50 | max danger from complete enemy naval supriority over ai in an area | |
EXPORT_RESOURCE_TRADE_NEED_IMPORTANCE | 0.5 | how important is each lost resource to overexport for trade law selection | |
OPERATION_EQUIPMENT_NEED_PRODUCTION_MULT | 1.0 | equipment requests for operations will be added the equipment needs that ai considers while assigning factories to production | |
MIN_FUEL_RATIO_TO_NOT_IGNORE_STRIKE_FORCE_COST | 0.0 | ai will still assign strike forces unless fuel ratio drops below this one | |
MIN_FUEL_RATIO_TO_NOT_IGNORE_INVASION_SUPPORT_COST | 0.0 | ai will still naval invasion support forces unless fuel ratio drops below this one | |
ENEMY_HOME_AREA_RATIO_TO_DISABLE_INVASIONS | 0.3 | if we are fighting against an enemy home area from our home area and if the enemy area is larger than this ratio, non strategy invasions are disabled | |
HOURS_BETWEEN_ENCIRCLEMENT_DISCOVERY | 72 | Per army, interval in hours between refresh of which provinces it considers make up potential encirclement points | |
FASCISTS_BEFRIEND_FASCISTS | 10 | ||
FASCISTS_BEFRIEND_DEMOCRACIES | -25 | ||
FASCISTS_BEFRIEND_COMMUNISTS | -25 | ||
FASCISTS_ALLY_FASCISTS | 0 | ||
FASCISTS_ALLY_DEMOCRACIES | -100 | ||
FASCISTS_ALLY_COMMUNISTS | -100 | ||
FASCISTS_ANTAGONIZE_FASCISTS | -10 | ||
FASCISTS_ANTAGONIZE_DEMOCRACIES | 100 | ||
FASCISTS_ANTAGONIZE_COMMUNISTS | 100 | ||
DEMOCRACIES_BEFRIEND_FASCISTS | -25 | ||
DEMOCRACIES_BEFRIEND_DEMOCRACIES | 0 | ||
DEMOCRACIES_BEFRIEND_COMMUNISTS | -25 | ||
DEMOCRACIES_ALLY_FASCISTS | -50 | ||
DEMOCRACIES_ALLY_DEMOCRACIES | 0 | ||
DEMOCRACIES_ALLY_COMMUNISTS | -50 | ||
DEMOCRACIES_ANTAGONIZE_FASCISTS | 0 | ||
DEMOCRACIES_ANTAGONIZE_DEMOCRACIES | -25 | ||
DEMOCRACIES_ANTAGONIZE_COMMUNISTS | 0 | ||
COMMUNISTS_BEFRIEND_FASCISTS | -25 | ||
COMMUNISTS_BEFRIEND_DEMOCRACIES | -25 | ||
COMMUNISTS_BEFRIEND_COMMUNISTS | 25 | ||
COMMUNISTS_ALLY_FASCISTS | -100 | ||
COMMUNISTS_ALLY_DEMOCRACIES | -50 | ||
COMMUNISTS_ALLY_COMMUNISTS | 0 | ||
COMMUNISTS_ANTAGONIZE_FASCISTS | 100 | ||
COMMUNISTS_ANTAGONIZE_DEMOCRACIES | 10 | ||
COMMUNISTS_ANTAGONIZE_COMMUNISTS | -10 | ||
TENSION_MIN_FOR_GUARANTEE_VS_MINOR | 10 | for non faction people AI will not consider you worth guaranteeing below this | |
NUM_AI_MESSAGES | 10 | Set to whatever category has the highest number of messages | |
DIPLOMACY_FACTION_WAR_WANTS_HELP | 50 | Desire to send to nations to join a faction if you are at war | |
DIPLOMACY_FACTION_CIVILWAR_WANTS_HELP | -50 | ||
FACTION_UNSTABLE_ACCEPTANCE | -100 | ||
DIPLOMACY_AT_WAR_WITH_ALLY_RELUCTANCE | -1000 | ||
DIPLOMACY_FACTION_JOIN_COUP_INITIATOR_BONUS | 70 | If a country initiated coup on an another country, civil war revolter is more likely to join initiator's faction | |
SHIPS_PRODUCTION_BASE_COST | 10000 | Used by the AI to normalize IC values when picking what ship to build. | |
NEEDED_NAVAL_FACTORIES_EXPENSIVE_SHIP_BONUS | 12 | Amount of naval yards you need to get a bonus to building really expensive ships | |
FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED | 0.5 | ai will consider a front fortified if this ratio of provinces has fort | |
HEAVILY_FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED | 0.5 | ai will consider a front super fortified if this ratio of provinces has lots of forts | |
FORTIFIED_MIN_ORG_FACTOR_TO_CONSIDER_A_FRONT_FORTIFIED | 0.2 | ai will treat fortified provinces as unfortified if no unit in that province has an organization factor at least this high | |
DESPERATE_AI_MIN_UNIT_ASSIGN_TO_ESCAPE | 0 | AI will assign at least this amount of units to break from desperate situations | |
DESPERATE_AI_WEAK_UNIT_STR_LIMIT | 0.35 | ai will increase number of units assigned to break from desperate situations when units are start falling lower than this str limit | |
DESPERATE_AI_MIN_ORG_BEFORE_ATTACK | 0.3 | ai will wait for this much org to attack an enemy prov in desperate situations | |
DESPERATE_AI_MIN_ORG_BEFORE_MOVE | 0.06 | ai will wait for this much org to move in desperate situations | |
DESPERATE_ATTACK_WITHOUT_ORG_WHEN_NO_ORG_GAIN | 120 | if ai can't regain enough org to attack in this many hours, it will go truly desperate and attack anyway (still has to wait for move org) | |
MAX_REQUEST_EXPEDITIONARIES_ARMY_RATIO | 0.3 | AI will not accept expeditionary requests if its expeditions are above this ratio | |
CASUALTY_RATIO_TO_PULL_EXPEDITIONARIES_BACK | 0.1 | AI will pull expeditioniries back if its casualties is aboce this ratio compared to their total deployed manpower | |
CASUALTY_RATIO_TO_NOT_SEND_EXPEDITIONARIES | 0.05 | AI will not send expeditioniries if its casualties is aboce this ratio compared to their total deployed manpower | |
SURRENDER_LEVEL_TO_PULL_EXPEDITIONARIES_BACK | 0.3 | AI will pull expeditioniries back if its surrender level is above this ratio | |
SURRENDER_LEVEL_TO_NOT_SEND_EXPEDITIONARIES | 0.15 | AI will not send expeditioniries if its surrender level is above this ratio | |
EXPEDITIONARY_CASUALTY_DECAY_RATIO | 0.3333 | expeditionary manpower lost will decay by thousands daily by this ratio (compared to deployed manpower) | |
NUM_DAYS_TO_PULL_EXPEDITIONARIES_BACK | 14 | AI will pull units back from non-ai players after waiting this days if things are not going well for its units | |
ACCESS_SCORE_FOR_DEMOCRATIC_COUNTRIES | 500 | democracies gives each other access if they have a common enemy | |
AI_AIR_MISSION_COVERAGE_TO_STAY_PUT | 0.5 | AI will not rebase air wings on missions if their new mission target exceeds this percentage of region coverage | |
ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS_AT_WAR | 250 | each access reduces the desire of next access | |
ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS | 500 | each access reduces the desire of next access | |
NAVAL_ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS_AT_WAR | 150 | ||
NAVAL_ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS | 250 | ||
NAVAL_SUPREMACY_WEIGHT_PER_DIVISION_ON_INVASION_ORDER | 6 | adds to supremacy requests for regions with active or pending naval invasions | |
TOO_INSIGNIFICANT_ARMY_RATIO_BEGIN | 0.75 | if army ratio is of a country is larger than this threshold, it will be less reluctant to accept certain diplo actions | |
TOO_INSIGNIFICANT_MAX_PENALTY | 350 | max penalty that will be applied for thinking a country is too insignificant | |
WANTED_UNITS_INDUSTRY_FACTOR | 1.60 | Calculating wanted nr of divisions How many units a country wants is partially based on how much military industry that is available |
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WANTED_UNITS_THREAT_BASE | 0.7 | If no threat, multiply min wanted units by this | |
WANTED_UNITS_THREAT_MAX | 6.0 | Normalized threat is clamped to this | |
WANTED_UNITS_WAR_THREAT_FACTOR | 1.15 | Factor threat with this if country is at war. this value is overriden by the value in ideology database if that value exceedes this. | |
WANTED_UNITS_DANGEROUS_NEIGHBOR_FACTOR | 1.15 | Factor if has dangerous neighbor | |
WANTED_UNITS_MANPOWER_DIVISOR | 21000 | Normalizing divisor for AI manpower. (for each x max available manpower, they want one division) | |
WANTED_UNITS_WEIGHT_FRONTS_WANT | 0.35 | Weight of front needs when computing final nr wanted units | |
WANTED_UNITS_WEIGHT_FACTORIES | 0.45 | Weight of military factories when computing final nr wanted units | |
WANTED_UNITS_WEIGHT_MANPOWER | 0.3 | Weight of manpower availability when computing final nr wanted units | |
WANTED_UNITS_MIN_DEFENCE_FACTOR | 0.4 | Factor on units required for min defence | |
WANTED_UNITS_MAX_WANTED_CAP | 500 | End of calculating wanted nr of divisions Maximum wanted divisions for a country. This can be exceeded by certain hardcoded multipliers, but not by base calculation logic. |
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WANTED_LAND_PLANES_PER_BASE_CAPACITY_FACTOR | 1 | Scales how many land-based planes the AI want per air base space (excluding carriers). | |
WANTED_LAND_PLANES_PER_DIVISION | 20 | How many land-based planes the AI want for each division it wants. | |
WANTED_LAND_PLANES_TOTAL_MAX_PER_DIVISION | 100 | The max total number of land-based planes the AI want. | |
WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_FACTOR | 1.5 | Scales how many carrier planes the AI want per carrier deck space. | |
WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_IN_PRODUCTION_FACTOR | 1 | Scales how many carrier planes the AI want per deck space of carriers in production. | |
CARRIER_CAPACITY_IN_PRODUCTION_MAX_DAYS_LEFT_TO_INCLUDE_FACTOR | 365 | Carriers in production that will take more days to complete than this value will be ignored when calculating the above. | |
START_TRAINING_EQUIPMENT_LEVEL | 0.95 | ai will not start to train if equipment drops below this level | |
STOP_TRAINING_EQUIPMENT_LEVEL | 0.90 | ai will not train if equipment drops below this level | |
BUILD_REFINERY_LACK_OF_RESOURCE_MODIFIER | 0.003 | How much lack of resources are worth when evaluating what to build. | |
DIVISION_DESIGN_WEIGHTS | { 0.5, 1.0, 1.0, 1.0, 1.2, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, -0.25, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.5, 0.0, 0.0, -0.25, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -0.5 } | Base values used by AI to evaluate value of a stat Army Values default_morale defense breakthrough hardness soft_attack hard_attack recon entrenchment initiative casualty_trickleback supply_consumption_factor supply_consumption suppression suppression_factor experience_loss_factor equipment_capture_factor fuel_capacity Navy Values surface_detection sub_detection surface_visibility sub_visibility lg attack lg piercing hg attack hg piercing torpedo sub attack anti air attack amphibious_defense naval_speed range mine plant mine sweep navy light gun hit chance navy heavy gun hit chance navy torpedo hit chance navy incoming torpedo damage reduction navy incoming torpedo crit chance weather penalty raiding coordination patrol coordination search and destroy coordination Air Values air_range air_defence air_attack air_agility air_bombing air_superiority naval_strike_attack naval_strike_targetting air_ground_attack air_visibility_factor Railway gun Values railway_gun_attack railway_gun_attack_range Common Values max_organisation max_strength maximum_speed armor_value ap_attack reliability reliability_factor weight thrust fuel_consumption fuel_consumption_factor Special Values strategic_attack carrier_size acclimatization hot gain acclimatization cold gain night_penalty build_cost_ic |
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DIVISION_DESIGN_MANPOWER_WEIGHT | 0.005 | ||
DIVISION_DESIGN_STOCKPILE_WEIGHT | 0.01 | ||
DIVISION_DESIGN_COMBAT_WIDTH_WEIGHT | -1.0 | This score is reduced the higher width is when comparing pure changes with no target | |
DIVISION_DESIGN_COMBAT_WIDTH_TARGET_WEIGHT | -200.0 | This score is reduced the farther the width is from the target width (if set) | |
DIVISION_DESIGN_MAX_FAILED_DAYS | 60 | max days we keep track of since failure of a template design update | |
DIVISION_MATCH_ROLE_BOOST_FACTOR | 1.2 | When finding closest matching existing template to a target template, boost the score by this much if the template also has the correct role | |
EQUIPMENT_DESIGN_MAX_FAILED_DAYS | 60 | max days we keep track of since failure of an equipment design update | |
UPGRADE_DIVISION_RELUCTANCE | 7 | How often to consider upgrading to new templates for units in the field | |
UPGRADE_PERCENTAGE_OF_FORCES | 0.03 | How big part of the army that should be considered for upgrading | |
REFIT_SHIP_RELUCTANCE | 28 | How often to consider refitting to new equipment variants for ships in the field | |
REFIT_SHIP_PERCENTAGE_OF_FORCES | 0.1 | How big part of the navy that should be considered for refitting | |
NAVY_PREFERED_MAX_SIZE | 25 | AI will generally attempt to merge fleets into this size, but as a soft limit. | |
INVASION_COASTAL_PROVS_PER_ORDER | 24 | AI will consider one extra invasion per number of provinces stated here (num orders = total coast / this) | |
MIN_INVASION_AREA_SIZE_FOR_FLOATING_HARBORS | 15 | AI will consider using floating harbors for naval invasion if invasion area is larger than this many provinces | |
CONVOY_NEED_SAFETY_BUFFER | 1.30 | AI will try and keep 15% more convoys than what it needs. | |
REGION_THREAT_PER_SUNK_CONVOY | 25 | Threat value per convoy sunk in a region. Decays over time. | |
REGION_THREAT_LEVEL_TO_AVOID_REGION | 25*10 | How much threat must be generated in region ( by REGION_THREAT_PER_SUNK_CONVOY ) so the AI will decide to mark the region as avoid | |
REGION_THREAT_LEVEL_TO_BLOCK_REGION | 25*100 | How much threat must be generated in region ( by REGION_THREAT_PER_SUNK_CONVOY ) so the AI will decide to mark the region as avoid | |
REGION_CONVOY_DANGER_DAILY_DECAY | 1 | When convoys are sunk it generates threat in the region which the AI uses to prio nalval missions | |
PRODUCTION_LINE_SWITCH_SURPLUS_NEEDED_MODIFIER | 0.2 | Is modified by efficency modifiers. | |
PLAN_ACTIVATION_MAJOR_WEIGHT_FACTOR | 1.5 | AI countries will hold on activating plans if stronger countries have plans in the same location. Majors count extra (value of 1 will negate this) | |
PLAN_ACTIVATION_PLAYER_WEIGHT_FACTOR | 50.0 | AI countries will hold on activating plans if player controlled countries have plans in the same location. | |
AREA_DEFENSE_BASE_IMPORTANCE | 30 | Area defense order base importance value (used for determining order of troop selections) | |
AREA_DEFENSE_CIVIL_WAR_IMPORTANCE | 30 | Area defense order importance value when a country is in a civil war as target or revolter. | |
AREA_DEFENSE_IMPORTANCE_FACTOR | 1.0 | used to balance defensive area importance vs other fronts | |
COMBINED_ARMS_LEVEL | 1 | 0 = Never, 1 = Infantry/Artillery, 2 = Go wild | |
MAX_DISTANCE_NAVAL_INVASION | 200.0 | AI is extremely unwilling to plan naval invasions above this naval distance limit. | |
ENEMY_NAVY_STRENGTH_DONT_BOTHER | 2.5 | If the enemy has a navy at least these many times stronger that the own, don't bother invading | |
MIN_SUPPLY_USE_SANITY_CAP | 100 | Ignore supply cap if below this value when deciding on how many divisions to produce. | |
MAX_SUPPLY_DIVISOR | 1.75 | To make sure the AI does not overdeploy divisions. Higher number means more supply per unit. | |
MISSING_CONVOYS_BOOST_FACTOR | 50.0 | The more convoys a country is missing, the more resources it diverts to cover this. | |
TRANSPORTS_PER_PARATROOPER | 20 | Currently unused. | |
MAX_MICRO_ATTACKS_PER_ORDER | 3 | AI goes through its orders and checks if there are situations to take advantage of | |
FALLBACK_LOSING_FACTOR | 1.0 | The lower this number, the longer the AI will hold the line before sending them to the fallback line | |
PRODUCTION_MAX_PROGRESS_TO_SWITCH_NAVAL | 0.1 | AI will not replace ships being built by newer types if progress is above this | |
PRODUCTION_WAIT_TO_FINISH_IF_EXPENSIVE | 0.25 | If produced item is expensive (producing less than one/week), wait to finish item if progress is above this | |
PRODUCTION_WAIT_TO_FINISH_IF_CHEAP | 0.75 | If produced item is cheap (producing more than one/week), wait to finish item if progress is above this | |
STATE_CONTROL_FOR_AREA_DEFENSE | 0.4 | To avoid AI sending area defense to area with very little foothold | |
FORCE_FACTOR_AGAINST_EXTRA_MINOR | 0.15 | AI considers generating wargoals against minors below this % of force compared to themselves to get at a bigger enemy. | |
MAX_EXTRA_WARGOAL_GENERATION | 2 | AI may want to generate wargoals against weak minors to get at larger enemy, but never more that this at any given time. | |
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 | 200 | 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_CP_FACTOR | 2.0 | Country must have at least this many times extra command power to get new admirals or army leaders | |
SCARY_LEVEL_AVERAGE_DEFENSE | -0.7 | average front defense modifier to make it consider it as a PITA to go for | |
ATTACK_HEAVILY_DEFENDED_LIMIT | 0.5 | AI will not launch attacks against heavily defended fronts unless they consider to have this level of advantage (1.0 = 100%) | |
HOUR_BAD_COMBAT_REEVALUATE | 48 | if we are in combat for this amount and it goes shitty then try skipping it | |
MIN_PLAN_VALUE_TO_MICRO_INACTIVE | 0.25 | The AI will not consider members of groups which plan is not activated AND evaluates lower than this. | |
MAX_UNITS_FACTOR_AREA_ORDER | 0.75 | Factor for max number of units to assign to area defense orders | |
DESIRED_UNITS_FACTOR_AREA_ORDER | 0.7 | Factor for desired number of units to assign to area defense orders | |
MIN_UNITS_FACTOR_AREA_ORDER | 1.0 | Factor for min number of units to assign to area defense orders | |
MAX_UNITS_FACTOR_FRONT_ORDER | 1.0 | Factor for max number of units to assign to area front orders | |
DESIRED_UNITS_FACTOR_FRONT_ORDER | 1.1 | Factor for desired number of units to assign to area front orders | |
MIN_UNITS_FACTOR_FRONT_ORDER | 1.0 | Factor for min number of units to assign to area front orders | |
MAX_UNITS_FACTOR_INVASION_ORDER | 1.0 | Factor for max number of units to assign to naval invasion orders | |
DESIRED_UNITS_FACTOR_INVASION_ORDER | 1.0 | Factor for desired number of units to assign to naval invasion orders | |
MIN_UNITS_FACTOR_INVASION_ORDER | 1.0 | Factor for min number of units to assign to naval invasion orders | |
FRONT_UNITS_CAP_FACTOR | 15.0 | A factor applied to total front size and supply use. Primarily effects small fronts | |
MAX_DIST_PORT_RUSH | 20.0 | If a unit is in enemy territory with no supply it will consider nearby ports within this distance. | |
MIN_FIELD_STRENGTH_TO_BUILD_UNITS | 0.7 | Cancel unit production if below this to get resources out to units in the field | |
MIN_MANPOWER_TO_BUILD_UNITS | 0.7 | Cancel unit production if below this to get resources out to units in the field | |
AVERAGE_SUPPLY_USE_PESSIMISM | 1.5 | Multiplier for when AI calculates average supply use of entire army. | |
PROPOSE_LEND_LEASE_AIDESIRE_SAME_IDEOLOGY | 40 | Added to AI desire to propose lend lease if recipent is same ideology (and AI can't declare war on recipient) | |
PROPOSE_LEND_LEASE_AIDESIRE_SAME_IDEOLOGY_CIVIL_WAR | 25 | Added to AI desire to propose lend lease if recipent is same ideology and they are currently in civil war | |
SEND_VOLUNTEER_AIDESIRE_SAME_IDEOLOGY | 40 | Added to AI desire to send volunteers if recipent is same ideology (and AI can't declare war on recipient) | |
SEND_VOLUNTEER_AIDESIRE_SAME_IDEOLOGY_CIVIL_WAR | 25 | Added to AI desire to send volunteers if recipent is same ideology and they are currently in civil war | |
REQUEST_LEND_LEASE_PROTECT_VALUE | 75 | Limit for protect enemy desire for reducing lend lease desire | |
REQUEST_LEND_LEASE_CONTAINS_VALUE | 100 | Limit of contain enemy desire for boosting friendly help | |
FRONT_BULGE_RATIO_UPPER_CUTOFF | 1.5 | If total bulginess is lower than this, the front is ignored. | |
FRONT_BULGE_RATIO_LOWER_CUTOFF | 0.95 | If local bulginess drops below this, a point of interest is found | |
FRONT_CUTOFF_MIN_EDGE_PROXIMITY | 2 | Minimum number of provinces to the front edge to determine for cutoff oportunity. | |
INVASION_DISTANCE_RANDOMNESS | 300 | This higher the value, the more unpredictable the invasions. Compares to actual map distance in pixels. | |
AIR_SCORE_DISTANCE_IMPACT | 0.3 | Effect of distance applied to the score calculations | |
DAYS_BETWEEN_AIR_PRIORITIES_UPDATE | 4 | Amount of days between air ai updates priorities for air wings ( from 1 to N ) | |
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 | 8.0 | 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 | 0.65 | 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_PATROL_PLANES_PER_SHIP_PATROLLING | 10.0 | Amount of naval patrol planes per ship on a patrol mission | |
NAVAL_PATROL_PLANES_PER_SHIP_RAIDING | 10.0 | Amount of naval patrol planes per ship on a convoy raid mission | |
NAVAL_PATROL_PLANES_PER_SHIP_ESCORTING | 10.0 | Amount of naval patrol planes per ship on a convoy escort mission | |
NAVAL_FIGHTERS_PER_PLANE | 1.0 | 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 planes request for mines sweeping when there is max amount of mines planted by enemy in certain region | |
MINES_PLANTING_PLANES_PER_MAX_DESIRE | 100 | Amount of air planes request for mines planting when there is max desire for it. | |
MINES_PLANTING_DESIRE_PER_HOME_STATE | 0.4 | Scoring for how much do we want to plant naval mines with our air wings if the naval region is adjacent to a home state. Multiple adjacent states increases the score. Max sum of score is 1.0. | |
MINES_PLANTING_DESIRE_PER_ENEMY_STATE | 0.1 | Scoring for how much do we want to plant naval mines with our air wings if the naval region is adjacent to the enemy state. Multiple adjacent states increases the score. Max sum of score is 1.0. | |
MINES_PLANTING_DESIRE_PER_NAVAL_THREAT | 250 | How much threat must be generated in the naval region, in order to get the maximum desire to plant naval mines in there. | |
NAVAL_MIN_EXCORT_PLANES | 0 | Min amount of planes requested to excort 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 | 1.0 | Strategic importance of air superiority ( amount of enemy planes in area ) | |
LAND_DEFENSE_CIVIL_FACTORY_IMPORTANCE | 50 | Strategic importance of civil factories | |
LAND_DEFENSE_MILITARY_FACTORY_IMPORTANCE | 70 | Strategic importance of military factories | |
LAND_DEFENSE_NAVAL_FACTORY_IMPORTANCE | 30 | Strategic importance of naval factories | |
LAND_DEFENSE_SUPPLY_HUB_IMPORTANCE | 4 | Strategic importance of supply hubs | |
LAND_DEFENSE_AA_IMPORTANCE_FACTOR | 1.0 | Factor of AA influence on strategic importance ( 0.0 - 1.0 ) | |
LAND_DEFENSE_INFRA_IMPORTANCE_FACTOR | 0.5 | Factor of infrastructure influence on strategic importance ( 0.0 - 1.0 ) | |
LAND_DEFENSE_IMPORTANCE_SCALE | 3.0 | Lend defence total importance scale (every land defence score get's multiplied by it) | |
NUM_HOURS_SINCE_LAST_COMBAT_TO_SUPPORT_UNITS_VIA_AIR | 72 | units will be considered in combat if they are just out of their last combat for air supporting | |
LAND_DEFENSE_MIN_FACTORIES_FOR_AIR_IMPORTANCE | 5 | If amount of factories is less importance of factories won't apply | |
LAND_DEFENSE_FIGHERS_PER_PLANE | 1.8 | Amount of air superiority planes requested per enemy plane | |
LAND_DEFENSE_INTERSEPTORS_PER_BOMBERS | 0.8 | Amount of air interceptor planes requested per enemy bomber | |
LAND_DEFENSE_INTERSEPTORS_PER_PLANE | 0.1 | Amount of air interceptor planes requested per enemy plane (non bomber) | |
LAND_COMBAT_AIR_SUPERIORITY_IMPORTANCE | 0.40 | Strategic importance of air superiority ( amount of enemy planes in area ) | |
LAND_COMBAT_OUR_ARMIES_AIR_IMPORTANCE | 20 | Strategic importance of our armies | |
LAND_COMBAT_OUR_COMBATS_AIR_IMPORTANCE | 155 | Strategic importance of our armies in the combats | |
LAND_COMBAT_FRIEND_ARMIES_AIR_IMPORTANCE | 10 | Strategic importance of friendly armies | |
LAND_COMBAT_FRIEND_COMBATS_AIR_IMPORTANCE | 8 | Strategic importance of friendly armies in the combat | |
LAND_COMBAT_ENEMY_ARMIES_AIR_IMPORTANCE | 12 | Strategic importance of our armies | |
LAND_COMBAT_ENEMY_LAND_FORTS_AIR_IMPORTANCE | 5 | Strategic importance of enemy land forts in the region | |
LAND_COMBAT_ENEMY_COASTAL_FORTS_AIR_IMPORTANCE | 3 | Strategic importance of enemy coastal fronts in the region | |
LAND_COMBAT_IMPORTANCE_SCALE | 5.0 | Lend combat total importance scale (every land combat score get's multiplied by it) | |
LAND_COMBAT_FIGHTERS_PER_PLANE | 1.0 | Amount of air superiority planes requested per enemy plane | |
LAND_COMBAT_CAS_PLANES_PER_ENEMY_ARMY_LIMIT | 200 | Limit of CAS planes requested by enemy armies | |
LAND_COMBAT_CAS_PER_ENEMY_ARMY | 30 | Amount of CAS planes requested per enemy division | |
