Defines

本页面所适用的版本可能已经过时,最后更新于1.10

Defines 是一系列常量,用于控制游戏的方方面面。游戏允许制作mod的人影响没有 direct script component 的系统。

Defines (后文称为定义)可以在 /Hearts of Iron IV/common/defines/*.lua 中找到。

覆盖

在编辑定义时,只包含你在你的mod中编辑过的定义会更容易,这样可以减少冲突,并在更新00_defines.lua时节省麻烦。

要添加一个覆盖,你需要创建你自己的.lua文件,例如在defines文件夹中建立一个mymod_defines.lua。然后在这个文件中,添加定义,用它们的groups作为前缀。

这是一个例子:

NDefines.NGame.END_DATE = "2000.1.1.1"

NDefines = {

NGame = {

END_DATE = "2000.1.1.1",

}

}

/Hearts of Iron IV/common/defines/00_defines.lua 中,NDefines分为许多代码块,这里将其一个个拿出来解释。

NGame中的定义语句解释

原文:

NGame = {
	START_DATE = "1936.1.1.12",
	END_DATE = "1949.1.1.1",
	MAP_SCALE_PIXEL_TO_KM = 7.114,					-- Yes, we did the math
	SAVE_VERSION = 7,								-- 1.8.0
	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
	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.
	COMBAT_LOG_MAX_MONTHS = 12,
	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.	
	AIR_LOG_TIMEOUT_HOURS = 24,						-- Data storring data
	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
	MAX_EFFECT_ITERATION = 1000,					-- maximum allowed iteration for loop effects
	MAX_SCRIPTED_LOC_RECURSION = 30,				-- max recursion for scripted localizations
	HANDS_OFF_START_TAG = "URG",					-- tag for player country for -hands_off runs. use an existing tag that is less likely to affect the game
},

解释:

定义名称 默认值 开发者留言 用途
START_DATE 1936.1.1.12 游戏的默认起始日期,是一些计算用的基数(e.g. license costs, AI construction strategy)
END_DATE 1949.1.1.1 在这个日期后,如果没有被MAJOR_PARTICIPANTS_FOR_MAJOR_WAR阻止,最终计分板将显示,即游戏结束
MAP_SCALE_PIXEL_TO_KM 7.114 Yes, we did the math(是的,我们做了数学计算) 比例尺——公里与像素的比值
SAVE_VERSION 7 1.8.0 保存文件的兼容性版本(7==1.8.0)
CHECKSUM_SALT zwOdv5d9wm9uDSOT Data to modify generated checksum when game binaries have changed but not any content files. 当游戏二进制文件发生变化但没有任何内容文件时,修改生成的校验数据
LAG_DAYS_FOR_LOWER_SPEED 10 Days of client lag for decrease of gamespeed 滞后几天就减少一档游戏速度(适用于多人游戏)
LAG_DAYS_FOR_PAUSE 25 Days of client lag for pause of gamespeed. 滞后几天将暂停游戏(适用于多人游戏)
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 每档的游戏速度用多少秒走一个时刻(对多人游戏相关mod有用)例如:一档用2秒走一个游戏中的小时
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.(参与战争的主要国家的最低数量,如果参战主要国家数达到这个指定的数目,即使已经达到结束日期也不会结束游戏。) 参与战争的主要国家的最低数量,以使最终记分牌延迟到END_DATE之后
COMBAT_LOG_MAX_MONTHS 12 在这个时间段后,战斗日志(如未读的海军战斗报告)数据将消失
MESSAGE_TIMEOUT_DAYS 60 Useful if running the handoff game. The popup messages that doesn't require the player respond will automatically hide after some timeout.(不需要玩家回应的弹出信息会在超时后自动隐藏。) 不需要玩家回应的弹出信息会在超时后自动隐藏。在handoff模式中很有用(译者注:handoff模式是啥?)
AIR_LOG_TIMEOUT_HOURS 24 Data storing data 空战日志数据在此期限后将被剪除
EVENT_TIMEOUT_DEFAULT 13 Default days before an event times out if not scripted(如果没有脚本规定,这个值将是事件中的timeout_days属性的默认值) 如果没有脚本规定,这个值将是事件中的timeout_days属性的默认值
MISSION_REMOVE_FROM_INTERFACE_DEFAULT 13 Default days before a mission is removed from the interface after having failed or completed(决议界面上的某个任务失败或成功后从决议上删除前的默认天数) default value for days_remove attribute in decisions(决议中的day_remove属性的默认值)
DECISION_ALERT_TIMEOUT_DAYS 30 Days left when player will be alerted about timing out events or decisions 当剩余多少天时玩家将被提醒有关定时事件或决定的情况
FUEL_RESOURCE oil resource that will give country fuel 将给国家带来燃料的资源
MAX_EFFECT_ITERATION 1000 maximum allowed iteration for loop effects 循环影响(译者注:民族精神buff或debuff?)的最大迭代次数
MAX_SCRIPTED_LOC_RECURSION 30 max recursion for scripted localizations 脚本本地化的最大递归量(译者注:谁能把这条写得明白点?)

NDiplomacy中的定义语句解释

原文:

NDiplomacy = {
	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 = 30,							-- Base truce period in days.
	TRUCE_PERIOD_AFTER_KICKING_FROM_FACTION = 30,				-- Truce period after kicking someone from faction in days.
	NUM_DAYS_TO_ENABLE_KICKING_NEW_MEMBERS_OF_FACTION = 90,			-- Number of days before being able to kick a new member of faction 
	NUM_DAYS_TO_ENABLE_REINVITE_KICKED_NATIONS = 90,			-- Number of days before being able to re invite a kicked nation to your faction
	BASE_NEGATIVE_OPINION_AFTER_BEING_KICKED = 20,				-- Negative opinion that will be received after kicking a nation
	DECAY_RATE_OF_NEGATIVE_OPINION_AFTER_BEING_KICKED = 1,			-- Weekly decay rate of the negative opinion
	TRUCE_BREAK_COST_PP = 200,						-- Base cost in PP of breaking a truce by joining a war or accepting a call to war ( you cannot declare war yourself until the truce if up ), this is then multiplied by the time left on the truce ( so once half the truce is up it only cost 50% of this )
	BASE_PEACE_PUPPET_FACTOR = 100,					-- Base factor for puppet in %.
	BASE_PEACE_LIBERATE_FACTOR = 100,				-- Base factor for liberate in %.
	BASE_PEACE_TAKE_UNCONTROLLED_STATE_FACTOR = 10.0, -- Base factor for taking state you do not control
	BASE_PEACE_TAKE_FACTION_CONTROLLED_STATE_FACTOR = 0.5, -- Base factor for taking state you do not control, but someone in faction does
	BASE_PEACE_FORCE_GOVERNMENT_COST = 100, 		-- Base cost for forcing a country to change government.
	BASE_IMPROVE_RELATION_COST = 10,                -- Political power cost to initiate relation improvement
	BASE_IMPROVE_RELATION_SAME_IDEOLOGY_GROUP_MAINTAIN_COST = 0.2, -- Political power cost each update when boosting relations with nation of same ideology
	BASE_IMPROVE_RELATION_DIFFERENT_IDEOLOGY_GROUP_MAINTAIN_COST = 0.4,    -- Political power cost each update when boosting relations with nation of different ideology
	BASE_SEND_ATTACHE_COST = 100,					-- Political power cost to send attache
	BASE_SEND_ATTACHE_CP_COST = 50.0,				-- Command Power sent attache usage cost
	BASE_GENERATE_WARGOAL_DAILY_PP = 0.2,	-- Daily pp cost for generation of wargoals
	WARGOAL_VERSUS_MAJOR_AT_WAR_REDUCTION = -0.75, 	-- reduction of pp cost for wargoal vs major at war.
	WARGOAL_WORLD_TENSION_REDUCTION = -0.5,			-- Reduction of pp cost for wargoal at 100% world tension, scales linearly
	WARGOAL_JUSTIFY_TENSION_FROM_PRODUCTION = 30.0,	-- Base value scaled by production capacity of country compared to biggest country
	MIN_WARGOAL_JUSTIFY_COST = 2.0,					-- It always takes atleast 10 days to justify a wargoal
	WARGOAL_PER_JUSTIFY_AND_WAR_COST_FACTOR = 1.5,	-- Cost factor per nation at war with or justifying against
	BASE_BOOST_PARTY_POPULARITY_DAILY_PP = 0.25, 	-- Daily pp cost for boost party popularity
	BASE_BOOST_PARTY_POPULARITY_DAILY_DRIFT = 0.1, 	-- Daily amount of popularity that will be added by the activity.
	BASE_STAGE_COUP_DAILY_PP = 0.5,					-- Daily pp cost for staging a coup
	BASE_STAGE_COUP_TOTAL_COST = 200, 				-- Equipment consume factor for stage coup.
	NAP_EXPIRY_MONTHS = 48,                         -- NAPs expire after this many months
	NAP_UNBREAKABLE_MONTHS = 12,                    -- NAPS cannot be broken for this many months
	NAP_FORCE_BALANCE_RULE_MONTHS = 6,        		-- The NAP border force balance rule changes with this interval
	NAP_BREAK_FORCE_BALANCE_1 = 2.0,              	-- 2-1 brigades along the border required to break NAP
	NAP_BREAK_FORCE_BALANCE_2 = 1.0,              	-- 1-1 brigades along the border required to break NAP
	NAP_BREAK_FORCE_BALANCE_3 = 0.5,              	-- 1-2 brigades along the border required to break NAP
	VERY_GOOD_OPINION = 50,							-- Threshold for a country that has a very good opinion of you.
	VERY_BAD_OPINION = -50,							-- Threshold for a country that has a very bad opinion of you.
	DIPLOMACY_HOURS_BETWEEN_REQUESTS = 24,			-- How long a country must wait before sending a new diplomatic request.
	TROOP_FEAR = 1, 								-- Impact on troops on borders when deciding how willing a nation is to trade
	FLEET_FEAR = 1,									-- Impact on troops on borders when deciding how willing a nation is to trade
	IC_TO_EQUIPMENT_COUP_RATIO = 0.1,				-- Ratio for calculating cost of staging coup
	VOLUNTEERS_PER_TARGET_PROVINCE = 0.05,			-- Each province owned by the target country contributes this amount of volunteers to the limit.
	VOLUNTEERS_PER_COUNTRY_ARMY = 0.05,				-- Each army unit owned by the source country contributes this amount of volunteers to the limit.
	VOLUNTEERS_RETURN_EQUIPMENT = 0.95,				-- Returning volunteers keep this much equipment
	VOLUNTEERS_TRANSFER_SPEED = 14,					-- days to transfer a unit to another nation
	VOLUNTEERS_DIVISIONS_REQUIRED = 30,				-- This many 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 = 15,							-- Amount of tension generated by a no-CB wargoal
	TENSION_CB_WAR = 5,								-- Amount of tension generated by a war with a CB
	TENSION_ANNEX_NO_CLAIM = 2,						-- Amount of tension generated by annexing a state you don't have claims on
	TENSION_ANNEX_CLAIM = 1,						-- Amount of tension generated by annexing a state you DO have claims on
	TENSION_ANNEX_CORE = 0.5,						-- Amount of tension generated by annexing a state that is your core
	TENSION_PUPPET = 2,								-- Amount of tension generated by puppeting (per state)
	TENSION_VOLUNTEER_FORCE_DIVISION = 0.2,			-- Amount of tension generated for each sent division
	TENSION_DECAY = 0.1,							-- Each months tension decays this much
	TENSION_SIZE_FACTOR = 1.0,						-- All action tension values are multiplied by this value
	TENSION_TIME_SCALE_START_DATE = "1936.1.1.12",	-- Starting at this date, the tension values will be scaled down (will be equal to 1 before that)
	TENSION_TIME_SCALE_MONTHLY_FACTOR = -0.005,		-- Timed tension scale will be modified by this amount starting with TENSION_TIME_SCALE_START_DATE
	TENSION_TIME_SCALE_MIN = 0.25,					-- Timed tension scale won't decrease under this value
	TENSION_GUARANTEE = -5,
	TENSION_FACTION_JOIN = 4,
	TENSION_JOIN_ATTACKER = 2,						-- scale of the amount of tension added when country joins attacker side
	TENSION_PEACE_FACTOR = 0.25,					-- scale of the amount of tension (from war declaration) reduced when peace is completed.
	TENSION_LIBERATE = -1,							-- Amount of tension generated by liberating a country. 
	TENSION_CAPITULATE = 0.75,						-- Scale of the amount of tension created by a countries capitulation.
	GUARANTEE_COST = 25,							-- Scale with the number of already guaranteed countries.
	REVOKE_GUARANTEE_COST = 25,
	MP_NUM_WINNERS_FOR_PEACE_PAUSE = 0,				-- Number of human players as winners needed for peace conference to pause and open for everyone in multiplayer, needs to fullfill MP_NUM_LOSERS_FOR_PEACE_PAUSE as well.
	MP_NUM_LOSERS_FOR_PEACE_PAUSE = 0,				-- Number of human players as losers needed for peace conference to pause and open for everyone in multiplayer, needs to fullfill MP_NUM_WINNERS_FOR_PEACE_PAUSE as well.
	BASE_CONDITIONAL_PEACE_WARESCORE_RATIO = 0.5, 	-- Warscore ratio needed for the losing side to able to surrender.
	BASE_CONDITIONAL_PEACE_MONTHS = 6,				-- War length must be before a surrender i possible.
	JOINING_NAP_WAR_PENALTY = 0.2,					-- War support penalty for breaking non-breakable NAP
	BREAKING_GUARANTEE_PENALTY = 0.2,				-- War support penalty for breaking guarantee
	PEACE_SCORE_PER_PASS = 0.2,						-- When you pass in a peace deal you gain this percent of your original score
	MAX_REMEMBERED_LEASED_IC = 1000,				-- Maximum of leased equipment value that is remembered for opinion bonus
	MAX_OPINION_FOR_LEASED_IC = 30,					-- Positive opinion when remembering the MAX_REMEMBERED_LEASED_IC equipment
	MONTHLY_LEASED_IC_DECAY = 35,					-- 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_MIN_SCORE = 0.3,							-- Value how much of your score you are always allowed to take
	TAKE_STATES_PUPPET_COST_MULT = 0.5,				-- Cost multiplier for feeding states to a puppet that you have created, assuming the puppet currently owns the states
	TAKE_STATES_LIBERATE_COST_MULT = 0.5,			-- Cost multiplier for feeding states to a country that has been liberated, assuming the country has cores on the states
	TAKE_STATES_CHANGE_GOV_COST_MULT = 0.5,			-- Cost multiplier for feeding states to a country you are changing government on, assuming they currently own the states
	TAKE_STATES_GIVE_CORE_TO_SUBJECT_MULT = 0.1,	-- Cost multiplier for feeding core states to a subject 
	