LAND_COMBAT_ANTI_LOGISTICS_PER_ENEMY_ARMY | 0.1 | Amount of CAS planes requested per enemy army for anti-logistics | |
LAND_COMBAT_CAS_PER_COMBAT | 60 | Amount of CAS requested per combat | |
LAND_COMBAT_BOMBERS_PER_LAND_FORT_LEVEL | 6 | Amount of bomber planes requested per enemy land fort level | |
LAND_COMBAT_BOMBERS_PER_COASTAL_FORT_LEVEL | 6 | Amount of bomber planes requested per enemy coastal fort level | |
LAND_COMBAT_MIN_EXCORT_PLANES | 80 | Min amount of planes requested to excort operations | |
LAND_COMBAT_INTERCEPT_PER_PLANE | 0.25 | Amount of interception planes requested per enemy plane | |
MIN_ALLIED_DEFENSE_FACTOR_AIRWING_REQUESTS | 0.07 | Airwing requests will be factored by a minimum of this when comparing own vs friendly troops in area | |
AIR_SUPERIORITY_FOR_FRIENDLY_CAS_RATIO | 0.75 | Demand at least this proportion of our cas planes as air superiority regardless of other needs | |
LAND_COMBAT_GUIDE_DISTANCE | 290.0 | Distance within whch we'll care a bit more about sending planes regardless of whether our boiz are dying | |
ENEMY_PASSING_THROUGH_PLANES_PER_BOMBER | 0.1 | Amount of planes we assign to intercept enemies en-route to a location | |
ENEMY_PASSING_THROUGH_PLANES_PER_FIGHTER | 0.1 | Amount of planes we assign to intercept enemies en-route to a location | |
ENEMY_PASSING_THROUGH_PLANES_PER_SUPPORT | 0.1 | Amount of planes we assign to intercept enemies en-route to a location | |
AI_FRACTION_OF_FIGHTERS_RESERVED_FOR_INTERCEPTION | 0.25 | Percentage of fighters we reserve for interception vs AS | |
MAX_AIR_REGIONS_TO_CARE_ABOUT | 6 | Number of regions we'll consider when trying to split planes a bit. Split is NOT equal, just a guide, leftovers still applied elsewhere if needed | |
ENEMY_PASSING_THROUGH_PLANES_PER_BOMBER_NAVAL_REGION | 0.15 | Amount of planes we assign to intercept enemies en-route to a location over a sea region | |
ENEMY_PASSING_THROUGH_PLANES_PER_FIGHTER_NAVAL_REGION | 0.15 | Amount of planes we assign to intercept enemies en-route to a location over a sea region | |
ENEMY_PASSING_THROUGH_PLANES_PER_SUPPORT_NAVAL_REGION | 0.15 | Amount of planes we assign to intercept enemies en-route to a location over a sea region | |
NAVAL_DEFENSE_INTERCEPTION_IMPORTANCE_FACTOR | 30 | Factor on added planes passing through region to strategic importance | |
XP_RATIO_REQUIRED_TO_RESEARCH_WITH_XP | 2.0 | AI will at least need this amount of xp compared to cost of a tech to reserch it with XP | |
RESEARCH_WITH_XP_AI_WEIGHT_MULT | 1.2 | AI will bump score of a research with this mult if it can use XP | |
STR_BOMB_AIR_SUPERIORITY_IMPORTANCE | 0.10 | Strategic importance of air superiority ( amount of enemy planes in area ) | |
STR_BOMB_CIVIL_FACTORY_IMPORTANCE | 50 | Strategic importance of enemy civil factories | |
STR_BOMB_MILITARY_FACTORY_IMPORTANCE | 70 | Strategic importance of enemy military factories | |
STR_BOMB_NAVAL_FACTORY_IMPORTANCE | 30 | Strategic importance of enemy naval factories | |
STR_BOMB_SUPPLY_HUB_IMPORTANCE | 1 | Strategic importance of enemy supply hubs | |
STR_BOMB_AA_IMPORTANCE_FACTOR | 0.5 | Factor of AA influence on strategic importance ( 0.0 - 1.0 ) | |
STR_BOMB_INFRA_IMPORTANCE_FACTOR | 0.25 | Factor of infrastructure influence on strategic importance ( 0.0 - 1.0 ) | |
STR_BOMB_IMPORTANCE_SCALE | 1.0 | str bombing total importance scale (every str bombing score get's multiplied by it) | |
STR_BOMB_MIN_ENEMY_FIGHTERS_IN_AREA | 2000 | If amount of enemy fighters is higher than this mission won't perform | |
STR_BOMB_FIGHTERS_PER_PLANE | 1.1 | Amount of air superiority planes requested per enemy plane | |
STR_BOMB_PLANES_PER_CIV_FACTORY | 20 | Amount of planes requested per enemy civ factory | |
STR_BOMB_PLANES_PER_MIL_FACTORY | 25 | Amount of planes requested per enemy military factory | |
STR_BOMB_PLANES_PER_NAV_FACTORY | 15 | Amount of planes requested per enemy naval factory | |
STR_BOMB_PLANES_PER_SUPPLY_HUB | 3 | Amount of planes requested per enemy supply node | |
STR_BOMB_MIN_EXCORT_PLANES | 200 | Min amount of planes requested to excort operations | |
RECON_PLANES_NAVAL | 50 | scale on recon for naval areas | |
RECON_PLANES_LAND_COMBAT | 25 | scale on recon for land combat areas | |
RECON_PLANES_STRATEGIC | 50 | scale on recon for strategic areas | |
ASSIGN_FRONT_ARMY_SOFT_ATTACK_FACTOR | 0.1 | Importance of unit's ARMY_SOFT_ATTACK stat when assigning to a front | |
ASSIGN_FRONT_ARMY_HARD_ATTACK_FACTOR | 0.1 | Importance of unit's ARMY_HARD_ATTACK stat when assigning to a front | |
ASSIGN_FRONT_ARMY_BREAKTHROUGH_FACTOR | 0.2 | Importance of unit's ARMY_BREAKTHROUGH stat when assigning to a front | |
ASSIGN_DEFENSE_ARMY_DEFENSE_FACTOR | 3.0 | Importance of unit's ARMY_DEFENSE stat when assigning to an area defense order | |
ASSIGN_DEFENSE_ARMY_ENTRENCHMENT_FACTOR | 2.0 | Importance of unit's ARMY_ENTRENCHMENT stat when assigning to an area defense order | |
ASSIGN_DEFENSE_TEMPLATE_CLASS_SCORE | 3.0 | Importance of unit's AI template class (AREA_DEFENSE, CAVALRY) when assigning to an area defense order | |
ASSIGN_INVASION_AMPHIBIOUS_ATTACK_FACTOR | 50.0 | Importance of unit's amphibious attack adjuster when assigning to an invasion order | |
ORDER_ASSIGNMENT_DISTANCE_FACTOR | 100.0 | When the AI assigns units to orders, how much should distance be taken into account? | |
REVISITED_PROV_BOOST_FACTOR | 4 | When the AI picks units for a front, it prioritises units already nearby. | |
UNIT_ASSIGNMENT_STATS_IMPORTANCE | 3.0 | Stats score for units are multiplied by this when the AI is deciding which front they should be assigned to | |
ASSIGN_FRONT_TERRAIN_ATTACK_FACTOR | 3.0 | Importance of unit's terrain adjusted attack stat when assigning to a front | |
ASSIGN_FRONT_TERRAIN_DEFENSE_FACTOR | 1.0 | Importance of unit's terrain adjusted defense stat when assigning to a front | |
ASSIGN_FRONT_TERRAIN_MOVEMENT_FACTOR | 2.0 | Importance of unit's terrain adjusted movement stat when assigning to a front | |
ASSIGN_DEFENSE_TERRAIN_ATTACK_FACTOR | 0.5 | Importance of unit's terrain adjusted attack stat when assigning to an area defense order | |
ASSIGN_DEFENSE_TERRAIN_DEFENSE_FACTOR | 4.0 | Importance of unit's terrain adjusted defense stat when assigning to an area defense order | |
ASSIGN_DEFENSE_TERRAIN_MOVEMENT_FACTOR | 0.5 | Importance of unit's terrain adjusted movement stat when assigning to an area defense order | |
ASSIGN_MOUNTAINEERS_TO_MOUNTAINS | 10.0 | factor for assigning mountaineer divisions to fronts with mountains (proportional to how much of that terrain type) | |
ASSIGN_TANKS_TO_MOUNTAINS | -6.0 | factor for assigning tank divisions to fronts with mountains (proportional to how much of that terrain type) | |
ASSIGN_TANKS_TO_JUNGLE | -6.0 | factor for assigning tank divisions to fronts with jungle (proportional to how much of that terrain type) | |
UNIT_ASSIGNMENT_TERRAIN_IMPORTANCE | 10.0 | Terrain score for units are multiplied by this when the AI is deciding which front they should be assigned to | |
ASSIGN_TANKS_TO_WAR_FRONT | 6.0 | Scoring factor for assigning tank divisions to active war fronts | |
ASSIGN_TANKS_TO_NON_WAR_FRONT | 0.4 | Scoring factor for assigning tank divisions to non-war fronts | |
REASSIGN_TO_ANOTHER_FRONT_FACTOR | 0.5 | Factor for reassigning to another front. 0.0 < X < 1.0 means reluctant, X > 1.0 means want to. | |
REASSIGN_TO_ANOTHER_FRONT_IF_IN_COMBAT_FACTOR | 0.2 | Factor for reassigning to another front if in combat. 0.0 < X < 1.0 means reluctant, X > 1.0 means want to. | |
ENEMY_FORTIFICATION_FACTOR_FOR_FRONT_REQUESTS | 2.0 | front unit request factor at max enemy fortification | |
ENEMY_FORTIFICATION_FACTOR_FOR_FRONT_REQUESTS_MAX | 0.7 | max factor that can be added by enemy fortification | |
MANPOWER_RATIO_CAREFULNESS_THRESHOLD | 0.05 | if manpower ratio (available/used-by-army) is less than this, start being more careful with plan execution (i.e. don't throw your men into the meat grinder if you're running out of manpower) | |
PLAN_ACTIVATION_SUPERIORITY_AGGRO | 1.0 | How aggressive a country is in activating a plan based on how superiour their force is. | |
WAIT_YEARS_BEFORE_FREER_BUILDING | 3 | The AI will skip considering certain buildings during the buildup phase, after htese many years it starts building them regardless of threat. | |
MAX_CARRIER_OVERFILL | 1.85 | Carriers will be overfilled to this amount if there are doctrines to justify it | |
FIELDED_EQUIPMENT_BUFFER_RATIO_FOR_OCCUPATION_AI | 0.5 | garrison ai will try to leave this ratio of buffers while assigning laws | |
FIELDED_MANPOWER_BUFFER_RATIO_FOR_OCCUPATION_AI | 0.3 | garrison ai will try to leave this ratio of buffers while assigning laws | |
IMPORTANT_VICTORY_POINT | 15 | during occupation ai will only care so much to ask for extra garrisons if VP amount is at least this | |
DOCKYARDS_PER_NAVAL_DESIRE_EFFECT | -20.0 | Effects how much AI wants to build dockyards based on how navally focused they are in general. Recommended range -100.0 to 100.0. | |
DECISION_PRIORITY_RANDOMIZER | 0.1 | random factor that is used while picking decisions. ai is able to pick a lower priority decision earler than a higher one if it is within this threshold | |
DESIGN_COMPANY_SCORE_MULTIPLIER | 1.25 | score multiplier for hiring a design company | |
ARMY_CHIEF_SCORE_MULTIPLIER | 2.0 | score multiplier for hiring an army chief | |
AIR_CHIEF_SCORE_MULTIPLIER | 1.5 | score multiplier for hiring an air chief | |
NAVY_CHIEF_SCORE_MULTIPLIER | 1.0 | score multiplier for hiring an navy chief | |
POLITICAL_ADVISOR_SCORE_MULTIPLIER | 1.25 | score multiplier for hiring political advisors | |
THEORIST_ACCEPTANCE_MULTIPLIER | 0.7 | scale the acceptance of hiring a theorist by this number times the amount of non-theorists we have, capped at one. | |
MIN_SCALED_IDEA_WEIGHT_TO_COMPARE_WITH_DECISIONS | 100 | idea scores are scaled between these two values while comparing them to decisions | |
MAX_SCALED_IDEA_WEIGHT_TO_COMPARE_WITH_DECISIONS | 200 | idea scores are scaled between these two values while comparing them to decisions | |
CRITICAL_DECISION_PRIORITY | 200 | critical ai score for decisions, ai will be able to pick decisions if it has higher prio even if it is not time to pick them (0 to disable) | |
CRITICAL_IDEA_PRIORITY | 400 | critical ai score for ideas, ai will be able to pick ideas if it has higher prio even if it is not time to pick them (0 to disable) | |
MAX_PP_TO_SPEND_ON_LOWER_PRIO_TASKS | 25 | max pp cost for ai to allow spend pp on lower prio things while a higher prio things are available | |
MIN_SCORE_FOR_LOWER_PRIO_TASKS | 100 | this is a threshold for low prio tasks that will be considered critical | |
LOW_PRIO_TEMPLATE_BONUS_FOR_GARRISONS | 1000 | bonus to make ai more likely to assign low prio units to garrisons | |
LOW_PRIO_TEMPLATE_PENALTY_FOR_FRONTS | 500 | penalty to make ai less likely to assign low prio units to fronts | |
DEPLOYED_UNIT_MANPOWER_RATIO_TO_BUFFER_WARTIME | 0.2 | deployment will try to buffer a ratio of deployed manpower (for reinforcements) during war time | |
DEPLOYED_UNIT_MANPOWER_RATIO_TO_BUFFER_PEACETIME | 0.1 | deployment will try to buffer a ratio of deployed manpower (for reinforcements) during peace time | |
MAX_AVAILABLE_MANPOWER_RATIO_TO_BUFFER_WARTIME | 0.4 | deployment will try to buffer a ratio of manpower (for reinforcements) during war time | |
MAX_AVAILABLE_MANPOWER_RATIO_TO_BUFFER_PEACETIME | 0.2 | deployment will try to buffer a ratio of manpower (for reinforcements) during peace time | |
MANPOWER_RATIO_REQUIRED_TO_PRIO_MOBILIZATION_LAW | 0.4 | percentage of manpower in field is desired to be buffered for AI when it has upcoming wars or already at war. if it has less manpower, it will prio manpower laws | |
UPGRADES_DEFICIT_LIMIT_DAYS | 7 | Ai will avoid upgrading units in the field to new templates if it takes longer than this to fullfill their equipment need | |
GIE_EXILE_AIR_MANPOWER_USAGE_RATIO | 0.2 | AI will not deploy new exile wings when this percentage of available exile manpower is already used for wing recruitment. | |
CARRIER_TASKFORCE_MAX_CARRIER_COUNT | 4 | optimum carrier count for carrier taskforces | |
CAPITAL_TASKFORCE_MAX_CAPITAL_COUNT | 12 | optimum capital count for capital taskforces | |
SCREEN_TASKFORCE_MAX_SHIP_COUNT | 12 | optimum screen count for screen taskforces | |
SUB_TASKFORCE_MAX_SHIP_COUNT | 16 | optimum sub count for sub taskforces | |
MIN_CAPITALS_FOR_CARRIER_TASKFORCE | 6 | carrier fleets will at least have this amount of capitals | |
CAPITALS_TO_CARRIER_RATIO | 1.5 | capital to carrier count in carrier taskfoces | |
SCREENS_TO_CAPITAL_RATIO | 4.0 | screens to capital/carrier count in carrier & capital taskforces | |
MIN_MAIN_SHIP_RATIO | 0.3 | if main ship ratio is below this, steal other ships. | |
MIN_SUPPORT_SHIP_RATIO | 0.7 | if support ship ratio is below this, steal other ships. | |
MIN_MAIN_SHIP_RATIO_TO_REINFORCE | 0.5 | the main ships will be tried to reinforce this level. | |
MIN_SUPPORT_SHIP_RATIO_TO_REINFORCE | 0.9 | the support ships will be tried to reinforce this level. | |
MIN_MAIN_SHIP_TO_SPARE | 0.7 | can only steal ships from a task force if their main ship ratio is above this. | |
MIN_SUPPORT_SHIP_TO_SPARE | 1.0 | can only steal ships from a task force if their support ship ratio is above this. | |
MIN_MAIN_SHIP_RATIO_TO_MERGE | 0.7 | try merge task force if main ship ratio is lower than this. | |
MAX_MAIN_SHIP_RATIO_TO_MERGE | 1.001 | if resulting main ship ratio would be at most this, allow merging into this task force. | |
MAIN_SHIP_RATIO_TO_SPLIT | 1.8 | if main ship ratio in a task force is larger than this, split it. (If a carrier TF wants 4 carriers (see defines above), but it has more than [this * 4] carriers, then we try to split the TF.) | |
MISSION_FLEET_ICONS | { 4, 29, 21, 15, 23, 24, 5, 4, 4, 9 } | HOLD PATROL STRIKE FORCE CONVOY RAIDING CONVOY ESCORT MINES PLANTING MINES SWEEPING TRAIN RESERVE_FLEET NAVAL INVASION SUPPORT |
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MIN_NAVAL_MISSION_PRIO_TO_ASSIGN | { 0, 200, 200, 200, 100, 200, 100, 0, 0, 100 } | priorities for regions to get assigned to a mission HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving) PATROL STRIKE FORCE CONVOY RAIDING CONVOY ESCORT MINES PLANTING MINES SWEEPING TRAIN RESERVE_FLEET NAVAL INVASION SUPPORT |
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HIGH_PRIO_NAVAL_MISSION_SCORES | { 0, 100000, 1000, 1500, 1000, -1, 300, 0, 0, 1000 } | priorities for regions to get assigned to a mission HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving) PATROL STRIKE FORCE CONVOY RAIDING CONVOY ESCORT MINES PLANTING MINES SWEEPING TRAIN RESERVE_FLEET NAVAL INVASION SUPPORT |
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MAX_MISSION_PER_TASKFORCE | { 0, 1.5, 6, 1.5, 4, 2, 2, 0, 0, 10 } | max mission region/taskforce ratio HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving) PATROL STRIKE FORCE CONVOY RAIDING CONVOY ESCORT MINES PLANTING MINES SWEEPING TRAIN RESERVE_FLEET NAVAL INVASION SUPPORT |
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MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN | 0.20 | all-screen taskforces will be shared between convoy defense, mine missions and patrols (in this prio) and these ratios limits the maximum ratio of these taskforces to allocate on type maximum ratio of all screen-ships forces to be used in convoy defense (increases up to max as AI loses convoys). |
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MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX | 0.70 | maximum ratio of all screen-ships forces to be used in convoy defense (increases up to max as AI loses convoys). | |
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN_CONVOY_THREAT | 100 | AI will increase screen assignment for escort missions as threate increases | |
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX_CONVOY_THREAT | 1500 | AI will increase screen assignment for escort missions as threate increases | |
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING | 0.10 | maximum ratio of screens forces to be used in mine sweeping | |
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO | 0.8 | if you have mines near your owned states, you will start priotize mine missions and will assign this ratio of screens | |
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MIN_MINES | 10 | lowest mine for prioing mine missions | |
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MAX_MINES | 1000 | highest mines for highest prio for mine missions | |
MAX_SCREEN_TASKFORCES_FOR_MINE_LAYING | 0.10 | maximum ratio of screens forces to be used in mine laying | |
MAX_SCREEN_FORCES_FOR_INVASION_SUPPORT | 0.25 | max ratio of screens forces to be used in naval invasion missions | |
MAX_CAPITAL_FORCES_FOR_INVASION_SUPPORT | 0.25 | max ratio of capital forces to be used in naval invasion missions | |
MAX_PATROL_TO_STRIKE_FORCE_RATIO | 3.0 | maximum patrol/strike force ratio | |
CONSTRUCTION_PRIO_INFRASTRUCTURE | 0.20 | <start> construction prioritization base prio for infrastructure in the construction queue |
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CONSTRUCTION_PRIO_CIV_FACTORY | 0.80 | base prio for civilian factories in the construction queue | |
CONSTRUCTION_PRIO_MIL_FACTORY | 0.70 | base prio for military factories in the construction queue | |
CONSTRUCTION_PRIO_RAILWAY | 4.00 | base prio for railways in the construction queue | |
CONSTRUCTION_PRIO_RAILWAY_GUN_REPAIR | 15.00 | base prio for railway gun repairs in the construction queue | |
CONSTRUCTION_PRIO_UNSPECIFIED | 0.50 | base prio for unspecified buildings (none of the categories above) in the construction queue | |
CONSTRUCTION_PRIO_FACTOR_OCCUPIED_TERRITORY | 1.00 | factor prio with this if occupied territory | |
CONSTRUCTION_PRIO_FACTOR_OWNED_NONCORE | 1.50 | factor prio with this if owned non-core territory | |
CONSTRUCTION_PRIO_FACTOR_OWNED_CORE | 2.00 | factor prio with this if owned core territory | |
CONSTRUCTION_PRIO_FACTOR_REPAIRING | 0.30 | factor prio with this if building is being repaired | |
MAX_FACTORY_TO_SPARE_FOR_MISSION_FUEL_TRADE | 0.12 | <end> construction prioritization amount of factories to spend on oil trade in case of fuel need for missions |
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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, coutries will try to fill their buffer in this duration and trade for oil if necesarry | |
MONTHS_TO_FILL_FUEL_BUFFER_WITH_OIL_REQUESTS_IN_PEACE_TIME | 10.0 | in peace time, coutries will try to fill their buffer in this duration and trade for oil if necesarry | |
FUEL_CONSUMPTION_MULT_FOR_FUEL_SAVING_MODE | 0.25 | fuel consumptions will be limited by this ratio in fuel saving mode | |
FUEL_CONSUMPTION_MULT_REGULAR_FUEL_MODE | 1.0 | fuel consumptions will be limited by this ratio in regular fuel mode | |
FUEL_CONSUMPTION_MULT_AGRESSIVE_FUEL_MODE | 3.0 | fuel consumptions will be limited by this ratio in aggressive fuel usage mode | |
DAYS_FUEL_REMAINING_TO_ENTER_FUEL_SAVING_MODE | 30 | countries will enter fuel saving mode if they will be out of fuel in this number of days and their fuel ratio is below next define | |
DAYS_FUEL_REMAINING_TO_ENTER_FUEL_SAVING_MODE_FUEL_RATIO | 0.4 | ||
FUEL_RATIO_TO_EXIST_FUEL_SAVING_MODE | 0.60 | countries will exit fuel saving mode if they have more fuel ratio than this | |
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_ARMY_MAX_CONSUMPTION | 60 | AI will try to buffer at least this amount of days on max consumption, will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer | |
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_AIR_MAX_CONSUMPTION | 60 | AI will try to buffer at least this amount of days on max consumption, will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer | |
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_NAVY_MAX_CONSUMPTION | 60 | AI will try to buffer at least this amount of days on max consumption, will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer | |
MIN_WANTED_MAX_FUEL | 50 | minimum value for wanted fuel buffers for AI (in thousands) | |
GIE_LEND_LEASE_TO_PLAYER_EXILE_DESIRE_BONUS | 40 | AI host is more likely to accept lend lease requests from a player. | |
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 | 0.20 | ai will use at most this ratio of affordable fuel for air training | |
MAX_FUEL_CONSUMPTION_RATIO_FOR_NAVY_TRAINING | 0.20 | ai will use at most this ratio of affordable fuel for naval training | |
MAX_FULLY_TRAINED_SHIP_RATIO_FOR_TRAINING | 0.7 | ai will not train a taskforce if fully trained ships are above this ratio | |
NUM_SILOS_PER_CIVILIAN_FACTORIES | 0.0025 | ai will try to build a silo per this ratio of civ factories | |
NUM_SILOS_PER_MILITARY_FACTORIES | 0.012 | ai will try to build a silo per this ratio of mil factories | |
NUM_SILOS_PER_DOCKYARDS | 0.02 | ai will try to build a silo per this ratio of dockyards | |
SHIP_STR_RATIO_PUT_ON_REPAIRS | 0.8 | if ships are damaged below this ratio, they are put for repairs | |
SHIP_STR_RATIO_EXIT_REPAIRS | 1.00 | the ships will leave repairs if they are >= this ratio of total str | |
REPAIR_TASKFORCE_SIZE | 4 | repair taskforce sizes are limited to this many ships | |
PLAN_VALUE_BONUS_FOR_MOVING_UNITS | 0.35 | AI plans gets a bonus when units are not moving and ready to fight | |
AGGRESSIVENESS_BONUS_FOR_FRONTS_THAT_ARE_ON_HIGH_AGGRESSIVENESS | -0.4 | AI gets a bonus to aggresiveness if it is already executing an aggressive plan (lower is more aggressive) | |
AGGRESSIVENESS_CHECK_BASE | 1.5 | front comparison where ai will consider aggressive stance, unless it is already then the number above is used | |
AGGRESSIVENESS_CHECK_EASY_TARGET | -0.3 | if target nation is flagged as easy target we also adjust down the front comparison needed | |
AGGRESSIVENESS_CHECK_CAREFUL | 0.6 | at what front strength balance do we go careful | |
AGGRESSIVENESS_CHECK_PARTLY_FORTIFIED | 2.0 | if front strength balance is at or above this value versus a party fortified enemy, we do a balanced attack | |
AGGRESSIVENESS_CHECK_PARTLY_FORTIFIED_WEAK_POINTS | 0.75 | if front strength balance is at or above this value versus a party fortified enemy, we rush attack weak points; below this value, we are careful | |
AGGRESSIVENESS_CHECK_FULLY_FORTIFIED | 10 | if front strength balance is at or above this value versus a fully fortified enemy with no weak points, we do a balanced attack instead being careful | |
AGGRESSIVENESS_CHECK_FULLY_FORTIFIED_POCKET | 6 | if front strength balance is at or above this value versus a fully fortified enemy in a pocket, we do a balanced attack instead being careful | |
FRONT_EVAL_UNIT_ACCURACY | 1.0 | scale how stupid ai will act on fronts. 0 is potato | |
FRONT_EVAL_UNIT_AIR_SUP_IMPACT | 1.0 | scale how good the AI thinks air superiority is for units | |
FRONT_EVAL_UNIT_SUPPLY_AND_ORG_LACK_IMPACT | 1.0 | scale how painful the AI thinks a combined lack of supply and organization is for units | |
FRONT_EVAL_PERCENT_TO_ASSIST_ALLY_FRONT | 0.5 | percentage of how many units the AI thinks it should have compared to an ally before considering sending units | |
PRODUCTION_CARRIER_PLANE_BUFFER_RATIO | 1.5 | in addition to total deck size of carriers, we want at least this ratio to buffer it | |
PRODUCTION_CARRIER_PLANE_PRODUCTION_BOOST_TO_BUFFER | 4.0 | production of carrier planes will go up by this ratio if we lack buffers | |
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 intelligenge will incease raid score by this | |
AIR_AI_ENEMY_PROV_RATIO_FOR_COMBAT_REGION | 0.15 | if a region has more than this ratio of provinces controlled by enemy, AI will consider it as a combat zone while assigning planes | |
RESEARCH_MULTI_DOCTRINE_SCORE | 0.3 | score penalty to researchign multiple doctrines at once for AI | |
CONVOY_ESCORT_SCORE_FROM_CONVOYS | 15 | score for each convoy you have in area | |
CONVOY_ESCORT_MUL_FROM_NO_CONVOYS | 0.02 | score multiplier when no convoys are around | |
CONVOY_RAID_MIN_ENEMY_THREAT | 0.05 | ||
RAILWAY_GUN_PRODUCTION_BASE_DIVISIONS_RATIO_PERCENT | 0 | Base ratio of desired railway guns to divisions for AI (5 means 5%). Can be modified by railway_guns_divisions_ratio AI strategy value | |
RAILWAY_GUN_PRODUCTION_MIN_DIVISONS | 20 | Minimum required number of divisions for the AI to consider producing railway guns | |
RAILWAY_GUN_PRODUCTION_MIN_FACTORIES | 10 | Minimum required number of military factories for the AI to consider producing railway guns | |
RAILWAY_GUN_PER_ARMY_CAP | 5 | Maximum railway guns assigned to one army for the AI | |
RAILWAY_GUN_ASSIGNMENT_SCORE_UNITCOUNT_MULTIPLIER | 10.0 | Score multiplier for favoring orders groups with more units when assigning railway guns | |
RAILWAY_GUN_ASSIGNMENT_SCORE_HOLD | 20 | Score for keeping current assignment when assigning railway guns | |
MAX_UNIT_RATIO_FOR_INVASIONS | 0.4 | countries won't use armies more than this ratio of total units for invasions | |
MIN_UNIT_RATIO_FOR_INVASIONS | 0.1 | don't allocate more divisions than this for naval invasions | |
MAX_INVASION_FRONT_SCORE | 1000 | max score for naval invasion front scores | |
MIN_FRONT_SCORE_FOR_AFTER_INVASION_AREAS | 1500 | min score for army fronts that are created on recently invaded regions | |
MIN_CONVOY_EFFICIENCY_TO_CANCEL_TRADES | 0.4 | min efficiency (due to convoy raid) to cancel trades | |
MIN_CONVOY_EFFICIENCY_TO_START_TRADES | 0.6 | min efficiency (due to convoy raid) to start be able to trades | |
MIN_CONVOY_EFFICIENCY_PER_WAR_SUPPORT_HIT | 0.6 | percentage of warsupport hit you get is multiplied by this value and added to min convoy efficiencies | |
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 | 1.2 | fronts that belongs to recent invasions gets more prio | |
MIN_NUM_CONQUERED_PROVINCES_TO_DEPRIO_NAVAL_INVADED_FRONTS | 20 | if you conquer this amount of provinces after a naval invasion, it will lose its prio status and will act as a regular front | |
FAILED_INVASION_AVOID_DURATION | 60 | after a failed invasion, AI will down-prioritize invading the same area again for this number of days | |
FAILED_INVASION_AREA_PRIO_FACTOR | 0.5 | for every failed invasion on an area, factor that area's invasion prio with this value | |
FAILED_INVASION_PORT_PRIO_FACTOR | 0.66 | for every failed invasion on a target port (province), factor the chance that we try to invade that same port again (relative to other ports) | |
BUILDING_TARGETS_BUILDING_PRIORITIES | { "industrial_complex" } | buildings in order of pirority when considering building targets strategies. First has the greatest priority, omitted has the lowest. NOTE: not all buildings are supported by building targets strategies. | |
MIN_INVASION_PLAN_VALUE_TO_EXECUTE | 0.2 | ai will only activate invasions if plan value is above this | |
MIN_INVASION_ORG_FACTOR_TO_EXECUTE | 0.75 | ai will only activate invasions if average org factor is above this | |
MAX_INVASION_SIZE | 24 | max invasion group size | |
MAX_PORT_STRIKE_HISTORY_TO_REMEMBER | 5000 | maximum port strike history to keep track (will be used to disable ports | |
PORT_STRIKE_HISTORY_DECAY_MIN | 10 | minimum decay for port strike history (<7 days since last port strike) | |
PORT_STRIKE_HISTORY_DECAY_MAX | 400 | maximum decay for port strike history (>=37 days since last port strike) | |
MAX_PORT_RATIO_TO_DISABLE | 0.8 | max ratio of ports to disable due to port strikes | |
PORT_STRIKE_HISTORY_VALUE_TO_DISABLE_REPAIRS | 200 | cut off for disabling ports above this threshold | |
PORT_STRIKE_HISTORY_VALUE_TO_REENABLE_REPAIRS | 10 | cut off for reenabling ports bloew this threshold | |
CURRENT_LAW_SCORE_BONUS | 50.0 | current score will get an additional bonus to its ai weight | |
OIL_WANT_PER_POTENTIAL_LAND_CONSUMPTION_K | 0.05 | these values are used for ai_desire_ variables that are used occupation law selection how much extra oil requested on top of balance for country's potential oil consumptions |
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OIL_WANT_PER_POTENTIAL_NAVY_CONSUMPTION_K | 0.03 | ||
OIL_WANT_PER_POTENTIAL_AIR_CONSUMPTION_K | 0.03 | ||
OIL_WANT_PER_POTENTIAL_MISC_CONSUMPTION_K | 0.1 | ||
OIL_WANT_AT_PEACE_PER_POTENTIAL_LAND_CONSUMPTION_K | 0.02 | ||
OIL_WANT_AT_PEACE_PER_POTENTIAL_NAVY_CONSUMPTION_K | 0.0 | ||
OIL_WANT_AT_PEACE_PER_POTENTIAL_AIR_CONSUMPTION_K | 0.0 | ||
OIL_WANT_AT_PEACE_PER_POTENTIAL_MISC_CONSUMPTION_K | 0.1 | ||
RESOURCE_WANT_PER_MISSING_BALANCE | 0.2 | negative balance increases the desire on a resource | |
RESOURCE_WANT_PER_CONSUMED | 0.05 | if resource is being used in production, increase the desire | |
CRYPTO_ACTIVATION_THRESHOLD | 1.25 | ~end crypto ai calculates a score & a threshold for each cracked crypto if score > crypto, it activates the crypto will multiply crypto activation threshold. larger |
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CRYPTO_ACTIVATE_NUM_DAYS_DROP_OFF | 0.4 | longer decrypted crypto waits, lower threshold it will have. threshold will be multiplied by this value at most | |
CRYPTO_ACTIVATE_NUM_DAYS_DECAY | 60 | at this number of days, it will decay by %50 of prev define | |
CRYPTO_ACTIVATE_NUM_ACTIVATED_DROP_OFF | 0.6 | having an already activated cryptos will further multiply threshold, down to this value | |
CRYPTO_ACTIVATION_SCORE_ARMIES_IN_COMBAT_BONUS | 0.2 | having units in combat will increase the score by this ratio | |
CRYPTO_ACTIVATION_SCORE_OUR_CAPITAL_BONUS | 0.2 | fronts of our capital get a bonus by this ratio | |
CRYPTO_ACTIVATION_SCORE_ENEMY_CAPITAL_BONUS | 0.2 | fronts of enemy capital get a bonus by this ratio | |
CRYPTO_AFTER_SCORE_INVASION_FRONT_BONUS | 1.0 | a front that is naval invading will increase the score by this ratio | |
MAX_MODULAR_EQUIPMENT_EQUIPMENT_UPGRADE_COUNT_PER_PASS | 4 | ~crypto ai the maximum number of level AI will try to add to an equipment upgrade of an equipment defined in common/ai_equipment in one pass |
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EQUIPMENT_UPGRADE_VARIANT_MATCH_SCORE_FACTOR | 0.2 | the weight of equipment upgrade level when computing the match score of a variant to an ai equipment design. | |
AI_UPDATE_ROLES_FREQUENCY_HOURS | 48 | Update the roles for a country AI this often (affects performance) | |
UPDATE_SUPPLY_BOTTLENECKS_FREQUENCY_HOURS | 168 | Check for and try to fix supply bottlenecks this often. (168 hours = 1 week) | |
FIX_SUPPLY_BOTTLENECK_SATURATION_THRESHOLD | 0.85 | Try to fix supply bottlenecks if supply node saturation exceeds this value. | |
UPDATE_SUPPLY_MOTORIZATION_FREQUENCY_HOURS | 52 | Check if activating motorization would improve supply situation this often. | |
AI_PREFERRED_TACTIC_WEEKLY_CHANGE_CHANCE | 0.05 | Chance for AI to select a new preferred tactic if they don't have one selected | |
ARMY_LEADER_ASSIGN_FIELD_MARSHAL_TO_ARMY | -500 | <start> assigning leaders to armies Score for assigning a field marshal to a normal army (want to use them for army groups) |
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ARMY_LEADER_ASSIGN_KEEP_LEADER | 500 | Score for keeping the leader if already assigned | |
ARMY_LEADER_ASSIGN_EMPTYNESS_MALUS | 0.2 | Factor for avoiding assigning leaders that can lead large armies to small armies (a value of 0.2 reduces the score by max 20 %) | |
ARMY_LEADER_ASSIGN_OVERCAPACITY | -200 | Score for assigning leader to a too large army | |
ARMY_LEADER_ASSIGN_OVERALL_SKILL_FACTOR | 50 | This times general's overall skill is added to score | |
ARMY_LEADER_ASSIGN_DEFENSE_OVERALL_SKILL_FACTOR | 10 | If defensive army, this times general's overall skill is added to score | |
ARMY_LEADER_ASSIGN_DEFENSE_ATTACK_SKILL_FACTOR | 3 | If defensive army, this times general's attack skill is added to score | |
ARMY_LEADER_ASSIGN_DEFENSE_DEFENSE_SKILL_FACTOR | 20 | If defensive army, this times general's defense skill is added to score | |
ARMY_LEADER_ASSIGN_DEFENSE_LOGISTICS_SKILL_FACTOR | 3 | If defensive army, this times general's logistics skill is added to score | |
ARMY_LEADER_ASSIGN_DEFENSE_PLANNING_SKILL_FACTOR | 3 | If defensive army, this times general's planning skill is added to score | |
ARMY_LEADER_ASSIGN_INVASION_ATTACK_SKILL_FACTOR | 10 | If invasion army, this times general's attack skill is added to score | |
ARMY_LEADER_ASSIGN_INVASION_DEFENSE_SKILL_FACTOR | 10 | If invasion army, this times general's defense skill is added to score | |
ARMY_LEADER_ASSIGN_INVASION_LOGISTICS_SKILL_FACTOR | 20 | If invasion army, this times general's logistics skill is added to score | |
ARMY_LEADER_ASSIGN_INVASION_PLANNING_SKILL_FACTOR | 20 | If invasion army, this times general's planning skill is added to score | |
ARMY_LEADER_ASSIGN_ATTACK_SKILL_FACTOR | 20 | This times general's attack skill is added to score | |
ARMY_LEADER_ASSIGN_DEFENSE_SKILL_FACTOR | 10 | This times general's defense skill is added to score | |
ARMY_LEADER_ASSIGN_LOGISTICS_SKILL_FACTOR | 7 | This times general's logistics skill is added to score | |
ARMY_LEADER_ASSIGN_PLANNING_SKILL_FACTOR | 7 | This times general's planning skill is added to score | |
ARMY_LEADER_ASSIGN_NR_TRAITS | 5 | This times general's nr of active traits is added to score | |
ARMY_LEADER_ASSIGN_EXILED_LEADS_EXILED_TROOPS | 10 | If exiled leader, increase chance of leading army with exiled troops | |
ARMY_LEADER_ASSIGN_EXILED_LEADS_OWN_EXILED_TROOPS | 100 | If exiled leader, increase chance of leading army with exiled troops from same country as the leader | |
ARMY_LEADER_ASSIGN_DEFENSE_MAX_DIG_IN_FACTOR | 1.0 | the following defines concern the general's modifiers If defensive army, importance of general's MAX_DIG_IN_FACTOR modifier |
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ARMY_LEADER_ASSIGN_DEFENSE_ARMY_ARMOR_DEFENCE_FACTOR | 1.0 | If defensive army, importance of general's ARMY_ARMOR_DEFENCE_FACTOR modifier (proportional to armor ratio in the army) | |
ARMY_LEADER_ASSIGN_PLANNING_SPEED | 0.1 | Importance of general's PLANNING_SPEED modifier | |
ARMY_LEADER_ASSIGN_MAX_PLANNING | 0.1 | Importance of general's MAX_PLANNING modifier | |
ARMY_LEADER_ASSIGN_RECON_FACTOR | 2.0 | Importance of general's RECON_FACTOR modifier | |
ARMY_LEADER_ASSIGN_OUT_OF_SUPPLY_FACTOR | 1.0 | Importance of general's OUT_OF_SUPPLY_FACTOR modifier | |
ARMY_LEADER_ASSIGN_WINTER_ATTRITION_FACTOR | 1.0 | Importance of general's WINTER_ATTRITION_FACTOR modifier | |
ARMY_LEADER_ASSIGN_ARMY_ARMOR_SPEED_FACTOR | 20.0 | Importance of general's ARMY_ARMOR_SPEED_FACTOR modifier (proportional to armor ratio in the army) | |
ARMY_LEADER_ASSIGN_ARMY_ARMOR_ATTACK_FACTOR | 20.0 | Importance of general's ARMY_ARMOR_ATTACK_FACTOR modifier (proportional to armor ratio in the army) | |
ARMY_LEADER_ASSIGN_BOOST_ARMOR_SKILL | 20.0 | Importance of general's trait where armor skill is boosted, e.g. armor_officer which boosts panzer_leader (proportional to armor ratio in the army) | |
ARMY_LEADER_ASSIGN_ARMOR_LEADER_IF_NO_ARMOR | -0.5 | Avoid assigning a general with armor skills to an army with no armor (can be negative) | |
ARMY_LEADER_ASSIGN_AMPHIBIOUS_INVASION | 1.0 | If involved in invasion, importance of general's AMPHIBIOUS_INVASION modifier | |
ARMY_LEADER_ASSIGN_NAVAL_INVASION_PREPARATION | 1.0 | If involved in invasion, importance of general's NAVAL_INVASION_PREPARATION modifier | |
ARMY_LEADER_ASSIGN_XP_GAIN_FACTOR | 2.0 | Importance of general's XP_GAIN_FACTOR modifier | |
ARMY_LEADER_ASSIGN_SUPPLY_CONSUMPTION_FACTOR | 1.0 | Importance of general's SUPPLY_CONSUMPTION_FACTOR modifier | |
ARMY_LEADER_ASSIGN_LAND_REINFORCE_RATE | 1.0 | Importance of general's LAND_REINFORCE_RATE modifier | |
ARMY_LEADER_ASSIGN_ARMY_MORALE_FACTOR | 1.0 | Importance of general's ARMY_MORALE_FACTOR modifier | |
ARMY_LEADER_ASSIGN_TERRAIN_FACTOR | 0.2 | Importance of general's terrain skills | |
AREA_DEFENSE_SETTING_VP | false | <end> assigning leaders to armies Which settings will AI use for area defense by default |
|
AREA_DEFENSE_SETTING_PORTS | true | ||
AREA_DEFENSE_SETTING_AIRBASES | false | ||
AREA_DEFENSE_SETTING_FORTS | false | ||
AREA_DEFENSE_SETTING_COASTLINES | true | ||
AREA_DEFENSE_SETTING_RAILWAYS | false | ||
AREA_DEFENSE_MINCAP_MAX_CAPITAL_DEFENSE | 100 | MaxUnits for capital defense is at least this. (basically use capital defense as a buffer if we have "too many units") | |
AREA_DEFENSE_MINCAP_DESIRED_CAPITAL_DEFENSE | 5 | DesiredUnits for capital defense is at least this. | |
AREA_DEFENSE_MINCAP_MAX_HOME_AREA | 10 | MaxUnits for home area is at least this. | |
AREA_DEFENSE_MINCAP_DESIRED_HOME_AREA | 3 | DesiredUnits for home area is at least this. | |
COMMAND_POWER_BEFORE_SPEND_ON_TRAITS | 30.0 | ||
PEACE_BID_FOLD_TURNS_AGAINST_OTHER_AI | 2 | Resolve contests against other AIs after this many turns. Don't always contest forever, it yields the same results. | |
PEACE_BID_FOLD_AGAINST_PLAYER_CHANCE | 0.5 | Likelihood that AI will fold in a bidding contest against human player. | |
PEACE_BID_FOLD_AGAINST_LIBERATE_CONTEST | 1.0 | Likelihood that the AI will back down against a same-ideology country performing a contesting liberate bid ##Bordergore prevention therapy | |
PEACE_AI_GROUP_PEACE_ACTIONS | true | Whether AI should group peace actions or greedily just select the most-desired peace actions | |
PEACE_AI_EVALUATE_FOR_SUBJECTS | true | Whether AI should include subjects when evaluating giving states to other winners (may affect performance on new conference turn) | |
PEACE_AI_EVALUATE_FOR_ALLIES | true | Whether AI should include allies when evaluating giving states to other winners (may affect performance on new conference turn) | |
PEACE_AI_EVALUATE_FOR_NON_ALLIES | false | Whether AI should include non-allies (not in same faction) when evaluating giving states to other winners (may affect performance on new conference turn) | |
PEACE_AI_EVALUATE_OTHER_IF_CORE | true | Whether AI should evaluate giving states to other winners if state is their core (may affect performance on new conference turn) | |
PEACE_AI_EVALUATE_OTHER_IF_CLAIM | true | Whether AI should evaluate giving states to other winners if they have a claim on the state (may affect performance on new conference turn) | |
PEACE_AI_EVALUATE_OTHER_ALWAYS | false | Whether AI should always evaluate giving states to other winners (!!! may heavily affect performance on new conference turn for large peace conferences !!!) | |
DIVISION_SUPPLY_RATIO_TO_MOTORIZE | 0.80 | If supply ratio is less than this, consider motorizing any applicable nearby supply hub | |
INDUSTRIAL_ORG_TRAIT_UNLOCK_RANDOMNESS | 3 | AI will pick a random from N top traits when choosing a trait to unlock | |
INDUSTRIAL_ORG_POLICY_CHANGE_RANDOMNESS | 3 | AI will pick a random from N top policies when choosing a policy to attach to an MIO | |
INDUSTRIAL_ORG_RESEARCH_ASSIGN_RANDOMNESS | 3 | AI will pick a random from N top MIOs when choosing an MIO to assign to a research | |
INDUSTRIAL_ORG_PRODUCTION_ASSIGN_RANDOMNESS | 3 | AI will pick a random from N top MIOs when choosing an MIO to assign to a production line | |
INDUSTRIAL_ORG_POLICY_CHANGE_SCALE | 1.0 | Policy change weight will be scaled by this value | |
INDUSTRIAL_ORG_TRAIT_RANK_FACTOR | 0.80 | When precomputing weights, traits will affect the final score less the further down the tree they are, by this factor | |
INDUSTRIAL_ORG_RESEARCH_BONUS_FACTOR | 1.0 | Research bonus will be multiplied by this factor when evaluating design teams | |
AI_WANTED_LAND_BASED_PLANES_FACTOR | 0.50 | Factor applied to desire for land based planes (total airbase space * define) | |
AI_WANTED_CARRIER_BASED_PLANES_FACTOR | 1.0 | Factor applied to desire for carrier based planes (total carrier space * define) |
NFocus
Name | Default | Developer comment | Usage |
---|---|---|---|
FOCUS_POINT_DAYS | 7 | Each point takes a week | |
FOCUS_PROGRESS_PEACE | 1 | Progress during peace | |
FOCUS_PROGRESS_WAR | 1 | Progress during war | |
MAX_SAVED_FOCUS_PROGRESS | 10 | This much progress can be saved while not having a focus selected |
NOperatives
Name | Default | Developer comment | Usage |
---|---|---|---|
AGENCY_CREATION_DAYS | 30 | Number of days needed to create an intelligence agency | |
AGENCY_UPGRADE_DAYS | 30 | Number of days needed to upgrade an intelligence agency | |
AGENCY_CREATION_FACTORIES | 5 | Number of factories used to create an intelligence agency | |
AGENCY_AI_BASE_NUM_FACTORIES | 25.0 | Used by AI to pace the upgrades. Formula : if( AGENCY_AI_BASE_NUM_FACTORIES <= num_civ_factories - num_upgrades * AGENCY_AI_PER_UPGRADE_FACTORIES ) | |
AGENCY_AI_PER_UPGRADE_FACTORIES | 6.0 | Used by AI to pace the upgrades. Formula : if( AGENCY_AI_BASE_NUM_FACTORIES <= num_civ_factories - num_upgrades * AGENCY_AI_PER_UPGRADE_FACTORIES ) | |
AGENCY_UPGRADE_PER_OPERATIVE_SLOT | 5 | Number of upgrade needed to unlock an additional operative slot | |
MAX_OPERATIVE_SLOT_FROM_AGENCY_UPGRADES | 1 | max operative slots gained from upgrades | |
AGENCY_OPERATIVE_RECRUITMENT_TIME | 30 | Number of days to wait to have operative to recruit when an operative slot first becomes available | |
BECOME_SPYMASTER_PP_COST | 50 | Number of political power used to become Spy Master | |
BECOME_SPYMASTER_MIN_UPGRADES | 3 | Number of agency upgrades you need before becoming Spy Master | |
BASE_COUNTER_INTELLIGENCE_RATING | 0.0 | Base national counter intelligence rating for all countries | |
AGENCY_DEFENSE_EFFECT_ON_HOSTILE_ACTION_COST | 0.2 | Defense factor that is responsible for multiplying the cost hostile actions against our country by its level and this value | |
INTEL_NETWORK_GAIN_RATE_ON_WRONG_CONTROLLER | -10.0 | Amount of network strength lost in a state when it does not have the right controller anymore | |
INTEL_NETWORK_GAIN_RATE_ON_OUT_OF_RANGE | -1.75 | Amount of network strength lost in a state that has the right controller but is out of range of any operative | |
INTEL_NETWORK_GAIN_FROM_ADJACENCY_FACTOR | 0.5 | Factor multiplied to the sum of the positive difference between a state's strength and its neighbors'. In other words, how strongly neighbors impact the strength gained in a state. Values greater or equal to 1 are discouraged. | |
INTEL_NETWORK_GAIN_DECAY_PER_STEP_FACTOR | 0.5 | Factor multiplied to the gain of the previous node in the netowrk initially contributed by the agent. In other words, before adjacency, the strength gain in a state would be GainFromOperative * ( INTEL_NETWORK_GAIN_DECAY_PER_STEP_FACTOR ^ NodeDepth ) where NodeDepth is the distance between the state and the operative's location. | |
INTEL_NETWORK_STRENGTH_TARGET_OFFSET_PER_OPERATIVE | 15.0 | The amount of strength each operative on build intel network mission in a sub network add to the base target network strength | |
INTEL_NETWORK_STRENGTH_DECAY_WHEN_ABOVE_TARGET | -2.5 | The amount of strength removed each tick from a state that has more strength than the target | |
INTEL_NETWORK_BASE_STRENGTH_TARGET_COUNTERINTELLIGENCE_FACTOR | -10.0 | BaseStrengthTarget = Factor * CounterIntelligenceRating + Offset | |
INTEL_NETWORK_BASE_STRENGTH_TARGET_COUNTERINTELLIGENCE_OFFSET | 90 | Offset mentioned above | |
INTEL_NETWORK_MIN_VP_TO_TARGET | 15 | The minimum value of the highest VP in a state to consider the state as a valid target to start building an intel network | |
INTEL_NETWORK_MIN_STRENGTH_TO_TARGET | 101.0 | The minimum value of the intel network in a state to consider it a valid target to deploy an operative in | |
INTEL_NETWORK_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 | 1.0 | clamp the value from the multiplication of the above factor (expect a value greater or equal to 1) | |
INTEL_NETWORK_NATIONAL_COVERAGE_TO_DETECTION_CHANCE_FACTOR | 1.0 | multiplied to the national coverage (a value in range [0, 1] | |
INTEL_NETWORK_SUB_NETWORK_STRENGTH_TO_DETECTION_CHANCE_FACTOR | 0.1 | multiplied to the network strength (a value in range [0, 100] | |
INTEL_NETWORK_SUB_NETWORK_NATIONAL_COVERAGE_TO_DETECTION_CHANCE_FACTOR | 3.0 | multiplied to the contribution to the national coverage of the sub network (a value in range [0, 1]) | |
INTEL_NETWORK_DETECTION_GLOBAL_FACTOR | 0.01 | global factor multiplied to the detection chance before it is multiplied a dice roll in the range [0,1000) | |
BUILD_INTEL_NETWORK_DAILY_XP_GAIN | 1 | ||
QUIET_INTEL_NETWORK_DAILY_XP_GAIN | 0 | ||
OPERATIVE_MISSION_DETECTION_CHANCE_FACTOR | { 0.0, 1.0, 1.0, 1.0, 0.0, 3.0, 0.1, 0.1, 3.0 } | Factor multiplied to the detection chance of an agent on mission before the offsets NoMission BuildIntelNetwork QuietIntelNetwork CounterIntelligence RootOutResistance BoostIdeology ControlTrade DiplomaticPressure Propaganda |
|
OPERATIVE_SLOTS_FROM_FACTION_MEMBERS_FOR_SPY_MASTER | { 0.0, 0.0, 0.25, 10.0, 0.5, 50.0 } | used for calculating how many operatives will a spy master gain from its faction members first number in every now is number of operatives gained second number is total factory needed (mil and civ) for giving previous ratio 0 operative for [0, 10) 0.25 operative for [10, 50) 0.5 operative for >= 50 |
|
INTEL_NETWORK_STATE_MODIFIER_STRENGTH_THRESHOLD | 10 | Minimum amount of strength required in a state for the intel network related modifiers to start being applied | |
INTEL_NETWORK_MIN_DEFAULT_FOR_SHOWING | 25 | default min level for networks used to filter operation requirements if not overriden | |
OPERATIVE_BASE_INTEL_NETWORK_GAIN | 0.4 | Base amount of network strength gain per day provided by an operative | |
OPERATIVE_MAX_INTEL_NETWORK_GAIN | -1.0 | Max amount of network strength gain per day provided by an operative after modifiers have been applied (negative value means no max) | |
COUNTER_INTELLIGENCE_FOREIGN_AGENT_FACTOR | 0.0 | Multiplier to the counter intelligence provided by foreign (ally) operatives | |
COUNTER_INTELLIGENCE_STACKING_FACTOR | 0.5 | Multiplier applied to each operative after the first one. So if we have the following counter intelligence rating values [ 0.1, 0.3, 0.2 ], the factor is applied twice for the lowest value and once for the 2nd lowest one as such : [ 0.3, 0.2 * D, 0.1 * D * D ] and then the result is summed up to give the final rating value | |
COUNTER_INTELLIGENCE_TO_DEFENSE_LOG_FACTOR | 0.0 | Defense = LogFactor * log( 1 + CounterIntelligence ) + CounterIntelligence / Divisor | |
COUNTER_INTELLIGENCE_TO_DEFENSE_DIVISOR | 1.0 | see above | |
COUNTER_INTELLIGENCE_DAILY_XP_GAIN | 0.112 | ||
BOOST_IDEOLOGY_NATIONAL_COVERAGE_FACTOR | 1.0 | used to compute the drift factor as follow: BASE * SUB_NETWORK_NC * BOOST_IDEOLOGY_DEFENSE_FACTOR | |
BOOST_IDEOLOGY_MAX_DRIFT_BY_OPERATIVE | 0.25 | the maximum drift an operative can cause, a negative value means no maximum | |
BOOST_IDEOLOGY_DRIFT_STACKING_FACTOR | 0.5 | multiplied to the drift of an operative for each operative after the first one, with the greatest drift. So if we have the following drift values [ 0.1, 0.3, 0.2 ], the factor is applied twice for the lowest value and once for the 2nd lowest one as such : [ 0.3, 0.2 * D, 0.1 * D * D ] and then the result is summed up to give the final drift value. | |
BOOST_IDEOLOGY_DEFENSE_FACTOR | 0.2 | multiplied to the target's defense to get the amount of drift to remove from each operative's drift | |
BOOST_IDEOLOGY_DAILY_XP_GAIN | 0.274 | ||
OPERATIVE_BASE_INTEL_AGENCY_DEFENSE | 1.0 | Base amount of intel agency defense contributed by an operative on counter_intelligence mission | |
OPERATIVE_BASE_BOOST_IDEOLOGY | 0.1 | Base amount of daily ideology drift provoked by an operative | |
OPERATIVE_BASE_PROPAGANDA_POWER | 0.0005 | Base amount of daily war support and stability change when an operative is assigned to propaganda | |
PROPAGANDA_SUB_NETWORK_STRENGTH_FACTOR | 1.0 | Multiplied to the network strength before being multiplied to the Stability/WarSupport drift caused by an operative | |