	RESOURCE_SENT_AUTONOMY_DAILY_BASE = 0.0,		-- If puppet provides resources to its master they increasy their autonomy by at least this amount
	RESOURCE_SENT_AUTONOMY_DAILY_FACTOR = 0.005,	-- If puppet provides resources to its master they increasy their autonomy by the resources factored by this
	WAR_SCORE_AUTONOMY_BASE = 0.0,					-- Value added if any war score is contributed by puppet
	WAR_SCORE_AUTONOMY_FACTOR = 0.6,				-- If puppet generates war score it get a boost to independence 
	LL_TO_OVERLORD_AUTONOMY_DAILY_BASE = 0.0,		-- If puppet lend leases equipment to overlord of at least same tech level as they have, they gain autonomy
	LL_TO_OVERLORD_AUTONOMY_DAILY_FACTOR = 0.05,	-- If puppet lend leases equipment to overlord of at least same tech level as they have, they gain autonomy
	LL_TO_PUPPET_AUTONOMY_DAILY_BASE = 0.0,			-- If overlord lend leases equipment to puppet of higher tech level as they have, puppet losses autonomy
	LL_TO_PUPPET_AUTONOMY_DAILY_FACTOR = -0.01,		-- If overlord lend leases equipment to puppet of higher tech level as they have, puppet losses autonomy
	AUTONOMY_FREEDOM_FROM_CAPITULATE = 0.5,         -- if overlord capitulate you get this
	ATTACHE_TO_SUBJECT_EFFECT = -0.05,				-- If overlord sent attaches to the subject it losses autonomy
	ATTACHE_TO_OVERLORD_EFFECT = 0.05,				-- If subject sent attaches to the overlord it gains autonomy
	
	AUTONOMY_LEVEL_CHANGE_PP_COST_BASE = 50.0,		-- Base cost of changing level of autonomy
	AUTONOMY_LEVEL_CHANGE_PP_ANNEX = 300,			-- Annexation cost
	AUTONOMY_LEVEL_CHANGE_PP_FREE = 300,			-- Break free cost
	MAX_SCORE_DIFF_TO_CHANGE_AUTONOMY = 10,			-- The max diff between current freedom score and the cap for next or previous level allowed for changing
	MASTER_BUILD_AUTONOMY_FACTOR = -0.7,            -- scales autonomy gain from construction by this
	VICTORY_POINT_WORTH_FACTOR = 10,				-- multiplier when calcualting proince worth (surrender)
	VICTORY_POINT_WORTH_FACTOR_WARSCORE = 0.2,		-- multiplier when calcualting province worth with autonomy/warscore
	CAPITAL_CAPITULATE_BONUS_SCORE = 150,			-- extra bonus when deciding who to capitulate to (applied to capital holder)
	CAPITAL_CAPITULATE_BONUS_SCORE_MUL = 1.5,		-- extra bonus multiplier when deciding who to capitulate to (applied to capital holder)
	IDEOLOGY_JOIN_FACTION_MIN_LEVEL = 0.3,			-- ideology limit required to join faction
	JOIN_FACTION_LIMIT_CHANGE_AT_WAR = 0.5,			-- if in defensive war this or your modifier is counted as limit to join factions (so if you have 80% join limit this now means you can join at 50%)
	LICENSE_ACCEPTANCE_OPINION_FACTOR = 0.2,		-- Opinion modifier for acceptance of license production requests.
	LICENSE_ACCEPTANCE_PUPPET_BASE = 20,			-- Acceptance modifier for puppets requesting production licenses.
	LICENSE_ACCEPTANCE_TECH_DIFFERENCE = 5, 		-- Acceptance modifier for each year of technology difference.
	LICENSE_ACCEPTANCE_TECH_DIFFERENCE_BASE = 20,    -- Acceptance base for tech difference
	LICENSE_ACCEPTANCE_SAME_FACTION = 20,			-- Acceptance modifier for being in the same faction

	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.
},

(第25~165行)

解释:

Name Default Comment
DIPLOMACY_REQUEST_EXPIRY_DAYS 30 外交请求过期用时
BASE_SURRENDER_LEVEL 1.0 Surrender when level reached. valid 0-1(标准投降倾向,值为0-1之间的值)
MAX_TRUST_VALUE 100 Max trust value cap.(译者注:经过测试,是某些会影响关系的国策或行动一次所能影响的最大值,包括签订反苏条约、抗议行动、有对方核心省份等,但改善关系和全球紧张度影响似乎并不包含在内)
MIN_TRUST_VALUE -100 Min trust value cap.
MAX_OPINION_VALUE 100 Max opinion value cap.(最大外交提议接受度评价值)(最友好关系值)
MIN_OPINION_VALUE -100 Min opinion value cap.(最小外交提议接受度评价值)(最恶劣关系值)
BASE_TRUST_FACTOR 100 Base trust factor in % for opinion.(关系值转化为外交提议接受度评价值)
BASE_TRUCE_PERIOD 30 Base truce period in days.(基准停战协定时长)
TRUCE_PERIOD_AFTER_KICKING_FROM_FACTION 30 Truce period after kicking someone from faction in days.(踢出阵营的停战协定时长)
NUM_DAYS_TO_ENABLE_KICKING_NEW_MEMBERS_OF_FACTION 90 Number of days before being able to kick a new member of faction(能够踢掉一个新的派别成员的缓冲天数)
NUM_DAYS_TO_ENABLE_REINVITE_KICKED_NATIONS 90 Number of days before being able to re invite a kicked nation to your faction(重邀被踢出的国家加入阵营的缓冲天数)
BASE_NEGATIVE_OPINION_AFTER_BEING_KICKED 20 Negative opinion that will be received after kicking a nation(踢掉一个国家后会收到的负面评价)
DECAY_RATE_OF_NEGATIVE_OPINION_AFTER_BEING_KICKED 1 Weekly decay rate of the negative opinion(负面意见的每周衰减率)
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)(加入战争或接受战争号召而破坏休战的基本成本(政治点)(在休战期结束之前,你不能自己宣战),然后乘以休战的剩余时间(因此一旦休战期过半,它的成本只有50%)。)
BASE_PEACE_PUPPET_FACTOR 100 Base factor for puppet in %.(附庸所用战争分的系数)
BASE_PEACE_LIBERATE_FACTOR 100 Base factor for liberate in %.(解放国家所用战争分的系数)
BASE_PEACE_TAKE_UNCONTROLLED_STATE_FACTOR 10.0 Base factor for taking state you do not control(和平协议中吃掉自己没有占领的敌方土地的系数)
BASE_PEACE_TAKE_FACTION_CONTROLLED_STATE_FACTOR 0.5 Base factor for taking state you do not control, but someone in faction does(和平协议中吃掉自己没有占领但和自己在一个阵营的盟友占领的的敌方土地的系数)
BASE_PEACE_FORCE_GOVERNMENT_COST 100 Base cost for forcing a country to change government.(强迫改变政府的基本花费)
BASE_IMPROVE_RELATION_COST 10 Political power cost to initiate relation improvement(改善关系初始花费)
BASE_IMPROVE_RELATION_SAME_IDEOLOGY_GROUP_MAINTAIN_COST 0.2 Political power cost each update when boosting relations with nation of same ideology(和相同意识形态国家改善关系的每日成本)
BASE_IMPROVE_RELATION_DIFFERENT_IDEOLOGY_GROUP_MAINTAIN_COST 0.4 Political power cost each update when boosting relations with nation of different ideology(和不同意识形态国家改善关系的每日成本)
BASE_SEND_ATTACHE_COST 100 Political power cost to send attache(派遣军事顾问的政治点成本)
BASE_SEND_ATTACHE_CP_COST 50.0 Command Power sent attache usage cost(派遣军事顾问的指挥点成本)
BASE_GENERATE_WARGOAL_DAILY_PP 0.2 Daily pp cost for generation of wargoals(正当化战争目标的每日政治点消耗,目前版本是一次性消耗掉[正当化所用天数×这个规定的值]所得值的政治点数)
WARGOAL_VERSUS_MAJOR_AT_WAR_REDUCTION -0.75 reduction of pp cost for wargoal vs major at war.(减少对主要国家正当化的pp成本?)
WARGOAL_WORLD_TENSION_REDUCTION -0.5 Reduction of pp cost for wargoal at 100% world tension, scales linearly(在100%的世界紧张度下,减少战争目标的pp成本,呈线性扩展)
WARGOAL_JUSTIFY_TENSION_FROM_PRODUCTION 30.0 Base value scaled by production capacity of country compared to biggest country
MIN_WARGOAL_JUSTIFY_COST 2.0 It always takes atleast 10 days to justify a wargoal
WARGOAL_PER_JUSTIFY_AND_WAR_COST_FACTOR 1.5 Cost factor per nation at war with or justifying against
BASE_BOOST_PARTY_POPULARITY_DAILY_PP 0.25 Daily pp cost for boost party popularity
BASE_BOOST_PARTY_POPULARITY_DAILY_DRIFT 0.1 Daily amount of popularity that will be added by the activity.
BASE_STAGE_COUP_DAILY_PP 0.5 Daily pp cost for staging a coup
BASE_STAGE_COUP_TOTAL_COST 200 Equipment consume factor for stage coup.
NAP_EXPIRY_MONTHS 48 NAPs expire after this many months
NAP_UNBREAKABLE_MONTHS 12 NAPS cannot be broken for this many months
NAP_FORCE_BALANCE_RULE_MONTHS 6 The NAP border force balance rule changes with this interval
NAP_BREAK_FORCE_BALANCE_1 2.0 2-1 brigades along the border required to break NAP
NAP_BREAK_FORCE_BALANCE_2 1.0 1-1 brigades along the border required to break NAP
NAP_BREAK_FORCE_BALANCE_3 0.5 1-2 brigades along the border required to break NAP
VERY_GOOD_OPINION 50 Threshold for a country that has a very good opinion of you.
VERY_BAD_OPINION -50 Threshold for a country that has a very bad opinion of you.
DIPLOMACY_HOURS_BETWEEN_REQUESTS 24 How long a country must wait before sending a new diplomatic request.
TROOP_FEAR 1 Impact on troops on borders when deciding how willing a nation is to trade
FLEET_FEAR 1 Impact on troops on borders when deciding how willing a nation is to trade
IC_TO_EQUIPMENT_COUP_RATIO 0.1 Ratio for calculating cost of staging coup
VOLUNTEERS_PER_TARGET_PROVINCE 0.05 Each province owned by the target country contributes this amount of volunteers to the limit.
VOLUNTEERS_PER_COUNTRY_ARMY 0.05 Each army unit owned by the source country contributes this amount of volunteers to the limit.
VOLUNTEERS_RETURN_EQUIPMENT 0.95 Returning volunteers keep this much equipment
VOLUNTEERS_TRANSFER_SPEED 14 days to transfer a unit to another nation
VOLUNTEERS_DIVISIONS_REQUIRED 30 This many divisions are required for the country to be able to send volunteers.
TENSION_STATE_VALUE 2 Tension value gained by annexing one state
TENSION_CIVIL_WAR_IMPACT 0.2 civil war multiplier on tension.
TENSION_NO_CB_WAR 15 Amount of tension generated by a no-CB wargoal
TENSION_CB_WAR 5 Amount of tension generated by a war with a CB
TENSION_ANNEX_NO_CLAIM 2 Amount of tension generated by annexing a state you don't have claims on
TENSION_ANNEX_CLAIM 1 Amount of tension generated by annexing a state you DO have claims on
TENSION_ANNEX_CORE 0.5 Amount of tension generated by annexing a state that is your core
TENSION_PUPPET 2 Amount of tension generated by puppeting (per state)
TENSION_VOLUNTEER_FORCE_DIVISION 0.2 Amount of tension generated for each sent division
TENSION_DECAY 0.1 Each months tension decays this much
TENSION_SIZE_FACTOR 1.0 All action tension values are multiplied by this value
TENSION_TIME_SCALE_START_DATE 1936.1.1.12 Starting at this date, the tension values will be scaled down (will be equal to 1 before that)
TENSION_TIME_SCALE_MONTHLY_FACTOR -0.005 Timed tension scale will be modified by this amount starting with TENSION_TIME_SCALE_START_DATE
TENSION_TIME_SCALE_MIN 0.25 Timed tension scale won't decrease under this value
TENSION_GUARANTEE -5
TENSION_FACTION_JOIN 4
TENSION_JOIN_ATTACKER 2 scale of the amount of tension added when country joins attacker side
TENSION_PEACE_FACTOR 0.25 scale of the amount of tension (from war declaration) reduced when peace is completed.
TENSION_LIBERATE -1 Amount of tension generated by liberating a country.
TENSION_CAPITULATE 0.75 Scale of the amount of tension created by a countries capitulation.
GUARANTEE_COST 25 Scale with the number of already guaranteed countries.
REVOKE_GUARANTEE_COST 25
MP_NUM_WINNERS_FOR_PEACE_PAUSE 0 Number of human players as winners needed for peace conference to pause and open for everyone in multiplayer, needs to fulfill MP_NUM_LOSERS_FOR_PEACE_PAUSE as well.
MP_NUM_LOSERS_FOR_PEACE_PAUSE 0 Number of human players as losers needed for peace conference to pause and open for everyone in multiplayer, needs to fulfill MP_NUM_WINNERS_FOR_PEACE_PAUSE as well.
BASE_CONDITIONAL_PEACE_WARESCORE_RATIO 0.5 Warscore ratio needed for the losing side to able to surrender.
BASE_CONDITIONAL_PEACE_MONTHS 6 War length must be before a surrender i possible.
JOINING_NAP_WAR_PENALTY 0.2 War support penalty for breaking non-breakable NAP
BREAKING_GUARANTEE_PENALTY 0.2 War support penalty for breaking guarantee
PEACE_SCORE_PER_PASS 0.2 When you pass in a peace deal you gain this percent of your original score
MAX_REMEMBERED_LEASED_IC 1000 Maximum of leased equipment value that is remembered for opinion bonus
MAX_OPINION_FOR_LEASED_IC 30 Positive opinion when remembering the MAX_REMEMBERED_LEASED_IC equipment
MONTHLY_LEASED_IC_DECAY 35 each month
OPINION_PER_VOLUNTEER 3 Opinion bonus per one sent volunteer division
MAX_OPINION_FROM_VOLUNTEERS 30 Opinion bonus per one sent volunteer division
OPINION_FOR_DEMO_FROM_WT_GENERATION -2.0 How much less do democracies like us if we generate world tension
NOT_READY_FOR_WAR_BASE -50 AI should be unwilling to enter accept a call to war if not ready for war against the relevant enemies.
FRONT_IS_DANGEROUS -100 AI should be unwilling to enter accept a call to war if front is too dangerous.
NOT_READY_FOR_WAR_VAL_PER_DAY_SINCE_CALL 1 Value modifying the not ready base over time.
PEACE_MIN_SCORE 0.3 Value how much of your score you are always allowed to take
TAKE_STATES_PUPPET_COST_MULT 0.5 Cost multiplier for feeding states to a puppet that you have created, assuming the puppet currently owns the states
TAKE_STATES_LIBERATE_COST_MULT 0.5 Cost multiplier for feeding states to a country that has been liberated, assuming the country has cores on the states
TAKE_STATES_CHANGE_GOV_COST_MULT 0.5 Cost multiplier for feeding states to a country you are changing government on, assuming they currently own the states
TAKE_STATES_GIVE_CORE_TO_SUBJECT_MULT 0.1 Cost multiplier for feeding core states to a subject
RESOURCE_SENT_AUTONOMY_DAILY_BASE 0.0 If puppet provides resources to its master they increasy their autonomy by at least this amount
RESOURCE_SENT_AUTONOMY_DAILY_FACTOR 0.005 If puppet provides resources to its master they increasy their autonomy by the resources factored by this
WAR_SCORE_AUTONOMY_BASE 0.0 Value added if any war score is contributed by puppet
WAR_SCORE_AUTONOMY_FACTOR 0.6 If puppet generates war score it get a boost to independence
LL_TO_OVERLORD_AUTONOMY_DAILY_BASE 0.0 If puppet lend leases equipment to overlord of at least same tech level as they have, they gain autonomy
LL_TO_OVERLORD_AUTONOMY_DAILY_FACTOR 0.05 If puppet lend leases equipment to overlord of at least same tech level as they have, they gain autonomy
LL_TO_PUPPET_AUTONOMY_DAILY_BASE 0.0 If overlord lend leases equipment to puppet of higher tech level as they have, puppet losses autonomy
LL_TO_PUPPET_AUTONOMY_DAILY_FACTOR -0.01 If overlord lend leases equipment to puppet of higher tech level as they have, puppet losses autonomy
AUTONOMY_FREEDOM_FROM_CAPITULATE 0.5 if overlord capitulate you get this
ATTACHE_TO_SUBJECT_EFFECT -0.05 If overlord sent attaches to the subject it losses autonomy
ATTACHE_TO_OVERLORD_EFFECT 0.05 If subject sent attaches to the overlord it gains autonomy
AUTONOMY_LEVEL_CHANGE_PP_COST_BASE 50.0 Base cost of changing level of autonomy
AUTONOMY_LEVEL_CHANGE_PP_ANNEX 300 Annexation cost
AUTONOMY_LEVEL_CHANGE_PP_FREE 300 Break free cost
MAX_SCORE_DIFF_TO_CHANGE_AUTONOMY 10 The max diff between current freedom score and the cap for next or previous level allowed for changing
MASTER_BUILD_AUTONOMY_FACTOR -0.7 scales autonomy gain from construction by this
VICTORY_POINT_WORTH_FACTOR 10 multiplier when calculating province worth (surrender)
VICTORY_POINT_WORTH_FACTOR_WARSCORE 0.2 multiplier when calculating province worth with autonomy/warscore
CAPITAL_CAPITULATE_BONUS_SCORE 150 extra bonus when deciding who to capitulate to (applied to capital holder)
CAPITAL_CAPITULATE_BONUS_SCORE_MUL 1.5 extra bonus multiplier when deciding who to capitulate to (applied to capital holder)
IDEOLOGY_JOIN_FACTION_MIN_LEVEL 0.3 ideology limit required to join faction
JOIN_FACTION_LIMIT_CHANGE_AT_WAR 0.5 if in defensive war this or your modifier is counted as limit to join factions (so if you have 80% join limit this now means you can join at 50%)
LICENSE_ACCEPTANCE_OPINION_FACTOR 0.2 Opinion modifier for acceptance of license production requests.
LICENSE_ACCEPTANCE_PUPPET_BASE 20 Acceptance modifier for puppets requesting production licenses.
LICENSE_ACCEPTANCE_TECH_DIFFERENCE 5 Acceptance modifier for each year of technology difference.
LICENSE_ACCEPTANCE_TECH_DIFFERENCE_BASE 20 Acceptance base for tech difference
LICENSE_ACCEPTANCE_SAME_FACTION 20 Acceptance modifier for being in the same faction