PROPAGANDA_DEFENSE_FACTOR | 0.01 | Multiplied to the target's defense before being subtracted from the Stability/WarSupport drift caused by an operative | |
PROPAGANDA_OPERATIVE_STACKING_FACTOR | 0.5 | Multiplied to the Stability/WarSupport drift values of each operative after the one with the greatest values. The process is done separatly for Stability and WarSupport | |
PROPAGANDA_COUNTRY_STACKING_FACTOR | 0.5 | Multiplied to the Stability/WarSupport drift values of each country after the one with the greatest values. The process is done separatly for Stability and WarSupport | |
PROPAGANDA_DAILY_XP_GAIN | 0.350 | ||
OPERATIVE_BASE_ROOT_OUT_RESISTANCE_EFFICIENCY | 1.0 | The base efficiency of an operative at the RootOutResistance mission (this is a percentage, 1.0 == 100%) | |
ROOT_OUT_RESISTANCE_STACKING_FACTOR | 0.5 | Multiplied to each operative efficiency after the first one | |
ROOT_OUT_RESISTANCE_RANGE_STEP_FACTOR | 0.5 | Multiplied to the summed up efficiency from all operative operating in a same state to determine the efficiency in neighboring states | |
ROOT_OUT_RESISTANCE_DAILY_XP_GAIN | 0.068 | ||
OPERATIVE_BASE_CONTROL_TRADE_DRIFT | 0.5 | The base daily drift in trade influence caused by an operative | |
CONTROL_TRADE_STACKING_FACTOR | 0.5 | Multiplied to the drift of each operative after the first one | |
CONTROL_TRADE_MAX_INFLUENCE | 50.0 | The maximum amount of trade influence that can be gained through the control trade mission | |
CONTROL_TRADE_INFLUENCE_DAILY_DECAY | 0.1 | The amount of trade influence lost when no operative are assigned to the mission | |
CONTROL_TRADE_DAILY_XP_GAIN | 0.137 | ||
OPERATIVE_BASE_DIPLOMATIC_PRESSURE_AI_ACCEPTANCE_SCORE_DRIFT | 0.4 | The daily change in the amount of opinion requiered to join a faction | |
OPERATIVE_BASE_DIPLOMATIC_PRESSURE_TENSION_REQUIREMENTS_DRIFT | 0.001 | The daily change in world tension requiered to join a faction | |
DIPLOMATIC_PRESSURE_MAX_AI_ACCEPTANCE_SCORE_INCREASE | 20.0 | the maximum amount of ai acceptance score from diplomatic pressure | |
DIPLOMATIC_PRESSURE_MAX_TENSION_REQUIREMENTS_DECREASE | 0.20 | amount of tension (tensions is in range [0,1]) that can be removed from the requirements imposed by the modifier join_faction_tension_limit | |
DIPLOMATIC_PRESSURE_OPERATIVE_STACKING_FACTOR | 0.5 | The diminishing return factor to apply to operative working for the same faction after the first one. Operatives operating for a same faction are ranked by their efficiency and their opinion and tension drift are individually applyied a stacking factor like so: DRIFT * STACKING_FACTOR^RANK where RANK is a value from 0 to the number of operative -1 where the opperative with the highest drift value has rank 0 | |
DIPLOMATIC_PRESSURE_AI_ACCEPTANCE_SCORE_DECAY | 0.4 | daily decay when the mission is not active | |
DIPLOMATIC_PRESSURE_TENSION_REQUIREMENTS_DECAY | 0.001 | ||
DIPLOMATIC_PRESSURE_DAILY_XP_GAIN | 0.137 | ||
MIN_NATIONAL_COVERAGE_FOR_BOOST_IDEOLOGY | 0.01 | Minimum network coverage required to start the mission (the code ensures that a network exists at all) | |
MIN_NATIONAL_COVERAGE_FOR_PROPAGANDA | 0.01 | Minimum network coverage required to start the mission (the code ensures that a network exists at all) | |
OPERATIVE_MIN_DAYS_HARMED | 30 | Minimum number of days an operative can be harmed. Applied after modifiers. Can be zero. | |
OPERATIVE_MAX_DAYS_HARMED | 120 | Maximum number of days an operative can be harmed. Applied after modifiers. Is ignored if negative | |
OPERATIVE_MIN_DAYS_FORCED_INTO_HIDING | 7 | Minimum number of days an operative can be forced into hiding. Applied after modifiers. Can be zero. | |
OPERATIVE_MAX_DAYS_FORCED_INTO_HIDING | 120 | Maximum number of days an operative can be forced into hiding. Applied after modifiers. Is ignored if negative | |
OPERATIVE_MAX_DAYS_TO_AUTO_RESUME_MISSION | 30 | Maximum number of days an operative has to be disabled before its mission is not automatically resumed once he is available again | |
MAX_RECRUITED_OPERATIVES | 10 | ||
CRYPTO_BASE_CRYPTO_LEVEL | 12000 | base crypto strength for a country | |
CRYPTO_CRYPTO_LEVEL_PER_CRYPTO_UPGRADE | 4250 | crypto strength per crypto upgrade | |
CRYPTO_CRYPTO_ACTIVE_BONUS_DURATION | 30 | number of days the active decryption bonuses will be applied before enemy resets their intelligence | |
CYRPTO_ACTIVE_BONUS_ACTIVATION_PROGRESS_RATIO | 0.5 | once bonus is activated, decryption progress will be reduced to this ratio | |
OPERATION_AI_MINIMUM_SCORE | 10.0 | Once an operation's AI weight falls below the minimum score it will be scrapped if it is being prepared | |
OPERATION_COMPLETION_XP | 18 | ||
OPERATIVE_CAPTURE_DURATION_IN_DAYS | 9*30 | ||
DEFAULT_OPERATION_COST_MULTIPLIER | 0.15 | operation cost & time are increased by default this ratios for each instance of operation that were already executed against same target. can be overridden using time_multiplier & cost_multiplier in operation. |
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DEFAULT_OPERATION_TIME_MULTIPLIER | 0.0 | ||
BUILD_INTEL_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR | 10 | The following defines are multiplied to the number of operatives operating in the target country the activity level is computed for | |
BOOST_IDEOLOGY_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR | 10 | ||
PROPAGANDA_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR | 10 | ||
CONTROL_TRADE_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR | 1 | ||
DIPLOMATIC_PRESSURE_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR | 1 | ||
INTEL_NETWORK_COVERAGE_ACTIVITY_FACTOR | 100 | multiplied to the sum of the network coverage [0,1] all countries have over the target | |
INTEL_NETWORK_STRENGTH_DANGER_FACTOR | 1 | multiplied to the strength [0,100] of the strongest network over that country | |
ACTIVITY_LEVEL_PROPORTIONAL_FACTOR | 0.01 | Activity level PID values | |
ACTIVITY_LEVEL_INTEGRAL_FACTOR | 0.001 | ||
ACTIVITY_LEVEL_DERIVATIVE_FACTOR | 0 | ||
DANGER_LEVEL_PROPORTIONAL_FACTOR | 0.01 | Danger level PID values | |
DANGER_LEVEL_INTEGRAL_FACTOR | 0.001 | ||
DANGER_LEVEL_DERIVATIVE_FACTOR | 0 | ||
NUM_DAYS_BEFORE_REMOVING_PREPARED_OPERATIONS | 60 | num days before removing prepared operations | |
ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_XP_GAIN | 100 | Xp gain when an enemy operative is captured in the country the operative is assigned to counter intelligence to. Apply to a single randomly selected operative | |
ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_WEIGHT_OWN_COUNTRY_FOR_XP | 2 | An integer on how likely an operative operating in his own country is to get selected for the xp reward on enemy operative capture | |
ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_WEIGHT_DIFFERENT_COUNTRY_FOR_XP | 1 | same for an operative assigned to counter intelligence in a different country than his own | |
RISK_LEVELS | { 0.1, 0.2, 0.3 } | risk and outcome texts. each number array should match its labels in size, but its ok to have different amount of risk levels than outcomes each risk level comes with a label to display for operations if it goes abve that number. If below the first it will isntead show the good outcomes |
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RISK_LEVELS_LABELS | { "RISK_LOW", "RISK_MID", "RISK_HIGH" } | ||
OUTCOME_LEVELS | { 0.0, 0.2, 0.3 } | outcome levels are shown if risk is below its first entry instead | |
OUTCOME_LEVELS_LABELS | { "OUTCOME_BASE", "OUTCOME_GOOD", "OUTCOME_VGOOD" } | ||
TECH_STEAL_EQUIPMENT_FACTOR | 4 | ||
TECH_STEAL_YEAR_FACTOR | 4 |
NIntel
Name | Default | Developer comment | Usage |
---|---|---|---|
COUNTRY_LEVEL_INTEL_MAXIMUMS | { 100.0, 100.0, 100.0, 100.0 } | The maximum intel a country can have over another Civilian Army Navy Airforce |
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STATIC_INTEL_SOURCE_OPERATION_TOKENS_MAXIMUMS | { } | Static sources: A static source is a source that will fully decay once its origin disappear. (e.g. radar destroyed) MAXIMUMS: if set to an non-empty arrays, overrides COUNTRY_LEVEL_INTEL_MAXIMUMS for this specific source (note that COUNTRY_LEVEL_INTEL_MAXIMUMS is applied after INTEL_SOURCE_XXX_MAXIMUMS) |
|
STATIC_INTEL_SOURCE_BROKEN_CYPHER_MAXIMUMS | { 60.0, 60.0, 60.0, 60.0 } | ||
STATIC_INTEL_SOURCE_RADAR_MAXIMUMS | { 10.0, 10.0, 20.0, 20.0 } | ||
STATIC_INTEL_SOURCE_INTEL_NETWORK_MAXIMUMS | { 30.0, 30.0, 40.0, 30.0 } | ||
DYNAMIC_INTEL_SOURCE_EVENT_FLAT_DECAY | 0.0 | Dynamic intel pool can be manipulated through the following defines: FLAT_DECAY and MULT_DECAY control the rate at which the intel decays The formula is applied as follow (runs daily): NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY AGGREGAT_LOG_FACTOR and AGGREGAT_DIVISOR control the rate at which intel accumulates. It is applied to the sum of the intel generated throughout the day as follow: Aggregat = LOG_FACTOR * log( 1 + IntelOfTheDay ) + IntelOfTheDay / DIVISOR The Aggregat is then added to the pool of intel. If DIVISOR is zero then the division is evaluated to zero. MAXIMUMS controls the maximum value that the pool can contribute to the final intel values. ABSOLUTE_MAXIMUMS defines a ceiling for the intel in the pool that will never be exceeded. They are meant to be greater or equal to MAXIMUMS. If the array is empty, no absolute maximum is defined. Dynamic pool EVENT |
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DYNAMIC_INTEL_SOURCE_EVENT_MULT_DECAY | 0.985 | ||
DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_LOG_FACTOR | 0 | ||
DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_DIVISOR | 1 | ||
DYNAMIC_INTEL_SOURCE_EVENT_MAXIMUMS | { 40, 40, 40, 40 } | ||
DYNAMIC_INTEL_SOURCE_EVENT_ABSOLUTE_MAXIMUMS | { 50, 50, 50, 50 } | ||
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_FLAT_DECAY | 0.0 | Dynamic pool LAND_COMBAT | |
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MULT_DECAY | 0.985 | ||
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_LOG_FACTOR | 0.25 | ||
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_DIVISOR | 10 | ||
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MAXIMUMS | { 0, 30, 5, 10 } | ||
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_ABSOLUTE_MAXIMUMS | { 0, 40, 10, 15 } | ||
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_FLAT_DECAY | 0.0 | Dynamic pool NAVAL_COMBAT | |
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MULT_DECAY | 0.985 | ||
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_LOG_FACTOR | 0.02 | ||
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_DIVISOR | 200 | ||
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MAXIMUMS | { 10, 0, 40, 20 } | ||
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_ABSOLUTE_MAXIMUMS | { 15, 0, 45, 25 } | ||
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_FLAT_DECAY | 0.0 | Dynamic pool AIR_COMBAT | |
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_MULT_DECAY | 0.985 | ||
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_LOG_FACTOR | 1 | ||
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_DIVISOR | 2 | ||
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_MAXIMUMS | { 0, 0, 0, 25 } | ||
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_ABSOLUTE_MAXIMUMS | { 0, 0, 0, 30 } | ||
DYNAMIC_INTEL_SOURCE_AIR_RECON_FLAT_DECAY | 0.0 | Dynamic pool AIR_RECON | |
DYNAMIC_INTEL_SOURCE_AIR_RECON_MULT_DECAY | 0.995 | ||
DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_LOG_FACTOR | 0.05 | ||
DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_DIVISOR | 200 | ||
DYNAMIC_INTEL_SOURCE_AIR_RECON_MAXIMUMS | { 25, 20, 30, 20 } | ||
DYNAMIC_INTEL_SOURCE_AIR_RECON_ABSOLUTE_MAXIMUMS | { 30, 25, 35, 25 } | ||
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_FLAT_DECAY | 0.0 | Dynamic pool CAPTURED_OPERATIVE | |
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MULT_DECAY | 0.95 | ||
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_LOG_FACTOR | 1 | ||
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_DIVISOR | 2 | ||
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MAXIMUMS | { 50, 40, 40, 30 } | ||
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_ABSOLUTE_MAXIMUMS | { 50, 40, 40, 30 } | ||
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_INSTANCE | 1.0 | if the opponent has any division present, flat intel value generated py a participant against an opponent | |
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_COMITTED_DIVISIONS | 0.5 | multiplied to the number of comitted divisions of the opponent | |
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_RESERVE_DIVISIONS | 0.1 | same for divisions in reserve | |
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_RETREATING_DIVISIONS | 0.2 | same for retreating divisions | |
LAND_COMBAT_ARMY_INTEL_FACTOR | 0.01 | factor applied once all values have been added together | |
LAND_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_INSTANCE | 1.0 | if the opponent has any plane active in the, flat intel value generated by a participant against that opponent | |
LAND_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_PLANE | 0.1 | multiplied to the number of plane that opponent has in the combat | |
LAND_COMBAT_AIR_INTEL_FACTOR | 0.01 | factor applied once all values have been added together | |
RECON_INTEL_BONUS | 0.075 | each recon gives this bonus to overall gathered land intel in combat | |
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 | t 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 | ||
INTEL_NETWORK_MAX_NAVY_INTEL | 25.0 | only apply if the network encompass a naval base controlled by the network's target | |
INTEL_NETWORK_MAX_AIRFORCE_INTEL | 15.0 | ||
RADAR_LEVEL_INTEL_FACTOR | 1.25 | Multiplied to the radar level to tell the fraction of intel per covered province we get. The radar level is computed as BuildingLevel / MaxBuildingLevel. | |
RADAR_INTEL_STACKING_FACTOR | 0.5 | Used when multiple radars cover the same province | |
RADAR_BASE_INTEL_VALUES_FOR_COUNTRY_COVERAGE_PERCENTAGE | { 9.0, 9.0, 0.0, 18.0 } | Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS Multiplied by the total radar efficiency over the provinces of a specific country divided by the number of provinces controlled by that same country. |
|
RADAR_BASE_INTEL_VALUES_FOR_COVERED_LAND_PROVINCES | { 5.0, 5.0, 0.0, 12.0 } | Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS Multiplied by the total radar efficiency of the provinces of a specific country divided by the individual radar's percentage of covered provinces. |
|
RADAR_BASE_INTEL_VALUES_FOR_COVERED_SEA_PROVINCES | { 0.0, 0.0, 280.0, 0.0 } | Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS Multiplied by the total radar efficiency of the provinces covered by the radar for each strategic region that has convoy routes and multiplied by the fraction of convoy that country has going through the region (excluding the convoys of the radar's owner) |
|
RADAR_NAVY_INTEL_FACTOR_PER_SHIP_TYPE | { 5.0, 10.0, 20.0, 30.0 } | Navy intel value factored to the fraction of the country's ships in the sea zone covered by the radar, by ship type Submarine Screen ship Capital ship Carrier ship |
|
CAPTURED_OPERATIVE_MAX_FACTOR | 35.0 | Define the maximum of the randomized factor, before the factor from operative is applied | |
CAPTURED_OPERATIVE_MIN_FACTOR | 10.0 | Define the minimum of the randomized factor, before the factor from operative is applied | |
CAPTURED_OPERATIVE_INTEL_YIELD | { 0.3, 0.3, 0.3, 0.3 } | Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS Daily base intel yield from an operative, before the factors defined above are applied |
|
RECON_PLANE_INTEL_BASE | 0.02 | intel base amount for a strategic area per plane | |
RECON_PLANE_LAND_DISTRIBUTION | { 10.0, 6.0, 0.0, 3.0 } | controls for land and sea zones how much of each intel typee is given (civ, army, navy, air) | |
RECON_PLANE_SEA_DISTRIBUTION | { 0.0, 0.0, 10.0, 0.0 } | ||
LAND_SPOT_DECAY | 0.05 | ||
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 ame order as COUNTRY_LEVEL_INTEL_MAXIMUMS |
|
CIVILIAN_PRODUCTION_RANGE_INTEL_MIN | 0.1 | intel ledger defines minimum value to show fuzzy factory counts below this you will get ??? |
|
CIVILIAN_PRODUCTION_RANGE_INTEL_MAX | 0.5 | maximum value to show fuzzy factory counts. above this you will get full count | |
CIVILIAN_PRODUCTION_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | range of intel values at lowest intel | |
CIVILIAN_FUEL_RANGE_INTEL_MIN | 0.3 | minimum value to show fuzzy factory counts below this you will get ??? | |
CIVILIAN_FUEL_RANGE_INTEL_MAX | 0.7 | maximum value to show fuzzy factory counts. above this you will get full count | |
CIVILIAN_FUEL_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | range of intel values at lowest intel | |
CIVILIAN_MANPOWER_RANGE_INTEL_MIN | 0.1 | minimum value to show fuzzy factory counts below this you will get ??? | |
CIVILIAN_MANPOWER_RANGE_INTEL_MAX | 0.7 | maximum value to show fuzzy factory counts. above this you will get full count | |
CIVILIAN_MANPOWER_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | range of intel values at lowest intel | |
CIVILIAN_CONVOYS_RANGE_INTEL_MIN | 0.1 | minimum value to show fuzzy factory counts below this you will get ??? | |
CIVILIAN_CONVOYS_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | range of intel values at lowest intel | |
CIVILIAN_TRUCKS_RANGE_INTEL_MIN | 0.1 | minimum value to show fuzzy factory counts below this you will get ??? | |
CIVILIAN_TRUCKS_RANGE_INTEL_MAX | 0.5 | maximum value to show fuzzy factory counts. above this you will get full count | |
CIVILIAN_TRUCKS_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | range of intel values at lowest intel | |
CIVILIAN_TRAINS_RANGE_INTEL_MIN | 0.1 | minimum value to show fuzzy factory counts below this you will get ??? | |
CIVILIAN_TRAINS_RANGE_INTEL_MAX | 0.5 | maximum value to show fuzzy factory counts. above this you will get full count | |
CIVILIAN_TRAINS_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | range of intel values at lowest intel | |
CIVILIAN_SUPPLY_RANGE_INTEL_MIN | 0.1 | minimum value to show fuzzy factory counts below this you will get ??? | |
CIVILIAN_SUPPLY_RANGE_INTEL_MAX | 0.5 | maximum value to show fuzzy factory counts. above this you will get full count | |
CIVILIAN_SUPPLY_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | range of intel values at lowest intel | |
CIVILIAN_TRADE_SHOW_TRADE_AMOUNTS | 0.0 | minimum value to show how much a country trades a resource | |
CIVILIAN_TRADE_SHOW_TRADE_PARTNERS | 0.1 | minimum value to show who a country trades with | |
CIVILIAN_MIN_INTEL_FOR_RESOURCE_ROUTES_TOOLTIPS | 0.9 | minimum value to show convoy routes for resource transfer | |
CIVILIAN_MIN_INTEL_FOR_TRADE_ROUTES | 0.7 | minimum value to show trade routes on map | |
CIVILIAN_MIN_INTEL_FOR_RESOURCE_ORIGIN_ROUTES | 0.5 | minimum value to show resource transfers to mainland on map | |
ARMY_MIN_INTEL_FOR_SUPPLY_ROUTES | 0.5 | minimum value to show convoy routes for supply transfer | |
ARMY_MIN_INTEL_FOR_SUPPLY_ROUTES_TOOLTIPS | 0.7 | minimum value to show convoy route tooltips for supply transfer | |
CIVILIAN_INTEL_NEEDED_TO_SHOW_ANTI_AIR_REDUCTION | 0.3 | minimum value to show anti air damage reduction | |
CIVILIAN_INTEL_NEEDED_TO_SHOW_FOCUS_TREE | 0.5 | min required intel to focus tree with taken focuses | |
CIVILIAN_INTEL_NEEDED_TO_SHOW_CURRENT_FOCUS | 0.7 | min required intel to show currently focus | |
CIVILIAN_INTEL_NEEDED_TO_SHOW_CURRENT_FOCUS_PROGRESS | 0.7 | min required intel to show current focus progress | |
CIVILIAN_MIN_INTEL_TO_SHOW_INDUSTRY_GRAPH | 0.30 | ||
CIVILIAN_MIN_INTEL_TO_SHOW_CONVOYS_GRAPH | 0.70 | ||
CIVILIAN_MIN_INTEL_TO_SHOW_BOMBERS_GRAPH | 0.8 | ||
CIVILIAN_MIN_INTEL_TO_SHOW_TRUCKS_GRAPH | 0.5 | ||
CIVILIAN_MIN_INTEL_TO_SHOW_TRAINS_GRAPH | 0.5 | ||
CIVILIAN_MIN_INTEL_TO_SHOW_RAIL_STAUS | 0.4 | when mousing over supply map mode, shows damage/construction status | |
OLD_TECH_COUNT_NUM_DAYS | 180 | num days after researched to consider a tech as "old" | |
INTEL_TO_SHOW_TECH_COUNT | { 0.5, 0.3, 0.3, 0.3 } | minimum value to show current tech count and current doctrine | |
INTEL_TO_SHOW_PREVIOUSLY_RESEARCHED | { 0.7, 0.7, 0.7, 0.7 } | minimum value to show previously researched tech | |
INTEL_TO_SHOW_CURRENTLY_RESEARCHED | { 0.8, 0.8, 0.8, 0.8 } | minimum value to show currently being researched tech | |
INTEL_TO_SHOW_IDEAS | { 0.0, 0.0, 0.0, 0.0 } | ||
ARMY_ARMY_COUNT_RANGE_INTEL_MIN | 0.05 | ||
ARMY_ARMY_COUNT_RANGE_INTEL_MAX | 0.7 | ||
ARMY_ARMY_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL | 0.8 | ||
ARMY_SPECIAL_FORCES_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL | 0.7 | ||
ARMY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MIN | 0.1 | ||
ARMY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MAX | 0.7 | ||
ARMY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | ||
ARMY_MIN_INTEL_TO_SHOW_EQUIPMENT_RATIO | 0.7 | ||
ARMY_MIN_INTEL_TO_SHOW_BASIC_TEMPLATE_INFO | 0.3 | ||
ARMY_TEMPLATE_UNIT_COUNT_INTEL_MIN | 0.5 | ||
ARMY_TEMPLATE_UNIT_COUNT_INTEL_MAX | 0.7 | ||
ARMY_TEMPLATE_UNIT_COUNT_INTEL_RANGE_AT_LOWEST_INTEL | 1.0 | ||
ARMY_MIN_INTEL_TO_SHOW_EXACT_TEMPLATE_INFO | 0.8 | ||
ARMY_STOCKPILE_COUNT_INTEL_MIN | 0.3 | ||
ARMY_STOCKPILE_COUNT_INTEL_MAX | 0.7 | ||
ARMY_STOCKPILE_COUNT_INTEL_RANGE_AT_LOWEST_INTEL | 0.5 | ||
ARMY_MIN_INTEL_TO_SHOW_EQUIPMENT_DESIGN_DETAILS | 0.8 | ||
ARMY_MIN_INTEL_RATIO_NEEDED_FOR_DISPLAYING_FAKE_ENEMY_INTEL_IN_LEDGER | 0.9 | ||
ARMY_MIN_INTEL_RATIO_NEEDED_FOR_REVEALING_FAKE_ENEMY_INTEL | 0.9 | ||
ARMY_INTEL_COMBAT_BONUS_MAX_BONUS | 0.15 | max combat bonus that will apply when intel is high enough | |
ARMY_INTEL_COMBAT_BONUS_FACTOR_ATTACK | 1.0 | multiplier for attack value of intel combat bonus | |
ARMY_INTEL_COMBAT_BONUS_FACTOR_DEFENSE | 1.0 | multiplier for defense value of intel combat bonus | |
ARMY_INTEL_COMBAT_BONUS_MIN_INTEL_FOR_BONUS | 5 | min intel needed to start applying ARMY_INTEL_COMBAT_BONUS_MAX_BONUS | |
ARMY_INTEL_COMBAT_BONUS_MAX_INTEL_FOR_BONUS | 50 | intel needed to fully apply ARMY_INTEL_COMBAT_BONUS_MAX_BONUS | |
NAVAL_SUPREMACY_INTEL_LOW | 0.4 | we need more intel than this to get any supremacy | |
NAVAL_SUPREMACY_INTEL_LOW_SUPREMACY_PENALTY_START | 0.1 | supremacy is reduced to NAVAL_SUPREMACY_INTEL_LOW_SUPREMACY_MIN_PENALTY at or below this intel | |
NAVAL_SUPREMACY_INTEL_LOW_SUPREMACY_MIN_PENALTY | 0.5 | you get this much supremacy at NAVAL_SUPREMACY_INTEL_LOW_SUPREMACY_PENALTY_START and scales up to 1 at NAVAL_SUPREMACY_INTEL_LOW | |
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 disaplying ships by class category | |
NAVY_SHIP_TYPE_COUNT_INTEL_MIN | 0.3 | this range is used both when for disaplying 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 unclocks the display of a given variant | |
NAVY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MIN | 0.05 | ||
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 | these are used in some triggers | |
ARMY_AVG_ARMOR_INTEL_MAX | 0.5 | ||
ARMY_AVG_ARMOR_RANGE_AT_LOWEST_INTEL | 1.0 | ||
ARMY_MAX_ARMOR_INTEL_MIN | 0.0 | ||
ARMY_MAX_ARMOR_INTEL_MAX | 0.5 | ||
ARMY_MAX_ARMOR_RANGE_AT_LOWEST_INTEL | 1.0 | ||
ARMY_AVG_PIERCING_INTEL_MIN | 0.0 | ||
ARMY_AVG_PIERCING_INTEL_MAX | 0.5 | ||
ARMY_AVG_PIERCING_RANGE_AT_LOWEST_INTEL | 1.0 | ||
ARMY_MAX_PIERCING_INTEL_MIN | 0.0 | ||
ARMY_MAX_PIERCING_INTEL_MAX | 0.5 | ||
ARMY_MAX_PIERCING_RANGE_AT_LOWEST_INTEL | 1.0 | ||
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, 0.3, 0.3 } | AIR_SUPERIORITY CAS INTERCEPTION STRATEGIC_BOMBER NAVAL_BOMBER DROP_NUKE PARADROP NAVAL_KAMIKAZE PORT_STRIKE ATTACK_LOGISTICS AIR_SUPPLY TRAINING NAVAL_MINES_PLANTING NAVAL_MINES_SWEEPING RECON NAVAL_PATROL |
|
AIR_MAPICON_MISSION_COUNT_INTEL_MAX | { 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6 } | AIR_SUPERIORITY CAS INTERCEPTION STRATEGIC_BOMBER NAVAL_BOMBER DROP_NUKE PARADROP NAVAL_KAMIKAZE PORT_STRIKE ATTACK_LOGISTICS AIR_SUPPLY TRAINING NAVAL_MINES_PLANTING NAVAL_MINES_SWEEPING RECON NAVAL_PATROL |
|
AIR_MAPICON_MISSION_COUNT_INTEL_RANGE_AT_LOWEST_INTEL | { 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5 } | AIR_SUPERIORITY CAS INTERCEPTION STRATEGIC_BOMBER NAVAL_BOMBER DROP_NUKE PARADROP NAVAL_KAMIKAZE PORT_STRIKE ATTACK_LOGISTICS AIR_SUPPLY TRAINING NAVAL_MINES_PLANTING NAVAL_MINES_SWEEPING RECON NAVAL_PATROL |
|
AIR_MAPICON_SHOW_ALL_AIR_PORTS | 0.3 | min intel to show all air ports (otherwise you will only see nearby ones) | |
AIR_MAPICON_AIR_PORT_VISIBILITY_DETAIL_THRESHOLDS | { 0.0, 0.3, 0.7, 0.8 } | how detailed the post tooltips will be for no intel show fuzzy air plane count show full air count show air plane details |
|
AIR_MAPICON_AIR_PORT_PLANE_FUZZY_THRESHOLD | 0.5 | ||
AIR_MIN_INTEL_TO_SHOW_EQUIPMENT_DESIGN_DETAILS | 0.8 | ~intel ledger defines |
NCharacter
Name | Default | Developer comment | Usage |
---|---|---|---|
OFFICER_CORP_ADVISOR_ENTRIES_IN_MENU | { "high_command", "theorist", "army_chief", "air_chief", "navy_chief" } | ||
OFFICER_CORP_HIGH_COMMAND_SLOTS_IN_MENU | 3 | For Alert manager to count the number of High Command Slots in the UI | |
POLITICAL_ADVISOR_SLOTS_IN_MENU | 3 | For Alert manager to count the number of Political Advisor Slots in the UI | |
DEFAULT_PP_COST_FOR_MILITARY_ADVISOR | 50 | When an advisor does not have cost assigned this is the default used | |
DEFAULT_PP_COST_FOR_POLITICAL_ADVISOR | 150 | ||
DEFAULT_CP_COST_FOR_ADVISOR | 0 | For Starting Advisors | |
DEFAULT_CP_COST_FOR_DYNAMIC_ADVISORS | 0 | For Advisors created during gameplay | |
ADVISOR_PROMOTION_COST | 5 | Cost to promote someone to advisor | |
COUNTRY_LEADER_BASE_EXPIRE_YEAR_LENGTH | 5 | When creating a dynamic country leader if an expire date is not set it will have 5 years as a base expiration date | |
COUNTRY_LEADER_BASE_RANDOM_MAX_YEAR_LENGTH | 15 | Max random value added to COUNTRY_LEADER_BASE_EXPIRE_YEAR_LENGTH | |
SPECIALIST_ADVISOR_MIN_RANK | 4 | ||
EXPERT_ADVISOR_MIN_RANK | 6 | ||
GENIUS_ADVISOR_MIN_RANK | 8 |
NSupply
Name | Default | Developer comment | Usage |
---|---|---|---|
MAX_RAILWAY_LEVEL | 5 | update railway texture as well, each frame corresponds to a level | |
CAPITAL_SUPPLY_BASE | 5.0 | defines to calculate the capitals supply. This will be also used for max supply of other nodes depending on how well they are connected to capital. Using the formula: CapitalSupply = CAPITAL_SUPPLY_BASE + (NumberOfCivilianFactories * CAPITAL_SUPPLY_CIVILIAN_FACTORIES) + (NumberOfMilitaryFactories * CAPITAL_SUPPLY_MILITARY_FACTORIES) + (NumberOfDockyards * CAPITAL_SUPPLY_DOCKYARDS) base supply for capital |
|
CAPITAL_SUPPLY_CIVILIAN_FACTORIES | 0.3 | supply from one civilian factory | |
CAPITAL_SUPPLY_MILITARY_FACTORIES | 0.6 | supply from one military factory | |
CAPITAL_SUPPLY_DOCKYARDS | 0.4 | supply from one naval factory | |
CAPITAL_INITIAL_SUPPLY_FLOW | 5.0 | defines that are used for supply reach for capital supply flow will start from INITIAL_SUPPLY_FLOW and will be reduced by a penalty on each province it travels (which depends on how far we are from our origin, terrain etc) a supply reach >= 1.0 considered "perfect" and will be able to fully support units on that particular province (assuming you are not over capacity) starting supply from |
|
CAPITAL_STARTING_PENALTY_PER_PROVINCE | 0.5 | starting penalty that will be added as supply moves away from its origin (modified by stuff like terrain) | |
CAPITAL_ADDED_PENALTY_PER_PROVINCE | 1.2 | added penalty as we move away from origin | |
NODE_INITIAL_SUPPLY_FLOW | 2.8 | defines that are used for supply reach for built nodes | |
NODE_STARTING_PENALTY_PER_PROVINCE | 0.50 | ||
NODE_ADDED_PENALTY_PER_PROVINCE | 0.70 | ||
NAVAL_BASE_INITIAL_SUPPLY_FLOW | 3.3 | defines that are used for supply reach for dockyards | |
NAVAL_BASE_STARTING_PENALTY_PER_PROVINCE | 0.84 | ||
NAVAL_BASE_ADDED_PENALTY_PER_PROVINCE | 1.1 | ||
NODE_FLOW_BONUS_PER_RAIL_LEVEL | 0.34 | Node Flow (i.e. province caps) increase by this amount per railway level of the node's bottleneck | |
RIVER_RAILWAY_LEVEL | 1 | rivers will transfer in between nodes as if they were this level | |
FLOATING_HARBOR_INITIAL_SUPPLY_FLOW | 2.6 | defines that are used for supply reach for floating harbors | |
FLOATING_HARBOR_STARTING_PENALTY_PER_PROVINCE | 0.8 | ||
FLOATING_HARBOR_ADDED_PENALTY_PER_PROVINCE | 0.8 | ||
FLOATING_HARBOR_BASE_SUPPLY | 15.0 | supply given by a floating harbor | |
FLOATING_HARBOR_BASE_DURATION | 21 | duration of a full hp floating harbor | |
FLOATING_HARBOR_DURATION_RATIO_AT_MIN_HP | 0.0 | duration mult for a harbor that was reduced to 0 hp | |
FLOATING_HARBOR_MIN_DECAY | 0.2 | Always reduce Floating Harbor longevity by this many "hours" per hour | |
FLOATING_HARBOR_DECAY_MAX_AIR_BONUS | -0.1 | At 100% Friendly Air superiourity, change decay rate by this many "hours" per hour | |
FLOATING_HARBOR_DECAY_MAX_AIR_PENALTY | 0.4 | At 100% Enemy Air superiourity, change decay rate by this many "hours" per hour | |
FLOATING_HARBOR_DECAY_MAX_NAVAL_BONUS | -0.2 | At 100% Friendly naval superiourity, change decay rate by this many "hours" per hour | |
FLOATING_HARBOR_DECAY_MAX_NAVAL_PENALTY | 0.5 | At 100% Enemy Naval superiourity, change decay rate by this many "hours" per hour | |
FLOATING_HARBOR_DECAY_NO_CONTROL_PENALTY | 1.0 | If adjacent land province is not held, change decay rate by this many "hours" per hour | |
SUPPLY_FLOW_DROP_REDUCTION_AT_MAX_INFRA | 0.30 | max infrastructure level will reduce the supply flow drop off by this ratio | |
SUPPLY_FLOW_PENALTY_CROSSING_RIVERS | 0.20 | crossing rivers introduces additional penalty | |
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_K | 1.3 | node flow terrain falloff is scaled by logistics curve based on distance(d) (scalar / (1+e^(-k(d-midpoint)))) How steep the curve is |
|
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_MIDPOINT | 2.3 | sigmoid inflection point | |
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_SCALAR | 0.9 | Max Penalty adjustment due to distance | |
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_MIN_PENALTY_SCALE | 0.25 | Logistics curve never reduces penalty facor below this limit | |
SUPPLY_HUB_FULL_MOTORIZATION_BONUS | 2.2 | The range bonus added to a fully motorized hub. This supply is added on top of the XXX_INITIAL_SUPPLY_FLOW defined above. | |
SUPPLY_HUB_FULL_MOTORIZATION_TRUCK_COST | 60.0 | How many trucks does it cost to fully motorize a hub | |
SUPPLY_HUB_MOTORIZATION_MARGINAL_EFFECT_DECAY | 1.6 | For each additional level of motorization on a hub (i.e. contry with set motoriazation) reduce max bonus for next level by this amount | |
RAILWAY_BASE_FLOW | 10.0 | used for calculating "flow" for railways. how much base flow railway gives when a node connected to its capital/a naval node by a railway |
|
RAILWAY_FLOW_PER_LEVEL | 5.0 | how much additional flow a railway level gives | |
RAILWAY_FLOW_PENALTY_PER_DAMAGED | 5.0 | penalty to flow per damaged railway | |
RAILWAY_MIN_FLOW | 5.0 | minimum railway flow can be reduced to | |
NAVAL_BASE_FLOW | 5.0 | used for calculating "flow" from a naval node to another naval node when it is connected via a convoy route NAVAL_BASE_MAX_SUPPLY_FLOW_FACTOR = 0.9, -- flow of the parent node is factored to this ratio (so at most it can transfer parent naval node flow * this define) max output/input of a naval node is limited by this base value + additional ratio for each level |
|
NAVAL_FLOW_PER_LEVEL | 3.0 | max output/input of a naval node is limited by previous base value + this define per its level | |
SUPPLY_NODE_MIN_SUPPLY_THRESHOLD | 1.0 | if supply of a node is below this value it will be set to 0 -- Currently unused? This should happen when enough damage occurs | |
INFRA_TO_SUPPLY | 0.3 | each level of infra gives this many supply | |
VP_TO_SUPPLY_BASE | 0.2 | Bonus to supply from a VP, no matter the level | |
VP_TO_SUPPLY_BONUS_CONVERSION | 0.05 | Bonus to supply local supplies from Victory Points, multiplied by this aspect and rounded to closest integer | |
SUPPLY_FROM_DAMAGED_INFRA | 0.15 | damaged infrastructure counts as this in supply calcs | |
SUPPLY_BASE_MULT | 0.2 | multiplier on supply base values | |
SUPPLY_DISRUPTION_DAILY_RECOVERY | 1.5 | every day nodes recover this much of their accumulated disruption. | |
RAILWAY_CONVERSION_COOLDOWN | 10 | railways will be put on cooldown when they are captured by enemy and will not be usable during the cooldown | |
RAILWAY_CONVERSION_COOLDOWN_CORE | 5 | ||
RAILWAY_CONVERSION_COOLDOWN_CIVILWAR | 0 | ||
DEFAULT_STARTING_TRUCK_RATIO | 1.5 | countries get this ratio of starting truck in their buffers compared to their need | |
DEFAULT_STARTING_TRAIN_RATIO | 1 | countries get this ratio of starting trains in their buffers compared to their need | |
SUPPLY_POINTS_PER_TRAIN | 1.0 | old default 1.25 -- Amount of supply that can fit in a train. (Trains distribute supply from capital to a supply node.) | |
NUM_RAILWAYS_TRAIN_FACTOR | 0.03 | the train usage is scaled by railway distance between the supply node and the capital multiplied by this factor | |
BASE_SUPPLY_MULT_FOR_TRUCK_DEFAULT_BUFFER | 1.0 | initial value for wanted buffers over potential truck usage | |
BASE_SUPPLY_MULT_FOR_TRUCK_MIN_BUFFER | 0.0 | min and max values for buffer ratio | |
BASE_SUPPLY_MULT_FOR_TRUCK_MAX_BUFFER | 100.0 | ||
TRUCK_ATTRITION | 0.003 | base truck attrition | |
TRUCK_ATTRITION_FACTOR | 0.65 | a scale on total truck attrition | |
BASE_TRUCK_HP | 100.0 | ||
TRUCK_HP_PER_ARMOR | 2 | ||
BASE_TRAIN_HP | 100.0 | ||
TRAIN_ARMOR_TARGETING_WEIGHT | 0.01 | For each health point gained by armor_value, enemy bombers are this much more likely to target | |
TRAIN_ANTI_AIR_HIT_CHANCE | 0.07 | Balancing value to determine the chance of train anti-air hitting an attacking airwing. | |
TRAIN_ANTI_AIR_HIT_ROLL_COUNT | 12 | The air_attack of all attacked trains are accumulated, and then we do this many random rolls each with the hit chance set above to determine the fraction of the accumulated air_attack that hits. | |
TRAIN_ANTI_AIR_ATTACK_TO_AMOUNT | 0.001 | Balancing value to convert the hitting air_attack to a percentage value of the attacking planes that are killed. | |
MIN_TRAIN_SUPPLY_FACTOR | 0.5 | Having 0 trains in stockpile only applies this penalty factor, scaling up to 1.0 when need is met | |
MIN_TRAIN_REQUIREMENT | 2 | If total train need <= this, then don't apply any supply penalty, even if stockpile is insufficient | |
SUPPLY_FLOW_REDUCTION_THRESHOLD | 0.1 | if supply flow is lower than this, it is not applied | |
BASE_AIR_SUPPLY_MULT_FOR_TRUCK_BUFFER | 1.0 | following values are used for calculating potential truck usage generally potential is ~= current usage but as units moves along the map they are assigned to different nodes which adds slightly higher usage due to minimum truck needed being 1 |
|
BASE_ARMY_SUPPLY_MULT_FOR_TRUCK_BUFFER | 1.0 | ||
BASE_NAVY_SUPPLY_MULT_FOR_TRUCK_BUFFER | 1.0 | ||
CAPITAL_NODE_BASE_SUPPLY_ADD | 0 | ||
BUILT_NODE_BASE_SUPPLY_ADD | 0.6 | ||
LOCAL_NODE_BASE_SUPPLY_ADD | 0.5 | ||
NAVAL_NODE_BASE_SUPPLY_ADD | 0.3 | ||
ARMY_SUPPLY_RATIO_STARTING_GAIN | 0.0 | ~end armies slowly gains and buffers supply above >100% up to their supply grace if they have efficent supply flow otherwuse they will lose up to 100% supply every day depending on how bad supply flow is |
|
ARMY_SUPPLY_RATIO_SPEED_GAIN_PER_HOUR | 0.01 | ||
ARMY_MAX_SUPPLY_RATIO_GAIN_PER_HOUR | 0.15 | ||
MIN_SURRENDER_LIMIT_TO_MOVE_SUPPLY_CAPITAL | 0.15 | country needs to be above thos surrender ratio to be able to move its capital | |
COOLDOWN_DAYS_AFTER_MOVING_SUPPLY_CAPITAL | 30 | cooldown for moving supply again after last move | |
DAYS_TO_START_GIVING_SUPPLY_AFTER_MOVING_SUPPLY_CAPITAL | 7 | the country will start gaining supply after this many days moving its capital | |
DAYS_TO_START_GIVING_FULL_SUPPLY_AFTER_MOVING_SUPPLY_CAPITAL | 21 | the country will reach max supply after this many days moving its capital | |
MIN_DIFF_FOR_AUTO_UPDATING_EXISTING_RAILWAYS | 5 | while building railways, the system will prefer updating existing railway if new railway is close enough to existing one | |
SUPPLY_PATH_MAX_DISTANCE | 15 | reinforcements depends on distance to capital and following defines are used for calculating reinforcement time max time it can take |
|
RAILWAY_DISTANCE_FACTOR_FOR_REINFORCEMENT_SPEED | 0.3 | time factor for total railway distance | |
TRUCK_DISTANCE_FACTOR_FOR_REINFORCEMENT_SPEED | 0.01 | time factor for total truck distance | |
NAVAL_DISTANCE_FACTOR_FOR_REINFORCEMENT_SPEED | 0.08 | time factor for total naval distance | |
ALERT_VERY_LOW_SUPPLY_LEVEL | 0.2 | At which point we show up the low and very low supply level alert. Value is in % of supplies supported vs required. | |
ALERT_LOW_SUPPLY_LEVEL | 0.5 | ||
AI_FRONT_MINIMUM_UNITS_PER_PROVINCE_FOR_SUPPLY_CALCULATIONS | 1 | AI will try to keep this amount of divisions per province as a minimum when evaluating supply limitations for war fronts | |
AI_FRONT_DIVISIONS_PER_SUPPLY_POINT | 1.0 | How many divisions should the AI consider it can supply per available supply point | |
AI_FRONT_MAX_UNITS_ENEMY_COUNT_FACTOR | 1.2 | Make sure AI front MaxNrUnits is at least EnemyCount multiplied by this factor | |
SUPPLY_THRESHOLD_FOR_ARMY_ATTRITION | 0.35 | armies will only get attrition below this supply | |
NUMBER_OF_SHOWN_SUPPLY_SOURCES_IN_SUPPLY_MAPMODE | 3 | number of supply flow sources shown in breakdown tooltip | |
ESTIMATED_DIVISION_WEIGHT_FOR_SUPPLY_ESTIMATIONS_GUI | 1.0 | Division supply consumption used for estimating frontline weight for order tooltips | |
AVAILABLE_MANPOWER_STATE_SUPPLY | 0.18 | Factor for state supply from max manpower (population) | |
NON_CORE_MANPOWER_STATE_SUPPLY | 0.2 | Factor for population sttate supply when controlled by an occupier (NO TAKE FOOD) | |
STORED_SUPPLY_CONSUMPTION_RATE_FACTOR | 0.75 | Multiplies consumption rate of stored supply (more/less easement) |
NAITheatre
Name | Default | Developer comment | Usage |
---|---|---|---|
AI_THEATRE_GENERATION_HOME_THEATRE_DEPTH_RESTRICTION | 2 | The home theatre is generated based off a initial depth restriction | |
AI_THEATRE_GENERATION_BORDER_SIZE_RESTRICTION | 7 | Theatres are generated based off borders, Higher value means larger theatres | |
AI_THEATRE_GENERATION_DEPTH_TO_START_CONSIDERING_BORDERSTATES | 2 | Distance from capital in terms of states | |
AI_THEATRE_GENERATION_MINIMUM_STATE_COUNT | 3 | Small Theatres - Minimum state count for a theatre | |
AI_THEATRE_GENERATION_MAX_DISTANCE_TO_MERGE | 200 | Small Theatres - Dont merge with too far away theatres, higher value means less merging will occur | |
AI_THEATRE_GENERATION_MAX_DISTANCE_TO_FILL | 350 | Final generation step - Max distance to fill states, higher values means less theatres | |
AI_THEATRE_DISTRIBUTION_SAME_THEATRE_SCORE_MODIFIER | 0.25 | Value that affects the score of units when distributing to fronts within the same theatre, its a percentage multiplier, the higher it is the higher the chance of units staying in close proximity | |
AI_THEATRE_DISTRIBUTION_MAX_SCORE | 250000 | Max Score that a unit can have when being distributed to ai fronts, higher value means more granularity in score changes, lower values means less variation in where units can go | |
AI_THEATRE_DISTRIBUTION_PERCENTAGE_OF_MINIMUM_UNITS_TO_KEEP | 1.0 | How much should a frontline adheer to its minimum unit demand, when removing/reassigning units | |
AI_THEATRE_DISTRIBUTION_MAX_PERCENT_UNMET_DEMAND_PER_FRONT | 0.5 | Percentage of how much fronts should request from other lower priority fronts, 0 means once a front gets hold of a unit it stays there forever until its demand is reduced, controlls shuffling of units. | |
AI_THEATRE_STATE_UPDATE_MAX_STATE_COUNT_TO_EXPAND | 25 | Max theatre size | |
AI_THEATRE_BREAKDOWN_MIN_STATE_COUNT | 3 | Theatres below this size will break and merge with others | |
AI_THEATRE_BREAKDOWN_MAX_DISTANCE_TO_MERGE | 200 | Dont merge with too far away theatres, higher value means less merging will occur | |
AI_THEATRE_PERCENTAGE_OF_UNITS_TO_KEEP_IN_NEIGHBOR_DEFENSIVE_ORDERS | 0.05 | Percentage of units to keep in neighbor defensive orders from war fronts | |
AI_THEATRE_SEARCH_SUPPLY_NODE_MAX_DEPTH | 5 | Max depth of breadth-first search while looking for supply nodes when out of supply | |
AI_THEATRE_SUPPLY_CRISIS_LIMIT | 0.1 | If a unit is standing in an area with this supply ratio it will try to escape | |
AI_THEATRE_AI_FRONT_MIN_DESIRED_RATIO | 0.18 | Fronts are sorted based on priority, we nudge unit demand based on this sorting, the higher the value the more units the most important front gets |
NIndustrialOrganisation
Name | Default | Developer comment | Usage |
---|---|---|---|
ASSIGN_DESIGN_TEAM_PP_COST_PER_DAY | 0.1 | Cost in Political Power daily generation when one MIO is assigned to a research slot. If 0, cost is entirely disabled. | |
ASSIGN_INDUSTRIAL_MANUFACTURER_PP_COST_PER_DAY | 0.0 | Cost in Political Power daily generation when one MIO is assigned to a production line. If 0, cost is entirely disabled. | |
FUNDS_FOR_SIZE_UP | 700 | Funds needed for a MIO to increment its size and get points to unlock traits | |
FUNDS_FOR_SIZE_UP_LEVEL_FACTOR | 100 | How much each level mutliplies the funds for size up | |
FUNDS_FOR_SIZE_UP_LEVEL_POW | 1.8 | the power we applie to the mio size when calculating funds to level up. | |
UNLOCKED_TRAITS_PER_SIZE_UP | 1 | Number of points for unlocking traits obtained when the MIO increments its size | |
DESIGN_TEAM_CHANGE_XP_COST | 5 | Flat cost added to the XP cost of a new equipment design. If 0, cost is entirely disabled. | |
FUNDS_FOR_RESEARCH_COMPLETION_PER_RESEARCH_COST | 500 | Funds added to MIO when the Design Team has completed a research, multiplied by research_cost in technology template | |
FUNDS_FOR_CREATING_EQUIPMENT_VARIANT | 0 | Funds added to MIO when a new variant is created with the Design Team assigned to it | |
FUNDS_FROM_MANUFACTURER_PER_IC_PER_DAY | 0.1 | Funds added to MIO when a manufacturer is attached to a production line. Added every day proportional to IC produced. | |
MAX_FUNDS_FROM_MANUFACTURER_PER_DAY | 100 | Max funds generated per manufacturer per day. Set to 0 for no Maximum. | |
DESIGN_TEAM_RESEARCH_BONUS | 0.05 | Research bonus for applying a Design Team that matches the technology | |
ENABLE_TASK_CAPACITY | false | Enable limited task capacity for MIOs | |
DEFAULT_INITIAL_TASK_CAPACITY | 0 | Default start task capacity for each MIO (may be overriden in DB) | |
DEFAULT_INITIAL_POLICY_ATTACH_COST | 25 | Default start attach cost in PP for policies | |
DEFAULT_INITIAL_ATTACH_POLICY_COOLDOWN | 180 | Default start cooldown in days after attaching a policy | |
LEGACY_COST_FACTOR_SCALE | 1.0 | Multiplier to use when legacy Designer cost factors is applied to MIOs (<IdeaGroup>_cost_factor) |
NWiki
Name | Default | Developer comment | Usage |
---|---|---|---|
BASE_URL | "https://hoi4.paradoxwikis.com/" | ||
FORUM_URL | "https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-iv.844/" |
NMapMode
Name | Default | Developer comment | Usage |
---|---|---|---|
FABRICATE_CLAIM_SELECTED_SECONDARY_COLOR | { 0, 1, 0, 1 } | ||
FABRICATE_CLAIM_TARGET_COUNTRY_SECONDARY_COLOR | { 0, 0, 0, 0 } | ||
FABRICATE_CLAIM_NON_TARGET_COUNTRY_SECONDARY_COLOR | { 0, 0, 0, 0 } | ||
FABRICATE_CLAIM_ALREADY_CLAIM_SECONDARY_COLOR | { 0.5, 0, 0, 1 } | ||
FABRICATE_CLAIM_ALREADY_CORE_SECONDARY_COLOR | { 0.5, 0, 0, 1 } | ||
CONSTRUCTION_MAP_MODE_BUILDING_DEFAULT_COLOR | { 0.43, 0.22, 0.22, 0.25 } | Color of states/provinces that can't be built on | |
CONSTRUCTION_MAP_MODE_BUILDING_MAX_LEVEL_COLOR | { 0.05, 0.1, 0.7, 0.4 } | Color of states/provinces where current building level is maxed out (max is current max level, not final max level) of a building type | |
CONSTRUCTION_MAP_MODE_BUILDING_LEVEL_LOW_COLOR | { 0.05, 0.22, 0.0, 0.4 } | ||
CONSTRUCTION_MAP_MODE_BUILDING_LEVEL_HI_COLOR | { 0.4, 0.9, 0.0, 0.5 } | ||
CONSTRUCTION_MAP_MODE_BUILDING_MAX_AMOUNT_QUEUED_COLOR | { 0.0, 0.0, 1.0 } | Color of states/provinces when building queue is maxed of a building type | |
CONSTRUCTION_MAP_MODE_BUILDING_QUEUED_COLOR | { 1.0, 0.85, 0.0 } | Color of states/provinces when building queue contains one or more of a building type. | |
MAP_MODE_MANPOWER_RANGE_MAX | 20000000 | When a state has that much manpower, it will be colored with the color MAP_MODE_MANPOWER_RANGE_COLOR_TO. Everything below that will have an interpolated color. | |
MAP_MODE_MANPOWER_RANGE_COLOR_FROM | { 0.2, 0.2, 0.7, 0.18 } | Color range for manpower map mode. | |
MAP_MODE_MANPOWER_RANGE_COLOR_TO | { 1, 0.125, 0.0, 0.6 } | ||
MAP_MODE_INFRA_RANGE_COLOR_FROM | { 1, 0.125, 0.0, 0.1 } | Color range for infrastructure map mode. | |
MAP_MODE_INFRA_RANGE_COLOR_TO | { 0.1, 0.9, 0.1, 0.6 } | ||
MAP_MODE_IDEOLOGY_COLOR_TRANSPARENCY | 1 | In the Ideology map mode, the colors on the map are taken from the scriptable file 00_ideologies.txt for each group. We use them in the interfaces (pie-charts) where transparency is not used, but 100% opaque looks bad on the map. This is a variable to control the transparency of the color. | |
CONSTRUCTION_MAP_MODE_TRANSPARENCY_OVERRIDE | 241 | When you use gradient borders to defeat the purpose of gradient borders. Larger than 248 seems to make the transparency stronger? | |
PEACE_CONFERENCE_CURRENT_SELECTED_SECONDARY_COLOR | { 0, 0, 1, 0.25 } | ||
PEACE_CONFERENCE_SELECTABLE_SECONDARY_COLOR | { 0, 1, 0, 0.25 } | ||
PEACE_CONFERENCE_CONTESTED_SECONDARY_COLOR | { 1, 0, 0, 0.25 } | ||
PEACE_CONFERENCE_CHANGE_TARGET_TAG_SECONDARY_COLOR | { 0, 0.8, 0.5, 0.25 } | ||
PEACE_CONFERENCE_DIFFERENT_STACKABLE_SECONDARY_COLOR | { 1, 1, 0, 0.25 } | ||
FACTIONS_COLOR_NOT_MEMBER | { 0.6, 0.6, 0.6, 0.25 } | ||
FACTIONS_MEMBER_TRANSPARENCY | 1.0 | ||
PLAYER_MAPMODE_NOT_SELECTED_COUNTRY_TRANSPARENCY | 0.15 | How much is the country colors faded out, for countries that are not occupied by the any player. | |
SELECTED_COUNTRY_HIGHLIGHT_THICKNESS_MULT | 1.5 | When a country is selected (blinking/highlighted) it's borders becomes a bit thicker, to make stand out even more. 1.0 is default thickness. | |
STRATEGIC_MODE_COUNTRY_COLOR_STRIPES_TRANSP | 0.0 | ||
STRATEGIC_MODE_ENEMY_STRIPES_COLOR | { 0.827, 0.172, 0.184, 0.0 } | ||
STRATEGIC_MODE_OUR_STRIPES_COLOR | { 0.427, 0.619, 0.858, 0.0 } | ||
STRATEGIC_MODE_ALLY_STRIPES_COLOR | { 0.427, 0.619, 0.858, 0.0 } | ||
RADAR_RANGE_STRIPES_COLOR | { 1.0, 1.0, 0.0, 0.14 } | ||
RADAR_RANGE_COLOR | { 0.039, 0.627, 0.0, 1.0 } | ||
RADAR_RANGE_ALLIED_COLOR | { 0.0, 0.647, 1.0, 1.0 } | ||
RADAR_RANGE_SELECTED_COLOR | { 1.0, 1.0, 0.0, 1.0 } | ||
RADAR_ROTATION_SPEED | 0.025 | ||
AIR_RANGE_CAN_ASSIGN_MISSION_STRIPES_COLOR | { 0, 0.8, 0, 0.0 } | Stripes over the regions indicating if the currently selected air wings can have assigned mission there or not. | |
AIR_RANGE_CANNOT_ASSIGN_MISSION_STRIPES_COLOR | { 0.8, 0, 0, 0.5 } | ||
AIR_RANGE_INDICATOR_DEFAULT_COLOR | { 1.0, 1.0, 0, 1 } | On map circle indicating the air wings range. | |
AIR_RANGE_INDICATOR_NO_WINGS_COLOR | { 1.0, 0, 0, 1 } | Same as above, but for air wings with no airplanes. | |
AIR_RANGE_INDICATOR_ROTATION_SPEED | 0.001 | How quickly is that indicator rotating | |
AIR_MISSION_ARROW_ACTIVE_COLOR | { 0, 1.0, 0, 0.5 } | Color of the arrow drawn in the strategic air map mode, between the air base and the region for the active missions | |
AIR_MISSION_ARROW_NONACTIVE_COLOR | { 1.0, 1.0, 1.0, 0.2 } | Same as above, but for non active missions (when no air wing has any mission active) | |
AIR_MISSION_ARROW_SELECTED_COLOR | { 1.0, 1.0, 0, 0.8 } | Same as above, but for currently selected air wings/air bases. | |