NCountry

Name Default Comment
EVENT_PROCESS_OFFSET 20 Events are checked every X day per country or state (1 is ideal, but CPU heavy)
BASE_RESEARCH_SLOTS 2 Base number of research slots per country.
VP_TO_SUPPLY_BASE 1 Bonus to supply from a VP, no matter the level
VP_TO_SUPPLY_BONUS_CONVERSION 0.1 Bonus to supply local supplies from Victory Points, multiplied by this aspect and rounded to closest integer
SUPPLY_FROM_DAMAGED_INFRA 0.3 damaged infrastructure counts as this in supply calcs
SUPPLY_BASE_MULT 1 multiplier on supply base values
SUPPLY_BONUS_FROM_INPUT 0.25 % of supply bonus from input area.
SUPPLY_PATH_MAX_DISTANCE 15 When supply route reach more than X nodes, the manpower+equipment delivery speed reach 100% penalty.
POPULATION_YEARLY_GROWTH_BASE 0.015 basic population growth per year, used for monthly manpower gain
RESISTANCE_STRENGTH_FROM_VP 0.001 How much strength ticking speed gives each VP score.
RESISTANCE_STRENGTH_FROM_NEIGHBORS 0.5 Multiplies how much resistance can spread from one state to its neighbors, a state will spread whatever is highest of its victorypoints resistance increase or half of any of its neighbors spread, multiplied by this
RESISTANCE_DECAY_WHEN_NO_GROWTH 0.005 Resistance will fall by this much each day if there is nothing increasing it ( no VPs and no spread from neighbors )
REINFORCEMENT_DIVISION_PRIORITY_COUNT 3 How many priority stages we have in division template? 0)Reserves, 1)Normal, 2)Elite.
REINFORCEMENT_DIVISION_PRIORITY_DEFAULT 1 Each template by default is 1)Normal
REINFORCEMENT_THEATER_GROUP_PRIORITY_DEFAULT 1 Each theater group by default is 1)Normal
REINFORCEMENT_THEATRE_PRIORITY_COUNT 3 Same as with divisions...
REINFORCEMENT_THEATRE_PRIORITY_DEFAULT 1
REINFORCEMENT_AIRBASE_PRIORITY_COUNT 3
REINFORCEMENT_AIRBASE_PRIORITY_DEFAULT 1
REINFORCEMENT_DELIVERY_SPEED_MIN 0.6 The distance from the supply region to capital should affect the speed only a little bit. Main factor for penalty is overcrowded areas, and not the route length.
REINFORCEMENT_EQUIPMENT_DELIVERY_SPEED 0.3 Modifier for army equipment reinforcement speed
REINFORCEMENT_MANPOWER_DELIVERY_SPEED 10.0 Modifier for army manpower reinforcement delivery speed (travel time)
REINFORCEMENT_MANPOWER_CHUNK 0.1 Chunk size of manpower reinforcement delivery, in % of total manpower needed by the template.
EQUIPMENT_UPGRADE_CHUNK_MAX_SIZE 10 Maximum chunk size of equipment upgrade distribution per update.
COUNTRY_SCORE_MULTIPLIER 1.0 Weight of the country score.
ARMY_SCORE_MULTIPLIER 0.15 Based on number of armies.
NAVY_SCORE_MULTIPLIER 1.0 Based on number of navies.
AIR_SCORE_MULTIPLIER 0.1 Based on number of planes (which is typically a lot).
INDUSTRY_SCORE_MULTIPLIER 1.0 Based on number of factories.
PROVINCE_SCORE_MULTIPLIER 0.1 Based on number of controlled provinces.
NUCLEAR_PRODUCTION_SCALE 365 +1 nuclear_production gives 1 nuke per year
NUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_INFRA 0.2 Reduce enemy national war support on nuking a province, the value scales with infrastructure up to this number
NUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_VP 3 War support will be scaled down if there's less VP than this in the province
WEEKLY_STABILITY_GAIN 0.0
WEEKLY_WAR_SUPPORT_GAIN 0.0
SUPPLY_CONVOY_FACTOR 0.25 How many convoys each supply needs
CONVOY_RANGE_FACTOR 1 how much range affects convoy need
LOCAL_MANPOWER_ACCESSIBLE_NON_CORE_FACTOR 0.02 accessible recruitable factor base
MAX_NON_CORE_MANPOWER_FACTOR 1.0 max clamp for recruitable local non core manpower factor for states
DEFAULT_STABILITY 0.5 Default stability if not scripted otherwise.
DEFAULT_WAR_SUPPORT 0.5 Default war support if not scripted otherwise.
BASE_STABILITY_WAR_FACTOR -0.3 Default stability war factor
BASE_STABILITY_PARTY_POPULARITY_FACTOR 0.15 Default stability ruling party popularity factor
MIN_COUP_STABILITY_FACTOR 0.0 Min value of coup factor in stability
MAX_COUP_STABILITY_FACTOR 2.0 Max value of coup factor in stability
MIN_COUP_SUCCESS_STABILITY 0.8 Max stability when coup will happen
WAR_SUPPORT_OFFNSIVE_WAR -0.2 Impact of being in offensive war
WAR_SUPPORT_DEFENSIVE_WAR 0.3 Impact of being in defensive war
WAR_SUPPORT_TENSION_IMPACT 0.3 Total impact of world tension
MIN_STABILITY 0.0
MAX_STABILITY 1.0
MIN_WAR_SUPPORT 0.0
MAX_WAR_SUPPORT 1.0
FRONT_PROVINCE_SCORE 20 Max province score of a front. Used for the hostile troop alert
MAJOR_IC_RATIO 3 difference in total factories needed to be considered major with respect to other nation
MAJOR_MIN_FACTORIES 35 need at least these many factories to become a major
MAX_INTELLIGENCE_DIFFERENCE 10.0 (Old Intel) Max difference in intelligence levels between countries
INTEL_FROM_ALLIANCE_FACTOR 0.3 Multiplied to the difference between a country intel and the maximum value in the alliance to compute the amount of intel that flows from the alliance to that country. 0 means no alliance contribution, 1 means a country intel's is the same as the max in the alliance.
MAX_INTELLIGENCE_DATA_DEVIATION 1.0 (Old Intel) Max deviation in estimating default espionage values (0.0 - 1.0)
MAX_INTELLIGENCE_MILITARY_DATA_DEVIATION 1.0 (Old Intel) Max deviation in estimating enemy military units amount (0.0 - 1.0)
MAX_INTELLIGENCE_NAVY_DATA_DEVIATION 0.3 (Old Intel) Max deviation in estimating enemy ships amount (0.0 - 1.0)
MAX_INTELLIGENCE_AIR_DATA_DEVIATION 1.0 (Old Intel) Max deviation in estimating enemy air planes amount (0.0 - 1.0)
MAX_INTELLIGENCE_CONVOY_DATA_DEVIATION 0.3 (Old Intel) Max deviation in estimating enemy convoys amount (0.0 - 1.0)
MAX_INTELLIGENCE_MANPOWER_DATA_DEVIATION 0.4 (Old Intel) Max deviation in estimating enemy total manpower amount (0.0 - 1.0)
MAX_INTELLIGENCE_FIELDED_MANPOWER_DATA_DEVIATION 0.35 (Old Intel) Max deviation in estimating enemy fielded manpower amount (0.0 - 1.0)
MAX_INTELLIGENCE_INDUSTRY_DATA_DEVIATION 0.4 (Old Intel) Max deviation in estimating enemy total industry
MIN_MANPOWER_RATIO 0.15 Min manpower ratio to show manpower alert
ARMY_IMPORTANCE_FACTOR 5.0 Army factor for AI and calculations
TERRAIN_IMPORTANCE_FACTOR 5.0 Terrain base factor for state strategic value
VICTORY_POINTS_IMPORTANCE_FACTOR 5.0 State victory points importance factor for AI and calculations
BUILDING_IMPORTANCE_FACTOR 3.0 State building importance factor for AI and calculations
RESOURCE_IMPORTANCE_FACTOR 0.1 State resource importance factor for AI and calculations
INTERPOLATED_FRONT_STEPS_SHORT 2 Performance optimization - The amount of steps for interpolated fronts. Non-AI countries got full interpolated fronts, the rest has optimized version of it.
MIN_AIR_RESERVE_RATIO 0.33 Min manpower ratio to show air reserves alert
POLITICAL_POWER_CAP 2000.0 Max amount of political power country should have
RESISTANCE_IMPORTANT_LEVEL 0.025 Level when resistance becomes dangerous
RESISTANCE_IMPORTANT_COUNTRY_LEVEL 0.025 Level when average resistance in a country becomes dangerous
MIN_MAJOR_COUNTRIES 7 MIN_MAJOR_COUNTRIES countries with most factories will be considered as major countries
ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO 0.7 Countries will also be considered major when having more factories that the average of top MIN_MAJOR_COUNTRIES countries' factories times ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO
BASE_TENSION_MAJOR_COUNTRY_INDEX 1 Which major country should be considered the base country when scaling generated world tension. 0 is the country with the most factories, 1 is the second most-factories country etc. This number has to be lower than MIN_MAJOR_COUNTRIES
MIN_NAVAL_SUPPLY_EFFICIENCY 0.1 Min ratio when supplies will be considered delivered from the capital by naval path
PARADROP_AIR_SUPERIORITY_RATIO 0.7 Min ratio of air superiority for paradropping
STATE_VALUE_BUILDING_SLOTS_MULT 4.0 The Value of each building slot in a state ( Value is used to determine costs in peace conference and PP cost to occupy )
STATE_OCCUPATION_COST_MULTIPLIER 0.01 Multiplier for state value to PP cost for occupation
STATE_VALUE_NON_CORE_STATE_FRACTION 0.5 If a state is not a core we assume we will get 50% of the factory slots
INVASION_REPORT_EXPERATION_DAYS 30 Invasion expiration days
MIN_FOCUSES_FOR_CONTINUOUS 10 Focuses needed to unlock continuous focuses
AUTONOMOUS_TOTAL_SCORE 5000 Total score for autonomous scale
AUTONOMOUS_SPILLOVER 0.025 Total score that can be saved to reach next level
CIVIL_WAR_INVOLVEMENT_MIN_TENSION 0.5 base value of world tension to involve other sides to the civil war
UNCAPITULATE_LEVEL 0.1 if we reclaim this much and our capital we reset capitulate status
BASE_SURRENDER_LIMIT 0.8 Base level of occupation required for country surrender
SURRENDER_LIMIT_MULT_FOR_COUNTRIES_WITH_NO_CORES 0.7 Countries with no owned cores will their surrender level multiplied by this amount
MIN_SURRENDER_LIMIT 0.1 Minimum non-forced surrender limit. valid 0-1
BASE_MOBILIZATION_SPEED 0.01 Base speed of manpower mobilization #in 1/1000 of 1 %
INTERCEPTION_WAR_SUPPORT_SCALE 0.00001 Scaling of interceptions to war support impact
INTERCEPTION_BOMBING_WAR_SUPPORT_IMPACT 0.3 Max impact of interceptions on the war support