AIR_TRANSFER_ARROW_COLOR | { 1, 1, 0, 0.75 } | Same as above, but for the arrows drawn between airbases for current transfers | |
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 | |
RAILWAY_GUN_RANGE_INDICATOR_DEFAULT_COLOR | { 1.0, 1.0, 1.0, 1.0 } | On map circle indicating the railway gun bombardment range. | |
RAILWAY_GUN_RANGE_INDICATOR_ROTATION_SPEED | 0.001 | How fast the indicator is rotating. | |
RAILWAY_GUN_RANGE_STRIPES_COLOR | { 1.0, 0.5, 0.0, 0.2 } | Color of the railway gun range stripes (when hovered) | |
OCCUPATION_MAP_MODE_COUNTRY_STRIPE_ALPHA | 0.3 | alpha of occupied country stripes in occupation map mode | |
OPERATIVE_MAP_MODE_INVALID_COUNTRY_TARGET_TRANSPARENCY | 0.15 | alpha of country which cannot be targeted by the selected operative mission | |
SUPPLY_MAP_MODE_COUNTRY_BORDER_CAMERA_DISTANCE | 1.0 | ||
SUPPLY_MAP_MODE_COUNTRY_BORDER_OUTLINE_CUTOFF | 0.973 | ||
GRADIENT_BORDERS_THICKNESS_SUPPLY_COUNTRY_BORDER | 10.0 | ||
SUPPLY_COUNTRY_BORDER_PLAYER_COLOR | { 0.1, 0.66, 0.1, 1.0 } | ||
SUPPLY_COUNTRY_BORDER_FRIEND_COLOR | { 0.035, 0.426, 0.91, 1.0 } | ||
SUPPLY_COUNTRY_BORDER_ACCESS_COLOR | { 0.1, 0.66, 0.1, 1.0 } | ||
SUPPLY_MAP_MODE_REACH_COLOR | { 0.0, 0.6, 0.0, 0.4, 1.0, 0.02, 0.2, 0.17, 0.52, 1.0, 0.12, 0.04, 0.17, 0.6, 1.0, 0.2, 0.13, 0.36, 0.65, 1.0, 0.4, 0.11, 0.56, 0.75, 1.0, 0.6, 0.25, 0.71, 0.76, 1.0, 0.8, 0.47, 0.8, 0.73, 1.0, 1.0, 0.6, 0.82, 0.6, 1.0 } | (last shown when supply flow is >= SUPPLY_MAP_MODE_BEST_FLOW_DISPLAY) #990066 dark purple #332B85 dark purple blue #0A2B99 dark blue #215CA6 blue #1C8FBF light blue #40B5C2 teal #78CCBA light teal #99D199 light green |
|
SUPPLY_MAP_MODE_BEST_FLOW_DISPLAY | 12 | Which supply cap availibility corresponds to best heatmap color | |
SUPPLY_MAP_MODE_STATUS_COLOR | { 0.0, 0.9, 0.0, 0.0, 1.0, 0.7, 0.98, 0.4, 0.1, 1.0, 1.0, 0.8, 0.64, 0.2, 1.0 } | #E60000 red #FA661A orange #CCA333 mustard |
|
SUPPLY_STATUS_DISPLAY_THRESHOLD | 0.9 | at what average supply status we move to show status colors instead of flow | |
SUPPLY_HOVERED_STATE_COLOR_INDEX | 0 | Border color of hovered state. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS. | |
SUPPLY_HOVERED_PROVINCE_COLOR_INDEX | 4 | Border color of hovered province. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS. | |
PEACE_HOVERED_STATE_COLOR_INDEX | 3 | Border color of hovered state in Peace conference. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS. | |
PEACE_CLAIMED_STATE_COLOR_INDEX | 2 | Border color of claimed states in Peace conference. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS. | |
SELECTION_HOVERED_STATE_COLOR_INDEX_CONTROLLED | 5 | Border color of hovered controlled states in various select mapmodes. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS. | |
SELECTION_HOVERED_STATE_COLOR_INDEX_FOREIGN | 6 | Border color of hovered foreign states in various select mapmodes. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS. |
NMapIcons
Name | Default | Developer comment | Usage |
---|---|---|---|
TOP_MAP_ICON | 30 | ||
INTERPOLATION_SNAP_DISTANCE | 0.3 | ||
INTEL_MAP_MODE_MAP_ICON_OFFSET | { 12, 40 } | Control the offset of the intel map mode map icon (counterintelligence, operatives and operations) | |
COARSE_RAILWAY_GUN_POSITION_OFFSET | { -30, 0 } | Coarse railway gun icons will have their world centers offset by this offset | |
DEFAULT_PRIORITY_UNITS_STACK | 10 | ||
DEFAULT_PRIORITY_UNITS_STACK_GROUP | 11 | ||
DEFAULT_PRIORITY_VICTORY_POINTS | 5 | ||
DEFAULT_PRIORITY_RESOURCE | 10 | ||
DEFAULT_PRIORITY_CONSTRUCTION_INFO | 3 | ||
DEFAULT_PRIORITY_AIR_BASE | 3 | ||
DEFAULT_PRIORITY_ROCKET_SITE | 3 | ||
DEFAULT_PRIORITY_NAVAL_BASE | 3 | ||
DEFAULT_PRIORITY_NAVAL_COMBAT | 20 | ||
DEFAULT_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
DEFAULT_PRIORITY_LAND_COMBAT | 20 | ||
DEFAULT_PRIORITY_NAVAL_MISSION | 13 | ||
DEFAULT_PRIORITY_AIR_MISSION | 13 | ||
DEFAULT_PRIORITY_SUPPLY | 14 | ||
DEFAULT_PRIORITY_CAPITAL | 5 | ||
DEFAULT_PRIORITY_PEACE_COST | 3 | ||
DEFAULT_PRIORITY_ADJACENCY_RULE | 3 | ||
DEFAULT_PRIORITY_NAVAL_MINES | 13 | ||
DEFAULT_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
DEFAULT_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
STATES_PRIORITY_UNITS_STACK | 10 | ||
STATES_PRIORITY_UNITS_STACK_GROUP | 11 | ||
STATES_PRIORITY_VICTORY_POINTS | 5 | ||
STATES_PRIORITY_RESOURCE | 10 | ||
STATES_PRIORITY_CONSTRUCTION_INFO | 3 | ||
STATES_PRIORITY_AIR_BASE | 3 | ||
STATES_PRIORITY_ROCKET_SITE | 3 | ||
STATES_PRIORITY_NAVAL_BASE | 3 | ||
STATES_PRIORITY_NAVAL_COMBAT | 20 | ||
STATES_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
STATES_PRIORITY_LAND_COMBAT | 20 | ||
STATES_PRIORITY_NAVAL_MISSION | 13 | ||
STATES_PRIORITY_AIR_MISSION | 13 | ||
STATES_PRIORITY_SUPPLY | 14 | ||
STATES_PRIORITY_CAPITAL | 5 | ||
STATES_PRIORITY_PEACE_COST | 3 | ||
STATES_PRIORITY_ADJACENCY_RULE | 3 | ||
STATES_PRIORITY_NAVAL_MINES | 13 | ||
STATES_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
SUPPLY_AREAS_PRIORITY_UNITS_STACK | 10 | ||
SUPPLY_AREAS_PRIORITY_UNITS_STACK_GROUP | 11 | ||
SUPPLY_AREAS_PRIORITY_VICTORY_POINTS | 5 | ||
SUPPLY_AREAS_PRIORITY_RESOURCE | 10 | ||
SUPPLY_AREAS_PRIORITY_CONSTRUCTION_INFO | 3 | ||
SUPPLY_AREAS_PRIORITY_AIR_BASE | 3 | ||
SUPPLY_AREAS_PRIORITY_ROCKET_SITE | 3 | ||
SUPPLY_AREAS_PRIORITY_NAVAL_BASE | 3 | ||
SUPPLY_AREAS_PRIORITY_NAVAL_COMBAT | 20 | ||
SUPPLY_AREAS_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
SUPPLY_AREAS_PRIORITY_LAND_COMBAT | 20 | ||
SUPPLY_AREAS_PRIORITY_NAVAL_MISSION | 13 | ||
SUPPLY_AREAS_PRIORITY_AIR_MISSION | 13 | ||
SUPPLY_AREAS_PRIORITY_SUPPLY | 14 | ||
SUPPLY_AREAS_PRIORITY_CAPITAL | 5 | ||
SUPPLY_AREAS_PRIORITY_PEACE_COST | 3 | ||
SUPPLY_AREAS_PRIORITY_ADJACENCY_RULE | 3 | ||
SUPPLY_AREAS_PRIORITY_NAVAL_MINES | 13 | ||
SUPPLY_AREAS_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
STRATEGIC_AIR_PRIORITY_UNITS_STACK | 10 | ||
STRATEGIC_AIR_PRIORITY_UNITS_STACK_GROUP | 11 | ||
STRATEGIC_AIR_PRIORITY_VICTORY_POINTS | 5 | ||
STRATEGIC_AIR_PRIORITY_RESOURCE | 10 | ||
STRATEGIC_AIR_PRIORITY_CONSTRUCTION_INFO | 3 | ||
STRATEGIC_AIR_PRIORITY_AIR_BASE | 30 | ||
STRATEGIC_AIR_PRIORITY_ROCKET_SITE | 3 | ||
STRATEGIC_AIR_PRIORITY_NAVAL_BASE | 3 | ||
STRATEGIC_AIR_PRIORITY_NAVAL_COMBAT | 20 | ||
STRATEGIC_AIR_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
STRATEGIC_AIR_PRIORITY_LAND_COMBAT | 20 | ||
STRATEGIC_AIR_PRIORITY_NAVAL_MISSION | 13 | ||
STRATEGIC_AIR_PRIORITY_AIR_MISSION | 29 | ||
STRATEGIC_AIR_PRIORITY_SUPPLY | 14 | ||
STRATEGIC_AIR_PRIORITY_CAPITAL | 5 | ||
STRATEGIC_AIR_PRIORITY_PEACE_COST | 3 | ||
STRATEGIC_AIR_PRIORITY_ADJACENCY_RULE | 3 | ||
STRATEGIC_AIR_PRIORITY_NAVAL_MINES | 13 | ||
STRATEGIC_AIR_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
STRATEGIC_NAVY_PRIORITY_UNITS_STACK | 10 | ||
STRATEGIC_NAVY_PRIORITY_UNITS_STACK_GROUP | 11 | ||
STRATEGIC_NAVY_PRIORITY_VICTORY_POINTS | 5 | ||
STRATEGIC_NAVY_PRIORITY_RESOURCE | 10 | ||
STRATEGIC_NAVY_PRIORITY_CONSTRUCTION_INFO | 3 | ||
STRATEGIC_NAVY_PRIORITY_AIR_BASE | 3 | ||
STRATEGIC_NAVY_PRIORITY_ROCKET_SITE | 3 | ||
STRATEGIC_NAVY_PRIORITY_NAVAL_BASE | 28 | ||
STRATEGIC_NAVY_PRIORITY_NAVAL_COMBAT | 20 | ||
STRATEGIC_NAVY_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
STRATEGIC_NAVY_PRIORITY_LAND_COMBAT | 20 | ||
STRATEGIC_NAVY_PRIORITY_NAVAL_MISSION | 29 | ||
STRATEGIC_NAVY_PRIORITY_AIR_MISSION | 13 | ||
STRATEGIC_NAVY_PRIORITY_SUPPLY | 14 | ||
STRATEGIC_NAVY_PRIORITY_CAPITAL | 5 | ||
STRATEGIC_NAVY_PRIORITY_PEACE_COST | 3 | ||
STRATEGIC_NAVY_PRIORITY_ADJACENCY_RULE | 3 | ||
STRATEGIC_NAVY_PRIORITY_NAVAL_MINES | 13 | ||
STRATEGIC_NAVY_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
RESISTANCE_PRIORITY_UNITS_STACK | 10 | ||
RESISTANCE_PRIORITY_UNITS_STACK_GROUP | 11 | ||
RESISTANCE_PRIORITY_VICTORY_POINTS | 5 | ||
RESISTANCE_PRIORITY_RESOURCE | 10 | ||
RESISTANCE_PRIORITY_CONSTRUCTION_INFO | 3 | ||
RESISTANCE_PRIORITY_AIR_BASE | 3 | ||
RESISTANCE_PRIORITY_ROCKET_SITE | 3 | ||
RESISTANCE_PRIORITY_NAVAL_BASE | 3 | ||
RESISTANCE_PRIORITY_NAVAL_COMBAT | 20 | ||
RESISTANCE_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
RESISTANCE_PRIORITY_LAND_COMBAT | 20 | ||
RESISTANCE_PRIORITY_NAVAL_MISSION | 13 | ||
RESISTANCE_PRIORITY_AIR_MISSION | 13 | ||
RESISTANCE_PRIORITY_SUPPLY | 14 | ||
RESISTANCE_PRIORITY_CAPITAL | 5 | ||
RESISTANCE_PRIORITY_PEACE_COST | 3 | ||
RESISTANCE_PRIORITY_ADJACENCY_RULE | 3 | ||
RESISTANCE_PRIORITY_NAVAL_MINES | 13 | ||
RESISTANCE_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
RESOURCES_PRIORITY_UNITS_STACK | 10 | ||
RESOURCES_PRIORITY_UNITS_STACK_GROUP | 11 | ||
RESOURCES_PRIORITY_VICTORY_POINTS | 5 | ||
RESOURCES_PRIORITY_RESOURCE | 10 | ||
RESOURCES_PRIORITY_CONSTRUCTION_INFO | 3 | ||
RESOURCES_PRIORITY_AIR_BASE | 3 | ||
RESOURCES_PRIORITY_ROCKET_SITE | 3 | ||
RESOURCES_PRIORITY_NAVAL_BASE | 3 | ||
RESOURCES_PRIORITY_NAVAL_COMBAT | 20 | ||
RESOURCES_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
RESOURCES_PRIORITY_LAND_COMBAT | 20 | ||
RESOURCES_PRIORITY_NAVAL_MISSION | 13 | ||
RESOURCES_PRIORITY_AIR_MISSION | 13 | ||
RESOURCES_PRIORITY_SUPPLY | 14 | ||
RESOURCES_PRIORITY_CAPITAL | 5 | ||
RESOURCES_PRIORITY_PEACE_COST | 3 | ||
RESOURCES_PRIORITY_ADJACENCY_RULE | 3 | ||
RESOURCES_PRIORITY_NAVAL_MINES | 13 | ||
RESOURCES_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
DIPLOMACY_PRIORITY_UNITS_STACK | 10 | ||
DIPLOMACY_PRIORITY_UNITS_STACK_GROUP | 11 | ||
DIPLOMACY_PRIORITY_VICTORY_POINTS | 5 | ||
DIPLOMACY_PRIORITY_RESOURCE | 10 | ||
DIPLOMACY_PRIORITY_CONSTRUCTION_INFO | 3 | ||
DIPLOMACY_PRIORITY_AIR_BASE | 3 | ||
DIPLOMACY_PRIORITY_ROCKET_SITE | 3 | ||
DIPLOMACY_PRIORITY_NAVAL_BASE | 3 | ||
DIPLOMACY_PRIORITY_NAVAL_COMBAT | 20 | ||
DIPLOMACY_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
DIPLOMACY_PRIORITY_LAND_COMBAT | 20 | ||
DIPLOMACY_PRIORITY_NAVAL_MISSION | 13 | ||
DIPLOMACY_PRIORITY_AIR_MISSION | 13 | ||
DIPLOMACY_PRIORITY_SUPPLY | 14 | ||
DIPLOMACY_PRIORITY_CAPITAL | 5 | ||
DIPLOMACY_PRIORITY_PEACE_COST | 3 | ||
DIPLOMACY_PRIORITY_ADJACENCY_RULE | 3 | ||
DIPLOMACY_PRIORITY_NAVAL_MINES | 13 | ||
DIPLOMACY_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
FACTIONS_PRIORITY_UNITS_STACK | 10 | ||
FACTIONS_PRIORITY_UNITS_STACK_GROUP | 11 | ||
FACTIONS_PRIORITY_VICTORY_POINTS | 5 | ||
FACTIONS_PRIORITY_RESOURCE | 10 | ||
FACTIONS_PRIORITY_CONSTRUCTION_INFO | 3 | ||
FACTIONS_PRIORITY_AIR_BASE | 3 | ||
FACTIONS_PRIORITY_ROCKET_SITE | 3 | ||
FACTIONS_PRIORITY_NAVAL_BASE | 3 | ||
FACTIONS_PRIORITY_NAVAL_COMBAT | 20 | ||
FACTIONS_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
FACTIONS_PRIORITY_LAND_COMBAT | 20 | ||
FACTIONS_PRIORITY_NAVAL_MISSION | 13 | ||
FACTIONS_PRIORITY_AIR_MISSION | 13 | ||
FACTIONS_PRIORITY_SUPPLY | 14 | ||
FACTIONS_PRIORITY_CAPITAL | 5 | ||
FACTIONS_PRIORITY_PEACE_COST | 3 | ||
FACTIONS_PRIORITY_ADJACENCY_RULE | 3 | ||
FACTIONS_PRIORITY_NAVAL_MINES | 13 | ||
FACTIONS_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
STRATEGIC_REGIONS_PRIORITY_UNITS_STACK | 10 | ||
STRATEGIC_REGIONS_PRIORITY_UNITS_STACK_GROUP | 11 | ||
STRATEGIC_REGIONS_PRIORITY_VICTORY_POINTS | 5 | ||
STRATEGIC_REGIONS_PRIORITY_RESOURCE | 10 | ||
STRATEGIC_REGIONS_PRIORITY_CONSTRUCTION_INFO | 3 | ||
STRATEGIC_REGIONS_PRIORITY_AIR_BASE | 3 | ||
STRATEGIC_REGIONS_PRIORITY_ROCKET_SITE | 3 | ||
STRATEGIC_REGIONS_PRIORITY_NAVAL_BASE | 3 | ||
STRATEGIC_REGIONS_PRIORITY_NAVAL_COMBAT | 20 | ||
STRATEGIC_REGIONS_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
STRATEGIC_REGIONS_PRIORITY_LAND_COMBAT | 20 | ||
STRATEGIC_REGIONS_PRIORITY_NAVAL_MISSION | 13 | ||
STRATEGIC_REGIONS_PRIORITY_AIR_MISSION | 13 | ||
STRATEGIC_REGIONS_PRIORITY_SUPPLY | 14 | ||
STRATEGIC_REGIONS_PRIORITY_CAPITAL | 5 | ||
STRATEGIC_REGIONS_PRIORITY_PEACE_COST | 3 | ||
STRATEGIC_REGIONS_PRIORITY_ADJACENCY_RULE | 3 | ||
STRATEGIC_REGIONS_PRIORITY_NAVAL_MINES | 13 | ||
STRATEGIC_REGIONS_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
DEPLOYMENT_AIR_PRIORITY_UNITS_STACK | 10 | ||
DEPLOYMENT_AIR_PRIORITY_UNITS_STACK_GROUP | 11 | ||
DEPLOYMENT_AIR_PRIORITY_VICTORY_POINTS | 5 | ||
DEPLOYMENT_AIR_PRIORITY_RESOURCE | 10 | ||
DEPLOYMENT_AIR_PRIORITY_CONSTRUCTION_INFO | 3 | ||
DEPLOYMENT_AIR_PRIORITY_AIR_BASE | 3 | ||
DEPLOYMENT_AIR_PRIORITY_ROCKET_SITE | 3 | ||
DEPLOYMENT_AIR_PRIORITY_NAVAL_BASE | 3 | ||
DEPLOYMENT_AIR_PRIORITY_NAVAL_COMBAT | 20 | ||
DEPLOYMENT_AIR_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
DEPLOYMENT_AIR_PRIORITY_LAND_COMBAT | 20 | ||
DEPLOYMENT_AIR_PRIORITY_NAVAL_MISSION | 13 | ||
DEPLOYMENT_AIR_PRIORITY_AIR_MISSION | 13 | ||
DEPLOYMENT_AIR_PRIORITY_SUPPLY | 14 | ||
DEPLOYMENT_AIR_PRIORITY_CAPITAL | 5 | ||
DEPLOYMENT_AIR_PRIORITY_PEACE_COST | 3 | ||
DEPLOYMENT_AIR_PRIORITY_ADJACENCY_RULE | 3 | ||
DEPLOYMENT_AIR_PRIORITY_NAVAL_MINES | 13 | ||
DEPLOYMENT_AIR_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
DEPLOYMENT_NAVY_PRIORITY_UNITS_STACK | 10 | ||
DEPLOYMENT_NAVY_PRIORITY_UNITS_STACK_GROUP | 11 | ||
DEPLOYMENT_NAVY_PRIORITY_VICTORY_POINTS | 5 | ||
DEPLOYMENT_NAVY_PRIORITY_RESOURCE | 10 | ||
DEPLOYMENT_NAVY_PRIORITY_CONSTRUCTION_INFO | 3 | ||
DEPLOYMENT_NAVY_PRIORITY_AIR_BASE | 3 | ||
DEPLOYMENT_NAVY_PRIORITY_ROCKET_SITE | 3 | ||
DEPLOYMENT_NAVY_PRIORITY_NAVAL_BASE | 3 | ||
DEPLOYMENT_NAVY_PRIORITY_NAVAL_COMBAT | 20 | ||
DEPLOYMENT_NAVY_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
DEPLOYMENT_NAVY_PRIORITY_LAND_COMBAT | 20 | ||
DEPLOYMENT_NAVY_PRIORITY_NAVAL_MISSION | 13 | ||
DEPLOYMENT_NAVY_PRIORITY_AIR_MISSION | 13 | ||
DEPLOYMENT_NAVY_PRIORITY_SUPPLY | 14 | ||
DEPLOYMENT_NAVY_PRIORITY_CAPITAL | 5 | ||
DEPLOYMENT_NAVY_PRIORITY_PEACE_COST | 3 | ||
DEPLOYMENT_NAVY_PRIORITY_ADJACENCY_RULE | 3 | ||
DEPLOYMENT_NAVY_PRIORITY_NAVAL_MINES | 13 | ||
DEPLOYMENT_NAVY_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
DEPLOYMENT_MILITARY_PRIORITY_UNITS_STACK | 10 | ||
DEPLOYMENT_MILITARY_PRIORITY_UNITS_STACK_GROUP | 11 | ||
DEPLOYMENT_MILITARY_PRIORITY_VICTORY_POINTS | 5 | ||
DEPLOYMENT_MILITARY_PRIORITY_RESOURCE | 10 | ||
DEPLOYMENT_MILITARY_PRIORITY_CONSTRUCTION_INFO | 3 | ||
DEPLOYMENT_MILITARY_PRIORITY_AIR_BASE | 3 | ||
DEPLOYMENT_MILITARY_PRIORITY_ROCKET_SITE | 3 | ||
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_BASE | 3 | ||
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_COMBAT | 20 | ||
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
DEPLOYMENT_MILITARY_PRIORITY_LAND_COMBAT | 20 | ||
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_MISSION | 13 | ||
DEPLOYMENT_MILITARY_PRIORITY_AIR_MISSION | 13 | ||
DEPLOYMENT_MILITARY_PRIORITY_SUPPLY | 14 | ||
DEPLOYMENT_MILITARY_PRIORITY_CAPITAL | 5 | ||
DEPLOYMENT_MILITARY_PRIORITY_PEACE_COST | 3 | ||
DEPLOYMENT_MILITARY_PRIORITY_ADJACENCY_RULE | 3 | ||
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_MINES | 13 | ||
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
PEACE_CONFERENCE_PRIORITY_UNITS_STACK | 10 | ||
PEACE_CONFERENCE_PRIORITY_UNITS_STACK_GROUP | 11 | ||
PEACE_CONFERENCE_PRIORITY_VICTORY_POINTS | 5 | ||
PEACE_CONFERENCE_PRIORITY_RESOURCE | 10 | ||
PEACE_CONFERENCE_PRIORITY_CONSTRUCTION_INFO | 3 | ||
PEACE_CONFERENCE_PRIORITY_AIR_BASE | 3 | ||
PEACE_CONFERENCE_PRIORITY_ROCKET_SITE | 3 | ||
PEACE_CONFERENCE_PRIORITY_NAVAL_BASE | 3 | ||
PEACE_CONFERENCE_PRIORITY_NAVAL_COMBAT | 20 | ||
PEACE_CONFERENCE_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
PEACE_CONFERENCE_PRIORITY_LAND_COMBAT | 20 | ||
PEACE_CONFERENCE_PRIORITY_NAVAL_MISSION | 13 | ||
PEACE_CONFERENCE_PRIORITY_AIR_MISSION | 13 | ||
PEACE_CONFERENCE_PRIORITY_SUPPLY | 14 | ||
PEACE_CONFERENCE_PRIORITY_CAPITAL | 5 | ||
PEACE_CONFERENCE_PRIORITY_PEACE_COST | 20 | ||
PEACE_CONFERENCE_PRIORITY_ADJACENCY_RULE | 3 | ||
PEACE_CONFERENCE_PRIORITY_NAVAL_MINES | 13 | ||
PEACE_CONFERENCE_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
INFRASTRUCTURE_PRIORITY_UNITS_STACK | 10 | ||
INFRASTRUCTURE_PRIORITY_UNITS_STACK_GROUP | 11 | ||
INFRASTRUCTURE_PRIORITY_VICTORY_POINTS | 5 | ||
INFRASTRUCTURE_PRIORITY_RESOURCE | 10 | ||
INFRASTRUCTURE_PRIORITY_CONSTRUCTION_INFO | 3 | ||
INFRASTRUCTURE_PRIORITY_AIR_BASE | 3 | ||
INFRASTRUCTURE_PRIORITY_ROCKET_SITE | 3 | ||
INFRASTRUCTURE_PRIORITY_NAVAL_BASE | 3 | ||
INFRASTRUCTURE_PRIORITY_NAVAL_COMBAT | 20 | ||
INFRASTRUCTURE_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
INFRASTRUCTURE_PRIORITY_LAND_COMBAT | 20 | ||
INFRASTRUCTURE_PRIORITY_NAVAL_MISSION | 13 | ||
INFRASTRUCTURE_PRIORITY_AIR_MISSION | 13 | ||
INFRASTRUCTURE_PRIORITY_SUPPLY | 14 | ||
INFRASTRUCTURE_PRIORITY_CAPITAL | 5 | ||
INFRASTRUCTURE_PRIORITY_PEACE_COST | 3 | ||
INFRASTRUCTURE_PRIORITY_ADJACENCY_RULE | 3 | ||
INFRASTRUCTURE_PRIORITY_NAVAL_MINES | 13 | ||
INFRASTRUCTURE_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_UNITS_STACK | 10 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_UNITS_STACK_GROUP | 11 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_VICTORY_POINTS | 5 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_RESOURCE | 10 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_CONSTRUCTION_INFO | 3 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_AIR_BASE | 3 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_ROCKET_SITE | 3 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_BASE | 3 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_COMBAT | 20 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_LAND_COMBAT | 20 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_MISSION | 13 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_AIR_MISSION | 13 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_SUPPLY | 14 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_CAPITAL | 5 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_PEACE_COST | 3 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_ADJACENCY_RULE | 3 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_MINES | 13 | ||
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
MANPOWER_PRIORITY_UNITS_STACK | 10 | ||
MANPOWER_PRIORITY_UNITS_STACK_GROUP | 11 | ||
MANPOWER_PRIORITY_VICTORY_POINTS | 5 | ||
MANPOWER_PRIORITY_RESOURCE | 10 | ||
MANPOWER_PRIORITY_CONSTRUCTION_INFO | 3 | ||
MANPOWER_PRIORITY_AIR_BASE | 3 | ||
MANPOWER_PRIORITY_ROCKET_SITE | 3 | ||
MANPOWER_PRIORITY_NAVAL_BASE | 3 | ||
MANPOWER_PRIORITY_NAVAL_COMBAT | 20 | ||
MANPOWER_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
MANPOWER_PRIORITY_LAND_COMBAT | 20 | ||
MANPOWER_PRIORITY_NAVAL_MISSION | 13 | ||
MANPOWER_PRIORITY_AIR_MISSION | 13 | ||
MANPOWER_PRIORITY_SUPPLY | 14 | ||
MANPOWER_PRIORITY_CAPITAL | 5 | ||
MANPOWER_PRIORITY_PEACE_COST | 3 | ||
MANPOWER_PRIORITY_ADJACENCY_RULE | 3 | ||
MANPOWER_PRIORITY_NAVAL_MINES | 13 | ||
MANPOWER_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
IDEOLOGY_PRIORITY_UNITS_STACK | 10 | ||
IDEOLOGY_PRIORITY_UNITS_STACK_GROUP | 11 | ||
IDEOLOGY_PRIORITY_VICTORY_POINTS | 5 | ||
IDEOLOGY_PRIORITY_RESOURCE | 10 | ||
IDEOLOGY_PRIORITY_CONSTRUCTION_INFO | 3 | ||
IDEOLOGY_PRIORITY_AIR_BASE | 3 | ||
IDEOLOGY_PRIORITY_ROCKET_SITE | 3 | ||
IDEOLOGY_PRIORITY_NAVAL_BASE | 3 | ||
IDEOLOGY_PRIORITY_NAVAL_COMBAT | 20 | ||
IDEOLOGY_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
IDEOLOGY_PRIORITY_LAND_COMBAT | 20 | ||
IDEOLOGY_PRIORITY_NAVAL_MISSION | 13 | ||
IDEOLOGY_PRIORITY_AIR_MISSION | 13 | ||
IDEOLOGY_PRIORITY_SUPPLY | 14 | ||
IDEOLOGY_PRIORITY_CAPITAL | 5 | ||
IDEOLOGY_PRIORITY_PEACE_COST | 3 | ||
IDEOLOGY_PRIORITY_ADJACENCY_RULE | 3 | ||
IDEOLOGY_PRIORITY_NAVAL_MINES | 13 | ||
IDEOLOGY_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
START_CONSTRUCTION_PRIORITY_UNITS_STACK | 10 | ||
START_CONSTRUCTION_PRIORITY_UNITS_STACK_GROUP | 11 | ||
START_CONSTRUCTION_PRIORITY_VICTORY_POINTS | 5 | ||
START_CONSTRUCTION_PRIORITY_RESOURCE | 10 | ||
START_CONSTRUCTION_PRIORITY_CONSTRUCTION_INFO | 20 | ||
START_CONSTRUCTION_PRIORITY_AIR_BASE | 1 | ||
START_CONSTRUCTION_PRIORITY_ROCKET_SITE | 3 | ||
START_CONSTRUCTION_PRIORITY_NAVAL_BASE | 1 | ||
START_CONSTRUCTION_PRIORITY_NAVAL_COMBAT | 20 | ||
START_CONSTRUCTION_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
START_CONSTRUCTION_PRIORITY_LAND_COMBAT | 20 | ||
START_CONSTRUCTION_PRIORITY_NAVAL_MISSION | 13 | ||
START_CONSTRUCTION_PRIORITY_AIR_MISSION | 13 | ||
START_CONSTRUCTION_PRIORITY_SUPPLY | 14 | ||
START_CONSTRUCTION_PRIORITY_CAPITAL | 5 | ||
START_CONSTRUCTION_PRIORITY_PEACE_COST | 3 | ||
START_CONSTRUCTION_PRIORITY_ADJACENCY_RULE | 3 | ||
START_CONSTRUCTION_PRIORITY_NAVAL_MINES | 13 | ||
START_CONSTRUCTION_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
PLAYERS_PRIORITY_UNITS_STACK | 10 | ||
PLAYERS_PRIORITY_UNITS_STACK_GROUP | 11 | ||
PLAYERS_PRIORITY_VICTORY_POINTS | 5 | ||
PLAYERS_PRIORITY_RESOURCE | 10 | ||
PLAYERS_PRIORITY_CONSTRUCTION_INFO | 3 | ||
PLAYERS_PRIORITY_AIR_BASE | 3 | ||
PLAYERS_PRIORITY_ROCKET_SITE | 3 | ||
PLAYERS_PRIORITY_NAVAL_BASE | 3 | ||
PLAYERS_PRIORITY_NAVAL_COMBAT | 20 | ||
PLAYERS_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
PLAYERS_PRIORITY_LAND_COMBAT | 20 | ||
PLAYERS_PRIORITY_NAVAL_MISSION | 13 | ||
PLAYERS_PRIORITY_AIR_MISSION | 13 | ||
PLAYERS_PRIORITY_SUPPLY | 14 | ||
PLAYERS_PRIORITY_CAPITAL | 5 | ||
PLAYERS_PRIORITY_PEACE_COST | 3 | ||
PLAYERS_PRIORITY_ADJACENCY_RULE | 3 | ||
PLAYERS_PRIORITY_NAVAL_MINES | 13 | ||
PLAYERS_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
OPERATIVES_PRIORITY_UNITS_STACK | 10 | ||
OPERATIVES_PRIORITY_UNITS_STACK_GROUP | 11 | ||
OPERATIVES_PRIORITY_VICTORY_POINTS | 5 | ||
OPERATIVES_PRIORITY_RESOURCE | 10 | ||
OPERATIVES_PRIORITY_CONSTRUCTION_INFO | 3 | ||
OPERATIVES_PRIORITY_AIR_BASE | 3 | ||
OPERATIVES_PRIORITY_ROCKET_SITE | 3 | ||
OPERATIVES_PRIORITY_NAVAL_BASE | 3 | ||
OPERATIVES_PRIORITY_NAVAL_COMBAT | 20 | ||
OPERATIVES_PRIORITY_NAVAL_COMBAT_RESULTS | 19 | ||
OPERATIVES_PRIORITY_LAND_COMBAT | 20 | ||
OPERATIVES_PRIORITY_NAVAL_MISSION | 13 | ||
OPERATIVES_PRIORITY_AIR_MISSION | 13 | ||
OPERATIVES_PRIORITY_SUPPLY | 14 | ||
OPERATIVES_PRIORITY_CAPITAL | 25 | ||
OPERATIVES_PRIORITY_PEACE_COST | 3 | ||
OPERATIVES_PRIORITY_ADJACENCY_RULE | 3 | ||
OPERATIVES_PRIORITY_NAVAL_MINES | 13 | ||
OPERATIVES_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
OPERATIVES_PRIORITY_NAVAL_ACCIDENTS | 13 | ||
OPERATION_PRIORITY_CAN_START | 1 | The order of the operation map icons (lower in first) | |
OPERATION_PRIORITY_COMPLETED | 2 | The order of the operation map icons (lower in first) | |
OPERATION_PRIORITY_IN_PROGRESS | 3 | The order of the operation map icons (lower in first) | |
OPERATION_PRIORITY_PREPARED | 4 | The order of the operation map icons (lower in first) | |
OPERATION_PRIORITY_DEFAULT | 5 | The order of the operation map icons (lower in first) |
NAirGfx
Name | Default | Developer comment | Usage |
---|---|---|---|
AIRPLANES_ANIMATION_GLOBAL_SPEED_PER_GAMESPEED | { 0.22, 0.28, 0.32, 0.38, 0.44, 0.5 } | Speed factor for each game speed (begin with paused). Larger value = faster animation. | |
ROCKET_SPEED | 15.0 | Speed of rockets launched from rocket sites | |
AIRPLANES_CURVE_POINT_DENSITY | 2.0 | LOWER value = more midpoints in the flight path. | |
AIRPLANES_CURVE_MAX_EXTRAPOLATION | 20.0 | It's the limit value that avoid making gigantic curves that may happen when flight path is very long. | |
AIRPLANES_CURVE_MIN_ELEVATION | 4.0 | Minimum height above the ground that the curve will generate it's points. Excludes first and last point (takeoff/landing). | |
AIRPLANES_SCALE_TAKEOFF_DIST | 0.1 | Until first x% of the flight path, the airplane will scale up. | |
AIRPLANES_SCALE_MIN | 0.1 | Minimum airplane scale down when takeoff/landing. | |
AIRPLANES_SCALE_LANDING_DIST | 0.9 | After last x% of the flight path, the airplane will scale down. | |
AIRPLANES_SMOOTH_INTERPOLATION_MOVE | 0.13 | How smooth is the movement interpolation. | |
AIRPLANES_SMOOTH_INTERPOLATION_TURN | 0.12 | How smooth is the turning interpolation. | |
AIRPLANES_BANK_STRENGTH | 210.0 | Multiplier of how much the curve affects the wings banking. (angle limited by the following value) | |
AIRPLANES_BANK_ANGLE_LIMIT | 55.0 | Bank angle limit. | |
AIRPLANES_GROUND_COLLISION_OFFSET_Y | -5.0 | Lets the 3d airplanes disappear after going a bit under the ground. | |
AIRPLANES_1_FIGHTER_PATROL_ANIM | 1 | Number of fighters needed for a single instance of this animation | |
AIRPLANES_3_FIGHTER_PATROL_ANIM | 3 | Number of fighters needed for a single instance of this animation | |
AIRPLANES_1_BOMBER_BOMBING_ANIM | 1 | Number of bombers needed for a single instance of this animation | |
AIRPLANES_3_BOMBER_BOMBING_ANIM | 3 | Number of bombers needed for a single instance of this animation | |
AIRPLANES_1_FIGHTER_VS_1_FIGHTER_ANIM | 1 | Number of fighters needed per side for a single instance of this animation | |
AIRPLANES_3_FIGHTER_VS_3_FIGHTER_ANIM | 3 | Number of bombers needed per side for a single instance of this animation | |
AIRPLANES_1_TRANSPORT_SUPPLY_ANIM | 1 | Number of planes needed for a single instance of this animation | |
AIRPLANES_3_TRANSPORT_SUPPLY_ANIM | 3 | Number of planes needed for a single instance of this animation | |
AIRPLANES_1_SCOUT_PLANE_PATROL_ANIM | 1 | ||
AIRPLANES_3_SCOUT_PLANE_PATROL_ANIM | 3 | ||
STRAT_BOMBER_FIREBOMB_THRESHOLD | 42.0 | If a strategic bomber has a strat_bomber value >= this, then the firebombing animation will be used | |
STRAT_BOMBER_CARPETBOMB_THRESHOLD | 16.0 | If a strategic bomber has a strat_bomber value >= this, then the carpet-bombing animation will be used | |
BOMBERS_DIVISION_FACTOR | 30 | Number of bombers in a strategic region will be divided by this factor. | |
MISSILES_DIVISION_FACTOR | 60 | Number of missiles shown in a strategic region will be divided by this factor. | |
FIGHTERS_DIVISION_FACTOR | 30 | Number of missiles shown in a strategic region will be divided by this factor. | |
SCOUT_PLANE_DIVISION_FACTOR | 30 | Number of missiles shown in a strategic region will be divided by this factor. | |
TRANSPORT_DIVISION_FACTOR | 30 | ||
MAX_MISSILE_BOMBING_SCENARIOS | 2 | Max number of missile bombing scenarios in a strategic region. | |
MAX_PATROL_SCENARIOS | 2 | Max number of patrol scenarios in a strategic region. | |
MAX_BOMBING_SCENARIOS | 2 | Max number of bombings scenarios in a strategic region. | |
MAX_DOGFIGHTS_SCENARIOS | 3 | Max number of dogfight scenarios in a strategic region. | |
MAX_TRANSPORT_SCENARIOS | 2 | Max number of transport scenarios in a strategic region | |
MAX_TRAINING_SCENARIOS | 2 | Max number of training scenarios in a strategic region | |
MAX_SCOUT_SCENARIOS | 2 |
NGraphics
Name | Default | Developer comment | Usage |
---|---|---|---|
COUNTER_MODE_ALLEGIANCE_OURS | { 0.32, 0.71, 0.39, 1.0 } | ||
COUNTER_MODE_ALLEGIANCE_ALLIED | { 0.31, 0.65, 0.94, 1.0 } | ||
COUNTER_MODE_ALLEGIANCE_ENEMY | { 0.91, 0.3, 0.3, 1.0 } | ||
COUNTER_MODE_ALLEGIANCE_OTHER | { 0.8, 0.8, 0.8, 1.0 } | ||
MAX_NUMBER_OF_TEXTURES | 10000 | increase if you have more than this textures | |
MIN_TRAIN_WAGON_COUNT | 3 | ||
MAX_TRAIN_WAGON_COUNT | 6 | ||
RAILWAY_BRIDGE_ENTITY | "bridge_railway_entity" | ||
RAILWAY_BRIDGE_LARGE_ENTITY | "bridge_railway_large_entity" | ||
RAILWAY_Y_OFFSET | 0.9 | Railways are offset by this amount vertically from the map | |
RAILWAY_BRIDGE_Y_OFFSET | 0.6 | Railway bridges are offset by this amount vertically from the map | |
RAILWAY_BRIDGE_WIDTH | 4.0 | Railways will have straight segments of this length for regular bridges | |
RAILWAY_BRIDGE_LARGE_WIDTH | 4.5 | Railways will have straight segments of this length for large bridges | |
RAILWAY_BRIDGE_GAP_WIDTH | 2.4 | Railways will have gaps of this length for regular bridges | |
RAILWAY_BRIDGE_GAP_LARGE_WIDTH | 2.6 | Railways will have gaps of this length for large bridges | |
TRAIN_MAP_SPEED | 3.0 | Trains will move at this relative speed. This has no gameplay implications. Changing this value (originally 4.0) may cause audio effects to lose sync with animation. | |
TUNNELBANA_TIMETABLE | { 9200, 12000 } | Frequency range in milliseconds for regular train service. Adjust this if changing speed to avoid LONGTRAIN | |
MAX_MESHES_LOADED_PER_FRAME | 10 | ||
MESH_POPUP_SCALE_UP_SPEED | 5.0 | ||
MESH_POPUP_SCALE_DOWN_SPEED | 2.1 | ||
SHIP_POPUP_SCALE_DOWN_SPEED | 4.1 | ||
PORT_SHIP_OFFSET | 2.0 | ||
SHIP_IN_PORT_SCALE | 0.25 | ||
MAP_BUILDINGS_SHRINK_DISTANCE | 180 | ||
CITY_SPRAWL_SHRINK_DISTANCE | 220.0 | Start shrinking at this distance | |
DRAW_MAP_OBJECTS_CUTOFF | 550.0 | Remove map objects at this distance | |
PROVINCE_NAME_DRAW_DISTANCE | 500.0 | Remove province names beyond this distance | |
DIRECTION_POINTER_DRAW_DISTANCE | 1200.0 | Direction pointer arrow will not be drawn beyond this distance | |
DIRECTION_POINTER_INTERPOLATION_SPEED | 0.275 | How fast the arrow is interpolating | |
DIRECTION_POINTER_SCREEN_AREA_MAX | 0.935 | The moment when the arrow snaps to the province (value is in DOT PRODUCT) 0.9-0.99 | |
DIRECTION_POINTER_SCREEN_AREA_MIN | 0.91 | The moment when the arrow starts getting closer to the target before it snaps. | |
DIRECTION_POINTER_SIZE_MIN | 0.9 | Size of the arrow interpolated dependly on camera distance | |
DIRECTION_POINTER_SIZE_MAX | 10.0 | ||
DIRECTION_POINTER_GROUND_OFFSET | 5.0 | Offset Y above the ground for arrow to point at | |
LIGHT_DIRECTION_X | -1.0 | ||
LIGHT_DIRECTION_Y | -1.0 | ||
LIGHT_DIRECTION_Z | 0.5 | ||
LIGHT_SHADOW_DIRECTION_X | -5.0 | ||
LIGHT_SHADOW_DIRECTION_Y | -8.0 | ||
LIGHT_SHADOW_DIRECTION_Z | 5.0 | ||
LIGHT_HDR_RANGE | 1.0 | ||
BORDER_WIDTH | 1.5 | ||
PROVINCE_BORDER_FADE_NEAR | 200 | ||
PROVINCE_BORDER_FADE_FAR | 300 | ||
STATE_BORDER_FADE_NEAR | 400 | ||
STATE_BORDER_FADE_FAR | 500 | ||
LAND_UNIT_MOVEMENT_SPEED | 12 | ||
NAVAL_UNIT_MOVEMENT_SPEED | 12 | ||
ARROW_MOVEMENT_SPEED | 2 | ||
DRAW_COUNTRY_NAMES_CUTOFF | 260 | Cutoff for drawing country names on the map | |
TRADEROUTE_SMOOTHNESS | 0.65 | ||
TRADEROUTE_SMOOTHEN_PASSES | 2 | ||
SUPPLYFLOW_SMOOTHNESS | 0.25 | ||
SUPPLYFLOW_SMOOTHEN_PASSES | 2 | ||
SNAPPED_OFF_FRONT_SMOOTHNESS | 0.5 | ||
SNAPPED_OFF_FRONT_SMOOTHEN_PASSES | 2 | ||
ROOT_FRONT_SMOOTHNESS | 0.5 | ||
ROOT_FRONT_SMOOTHEN_PASSES | 1 | ||
ROOT_FRONT_OFFSET | 1.5 | How far the defensive line is offset from the front. | |
ROOT_FRONT_MAX_INTERSECTION_TESTS_FRONT | 30 | How many points before the current one to check for intersections against (optimization) | |
ROOT_FRONT_MAX_INTERSECTION_TESTS_ORDER | 25 | How many points before the current one to check for intersections against (optimization) | |
ORDER_FRONT_MAX_OFFSETS | 4 | Max amount, the overlapping defensive lines can offset from the border. | |
ORDER_FRONT_SMOOTHNESS | 0.5 | ||
ORDER_FRONT_SMOOTHEN_PASSES | 2 | ||
ORDER_MOVE_SMOOTHNESS | 0.99 | ||
ORDER_MOVE_SMOOTHEN_PASSES | 2 | ||
UNIT_TURN_SPEED | 3 | ||
BORDER_COLOR_SELECTION_STATE_R | 1.0 | ||
BORDER_COLOR_SELECTION_STATE_G | 0.62 | ||
BORDER_COLOR_SELECTION_STATE_B | 0.33 | ||
BORDER_COLOR_SELECTION_STATE_A | 1.0 | ||
BORDER_COLOR_SELECTION_SUPPLY_AREA_R | 0.6 | ||
BORDER_COLOR_SELECTION_SUPPLY_AREA_G | 0.2 | ||
BORDER_COLOR_SELECTION_SUPPLY_AREA_B | 0.6 | ||
BORDER_COLOR_SELECTION_SUPPLY_AREA_A | 1.0 | ||
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_R | 0.0 | ||
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_G | 1.0 | ||
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_B | 1.0 | ||
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_A | 1.0 | ||
BORDER_COLOR_SELECTION_BUILDING_AREA_R | 1.0 | ||
BORDER_COLOR_SELECTION_BUILDING_AREA_G | 1.0 | ||
BORDER_COLOR_SELECTION_BUILDING_AREA_B | 1.0 | ||
BORDER_COLOR_SELECTION_BUILDING_AREA_A | 1.0 | ||
BORDER_COLOR_SELECTION_PROVINCE_R | 1.0 | ||
BORDER_COLOR_SELECTION_PROVINCE_G | 0.8 | ||
BORDER_COLOR_SELECTION_PROVINCE_B | 0.0 | ||
BORDER_COLOR_SELECTION_PROVINCE_A | 1.0 | ||
BORDER_COLOR_CUSTOM_HIGHLIGHTS | { 0.0, 0.61, 0.75, 1.0, 1.0, 0.06, 0.0, 1.0, 0.1, 0.6, 0.2, 1.0, 0.8, 0.3, 0.0, 1.0, 0.0, 0.4, 0.8, 1.0, 0.3, 0.9, 0.3, 0.8, 0.7, 0.7, 0.0, 1.0 } | [[ Groups of 4 numbers are RGBA. If two colors are both active on a border, (because one province is part of a group using one color, and the other province is part of another group), then the color that comes first in this list is the color that will be used. ]] 0: mouse hover 1: bad, while active 2: good, while active 3: bad, while passive 4: good, while passive 5: controlled, neutral positive 6: not ours, neutral negative |
|
BORDER_COLOR_TUTORIAL_HIGHLIGHT_R | 0.0 | ||
BORDER_COLOR_TUTORIAL_HIGHLIGHT_G | 0.61 | ||
BORDER_COLOR_TUTORIAL_HIGHLIGHT_B | 0.75 | ||
BORDER_COLOR_TUTORIAL_HIGHLIGHT_A | 1.0 | ||
BORDER_COLOR_DEMILITARIZED_R | 1.0 | ||
BORDER_COLOR_DEMILITARIZED_G | 0.06 | ||
BORDER_COLOR_DEMILITARIZED_B | 0.0 | ||
BORDER_COLOR_DEMILITARIZED_A | 0.9 | ||
BORDER_COLOR_BORDER_CONFLICT_EDGE_R | 1.0 | ||
BORDER_COLOR_BORDER_CONFLICT_EDGE_G | 0.2 | ||
BORDER_COLOR_BORDER_CONFLICT_EDGE_B | 0.0 | ||
BORDER_COLOR_BORDER_CONFLICT_EDGE_A | 1.0 | ||
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_R | 0.7 | ||
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_G | 1.0 | ||
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_B | 0.0 | ||
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_A | 0.9 | ||
DRAW_REFRACTIONS_CUTOFF | 250 | ||
DRAW_SHADOWS_CUTOFF | 400 | ||
DRAW_SHADOWS_FADE_LENGTH | 50 | ||
DRAW_FOW_CUTOFF | 400 | ||
DRAW_FOW_FADE_LENGTH | 350 | ||
GRADIENT_BORDERS_FIELD_COUNTRY_REFRESH | 10 | When country changes it's size by X provinces, then it refresh it's thickness and rebuilds all provinces | |
GRADIENT_BORDERS_FIELD_COUNTRY_LOW | 300.0 | country area in sum of pixels ... | |
GRADIENT_BORDERS_FIELD_COUNTRY_HIGH | 9000.0 | ... the value is squared, so fe. country of size 100x100pix = 10000 | |
GRADIENT_BORDERS_THICKNESS_COUNTRY_LOW | 5.0 | thickness in pixels | |
GRADIENT_BORDERS_COUNTRY_CENTER_THICKNESS | 2.0 | The center gradient is linear 1/255 per pixel for this many pixels | |
GRADIENT_BORDERS_THICKNESS_COUNTRY_HIGH | 25.0 | ||
GRADIENT_BORDERS_THICKNESS_STATE | 5.0 | ||
GRADIENT_BORDERS_THICKNESS_RESISTANCE | 5.0 | ||
GRADIENT_BORDERS_THICKNESS_INTEL_LEDGER | 5.0 | ||
GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_A | 2.0 | ||
GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_B | 20.0 | ||
GRADIENT_BORDERS_THICKNESS_STRATEGIC_REGIONS | 150.0 | ||
GRADIENT_BORDERS_THICKNESS_DIPLOMACY | 12.0 | ||
GRADIENT_BORDERS_THICKNESS_DIPLOMACY_ON_INTEL_LEDGER | 3.0 | ||
GRADIENT_BORDERS_THICKNESS_PEACE_CONFERENCE_A | 3.0 | transparency at 0 up until A | |
GRADIENT_BORDERS_THICKNESS_PEACE_CONFERENCE_B | 6.0 | increasing transparency up to 100% when at B | |
GRADIENT_BORDERS_OUTLINE_CUTOFF_COUNTRY | 0.973 | Magic number to balance cutoff on edges without neighbor | |
GRADIENT_BORDERS_OUTLINE_CUTOFF_DIPLOMACY | 0.973 | ||
GRADIENT_BORDERS_OUTLINE_CUTOFF_DIPLOMACY_ON_INTEL_LEDGER | 0.973 | ||
GRADIENT_BORDERS_OUTLINE_CUTOFF_STATE | 0.973 | ||
GRADIENT_BORDERS_OUTLINE_CUTOFF_SUPPLY_AREA | 0.973 | ||
GRADIENT_BORDERS_OUTLINE_CUTOFF_STRATEGIC_REGIONS | 0.98 | ||
GRADIENT_BORDERS_OUTLINE_CUTOFF_RESISTANCE | 0.973 | ||
GRADIENT_BORDERS_OUTLINE_CUTOFF_FACTIONS | 0.973 | ||
GRADIENT_BORDERS_OUTLINE_CUTOFF_INTEL_LEDGER | 0.973 | ||
GRADIENT_BORDERS_OUTLINE_CUTOFF_PEACE_CONFERENCE | 0.973 | ||
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_COUNTRY | 0.0 | 0 to 1 value for override filling when camera zooms in/out. 0 = override disabled | |
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STATE | 0.4 | ||
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_SUPPLY_AREA | 1.0 | ||
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STRATEGIC_REGIONS | 1.0 | ||
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_RESISTANCE | 0.35 | ||
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_FACTIONS | 0.0 | ||
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_TERRAIN | 0.39 | ||
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_INTEL_LEDGER | 0.2 | ||
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_DIPLOMACY | 0.0 | ||
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_DIPLOMACY_ON_INTEL_LEDGER | 1.0 | ||
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_PEACE_CONFERENCE | 1.0 | ||
GRADIENT_BORDERS_ACTIVATE_FOR_PEACE_CONFERENCE | false | ||
GRADIENT_BORDERS_ONE_COLOR_FOR_PEACE_CONFERENCE | { -1.0, -1.0, -1.0, -1.0 } | all gradient will have this color. if { -1.0, -1.0, -1.0, -1.0 } then use Negotiator MapColor | |
GRADIENT_BORDERS_OPTIMIZATION_RANGE | 30.0 | smaller value = faster gradient borders but may have artifacts on large provinces (value to balance) | |
GRADIENT_BORDERS_REFRESH_FREQ | 0.12 | how frequent is gradient borders repainting (optimization for high-speed gameplay) | |
STRATEGIC_AIR_COLOR_BAD | { 0.8, 0, 0, 1 } | rgb | |
STRATEGIC_AIR_COLOR_GOOD | { 0, 0.8, 0, 1 } | ||
STRATEGIC_AIR_COLOR_AVERAGE | { 0.8, 0.8, 0, 1 } | ||
STRATEGIC_AIR_COLOR_NEUTRAL | { 140.0/255, 131.0/255, 119.0/255, 1 } | ||
STRATEGIC_AIR_COLOR_GOOD_WHILE_HIGHLIGHTING_HOLD | { 0, 0.8, 0, 1 } | ||
STRATEGIC_AIR_COLOR_AVERAGE_WHILE_HIGHLIGHTING_HOLD | { 0.8, 0.8, 0, 1 } | ||
STRATEGIC_AIR_COLOR_NEUTRAL_WHILE_HIGHLIGHTING_HOLD | { 140.0/255, 131.0/255, 119.0/255, 1 } | ||
STRATEGIC_NAVY_COLOR_NEUTRAL | { 0.2, 0.25, 0.35, 0.5 } | zones without missions | |
STRATEGIC_NAVY_COLOR_ON_HOLD | { 0.2, 0.5, 0.6, 0.5 } | zones with only hold mission | |
STRATEGIC_NAVY_COLOR_ON_HOLD_HIGHLIGHTED | { 0.2, 0.6, 0.7, 0.5 } | zones with with only hold missions with taskforces selected | |
STRATEGIC_NAVY_COLOR_BAD | { 0.8, 0, 0, 1 } | zones has missions with bad suppremacy | |
STRATEGIC_NAVY_COLOR_GOOD | { 0, 0.8, 0, 1 } | zones has missions with good suppremacy | |
STRATEGIC_NAVY_COLOR_AVERAGE | { 0.8, 0.8, 0, 1 } | zones has missions with average suppremacy | |
STRATEGIC_NAVY_NO_TASKFORCES_ASSIGNED | { 0.9, 0.3, 0.3, 1 } | zones has fleets assigned to them but no no taskforce can reach it or not enough taskforce to cover that region | |
STRATEGIC_NAVY_COLOR_BAD_WHILE_HIGHLIGHTING_HOLD | { 0.7, 0.0, 0.4, 0.5 } | zones has missions with bad suppremacy on highlighted regions with a hold mission selected | |
STRATEGIC_NAVY_COLOR_GOOD_WHILE_HIGHLIGHTING_HOLD | { 0, 0.6, 0.5, 1 } | zones has missions with good suppremacy on highlighted regions with a hold mission selected | |
STRATEGIC_NAVY_COLOR_AVERAGE_WHILE_HIGHLIGHTING_HOLD | { 0.5, 0.5, 0.6, 1 } | zones has missions with average suppremacy on highlighted regions with a hold mission selected | |
RESISTANCE_COLOR_NONE | { 0.4, 0.4, 0.6, 0.5 } | rgba | |
RESISTANCE_COLOR_GOOD | { 0.8, 0.8, 0, 0.3 } | rgba | |
RESISTANCE_COLOR_AVERAGE | { 0.8, 0.4, 0, 0.5 } | ||
RESISTANCE_COLOR_BAD | { 0.8, 0, 0, 0.9 } | ||
CONSTRUCTION_CONVERSION_COLOR | { 0.9, 0.9, 0.3, 0.1 } | ||
CONSTRUCTION_CONVERSION_IN_PROGRESS_COLOR | { 0.3, 0.3, 0.9, 0.1 } | ||
VIRTUAL_BATTLEPLANS_COLOR | { 0.2, 1.0, 0.2, 1 } | ||
ALLIED_BATTLEPLANS_COLOR | { 0.3, 0.4, 1.0, 1 } | ||
OFFENSIVE_PING_CIRCLE_COLOR | { 0.64, 0.48, 0.35 } | ||
DEFENSIVE_PING_CIRCLE_COLOR | { 0.4, 0.55, 0.66 } | ||
GMT_OFFSET | 2793 | X position on map, of Greenwitch GMT+0 (see also in shader daynight.fxh) | |
DAY_NIGHT_FEATHER | 0.024 | Feather value between complete darkness and the day (see also in shader daynight.fxh) | |
SOUTH_POLE_OFFSET | 0.17 | Our map is missing big parts of globe on north and south (see also in shader daynight.fxh) | |
NORTH_POLE_OFFSET | 0.93 | ||
COUNTRY_FLAG_TEX_WIDTH | 82 | Expected texture size | |
COUNTRY_FLAG_TEX_HEIGHT | 52 | ||
COUNTRY_FLAG_TEX_MAX_SIZE | 256 | Tweak dependly on amount of countries. Must be power of 2. No more then 2048. | |
COUNTRY_FLAG_MEDIUM_TEX_WIDTH | 41 | ||
COUNTRY_FLAG_MEDIUM_TEX_HEIGHT | 26 | ||
COUNTRY_FLAG_MEDIUM_TEX_MAX_SIZE | 1024 | Tweak dependly on amount of countries. Must be power of 2. No more then 2048. | |
COUNTRY_FLAG_SMALL_TEX_WIDTH | 10 | ||
COUNTRY_FLAG_SMALL_TEX_HEIGHT | 7 | ||
COUNTRY_FLAG_SMALL_TEX_MAX_SIZE | 256 | Tweak dependly on amount of countries. Must be power of 2. No more then 2048. | |
VICTORY_POINT_LEVELS | 3 | ||
VICTORY_POINT_MAP_ICON_AFTER | { 0, 9, 20 } | After this amount of VP the map icon becomes bigger dot. | |
VICTORY_POINT_MAP_ICON_CAPITAL_CUTOFF_MAX | 1000.0 | Capitals are special snowflakes, they need their own number | |
VICTORY_POINT_MAP_ICON_TEXT_CUTOFF | { 150, 250, 500 } | At what camera distance the VP name text disappears. | |
VICTORY_POINT_MAP_ICON_TEXT_CUTOFF_MIN | 100.0 | Min range for victory point text | |
VICTORY_POINT_MAP_ICON_TEXT_CUTOFF_MAX | 800.0 | Max range for victory point text | |
VICTORY_POINT_MAP_ICON_DOT_CUTOFF_MIN | 100.0 | Min range for victory point dot | |
VICTORY_POINT_MAP_ICON_DOT_CUTOFF_MAX | 1000.0 | Max range for victory point text | |
VICTORY_POINT_MAP_ICON_MAX_VICTORY_POINTS_FOR_PERCENT | 22 | Default max value for point on the above range. It doesn't matter much if the VP value exceeds this, it'll be treated as max. | |
AIRBASE_ICON_DISTANCE_CUTOFF | 900 | At what distance air bases are hidden | |
NAVALBASE_ICON_DISTANCE_CUTOFF | 900 | 1300, -- 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. | |
RESISTANCE_MAP_ICON_MODIFIERS_DISTANCE_CUTOFF | 500 | At what camera distance the resistance/compliance map icon modifiers are hidden | |
RESISTANCE_MAP_ICON_DISTANCE_CUTOFF | 1200 | At what camera distance the resistance/compliance map icons are hidden | |
PROVINCE_ANIM_TEXT_DISTANCE_CUTOFF | 500 | ||
CAPITAL_ICON_CUTOFF | 1100 | At what camera distance capital icons disappears | |
UNITS_DISTANCE_CUTOFF | 120 | ||
SHIPS_DISTANCE_CUTOFF | 240 | ||
UNIT_ARROW_DISTANCE_CUTOFF | 875 | ||
UNITS_ICONS_DISTANCE_CUTOFF | 900 | ||
NAVAL_COMBAT_DISTANCE_CUTOFF | 1500 | ||
ADJACENCY_RULE_DISTANCE_CUTOFF | 1700 | ||
LAND_COMBAT_DISTANCE_CUTOFF | 1500 | ||
PROV_CONSTRUCTION_ICON_DISTANCE_CUTOFF | 400 | ||
STATE_CONSTRUCTION_ICON_DISTANCE_CUTOFF | 800 | ||
DECISION_MAP_ICON_DISTANCE_CUTOFF | 1000 | ||
DECISION_MAP_ICON_DEPTH_PRIORITY | 50 | ||
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 | ||
PEACE_CONFERENCE_MAP_ICON_DISTANCE_CUTOFF | 500 | ||
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 | ||
RAILWAY_CAMERA_CUTOFF | 200.0 | railways are cut off above this camera height | |
RAILWAY_CAMERA_CUTOFF_SPEED | 3.0 | railways fade in/out speed | |
DIVISION_NAMES_GROUP_MAX_TOOLTIP_ENTRIES | 15 | Max entries to display the names in the tooltip, when mouse over the division-names-group in the division template designer. | |
NAMES_GROUP_MAX_NAME_LIST_ENTRIES | 25 | Max example name entries in ship and railway gun name list in production menu | |
WEATHER_DISTANCE_CUTOFF | 1500 | At what distance weather effects are hidden | |
WEATHER_DISTANCE_FADE_LENGTH | 400 | How far the fade out distance should be | |
WEATHER_ZOOM_IN_CUTOFF | 358 | At what distance weather effects are faded out the most when zooming in | |
WEATHER_ZOOM_IN_FADE_LENGTH | 220 | How far the zoom in fade out distance should be | |
WEATHER_ZOOM_IN_FADE_FACTOR | 0.0 | How much the weather effects should fade out when maximum zoomed in | |
WEATHER_PLAYBACK_RATE | 0.15 | Playback rate at maximum distance | |
WEATHER_PLAYBACK_RATE_CUTOFF | 500 | Playback rate maximum distance | |
WEATHER_PLAYBACK_RATE_LENGTH | 200 | For how long to fade between normal playback rate and maximum distance playback rate | |
POSTEFFECT_PER_PROVINCE_MIN_SNOW | 0.1 | ||
POSTEFFECT_PER_PROVINCE_MAX_SNOW | 0.2 | ||
POSTEFFECT_TOTAL_MIN_SNOW | 0.0 | ||
POSTEFFECT_TOTAL_MAX_SNOW | 0.05 | ||
POSTEFFECT_FEATHER_MIN_DISTANCE | 300.0 | ||
POSTEFFECT_FEATHER_MAX_DISTANCE | 2000.0 | ||
POSTEFFECT_FEATHER_AT_MIN | 0.03 | ||
POSTEFFECT_FEATHER_AT_MAX | 0.8 | ||
LAND_COMBAT_BALANCED_COLOR | { 1.0, 1.0, 0.0, 1.0 } | ||
LAND_COMBAT_LOSING_COLOR | { 1.0, 0.0, 0.0, 1.0 } | ||
LAND_COMBAT_WINNING_COLOR | { 0.0, 1.0, 0.0, 1.0 } | ||
BLOOM_WIDTH | 1.5 | bloom configuration | |
BLOOM_SCALE | 0.9 | BLOOM_WIDTH = 1.0, -- night | |
BRIGHT_THRESHOLD | 0.4 | BLOOM_SCALE = 3.0, -- night | |
EMISSIVE_BLOOM_STRENGTH | 1.0 | BRIGHT_THRESHOLD = 0.9, -- night | |
MIN_HDR_ADJUSTMENT | 0.5 | 0.18 0.7 är hur mkt den anpassar sig till mörka områden, mindre värde -> mer mörkerseen | |
MAX_HDR_ADJUSTMENT | 1.0 | 0.8 0.8 jätte högt värde så ser du bra trots att du står inuti solen och tittar. | |
HDR_ADJUSTMENT_SPEED | 15.0 | 6 | |
TONE_MAP_MIDDLE_GREY | 0.5 | 0.7 | |
TONE_MAP_LUMINANCE_WHITE | 1.0 | ||
MOON_HEIGHT | 600 | higher means softer shadows and more intense light | |
SUN_HEIGHT | 600 | higher means softer shadows and more intense light | |
MOON_HEIGHT_WATER | 550 | higher means softer shadows and more intense light | |
SUN_HEIGHT_WATER | 5000 | higher means softer shadows and more intense light | |
MOON_LATITUDE | 0 | NOT USED | |
SUN_LATITUDE | 848 | ||
SECOND_MOON_LATITUDE | 100 | Used to put a "fake" sun/moon on the other side of the globe to hide the seem that would otherwise appear there | |
SECOND_SUN_LATITUDE | 100 | ||
AMBIENT_LIGHT_POS_X | { 0.2, 0.2, 0.2 } | hsv color ambient light right |
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AMBIENT_LIGHT_NEG_X | { 0.4, 0.1, 0.6 } | left | |
AMBIENT_LIGHT_POS_Y | { 0.0, 0.0, 0.0 } | kills everything | |
AMBIENT_LIGHT_NEG_Y | { 0.35, 0.2, 0.0 } | from under | |
AMBIENT_LIGHT_POS_Z | { 0.6, 0.2, 0.924 } | top | |
AMBIENT_LIGHT_NEG_Z | { 0.55, 0.1, 0.9 } | bottom | |
SUN_DIFFUSE_COLOR | { 0.14, 0.0, 1.0 } | ||
SUN_INTENSITY | 1.0 | 0.4 | |
SUN_SPECULAR_INTENSITY | 1.0 | ||
MOON_DIFFUSE_COLOR | { 0.58, 0.5, 1.0 } | ||
MOON_INTENSITY | 2.5 | ||
CUBEMAP_INTENSITY | 1.0 | ||
TREE_FADE_NEAR | 250.0 | ||
TREE_FADE_FAR | 350.0 | ||
TRADE_ROUTE_NUM_CONVOYS_SCALE_FACTOR | 0.3 | ||
TRADE_ROUTE_MAX_NUM_CONVOYS | 4 | ||
TRADE_ROUTE_CONVOY_SPEED | 0.6 | ||
TRADE_ROUTE_CONVOY_SLEEP_TIME | 3.0 | ||
TRADE_ROUTE_CONVOY_ROUTE_OFFSET | 0.5 | ||
SHIP_IN_MISSION_SPEED | 2.5 | ||
SHIP_IN_MISSION_TURN_RADIUS | 5.0 | ||
SHIP_IN_MISSION_TARGET_SIZE | 0.5 | ||
SHIP_IN_MISSION_SCALE | 0.6 | ||
TRADE_ROUTE_LINE_OFFSET | 0.5 | ||
TRADE_ROUTE_MAX_LINES | 6 | ||
TRADE_ROUTE_BAD_EFFICIENCY_THRESHOLD | 0.8 | ||
TRADE_ROUTE_REGIONAL_BAD_EFFICIENCY_THRESHOLD | 0.9 | ||
TRADE_ROUTE_BAD_EFFICIENCY_ROUTE_COLOR | { 1.0, 0.7, 0.5, 0.75 } | ||
TRADE_ROUTE_BAD_EFFICIENCY_HOTSPOT_COLOR | { 1.0, 0.0, 0.0, 0.75 } | ||
TRADE_ROUTE_PRODUCTION_TRANSFER_COLOR | { 0.0, 0.5, 1.0, 0.75 } | ||
TRADE_ROUTE_SUPPLIES_TRANSFER_COLOR | { 1.0, 1.0, 1.0, 0.75 } | ||
TRADE_ROUTE_RESOURCE_EXPORT_COLOR | { 0.7, 1.0, 0.5, 0.75 } | ||
TRADE_ROUTE_RESOURCE_IMPORT_COLOR | { 0.2, 0.9, 1.0, 0.75 } | ||
TRADE_ROUTE_LEND_LEASE_EXPORT_COLOR | { 0.5, 1.0, 0.0, 0.75 } | ||
TRADE_ROUTE_LEND_LEASE_IMPORT_COLOR | { 0.5, 1.0, 0.0, 0.75 } | ||
TRADE_ROUTE_INTERNATIONAL_MARKET_COLOR | { 0.0, 1.0, 0.0, 0.75 } | ||
TRAIT_GRID_COLUMN_OFFSET | 3 | ||
TRAIT_GRID_COLUMN_WIDTH | 208 | ||
TRAIT_GRID_ROW_SHIFT | 48 | ||
TRAIT_LINE_ASSIGNED_COLOR | { 0.47, 0.93, 0.65 } | - Colors used for the trait trees (MIO and character trait trees) Color for parent dependency lines when the parent is assigned. |
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TRAIT_LINE_NON_ASSIGNED_COLOR | { 0.67, 0.75, 0.93 } | Color for parent dependency lines when the parent is not assigned assigned. | |
TRAIT_LINE_HIGHLIGHT_COLOR | { 1.0, 1.0, 0.0 } | Color for parent dependency lines to the parents when hovering over a trait. | |
TRAIT_INVALID_FOR_ASSIGNMENT_COLOR | { 0.8, 0.3, 0.3 } | ||
PRIDE_OF_THE_FLEET_MODULATE | { 1.0, 0.95, 0.0, 1.0 } | pride of the fleet color | |
RAILWAY_MAP_ARROW_THIN_LEVEL_THRESHOLD | 1 | Railway level 1 uses thin map arrow in supply map mode | |
RAILWAY_MAP_ARROW_MEDIUM_LEVEL_THRESHOLD | 3 | Railway level 2-3 uses medium map arrow in supply map mode | |
RAILWAY_MAP_ARROW_THICK_LEVEL_THRESHOLD | 5 | Railway level 4-5 uses thick map arrow in supply map mode | |
RAILWAY_MAP_ARROW_COLOR_DEFAULT | { 1.0, 1.0, 1.0, 1.0 } | white, default railway maparrow color | |
RAILWAY_MAP_ARROW_COLOR_CONSTRUCTION | { 1.0, 0.8, 0.0, 1.0 } | orange, railways that are currently under construction | |