BOMBING_WAR_SUPPORT_PENALTY_SCALE -0.00015 Scaling of bomber damage to war support impact, will be added weekly as a war support penalty
MAX_BOMBING_WEEKLY_WAR_SUPPORT_PENALTY -0.02 Max penalty that will gained per week from bomber's damage
BOMBING_WEEKLY_WAR_SUPPORT_PENALTY_DECAY 0.001 Weekly decay of bomber damage war support penalty
MAX_BOMBING_WAR_SUPPORT_IMPACT -0.3 Max total penalty from bomber's damage
HEROES_BEING_KILLED_WAR_SUPPORT_PENALTY_SCALE -0.05 Scaling of war heroes manpower lost to war support impact, will be added weekly as a war support penalty
MAX_HEROES_BEING_KILLED_WEEKLY_WAR_SUPPORT_PENALTY -0.04 Max penalty that will gained per week from war heroes manpower lost
HEROES_BEING_KILLED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY 0.0001 Weekly decay of war heroes manpower lost war support penalty
MAX_HEROES_BEING_KILLED_WAR_SUPPORT_IMPACT -0.3 Max total penalty from war heroes manpower lost
CONVOYS_BEING_RAIDED_WAR_SUPPORT_PENALTY_SCALE -0.05 Scaling of trade convoy raided to war support impact, will be added weekly as a war support penalty
MAX_CONVOYS_BEING_RAIDED_WEEKLY_WAR_SUPPORT_PENALTY -0.025 Max penalty that will gained per week from trade convoy raided
CONVOYS_BEING_RAIDED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY 0.003 Weekly decay of trade convoy raided war support penalty
MAX_CONVOYS_BEING_RAIDED_WAR_SUPPORT_IMPACT -0.5 Max total penalty from trade convoy raided
FEMALE_UNIT_LEADER_BASE_CHANCE {
0.0,
0.0
1.0
}
applies as a factor to female unit leader randomization:
navy leaders;
army leaders;
operatives.
the values needs to be zero if you don't actually have random portraits
COUNTRY_LEADER_FEMALE_CHANCE 0.0 chance for new country leaders to be female. should be set > 0 only if there are portraits/names for that country
CONVOYS_SUNK_MULTIPLIER_FOR_WAR_SUPPORT 0.2 once a trade convoy ship sunk, you will get a larger negative impact on your war support
CONVOYS_BEING_RAIDED_DAILY_WAR_SUPPORT_IMPACT_FROM_OVERSEA_STATES 0.2 resource transfer convoys convoys from our states being raided will give a daily war support penalty depending on how important that resource is and how inefficient convoys are
CONVOYS_SUNK_MULTIPLIER_FOR_WAR_SUPPORT_FROM_OVERSEA_STATES 0.2 once a resource transfer convoys from our states ship sunk, you will get a larger negative impact on your war support
CONVOYS_BEING_RAIDED_DAILY_WAR_SUPPORT_IMPACT 0.2 trade convoys being raided will give a daily war support penalty depending on how important that resource is and how inefficient convoys are
MAX_PROPAGANDA_STABILITY_IMPACT -0.2 Max total penalty from operative performing the propaganda mission in a country
MAX_PROPAGANDA_WAR_SUPPORT_IMPACT -0.2 Max total penalty from operative performing the propaganda mission in a country
PROPAGANDA_STABILITY_DAILY_DECAY 0.001 Amount of stability recovered daily from propaganda effort
PROPAGANDA_WAR_SUPPORT_DAILY_DECAY 0.001 Amount of war support recovered daily from war support effort
NUM_DAYS_TO_FULLY_DELETE_STOCKPILED_EQUIPMENT 90 time in days to fully delete equipments from stockpile. when you delete an equipment, they go to a temporary hidden pool which still can be seized
AIR_SUPPLY_CONVERSION_SCALE 0.05 Conversion scale for planes to air supply
AIR_SUPPLY_DROP_EXPIRATION_HOURS 168 Air drop length after being dropped
STARTING_COMMAND_POWER 0.0 starting command power for every country
BASE_MAX_COMMAND_POWER 100.0 base value for maximum command power
BASE_COMMAND_POWER_GAIN 0.006 base value for daily command power gain
AIR_VOLUNTEER_PLANES_LIMIT 0.2 Ratio for volunteer planes available for sending in relation to sender air force
AIR_VOLUNTEER_BASES_CAPACITY_LIMIT 0.1 Ratio for volunteer planes available for sending in relation to receiver air base capacity
ATTACHE_XP_SHARE 0.2 Country received xp from attaches
SPECIAL_FORCES_CAP_BASE 0.05 Max amount of special forces battalions is total number of non-special forces battalions multiplied by this and modified by a country modifier
SPECIAL_FORCES_CAP_MIN 24 You can have a minimum of this many special forces battalions, regardless of the number of non-special forces battalions you have, this can also be modified by a country modifier
DAYS_OF_WAR_BEFORE_SURRENDER 7 Number of days a war has to have existed before anyone can surrender in it
FUEL_LEASE_CONVOY_RATIO 0.0005 num convoys needed per fuel land lease
STARTING_FUEL_RATIO 0.25 starting fuel ratio compared to max fuel for countries
BASE_FUEL_GAIN_PER_OIL 2 base amount of fuel gained hourly per excess oil
BASE_FUEL_GAIN 2.0 base amount of fuel gained hourly, independent of excess oil
BASE_FUEL_CAPACITY 50000 base amount of fuel capacity
COUNTRY_MANPOWER_CAPITULATED_FREE_POOL_FACTOR 0.1 Factor on amount of normal manpower left for an exiled nation with no territory.
COUNTRY_MANPOWER_CAPITULATED_CORE_GAIN_FACTOR 0.001 Factor on amount of normal manpower gained for the exile nation. From owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code.
COUNTRY_MANPOWER_CAPITULATED_NON_CORE_GAIN_FACTOR 0.001 Factor on amount of normal manpower gained for the exile nation. From owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code.
GIE_MAX_LEGITIMACY 100 Legitimacy max of a GiE
GIE_CAPITULATE_MAX_STOCKPILE_TRANSFER 0.1 0-1 Transfers ratio of stockpile. from 0 to this define depending on starting legitimacy on capitulation.
GIE_CAPITULATE_MIN_LEGIT_FOR_TRANSFER 5 0-100 Minimum starting legitimacy to transfer any equipment at all.
GIE_CAPITULATION_WARSCORE_LEGITIMACY_FACTOR 1.0 Multiplies accumulated warscore with this factor for part of starting legitimacy.
GIE_WARSCORE_GAIN_LEGITIMACY_FACTOR 1 Factor on how much legitimacy is gained from warscore earned by GiE units.
GIE_HOST_CIC_FROM_LEGITIMACY_MAX 5 Host will receive from 0 to this value in CIC.
GIE_HOST_MIC_FROM_LEGITIMACY_MAX 5 Host will receive from 0 to this value in MIC.
GIE_HOST_DOCKYARDS_FROM_LEGITIMACY_MAX 0 Host will receive from 0 to this value in dockyards.
GIE_VETERAN_MANPOWER_NON_CORE_GAIN_FACTOR 0.005 Factor on amount of manpower gained from owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code.
GIE_VETERAN_MANPOWER_CORE_GAIN_FACTOR 0.01 Factor on amount of manpower gained from owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code.
GIE_MANPOWER_TOTAL_MAX_FACTOR 0.5 Factor on max amount of exile manpower that can be gained from owned states. Approaching this will give diminishing returns. Reduced by factor 100 in code.
GIE_MANPOWER_RATO_OF_MAX_START_PENALTY 0.5 When this ratio of max manpower has been recruited we start applying the penalty.
GIE_MANPOWER_GAIN_PENALTY_MAX 0.95 Max penalty on exile manpower growth.
GIE_EXILE_AIR_RECRUITMENT_LEGITIMACY 50 Legitimacy required to recruit exile airwings
GIE_EXILE_AIR_START_EXPERIENCE 3 Starting experience for exile airwings
GIE_EXILE_TROOP_RECRUITMENT_LEGITIMACY 25 Legitimacy required to recruit exile troops
GIE_EXILE_TROOPS_DEPLOY_TRAINING_MAX_LEVEL 2 Max XP exile troops can receive from training
GIE_EXILE_ARMY_LEADER_LEGITIMACY_LEVELS {30, 60, 90} Legitimacy levels where a new army leader is received.
GIE_EXILE_ARMY_LEADER_START_LEVEL 3 Starting level for exile leader
GIE_ESCAPING_DIVISIONS_TRANSFER_DAYS 30 days to transfer escaping divisions to host nation
GIE_ESCAPING_DIVISIONS_XP_BOOST 0.4 Escaping divisions gain a boost to experience. Only the toughest motherbadasses will band together and survive to git me one hundred Nazi scalps ... Or die trying'...
GIE_DIVISION_ATTACK_BONUS_AGAINST_OCCUPIER 0.1 Attack bonus factor against whoever occupies your core territory.
GIE_DIVISION_DEFENSE_BONUS_AGAINST_OCCUPIER 0.1 Defend bonus factor against whoever occupies your core territory.
GIE_DIVISION_ATTACK_BONUS_ON_CORE 0.1 Attack bonus factor when fighting on cores.
GIE_DIVISION_DEFENSE_BONUS_ON_CORE 0.1 Defense bonus factor when fighting on cores.
GIE_ESCAPING_DIVISIONS_EQUIPMENT_RATIO 0.2 Base equipment ratio on escaped troops.
GIE_ESCAPING_DIVISIONS_AMOUNT_RATIO 0.1 Ratio on amount of divisions that escapes. Scales with starting legitimacy
GIE_LIBERATED_NATION_DAILY_LEGITIMACY_CHANGE 1.5 An uncapitulated exile that is fully liberated will have legitimacy changed with this amount daily. Will be automatically reinstated when it reaches 0.
GIE_EXILE_TRANSFER_ON_LEADER_CAPITULATION_MANPOWER_FACTOR 0.1 Factor on exile manpower kept when a faction leader capitulates and the hosted exiles are transfered.
GIE_CONVOY_ON_CREATION 10 Number of convoy a GiE will get on creation.
SURRENDER_LIMIT_REDUCTION_PER_COLLABORATION 0.3 each percent of collaboration will lower surrender limit by this percentage
SURRENDER_RECIPIENT_SCORE_PER_COLLABORATION 1.0 countries with collaboration will get bonus while game calculates which country the enemy will capitulate
COMPLIANCE_PER_COLLABORATION 1.0 each percent of collaboration will be converted to this compliance at capitulation
WILL_LEAD_TO_WAR_FOCUS_PERSISTENCE 60 taken focuses that has lead to war will still make ai prep for war for this many days after being taken
WILL_LEAD_TO_WAR_DECISION_PERSISTENCE 30 the decision that is lead to war will still make ai prep for war for this many days after being taken/cooldown/timeout