RAILWAY_MAP_ARROW_COLOR_CONSTRUCTION_VALID | { 0.957, 0.871, 0.51, 1.0 } | yellow, in constructionmode, railways that are valid to build | |
RAILWAY_MAP_ARROW_COLOR_CONSTRUCTION_INVALID | { 1.0, 0.0, 0.0, 1.0 } | red, in constructionmode, railways that are invalid to build | |
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED | { 0.957, 0.871, 0.51, 1.0 } | yellow, highlighted railways, e.g when selecting a hub and showing the route back to the capital | |
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_DAMAGED | { 1.0, 1.0, 0.2, 1.0 } | color of highlighted railways which were damaged | |
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_ONCOOLDOWN | { 1.0, 0.2, 1.0, 1.0 } | color of highlighted railways which are on cooldown (captured recently) | |
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_CONSTRUCTION | { 0.957, 0.871, 0.51, 1.0 } | orange, shown for highlighted railways that are under construction | |
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_BOTTLENECK | { 0.902, 0.38, 0.4, 1.0 } | red, shown for railways that are the bottleneck when highlighting | |
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_BOTTLENECK_MAXLEVEL | { 0.761, 0.647, 0.812, 1.0 } | purple, shown for maxlevel railways that are the bottleneck when highlighting | |
RAILWAY_MAP_ARROW_COLOR_DAMAGED | { 0.8, 0.8, 0.0, 1.0 } | color of railways which were damaged and gives penalty to move for railway guns | |
RAILWAY_MAP_ARROW_COLOR_ONCOOLDOWN | { 0.5, 0.5, 0.5, 1.0 } | color of railways which are on cooldown (captured recently) | |
RIVER_SUPPLY_MAP_ARROW_COLOR | { 0.8, 0.8, 1.0, 0.8 } | ||
FLOWING_RIVER_SUPPLY_MAP_ARROW_COLOR | { 0.8, 0.8, 1.0, 0.8 } | ||
SUPPLY_TO_CONSUMERS_MAP_ARROW_COLOR | { 1.0, 1.0, 1.0, 1.0 } | Currently overwritte in code... | |
SUPPLY_TO_CONSUMERS_MAP_ARROW_TRANSPARENCY | 0.8 | ||
NODE_FLOW_IN_CURRENT_RANGE_COLOR | { 0.68235, 0.0039, 0.4941, 0.55 } | When holding shift in supply map mode with a node selected, color provinces which are in range of the node At current motorization level |
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NODE_FLOW_IN_HALF_RANGE_COLOR | { 0.9686, 0.4078, 0.6314, 0.6 } | At Half Motorization, if currently set to less than that | |
NODE_FLOW_IN_FULL_RANGE_COLOR | { 0.9843, 0.7059, 0.7255, 0.4 } | At Full Motorization, if currently set to less than that | |
RAILWAY_ICON_SHIFT | { 0.0, 0.0, 0.0 } | ||
SUPPLY_ICON_SHIFT | { 0.0, 0.0, 0.0 } | ||
SUPPLY_ICON_SWITCH | 200 | ||
SUPPLY_ICON_CUTOFF | 900.0 | total supply icon cutoff distance for all | |
SUPPLY_ICON_UNUSED_CUTOFF | 400.0 | where we stop showing unused nodes | |
SUPPLY_ICON_NUMBERS_CUTOFF | 400.0 | where we stop showing numbers on hubs (ignored for selected and problem hubs) | |
SUPPLY_ICON_OK_CUTOFF | 750.0 | where we stop showing nodes with no issues, e.g non-red | |
SUPPLY_ICON_DISCONNECTED_CUTOFF | 500.0 | where we stop showing disconnected nodes | |
SUPPLY_ICON_END_CUTOFF | 200.0 | where we stop showing line end icons | |
RAILWAY_ICON_CUTOFF | 900.0 | ||
SUPPLY_SELECTED_NODE_COLOR | { 0.0, 1.0, 1.0, 1.0 } | ||
SUPPLY_CAPITAL_COLOR | { 1.0, 0.7, 0.0, 1.0 } | ||
SUPPLY_NAVAL_NODE_COLOR | { 0.1, 0.6, 0.8, 1.0 } | ||
SUPPLY_LAND_NODE_COLOR | { 0.5, 0.8, 0.5, 1.0 } | ||
SUPPLY_CONSUMER_ARROW_HEIGHT_TO_LEN | 0.1 | ||
SUPPLY_CONSUMER_ARROW_HEIGHT_MAX | 4.0 | ||
SUPPLY_UNIT_COUNTER_SHOW_THRESHOLD | 0.5 | At what supply threshold will the normal crate be shown on unit counters | |
SUPPLY_UNIT_COUNTER_LOW_THRESHOLD | 0.35 | At what supply threshold will the orange crate be shown on unit counters | |
SUPPLY_UNIT_COUNTER_VERY_LOW_THRESHOLD | 0.2 | At what supply threshold will the red crate with ! will be shown on unit counters | |
COUP_GREEN | { 0.0, 1.0, 0.0, 1.0 } | ||
COUP_RED | { 1.0, 0.0, 0.0, 1.0 } | ||
FRIEND_COLOR | { 0.7, 0.9, 0.7 } | unit on-map interface modulate colors | |
ENEMY_COLOR | { 1.0, 0.7, 0.7 } | ||
NEUTRAL_COLOR | { 1.0, 1.0, 1.0 } | ||
COUNTRY_COLOR_HUE_MODIFIER | 0.0 | ||
COUNTRY_COLOR_SATURATION_MODIFIER | 0.6 | ||
COUNTRY_COLOR_BRIGHTNESS_MODIFIER | 0.8 | ||
COUNTRY_UI_COLOR_HUE_MODIFIER | 0.0 | ||
COUNTRY_UI_COLOR_SATURATION_MODIFIER | 1.0 | ||
COUNTRY_UI_COLOR_BRIGHTNESS_MODIFIER | 1.0 | ||
COMMANDGROUP_PRESET_COLORS_HSV | { 90.0/360.0, 0.95, 0.86, 60.0/360.0, 0.95, 0.86, 30.0/360.0, 0.95, 0.86, 0.0/360.0, 0.95, 0.86, 330.0/360.0, 0.95, 0.86, 300.0/360.0, 0.95, 0.86, 270.0/360.0, 0.95, 0.86, 240.0/360.0, 0.95, 0.86, 210.0/360.0, 0.95, 0.86, 180.0/360.0, 0.95, 0.86 } | ||
CAMERA_OUTSIDE_MAP_DISTANCE_TOP | 200.0 | ||
CAMERA_OUTSIDE_MAP_DISTANCE_BOTTOM | 200.0 | ||
CAMERA_ZOOM_SPEED | 50 | ||
CAMERA_ZOOM_KEY_SCALE | 0.02 | ||
CAMERA_ZOOM_SPEED_DISTANCE_MULT | 6.0 | Zoom speed multiplier. When camera is max zoome out, the zooming in speed will get 100% of CAMERA_ZOOM_SPEED_DISTANCE_MULT zooming speed. | |
ORDERS_MOUSE_INTERSECT_DISTANCE_MULT | 2.6 | For balancing the collision distance with painted arrows and fronts. | |
FRONTS_MOUSE_INTERSECT_DISTANCE_MULT | 6.6 | For balancing the collision distance with painted arrows and fronts. | |
MOVE_ORDERS_MOUSE_INTERSECT_DISTANCE_MULT | 0.5 | For balancing the collision distance with painted arrows and fronts. | |
TRADE_ROUTE_INTERSECT_DISTANCE_MULT | 10.0 | For balancing the collision distance with painted arrows and trade routes. | |
RAILWAY_INTERSECT_DISTANCE_MULT | 3.0 | For balancing the collision distance with painted arrows and railways. | |
MINIMUM_PROVINCE_SIZE_IN_PIXELS | 8 | Provinces that are smaller than that are just making the game unplayable. It doesn't affect the game, just informs in the error.log | |
NATIONAL_FOCUS_SHINE_DISTANCE_SCALE | 0.03 | ||
NATIONAL_FOCUS_PULSE_BASE | 10.0 | ||
NATIONAL_FOCUS_PULSE_RANDOM | 10.0 | ||
POLITICAL_GRID_SMALL_BOX_LIMIT | 6 | Limit for gridbox in political view before it will be replaced with extended gridbox | |
SETUP_SPIRIT_GRID_BOX_LIMIT | 3 | Limit for gridbox in game setup before it will be replaced with extended gridbox | |
POLITICAL_PULSE_BASE | 10.0 | ||
POLITICAL_PULSE_RANDOM | 10.0 | ||
STRATEGIC_REGION_ZOOM_HEIGHT | 300.0 | zooming to a strategic region will make you zoom this further from map | |
ARROW_PARADROP_HEIGHT_TO_LEN | 0.3 | ||
ARROW_PARADROP_HEIGHT_MAX | 11.0 | ||
ARROW_MIN_TEXT_POINTS_LIMIT | 10 | Amount of points when arrow gets first detailed text | |
ARROW_EXT_TEXT_POINTS_LIMIT | 20 | Amount of points when arrow gets extended detailed text | |
ARMY_DEFENSIVE_LINE_BUTTON_SIZE | 0.7 | The size of the "edit" button drawn at the endings of the def.lines (for army) | |
ARMY_GROUP_DEFENSIVE_LINE_BUTTON_SIZE | 0.9 | The size of the "edit" button drawn at the endings of the def.lines (for army group) | |
SHOW_FOREIGN_SUPPLY_BELOW | 300.0 | Below this camera height all supply icons will be shown | |
SHOW_ONLY_PATH_ABOVE | 500.0 | Above this only supply icons in the currently shown path are shown | |
ACCLIMATIZATION_CAMO_SHOW_AT | 0.5 | The moment at which the division gains enough acclimatization to change it's model to the camouflage one. | |
ACCLIMATIZATION_CAMO_SHOW_WHEN_IN_STATE | 0.2 | The troops camouflage can swap (to the one from acclim.) not only when snow/desert is in the location we are in, but also when % of provinces in current state has snow/desert. | |
INTEL_NETWORK_VALID_TARGET_STRIPE_COLOR | { 0.1, 0.5, 0.8, 1.0 } | Color of the stripes of painted over a valid state to start building an intel network | |
INTEL_NETWORK_VALID_COUNTRY_TARGET_STRIPE_COLOR | { 0.1, 0.8, 0.5, 0.5 } | Color of the stripes painted over valid countries | |
OCCUPATION_RESISTANCE_NON_INITIALIZED_COLOR | { 1.0, 1.0, 1.0, 0.05 } | player owned state color with no resistance | |
OCCUPATION_RESISTANCE_MAP_MODE_COLORS | { 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.1, 30.0, 1.0, 1.0, 0.0, 0.3, 100.0, 1.0, 0.0, 0.0, 0.3 } | color that will be used in resistance/compliance map mode first value is resistance/compliance level, next 4 values are color rgba the color will be lerped in between two closest colors |
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OCCUPATION_COMPLIANCE_MAP_MODE_COLORS | { 0.0, 0.3, 0.6, 0.6, 0.05, 0.0, 0.3, 0.7, 1.0, 0.05, 10.0, 0.3, 0.7, 1.0, 0.2, 50.0, 0.3, 0.7, 1.0, 0.3, 100.0, 0.3, 0.9, 1.0, 0.5 } | ||
INTEL_LEDGER_ARMY_FORT_LEVEL_COLORS | { 0.0, 0.3, 0.3, 0.3, 0.2, 0.0, 0.7, 0.7, 0.2, 0.3, 1.0, 0.7, 0.2, 0.2, 0.5 } | ||
INTEL_LEDGER_NAVAL_FORT_LEVEL_COLORS | { 0.0, 0.3, 0.3, 0.3, 0.2, 0.0, 0.7, 0.7, 0.2, 0.3, 1.0, 0.7, 0.2, 0.2, 0.5 } | ||
TEMPERATURE_MAP_MODE_COLORS | { -35.0, 0.0, 0.0, 0.5, 1.0, -25.0, 0.0, 0.0, 1.0, 1.0, -10.0, 0.0, 0.7, 1.0, 1.0, 0.0, 0.0, 1.0, 0.45, 0.45, 15.0, 1.0, 1.0, 0.0, 1.0, 25.0, 1.0, 0.65, 0.0, 1.0, 30.0, 1.0, 0.0, 0.0, 1.0, 35.0, 0.5, 0.0, 0.0, 1.0 } | ||
RAILWAY_GUN_ASSIGNMENTS_MAP_MODE_COLORS | { 0.0, 1.0, 0.0, 0.0, 1.0, 0.25, 1.0, 0.65, 0.0, 1.0, 0.75, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.45, 0.45 } | ||
INTEL_LEDGER_NAVY_REGION_COLOR_WITH_MISSION | { 0.7, 0.7, 0.7, 0.9 } | ||
INTEL_LEDGER_NAVY_REGION_COLOR_WITH_MISSION_AND_TASKFORCES_IN_REGION | { 0.8, 0.8, 0.4, 0.9 } | ||
INTEL_LEDGER_AIR_REGION_COLOR | { 0.8, 0.8, 0.4, 0.9 } | ||
INTEL_LEDGER_GRAPH_RED | { 1.0, 0.0, 0.0, 1.0 } | ||
INTEL_LEDGER_GRAPH_GREEN | { 0.0, 1.0, 0.0, 1.0 } | ||
DEFAULT_NUDGE_FLOATING_HARBOR_DIST | 7.0 | Default distance of floating harbors from the coast in pixels, for nudger |
NInterface
Name | Default | Developer comment | Usage |
---|---|---|---|
MAX_NO_FACTION_FILTER_BUTTONS | 40 | Max number of faction filter buttons that can be generated in diplomacy view. | |
LOGISTICS_PAST_WEEK | 7 | Number of days from the past (including current day) we want logistics data for (Max 30 days) | |
COMBAT_SOME_PIERCING | 0.25 | How many % of enemy units the unit have to pierce in order for the some piercing icon to be displayed | |
COMBAT_GOOD_PIERCING | 0.6 | How many % of enemy units the unit have to pierce in order for the good piercing icon to be displayed | |
COMBAT_SOME_ARMOR | 0.25 | How many % of enemy units have to be unable to pierce the unit in order for the some armor icon to be displayed | |
COMBAT_GOOD_ARMOR | 0.6 | How many % of enemy units have to be unable to pierce the unit in order for the good armor icon to be displayed | |
MIN_FOCUS_TREE_ZOOM | 0.2 | min zoom in scale | |
MAX_FOCUS_TREE_ZOOM | 1.0 | max zoom out scale | |
FOCUS_TREE_ZOOM_SPEED | 0.16 | zooming speed | |
FOCUS_TREE_ZOOM_FACTOR | 0.5 | zooming factor that will be factored while player scrolls too fast | |
TOOLTIP_SCREEN_LEFT_OFFSET_X | 0 | Tooltip offset on x axis from left screen border | |
TOOLTIP_SCREEN_RIGHT_OFFSET_X | 0 | Tooltip offset on x axis from right screen border | |
TOOLTIP_SCREEN_TOP_OFFSET_Y | 0 | Tooltip offset on y axism from top screen border | |
TOOLTIP_SCREEN_BOTTOM_OFFSET_Y | 0 | Tooltip offset on y axis from bottom screen border | |
NO_COMBATS_COLOR | { 0.0, 0.0, 0.8 } | Color for icons if all combats are successful | |
SUCCESFUL_COMBATS_COLOR | { 120.0/360.0, 0.95, 0.86 } | Color for icons if all combats are successful | |
MIN_NON_SUCCESSFUL_COMBAT_COLOR | { 100.0/360.0, 0.95, 0.86 } | Color for icons if some of combats are not successful | |
MID_NON_SUCCESSFUL_COMBAT_COLOR | { 50.0/360.0, 0.95, 0.86 } | ||
MAX_NON_SUCCESSFUL_COMBAT_COLOR | { 0.0/360.0, 0.95, 0.86 } | Color for icons if all of combats are not successful | |
UNIT_SELECT_DOUBLE_CLICK_TIME | 0.1 | Delay before double click event for unit selection | |
SHIP_SELECT_DOUBLE_CLICK_TIME | 1.0 | Delay before double click event for ship selection | |
MINIMAP_TOGGLE_DURATION | 0.5 | Delay for minimap toggle | |
MINIMAP_TOGGLE_SHIFT | 270 | horizontal shift for minimap to close it | |
TIMED_MESSAGE_TIMEOUT | 0.35 | Timeout for timed message | |
MINIMAP_PING_DURATION | 12.0 | timeout for pings | |
MINIMAP_PING_SPEEDUP_ON_SCREEN | 2.0 | speed up for timeout if ping is visible on screen | |
MINIMAP_PING_DELAY_BETWEEN_PINGS | 0.3 | delay between consecative pings | |
DRAG_AND_DROP_SCROLLING_SENSITIVITY | 12.5 | Speed multiplier for components scrolling while drag'n dropping elements | |
GRIDBOX_ELEMENTS_INTERPOLATION_SPEED | 0.5 | A value used to determine how fast the elements within the gridbox are interpolating while drag'n dropping. | |
ARMY_GROUP_PORTRAIT_SPACING | 6 | Extra space added between portraits of different army groups | |
ARMY_GROUP_FIRST_MEMBER_SPACING | 5 | Extra spacing between the army group portrait and the first member of the army group | |
ARMY_GROUP_COLLAPSE_EXTRA_SPACING | 5 | Extra spacing between the army group portrait when army group is collapsed | |
ARMY_LIST_BOTTOM_PADDING | 165 | Bottom padding for army list on left | |
ARMY_LIST_BOTTOM_PADDING_WITH_EXPEDITIONARIES | 240 | Bottom padding for army list on left when expeditionaries are open | |
MILITARY_FACTORIES_SCALE | { 1, 5, 10 } | ||
FLEET_BOTTOM_BAR_HEIGHT | 110 | Height of the list of fleet at the bottom of the screen | |
FLEET_BOTTOM_BAR_PADDING_RIGHT | 110 | Width of the Rhs panel at the bottom of the screen where map mode are selected | |
PICKED_UP_NAVY_OFFSET_X | 26 | Amount of pixels to shift the picked up navy window on the x axis | |
PICKED_UP_NAVY_OFFSET_Y | -14 | Amount of pixels to shift the picked up navy window on the y axis | |
TASK_FORCE_ENTRY_OFFSET_Y | -2 | Adjust the position of a task force entry. Added to the height of the background image. | |
TASK_FORCE_COMPOSITION_EDITOR_PADDING_TO_NAVIES_VIEW | 20 | Padding on the x axis between the navies view and the task force composition editor window | |
FUEL_STOCKPILE_DURATION_MAX | 365*5 | our max for stockpile duration display | |
SHIP_REFIT_TOOLTIP_MAX_DIFF_LINES | 20 | Maximum number of lines to show in the tooltip describing stat differences from all the source equipment variants to the target being considered. | |
DEFAULT_TASKFORCE_ICON | 6 | newly created taskforces will use this icon | |
DEFAULT_FLEET_ICON | 4 | newly created fleets will use this icon | |
DEFAULT_NAVAL_EQUIPMENT_ROLE_ICON | 1 | newly created naval equipment variants will use this icon, if the AI equipment designs do not propose a better one. | |
FUEL_GRAPH_COLOR | { 0.8, 0.8, 0.8, 0.8, 0.0, 0.0, 0.0, 0.8, 0.0, 0.0, 0.0, 0.8, 0.0, 0.8, 0.8, 0.8, 0.8, 0.0, 0.8, 0.8, 0.8 } | stockpile total consumption army consumption navy consumption air consumption other consumption produced |
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PRODUCTION_SHIP_FILTERS_ROLE_SELECTION_WINDOW_OFFSET_X | 4 | offset of the role icon selection window shown in the filters of ship design in the production tab | |
PRODUCTION_SHIP_FILTERS_ROLE_SELECTION_WINDOW_OFFSET_Y | -8 | ||
SHIP_FUEL_EFFICIENCY_WARNING_THRESHOLD | 60.0 | Fuel usage threshold above which a ship is considered fuel inefficient for always on missions | |
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 | 0.2 | the minimum duration of a loop in seconds | |
OPERATIVE_MISSION_EFFICIENCY_ANIMATION_TIME_MAX | 3.0 | the maximum duration of a loop in seconds | |
OPERATIVE_COUNTER_INTELLIGENCE_DEFENSE_TO_EFFICIENCY_FACTOR | 40.0 | Factor multiplied to the defense provided by the operative while on counter intelligence mission to get a score in the range [0,100] that is then used to scale the animation speed | |
OPERATIVE_NETWORK_STRENGTH_GAIN_TO_EFFICIENCY_FACTOR | 12.0 | Factor multiplied to the network strength the operative provides while on build network mission to get a score in the range [0,100] that is then used to scale the animation speed | |
OPERATIVE_PROPAGANDA_DRIFT_TO_EFFICIENCY_FACTOR | 130000.0 | Factor multiplied to the war support and stability drift to obtain the efficiency score (expected to be in range [0,100]) | |
OPERATIVE_BOOST_IDEOLOGY_DRIFT_TO_EFFICIENCY_FACTOR | 500.0 | Factor multiplied to the ideology drift caused by the operative in order to get a score in the range [0,100] used to determine the speed of the animation | |
OPERATIVE_ROOT_OUT_RESISTANCE_EFFICIENCY_TO_EFFICIENCY_FACTOR | 80.0 | Factor multiplied to the operative's efficiency at the RootOutResistance mission to determine the animation speed | |
OPERATIVE_TRADE_INFLUENCE_DRIFT_TO_EFFICIENCY_FACTOR | 135 | Factor multiplied to the operative's trade influence drift to determine the animation speed | |
OPERATIVE_OPINION_DRIFT_TO_EFFICIENCY_FACTOR | 400 | Factor multiplied to the operative's trade influence drift to determine the animation speed | |
OPERATIVE_TENSION_DRIFT_TO_EFFICIENCY_FACTOR | 400 | Factor multiplied to the operative's trade influence drift to determine the animation speed | |
COUNTERINTELLIGENCE_ACTIVITY_LEVEL_THRESHOLD_VALUES | { 10, 20, 50, 100 } | Used to convert the activity level to a color: ACTIVITY_LEVEL_THRESHOLD_COLOR[ i ] will be used if CurrentActivityLevel < ACTIVITY_LEVEL_THRESHOLD_VALUES[ i ] There can be one more color than threshold define which will be used when the CurrentActivityLevel is greater or equal to the last threshold. |
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COUNTERINTELLIGENCE_ACTIVITY_LEVEL_THRESHOLD_COLORS | { { 0.1, 0.9, 0.2, 1.0 }, { 0.6, 0.9, 0.2, 1.0 }, { 0.9, 0.7, 0.2, 1.0 }, { 1.0, 0.5, 0.0, 1.0 }, { 0.9, 0.1, 0.2, 1.0 } } | ||
GARRISON_STRENGTH_TO_SHOW_RED | 0.25 | If the garrison strength is lower than that, we color the number of divisions in red. | |
MAX_DECISIONS_IN_DECISION_ALERT_TOOLTIP | 5 | Max number of available decisions we show in the alert tooltip | |
PIXEL_OFFSET | -3 | Country army view tab pixel offset when clicking on division/navy/air tab or the army officer corp tab | |
ARMY_UNIT_LEADER_ICON_SPRITE_ID | 5 | ||
NAVY_UNIT_LEADER_ICON_SPRITE_ID | 3 | ||
POLITICAL_LEADER_ICON_SPRITE_ID | 13 | ||
EQUIPMENT_DESIGNER_SHOW_MODULE_FORBIDS_BASE_ROLE_ICON | 0 | When selecting a module in the tank designer, for each role the module forbids a role icon may be displayed. If this is set to 0 no icon will be displayed if the main tank role is forbidden. If set to 1 the icon will be displayed as normal. |
|
EQUIPMENT_DESIGNER_SHOW_MODULE_FORBIDS_SPECIALIZED_ROLE_ICON | 0 | If this is set to 0 no icons will be displayed for any forbidden specialized roles. If set to 1 the icons will be displayed as normal. | |
MIO_CENTRAL_TREE_HORIZONTAL_POSITION | 1 | Horizontal position for auto-generated MIO traits | |
SLOW_INTERFACE_THRESHOLD | 5000 | Show warning "SLOW INTERFACE" in debug when interface refresh takes more that this (in microseconds) |
NFrontend
Name | Default | Developer comment | Usage |
---|---|---|---|
CAMERA_LOOKAT_X | 2958.0 | Rotation point in main menu | |
CAMERA_LOOKAT_Y | 0.0 | ||
CAMERA_LOOKAT_Z | 1519.0 | ||
CAMERA_START_X | 2958.0 | Initial position in main menu | |
CAMERA_START_Y | 800 | Y is height | |
CAMERA_START_Z | 1400.0 | ||
CAMERA_END_X | 2958.0 | Move to position in main menu | |
CAMERA_END_Y | 900.0 | ||
CAMERA_END_Z | 1400.0 | ||
CAMERA_MIN_HEIGHT | 50.0 | Minimum camera height | |
CAMERA_MAX_HEIGHT | 3000.0 | Maximum camera height | |
CAMERA_SPEED_IN_MENUS | 0.1 | ||
CAMERA_INTERPOLATION_SPEED | 0.19 | ||
FRONTEND_POS_X | 2958.0 | ||
FRONTEND_POS_Y | 900.0 | ||
FRONTEND_POS_Z | 1500.0 | ||
FRONTEND_LOOK_X | 2958.0 | ||
FRONTEND_LOOK_Y | 0.0 | ||
FRONTEND_LOOK_Z | 1519.0 | ||
MP_OPTIONS_POS_X | 2958.0 | ||
MP_OPTIONS_POS_Y | 922.0 | ||
MP_OPTIONS_POS_Z | 848.0 | ||
MP_OPTIONS_LOOK_X | 2958.0 | ||
MP_OPTIONS_LOOK_Y | 0.0 | ||
MP_OPTIONS_LOOK_Z | 1519.0 | ||
NEW_GAME_BUTTON_DISABLE_DELAY_ON_INVALID_MAP_DATA | 10.0 | amount of seconds to disable buttons leading to a game start for | |
SOCIALVIEW_CONTEXT_MENU_BUTTON_OFFSET | 10 | ||
SOCIALVIEW_CONTEXT_MENU_MARGIN | 2 |
NSound
Name | Default | Developer comment | Usage |
---|---|---|---|
HEIGHT_SOUND_CATEGORY | "Atmosphere" | The volume of sounds in this category vary with camera altitude. Name of the sound category |
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HEIGHT_SOUND_MIN_ALTITUDE | 100.0 | Below this altitude the minimum volume will be used | |
HEIGHT_SOUND_MAX_ALTITUDE | 2000.0 | Above this altitude the maximum volume will be used | |
HEIGHT_SOUND_MIN_VOLUME | 0.2 | ||
HEIGHT_SOUND_MAX_VOLUME | 1.0 | ||
BATTLE_SOUND_NAME | "amb_battle_distant" | ||
BATTLE_SOUND_INIT_RADIUS | 9.0 | ||
BATTLE_SOUND_FALLOFF_DEFAULT | 100.0 | ||
BATTLE_SOUND_MIN_UNIT_COUNT | 6 | ||
VOICE_OVER_CATEGORY | "Voices" | ||
VOICE_OVER_COOL_DOWN | 2.8 | Wait for this many seconds before playing another vo |
NFriendGUI
Name | Default | Developer comment | Usage |
---|---|---|---|
OFFLINE_COLOR | { 0.7, 0.7, 0.7, 1.0 } | Text color of offline state | |
ONLINE_COLOR | { 0.56, 0.85, 0.56, 1.0 } | Text color of online state |
NCareerProfile
Name | Default | Developer comment | Usage |
---|---|---|---|
MOD_STATISTICS_GROUP | "" | Mod defines Can be set by mods to collect statistics in a separate data set for the mod. Will also be used as the display name if MOD_STATISTICS_GROUP_NAME is not set. |
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MOD_STATISTICS_GROUP_NAME | "" | Can be set by mods as a display name for the mod's statistics data set. It can be a localized. | |
NAVAL_INVASION_MEDAL_MAX_DURATION | 96 | Statistics parameters Maximum duration in hours to finish naval invasion and get a Naval Invasion Medal |
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PARADROP_AWARD_DIVISION_MIN_BATTALION_COUNT | 5 | Minimum count of battalions in the division required to count that division for paradrop awards ("Paradrop Medal" and "They came from Above") | |
NAVAL_INVASION_MEDAL_DIVISION_MIN_BATTALION_COUNT | 5 | Minimum count of battalions in the division required to count that division for Naval Invasion Medal | |
TURNING_TIDE_MEDAL_DIVISION_MIN_BATTALION_COUNT | 5 | Minimum count of battalions in the division required to count that division for Turning the Tide Medal | |
LORD_OF_THE_SEAS_MEDAL_MIN_SUPREMACY | 0.75 | Minimum supremacy to count current naval region for Lord of the Seas Medal | |
STEEL_AT_HIGH_SPEED_RIBBON_TANK_SPEED | 12 | Minimum speed to count deployed tanks for Steel at High Speed Ribbon | |
ORCHESTRA_OF_BOOM_RIBBON_SPECIAL_BATTALION_COUNT | 4 | Amount of special battalion types(anti-air, anti-tank, artillery and rocket artillery) required for the division for Orchestra of Boom Ribbon | |
NEVERMINE_ME_MEDAL_MIN_SUPREMACY_EFFECT | 0.5 | Minimum effect mines should have on the supremacy to count current naval region for Nevermine Me Medal | |
BLITZ_THIS_TACTIC_NAME | "tactic_elastic_defense" | The tactic required to be applied to a leader or a country for Blitz This Ribbon | |
ENGINEERING_BEHEMOTH_MEDAL_ARMOR_RATING_BRONZE | 100 | The armor rating required for the tanks to get the Engineering The Behemoth Bronze Medal | |
ENGINEERING_BEHEMOTH_MEDAL_ARMOR_RATING_SILVER | 160 | The armor rating required for the tanks to get the Engineering The Behemoth Silver Medal | |
ENGINEERING_BEHEMOTH_MEDAL_ARMOR_RATING_GOLD | 200 | The armor rating required for the tanks to get the Engineering The Behemoth Gold Medal | |
CASTLES_IN_THE_AIR_MEDAL_AIR_DEFENSE_BRONZE | 20 | The air defense required for the airplanes to get the Castles in the Air Bronze Medal | |
CASTLES_IN_THE_AIR_MEDAL_AIR_DEFENSE_SILVER | 50 | The air defense required for the airplanes to get the Castles in the Air Silver Medal | |
CASTLES_IN_THE_AIR_MEDAL_AIR_DEFENSE_GOLD | 100 | The air defense required for the airplanes to get the Castles in the Air Gold Medal |
NCareerProfileGUI
Name | Default | Developer comment | Usage |
---|---|---|---|
AWARD_POPUP_DURATION | 8000 | Show an award popup for this many milliseconds | |
AWARD_POPUP_CONTENT_DELAY | 400 | Show the content of the award popup after this many milliseconds | |
CAREER_POINTS_ANIMATION_DELAY | 950 | Delay the career points count-up animation by this many milliseconds | |
CAREER_POINTS_ANIMATION_DURATION | 950 | Count the career points up for this many milliseconds | |
PROFILE_PICTURE_BACKGROUND_OPACITY | 0.8 | The opacity of the dark background square behind profile pictures |
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 |