NResistance

Name Default Comment
INITIAL_STATE_RESISTANCE 1.0 initial resistance percentage of a state once it is captured
INITIAL_STATE_COMPLIANCE 0.0 initial compliance percentage of a state once it is captured
COMPLIANCE_FACTOR_ON_STATE_CONTROLLER_CHANGE 0.1 compliance factor that applies when the state controller changes (in between allies, compliance is zeroed if it is taken by original country)
RESISTANCE_COOLDOWN_WHEN_DISABLED -0.25 resistance cooldown when the state is taken back by its original owner (compliance is zeroed in that case)
RESISTANCE_TARGET_BASE 35.0 base resistance target percentage
RESISTANCE_TARGET_MODIFIER_HAS_CLAIM -5.0 resistance target modifier in % for states we have claim
RESISTANCE_TARGET_MODIFIER_PER_STABILITY_LOSS 0.2 resistance target modifier per stability below 100%
RESISTANCE_TARGET_MODIFIER_PER_COMPLIANCE -0.5 resistance target modifier per compliance %
RESISTANCE_TARGET_MODIFIER_IS_AT_PEACE -10.0 resistance target modifier when we are at peace
RESISTANCE_TARGET_MODIFIER_STATE_VP {
0, 0.0,
5, 5.0,
20, 10.0,
50, 20.0
}
resistance target modifier pairs for vp:
0 - 5;
5 - 20;
20 - 50;
50 - ...
first entry is total vp in state and second is amount of target modifier that applies for that threshold.
RESISTANCE_TARGET_MODIFIER_OCCUPIED_CAPITULATED 10.0 resistance target modifier when the enemy is capitulated
RESISTANCE_TARGET_MODIFIER_OCCUPIED_IS_EXILE_MIN 2.0 min resistance target modifier resistance target modifier for exile countries. interpolated using legitimacy
RESISTANCE_TARGET_MODIFIER_OCCUPIED_IS_EXILE_MAX 20.0 max resistance target modifier resistance target modifier for exile countries. interpolated using legitimacy
RESISTANCE_TARGET_MODIFIER_POP_LOW -20.0 how much we reduce the resistance target
RESISTANCE_TARGET_MODIFIER_POP_VERY_LOW -50.0 resistance target modifier in % for states we have claim
RESISTANCE_POP_LOW_CUTOFF 10000
RESISTANCE_POP_VERY_LOW_CUTOFF 1000
RESISTANCE_TARGET_MIN_CAP_FOR_NON_COMPLIANCE 10 min resistance target will be capped to this percentage for non-compliance sources
RESISTANCE_DECAY_BASE 0.1 base resistance decay
RESISTANCE_DECAY_MIN 0.01 min resistance decay
RESISTANCE_DECAY_MAX 100.0 max resistance decay
RESISTANCE_DECAY_MODIFIER_HAS_CLAIM 25.0 resistance decay modifier for our claims
RESISTANCE_DECAY_MODIFIER_FACTORS {
10, -50,
20, -25
}
resistance decay modifier when resistance hits a certain percentage:
below 10% it has a -50% modifier on decay;
below 20% it has a -25% modifier on decay
.
RESISTANCE_GROWTH_BASE 0.2 base resistance grow
RESISTANCE_GROWTH_MIN 0.01 min resistance grow
RESISTANCE_GROWTH_MAX 100.0 max resistance grow
COMPLIANCE_GROWTH_IS_AT_PEACE 10 compliance growth buff at peace
COMPLIANCE_GROWTH_HAS_CLAIM 5 compliance growth buff if state has a claim
COMPLIANCE_DECAY_AT_MAX_COMPLIANCE -0.1 as compliance increases, it gets a decay rate depending on its value. compliance should stabilize at some value until its growth changes
COMPLIANCE_DECAY_PER_EXILE_LEGITIMACY -0.015 higher legitimacy will give higher decay to compliance
RESISTANCE_RATIO_DIFF_TO_SPREAD 0.5 resistance diff between two neighbour states will spread by this ratio (from highest resistance states to lower ones and it will only spread once to a state)
RESISTANCE_ACTIVITY_CHANCE_AT_MAX_RESISTANCE 0.312
RESISTANCE_ACTIVITY_MIN_GARRISON_PENETRATE_CHANCE 0.02
RESISTANCE_TARGET_TO_REENABLE_RESISTANCE 10 resistance will be disabled once it reaches zero and will not be reenabled until resistance target reaches above this value
GARRISON_LOG_MAX_MONTHS 12
NO_COMPLIANCE_GAIN_ENABLE_LIMIT 0.5 at least this ratio of no garrison law should be active in order to no compliance gain to take effect
GARRISON_MANPOWER_MIN_DELIVERY_SPEED 0.7 Minimum base delivery speed if the chunk can't be calculated.
GARRISON_MANPOWER_REINFORCEMENT_SPEED 2000.0 Modifier for garrison manpower reinforcement. This value is the maximum to be delivered which is then modified by distance
GARRISON_EQUIPMENT_DELIVERY_SPEED 4.0 Modifier for garrison equipment reinforcement speed
GARRISON_STR_POW_MANPOWER 2 Scales impact of manpower deficiency by raising that deficiency to the number here. Formula: efficiency = 1.0 - manpower_deficiency^GARRISON_STR_POW_MANPOWER
GARRISON_STR_POW_EQUIPMENT 3 Scales impact of equipment deficiency by raising that deficiency to the number here. Formula: efficiency = 1.0 - equipment_deficiency^GARRISON_STR_POW_EQUIPMENT
SUPPRESSION_NEEDED_BY_RESISTANCE_POINT 0.75 Number of suppression point we need for each 1% of resistance
SUPPRESSION_NEEDED_LOWER_CAP 10.0 if resistance is lower than this value then we always act as though it is at the define for the purpose of suppression requirements
SUPPRESSION_NEEDED_UPPER_CAP 50.0 if resistance is greater than this value then we always act as though it is at the define for the purpose of suppression requirements
GARRISON_MANPOWER_LOST_BY_ATTACK 0.03 Ratio of manpower lost by garrison at each attack on garrison (this number will be reduced by the hardness of garrison template)
GARRISON_EQUIPMENT_LOST_BY_ATTACK 0.02 Ratio of equipment lost by garrison at each attack on garrison (this number will be reduced by the hardness of garrison template)
MAXIMUM_GARRISON_HARDNESS_WHEN_ATTACKED 0.90 Cap to be sure that garrison will suffer lost in attack, even with a almost 100% hardness
FOREIGN_MANPOWER_MIN_THRESHOLD 5000 The minimum number of Manpower that AI will accept to give at once, in order to avoid many weird little transfer.
MANPOWER_BUFFER_TO_NOT_GIVE_MINOR 0.3 To determine how much AI can give as foreign manpower, we calculate how much manpower we use, and add this buffer. The result is what we want to keep, for minor countries. So higher this number is, lower we will give Manpower.
MANPOWER_BUFFER_TO_NOT_GIVE_MAJOR 0.6 To determine how much AI can give as foreign manpower, we calculate how much manpower we use, and add this buffer. The result is what we want to keep, for major countries. So higher this number is, lower we will give Manpower.
MAX_GARRISON_PERCENT_WE_AGREE_TO_SUPPORT -1 The part of the manpower needed by the foreign garrison, that AI will agree to support with our manpower. If negative number, AI will not take into consideration the need, and just calculate how much they can give.
FOREIGN_MANPOWER_AI_COOLDOWN_DAYS 30 Number of days after an AI give us manpower before the AI accept to give more.
INITIAL_HISTORY_RESISTANCE 0.0 resistance value for initial colony states
INITIAL_HISTORY_COMPLIANCE 70.0 compliance value for initial colony states
INITIAL_GARRISON_STRENGTH 1 garrison value for initial colony states
STATE_COMPLIANCE_DECAY_FOR_LOST_STATES 0.05 daily compliance decay for the states you lost control of

NProduction

Name Default Comment
MAX_EQUIPMENT_RESOURCES_NEED 3 Max number of different strategic resources an equipment can be dependent on.
MAX_CIV_FACTORIES_PER_LINE 15 Max number of factories that can be assigned a single production line.
DEFAULT_MAX_NAV_FACTORIES_PER_LINE 10
CONVOY_MAX_NAV_FACTORIES_PER_LINE 15
CAPITAL_SHIP_MAX_NAV_FACTORIES_PER_LINE 5
MAX_MIL_FACTORIES_PER_LINE 150
EFFICIENCY_LOSS_PER_UNUSED_DAY 1 Daily loss of efficiency for unused factory slots (efficiency is tracked per factory slot in the production line)
RESOURCE_PENALTY_WARNING_CRITICAL_RATIO 0.8 Switch to red progress bar if penalty is over threshold
BASE_FACTORY_SPEED 5 Base civilian factory speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_SPEED_MIL 4.5 Base military factory speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_SPEED_NAV 2.5 Base dockyard speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_START_EFFICIENCY_FACTOR 10 Base start efficiency for factories expressed in %.
BASE_FACTORY_MAX_EFFICIENCY_FACTOR 50 Base max efficiency for factories expressed in %.
BASE_FACTORY_EFFICIENCY_GAIN 1 Base efficiency factor.
BASE_FACTORY_EFFICIENCY_BALANCE_FACTOR 0.1 Factory efficiency balancing factor
BASE_FACTORY_EFFICIENCY_VARIANT_CHANGE_FACTOR 90 Base factor for changing production variants in %.
BASE_FACTORY_EFFICIENCY_PARENT_CHANGE_FACTOR 30 Base factor for changing production parent<->children in %.
BASE_FACTORY_EFFICIENCY_FAMILY_CHANGE_FACTOR 70 Base factor for changing production with same family in %.
BASE_FACTORY_EFFICIENCY_ARCHETYPE_CHANGE_FACTOR 20 Base factor for changing production with same archetype in %.
EQUIPMENT_BASE_LEND_LEASE_WEIGHT 1.0 Base equipment lend lease weight
EQUIPMENT_LEND_LEASE_WEIGHT_FACTOR 0.01 Base equipment lend lease factor
ANNEX_STOCKPILES_RATIO 1.0 How much stockpiled equipment will be transferred on annexation
ANNEX_FIELD_EQUIPMENT_RATIO 0.25 How much equipment from deployed divisions will be transferred on annexation
ANNEX_FUEL_RATIO 0.25 How much fuel will be transferred on annexation
ANNEX_CONVOYS_RATIO 0.15 How many convoys will be transferred on annexation
MIN_POSSIBLE_TRAINING_MANPOWER 100000 How many deployment lines minimum can be training
MIN_FIELD_TO_TRAINING_MANPOWER_RATIO 0.75 Ratio which % of army in field can be trained
CAPITULATE_STOCKPILES_RATIO 0.5 How much equipment from deployed divisions will be transferred on capitulation
CAPITULATE_FUEL_RATIO 0.5 How much fuel will be transferred on capitulation
INFRA_MAX_CONSTRUCTION_COST_EFFECT 1 Building in a state with higher infrastructure will reduce the cost of shared buildings.
PRODUCTION_RESOURCE_LACK_PENALTY -0.05 Penalty decrease while lack of resource per factory
MIN_LICENSE_ACTIVE_DAYS 30 Min days for license to be active
BASE_LICENSE_IC_COST 1 Base IC cost for lended license
LICENSE_IC_COST_YEAR_INCREASE 1 IC cost equipment for every year of equipment after 1936
LICENSE_EQUIPMENT_BASE_SPEED -0.25 base MIC speed modifier for licensed equipment
LICENSE_EQUIPMENT_TECH_SPEED_PER_YEAR -0.05 MIC speed modifier for licensed equipment for each year of difference between actual and latest equipment
LICENSE_EQUIPMENT_TECH_SPEED_MAX_YEARS 4 Maximum years for MIC speed modifier
LICENSE_EQUIPMENT_SPEED_NOT_FACTION -0.10 MIC speed modifier for licensed equipment for not being in faction
LICENSE_EQUIPMENT_UPGRADE_XP_FACTOR 2.0 XP cost for upgrading licensed equipment
LICENSE_EQUIPMENT_SPEED_NO_LICENSE -0.50 Penalty for producing non licensed equipment
CONVERSION_SPEED_BONUS 2.0 Modifier to the production speed when converting equipment
EQUIPMENT_MODULE_ADD_XP_COST 5.0 XP cost for adding a new equipment module in an empty slot when creating an equipment variant.
EQUIPMENT_MODULE_REPLACE_XP_COST 6.0 XP cost for replacing one equipment module with an unrelated module when creating an equipment variant.
EQUIPMENT_MODULE_CONVERT_XP_COST 3.0 XP cost for converting one equipment module to a related module when creating an equipment variant.

creating an equipment variant.

EQUIPMENT_MODULE_REMOVE_XP_COST 1.0 XP cost for removing an equipment module and leaving the slot empty when creating an equipment variant.
MIN_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR 0.2 Minimum fraction of an equipment type's base industry capacity cost to use when converting a naval equipment, such as through ship refitting.
MIN_NAVAL_EQUIPMENT_CONVERSION_RESOURCE_COST_FACTOR 0.2 Minimum fraction of an equipment type's base strategic resource cost to use when converting a naval equipment, such as through ship refitting.
SHIP_REFIT_MAX_PROGRESS_TO_CANCEL 0.2 Maximum refitting progress % that we still allow to cancel without having to scuttle the ship.
SHIP_REFIT_DAMAGE_TO_PROGRESS_FACTOR 0.5 When a ship is being damaged (for example port strike) while refitting, the damage is transferred to the production line progress instead. This variable is used to balance it.

NTechnology

Name Default Comment
MAX_SUBTECHS 3 Max number of sub technologies a technology can have.
BASE_RESEARCH_POINTS_SAVED 30.0 Base amount of research points a country can save per slot.
BASE_YEAR_AHEAD_PENALTY_FACTOR 2 Base year ahead penalty
BASE_TECH_COST 85 Base cost for a tech. multiplied with tech cost and ahead of time penalties
MAX_TECH_SHARING_BONUS 0.5 Max technology sharing bonus that can be applied instantly
LICENSE_PRODUCTION_TECH_BONUS 0.2 License production tech bonus
DEFAULT_XP_RESEARCH_COST 100 default xp cost of a research to speed up the process
DEFAULT_XP_RESEARCH_BONUS 1.0 default research bonus gained when xp is used to research an item
MIN_RESEARCH_SPEED 0.1 research speed can't go below this value

NPolitics

Name Default Comment
BASE_LEADER_TRAITS 3 Base amount of leader traits.
MAX_RANDOM_LEADERS 1 Maximum amount random leader to have per party.
BASE_POLITICAL_POWER_INCREASE 2 Weekly increase of PP.
ARMY_LEADER_COST 5 cost for recruiting new leaders, 'this value' * number_of_existing_leaders_of_type
NAVY_LEADER_COST 5 cost for recruiting new leaders, 'this value' * number_of_existing_leaders_of_type
GOAL_COST_FACTOR 1.0 Multiplayer for cost of political goals
LEADER_TRAITS_XP_SHOW 0.05 Amount of XP a trait needs to be shown in tooltips of a leader.
REVOLTER_PARTY_POPULARITY 0.4 Revolter party loses 80% popularity when the civil war breaks out
MIN_OVERTHROWN_GOVERNMENT_SUPPORT_RATIO 0.4 Min possible support for new government after puppeting the government
NUM_OCCUPATION_POLICIES 4 Number of potential occupation policies
DEFAULT_OCCUPATION_POLICY 1 Default value for occupation policy
INSTANT_WIN_REVOLTER_POPULARITY_RATIO 0.4 Min party popularity for instant win in one province state
INSTANT_WIN_POPULARITY_WIN 50 New party popularity

NBuildings

Name Default Comment
ANTI_AIR_SUPERIORITY_MULT 5.0 How much air superiority reduction to the enemy does our AA guns? Normally each building level = -1 reduction. With this multiplier.
MAX_BUILDING_LEVELS 15 Max levels a building can have.
AIRBASE_CAPACITY_MULT 200 Each level of airbase building multiplied by this, gives capacity (max operational value). Value is int. 1 for each airplane.
ROCKETSITE_CAPACITY_MULT 100 Each level of rocketsite building multiplied by this, gives capacity (max operational value). Value is int. 1 for each rocket.
NAVALBASE_REPAIR_MULT 0.05 Each level of navalbase building repairs X strength and can repair as many ships as its level
RADAR_RANGE_BASE 20 Radar range base, first level radar will be this + min, best radar will be this + max
RADAR_RANGE_MIN 20 Radar range (from state center to province center) in measure of map pixels. Excluding techs.
RADAR_RANGE_MAX 200 Range is interpolated between building levels 1-15.
RADAR_INTEL_EFFECT 40 Province covered by radar increases intel by 10 (where 255 is max). Province may be covered by multiple radars, then the value sums up.
SABOTAGE_FACTORY_DAMAGE 100.0 How much damage takes a factory building in sabotage when state is occupied. Damage is mult by (1 + resistance strength), i.e. up to 2 x base value.
BASE_FACTORY_REPAIR 0.3 Default repair rate before factories are taken into account
BASE_FACTORY_REPAIR_FACTOR 2.0 Factory speed modifier when repairing.
SUPPLY_PORT_LEVEL_THROUGHPUT 3 supply throughput per level of naval base
INFRA_TO_SUPPLY 2
INFRA_TO_SUPPLY_COEFF 1
MAX_SHARED_SLOTS 25 Max slots shared by factories
OWNER_CHANGE_EXTRA_SHARED_SLOTS_FACTOR 0.5 Scale factor of extra shared slots when state owner change.
DESTRUCTION_COOLDOWN_IN_WAR 30 Number of days cooldown between removal of buildings in war times
INFRASTRUCTURE_RESOURCE_BONUS 0.1 multiplicative resource bonus for each level of (non damaged) infrastructure

NDeployment

Name Default Comment
BASE_DEPLOYMENT_TRAINING 1 Base training done each day during deployment.

NMilitary

Name Default Comment
COMBAT_VALUE_ORG_IMPORTANCE 1 Multiplier on TotalOrganisation when determining the combat value of a division
COMBAT_VALUE_STR_IMPORTANCE 1 Multiplier on TotalStrength when determining the combat value of a division
HOURLY_ORG_MOVEMENT_IMPACT -0.2 how much org is lost every hour while moving an army.
ZERO_ORG_MOVEMENT_MODIFIER -0.8 speed impact at 0 org.
INFRA_ORG_IMPACT 0.5 scale factor of infra on org regain.
INFRASTRUCTURE_MOVEMENT_SPEED_IMPACT -0.05 speed penalty per infrastructure below maximum.
WAR_SCORE_LOSSES_RATIO 0.1 Scale how much losses will affect warscore ( per 1000 losses ).
WAR_SCORE_LOSSES_MULT_IF_CAPITULATED 0.5 How much your losses count towards warscore if you have capitulated.
WAR_SCORE_AIR_WORTH 0.05 how much strategic bombing will affect warscore
WAR_SCORE_AIR_WORTH_CAP 1000 the warscore limit we get from strategic bombing
WAR_SCORE_AIR_MONTHLY_FALLOFF 10 how much the warscore we got from the strategic bombing falls off every month.
CORPS_COMMANDER_DIVISIONS_CAP 24 how many divisions a corps commander is limited to. 0 = inf, < 0 = blocked
DIVISION_SIZE_FOR_XP 8 how many battalions should a division have to count as a full divisions when calculating XP stuff
CORPS_COMMANDER_ARMIES_CAP -1 how many armies a corps commander is limited to. 0 = inf, < 0 = blocked
FIELD_MARSHAL_DIVISIONS_CAP 24 how many divisions a field marshall is limited to. 0 = inf, < 0 = blocked
FIELD_MARSHAL_ARMIES_CAP 5 how many armies a field marshall is limited to. 0 = inf, < 0 = blocked
UNIT_LEADER_GENERATION_CAPITAL_CONTINENT_FACTOR 100 Integer factor to multiply manpower.
RECON_SKILL_IMPACT 5 how many skillpoints is a recon advantage worth when picking a tactic.
MAX_DIVISION_BRIGADE_WIDTH 5 Max width of regiments in division designer.
MAX_DIVISION_BRIGADE_HEIGHT 5 Max height of regiments in division designer.
MAX_DIVISION_SUPPORT_WIDTH 1 Max width of support in division designer.
MAX_DIVISION_SUPPORT_HEIGHT 5 Max height of support in division designer.
BASE_DIVISION_BRIGADE_GROUP_COST 20 Base cost to unlock a regiment slot,
BASE_DIVISION_BRIGADE_CHANGE_COST 5 Base cost to change a regiment column.
BASE_DIVISION_SUPPORT_SLOT_COST 10 Base cost to unlock a support slot
MAX_ARMY_EXPERIENCE 500 Max army experience a country can store
MAX_NAVY_EXPERIENCE 500 Max navy experience a country can store
MAX_AIR_EXPERIENCE 500 Max air experience a country can store
COMBAT_MINIMUM_TIME 4 Shortest time possible for a combat in hours
SPOTTING_QUALITY_DROP_HOURS 4 Each X hours the intel quality drops after unit was spotted.
LEADER_GROUP_MAX_SIZE 1000 Max slots for leader groups.
MIN_SUPPLY_CONSUMPTION 0.05 minimum value of supply consumption that a unit can get
LAND_COMBAT_ORG_DICE_SIZE 4 nr of damage dice
LAND_COMBAT_STR_DICE_SIZE 2 nr of damage dice
LAND_COMBAT_STR_DAMAGE_MODIFIER 0.05 global damage modifier... but some equipment is returned at end of battles see : EQUIPMENT_COMBAT_LOSS_FACTOR
LAND_COMBAT_ORG_DAMAGE_MODIFIER 0.05 global damage modifier
LAND_AIR_COMBAT_STR_DAMAGE_MODIFIER 0.04 air global damage modifier
LAND_AIR_COMBAT_ORG_DAMAGE_MODIFIER 0.04 global damage modifier
LAND_AIR_COMBAT_MAX_PLANES_PER_ENEMY_WIDTH 3 how many CAS/TAC can enter a combat depending on enemy width there
LAND_COMBAT_STR_ARMOR_ON_SOFT_DICE_SIZE 2 extra damage dice if our armor outclasses enemy
LAND_COMBAT_ORG_ARMOR_ON_SOFT_DICE_SIZE 6 extra damage dice if our armor outclasses enemy
LAND_COMBAT_STR_ARMOR_DEFLECTION_FACTOR 0.5 damage reduction if armor outclassing enemy
LAND_COMBAT_ORG_ARMOR_DEFLECTION_FACTOR 0.5 damage reduction if armor outclassing enemy
LAND_COMBAT_COLLATERAL_FACTOR 0.005 Factor to scale collateral damage to infra and forts with.
LAND_COMBAT_FORT_DAMAGE_CHANCE 5 chance to get a hit to damage on forts. (out of 100)
ATTRITION_DAMAGE_ORG 0.1 damage from attrition to Organisation
ATTRITION_EQUIPMENT_LOSS_CHANCE 0.1 Chance for losing equipment when suffer attrition. Scaled up the stronger attrition is. Then scaled down by equipment reliability.
ATTRITION_EQUIPMENT_PER_TYPE_LOSS_CHANCE 0.1 Chance for losing equipment when suffer attrition. Scaled up the stronger attrition is. Then scaled down by equipment reliability.
ATTRITION_WHILE_MOVING_FACTOR 1
BASE_CHANCE_TO_AVOID_HIT 90 Base chance to avoid hit if defences left.
CHANCE_TO_AVOID_HIT_AT_NO_DEF 60 chance to avoid hit if no defences left.
COMBAT_MOVEMENT_SPEED 0.33 speed reduction base modifier in combat
TACTIC_SWAP_FREQUENCEY 12 hours between tactic swaps
INITIATIVE_PICK_COUNTER_ADVANTAGE_FACTOR 0.35 advantage per leader level for picking a counter
BASE_COMBAT_WIDTH 80 base combat width
ADDITIONAL_COMBAT_WIDTH 40 more opened up by support attack
AMPHIBIOUS_INVADE_MOVEMENT_COST 24.0 total progress cost of movement while amphibious invading
LAND_SPEED_MODIFIER 0.05 basic speed control
RIVER_CROSSING_PENALTY -0.3 small river crossing
RIVER_CROSSING_PENALTY_LARGE -0.6 large river crossing
RIVER_CROSSING_SPEED_PENALTY -0.25 small river crossing
RIVER_CROSSING_SPEED_PENALTY_LARGE -0.5 large river crossing
RIVER_SMALL_START_INDEX 0 color indices for rivers
RIVER_SMALL_STOP_INDEX 6
RIVER_LARGE_STOP_INDEX 11
BASE_FORT_PENALTY -0.15 fort penalty
MULTIPLE_COMBATS_PENALTY -0.5 defender penalty if attacked from multiple directions
DIG_IN_FACTOR 0.02 bonus factor for each dug-in level
ARMY_LEADER_XP_GAIN_PER_UNIT_IN_COMBAT 0.1 XP gain per unit in combat
CONSTANT_XP_RATIO_FOR_MULTIPLE_LEADERS_IN_SAME_COMBAT 0.5 if there are multiple leaders in same combat, each one gets thisratio + 1-thisratio/num leaders. amount of xp each general gets scales 1 0.75 0.66 etc for 1 2 3 generals
BASE_LEADER_TRAIT_GAIN_XP 0.45 Base xp gain for traits per hour for armies
MAX_NUM_TRAITS -1 cant have more, -1 to disable
ENEMY_AIR_SUPERIORITY_IMPACT -0.35 effect on defense due to enemy air superiority
ENEMY_AIR_SUPERIORITY_DEFENSE 0.70 more AA attack will approach this amount of help (diminishing returns)
ENEMY_AIR_SUPERIORITY_DEFENSE_STEEPNESS 112 how quickly defense approaches the max impact diminishing returns curve
ENEMY_AIR_SUPERIORITY_SPEED_IMPACT -0.3 effect on speed due to enemy air superiority
ANTI_AIR_TARGETTING_TO_CHANCE 0.07 Balancing value to determine the chance of ground AA hitting an attacking airplane, affecting both the effective average damage done by AA to airplanes, and the reduction of damage done by airplanes due to AA support
ANTI_AIR_ATTACK_TO_AMOUNT 0.005 Balancing value to convert equipment stat anti_air_attack to the random % value of airplanes being hit.
ENCIRCLED_PENALTY -0.3 penalty when completely encircled
WARSCORE_WINNER_FACTOR 1 Warscore effect on winners
WARSCORE_DEFENDER_FACTOR 0.3 Warscore effect on defender
WARSCORE_LOSS_FACTOR 0.2 Warscore effect on losing
WARSCORE_TOTAL_FACTOR 3 Warscore balancing value
WARSCORE_PROVINCE_FACTOR 0.2 Warscore effect from province
WARSCORE_MIN_HOURS 48 minimum hours
UNIT_EXPERIENCE_PER_COMBAT_HOUR 0.0001
UNIT_EXPERIENCE_SCALE 1.0
UNIT_EXPERIENCE_PER_TRAINING_DAY 0.0015
TRAINING_MAX_LEVEL 2
DEPLOY_TRAINING_MAX_LEVEL 1
TRAINING_EXPERIENCE_SCALE 62.0
TRAINING_ORG 0.2
ARMY_EXP_BASE_LEVEL 1
UNIT_EXP_LEVELS {0.1, 0.3, 0.75, 0.9} Experience needed to progress to the next level
FIELD_EXPERIENCE_SCALE 0.002
FIELD_EXPERIENCE_MAX_PER_DAY 3 Most xp you can gain per day
EXPEDITIONARY_FIELD_EXPERIENCE_SCALE 0.5 reduction factor in Xp from expeditionary forces
LEND_LEASE_FIELD_EXPERIENCE_SCALE 0.005 Experience scale for lend leased equipment used in combat.
LEADER_EXPERIENCE_SCALE 1.0
SLOWEST_SPEED 4
REINFORCEMENT_REQUEST_MAX_WAITING_DAYS 14 Every X days the equipment will be sent, regardless if still didn't produced all that has been requested.
REINFORCEMENT_REQUEST_DAYS_FREQUENCY 7 How many days must pass until we may give another reinforcement request
EXPERIENCE_COMBAT_FACTOR 0.25
ALERT_VERY_LOW_SUPPLY_LEVEL 0.3 At which point we show up the low and very low supply level alert. Value is in % of supplies supported vs required.
ALERT_LOW_SUPPLY_LEVEL 0.9
UNIT_DIGIN_CAP 5 you can dig you can dig in until hitting max bonus
UNIT_DIGIN_SPEED 1 you can dig a day.
PARACHUTE_FAILED_EQUIPMENT_DIV 50.0 When the transport plane was shot down, we drop unit with almost NONE equipment
PARACHUTE_FAILED_MANPOWER_DIV 100.0 When the transport plane was shot down, we drop unit with almost NONE manpower
PARACHUTE_FAILED_STR_DIV 10.0 When the transport plane was shot down, we drop unit with almost NONE strength
PARACHUTE_DISRUPTED_EQUIPMENT_DIV 1.5 When the transport plane was hit, we drop unit with reduced equipment. Penalty is higher as more hits was received (and AA guns was in the state).
PARACHUTE_DISRUPTED_MANPOWER_DIV 1.9 When the transport plane was hit, we drop unit with reduced manpower. Penalty is higher as more hits was received (and AA guns was in the state).
PARACHUTE_DISRUPTED_STR_DIV 2.2 When the transport plane was hit, we drop unit with reduced strength. Penalty is higher as more hits was received (and AA guns was in the state).
PARACHUTE_PENALTY_RANDOMNESS 0.1 Random factor for str,manpower,eq penalties.
PARACHUTE_DISRUPTED_AA_PENALTY 1 How much the Air defence in the state (from AA buildings level * air_defence) is scaled to affect overall disruption (equipment,manpower,str).
PARACHUTE_COMPLETE_ORG 0.1 Organisation value (in %) after unit being dropped, regardless if failed, disrupted, or successful.
PARACHUTE_ORG_REGAIN_PENALTY_DURATION 120 penalty in org regain after being parachuted. Value is in hours.
PARACHUTE_ORG_REGAIN_PENALTY_MULT -0.8 penalty to org regain after being parachuted.
SHIP_MORALE_TO_ORG_REGAIN_BASE 0.2 Base org regain per hour
BASE_NIGHT_ATTACK_PENALTY -0.5
EXILE_EQUIPMENT 1.0 Amount of equipment to keep
EXILE_ORG 0.0 Amount of org to keep
EXPERIENCE_LOSS_FACTOR 1.00 percentage of experienced solders who die when manpower is removed
EQUIPMENT_COMBAT_LOSS_FACTOR 0.7 % of equipment lost to strength ratio in combat, so some % is returned if below 1
SUPPLY_USE_FACTOR_MOVING 1.5 supply use when moving/fighting vs inactive
SUPPLY_USE_FACTOR_INACTIVE 0.95
SUPPLY_GRACE 72 troops always carry 3 days of food and supply
SUPPLY_GRACE_MAX_REDUCE_PER_HOUR 2 supply grace is not decreased instantly when it is buffed temporarily and buff is removed
MAX_OUT_OF_SUPPLY_DAYS 30 how many days of shitty supply until max penalty achieved
OUT_OF_SUPPLY_ATTRITION 0.3 max attrition when out of supply
OUT_OF_SUPPLY_SPEED -0.8 max speed reduction from supply
NON_CORE_SUPPLY_SPEED -0.5 we are not running on our own VP supply so need to steal stuff along the way
NON_CORE_SUPPLY_AIR_SPEED -0.25 we are not running on our own VP supply so need to steal stuff along the way, a bit less due to air supply
OUT_OF_SUPPLY_MORALE -0.3 max org regain reduction from supply
TRAINING_ATTRITION 0.06 amount of extra attrition from being in training
TRAINING_MIN_STRENGTH 0.1 if strength is less than this, the unit will pause training until it's been reinforced
AIR_SUPPORT_BASE 0.25 CAS bonus factor for air support modified for land unit in combat
LOW_SUPPLY 0.99 When the supply status of an unit becomes low.
BORDER_WAR_ATTRITION_FACTOR 0.1 How much of borderwar balance of power makes it into attrition
BORDER_WAR_VICTORY 0.8 At wich border war balance of power is victory declared
REINFORCE_CHANCE 0.02 base chance to join combat from back line when empty
SPEED_REINFORCEMENT_BONUS 0.01 chance to join combat bonus by each 100% larger than infantry base (up to 200%)
OVERSEAS_LOSE_EQUIPMENT_FACTOR 0.75 percentage of equipment lost disbanded overseas
ENCIRCLED_DISBAND_MANPOWER_FACTOR 0.2 percentage of manpower returned when an encircled unit is disbanded
ORG_LOSS_FACTOR_ON_CONQUER 0.2 percentage of (max) org loss on takign enemy province
LOW_ORG_FOR_ATTACK 0.5 at what org % we start affecting speed when doign hostile moves. scales down ZERO_ORG_MOVEMENT_MODIFIER
PLANNING_DECAY 0.01
PLAYER_ORDER_PLANNING_DECAY 0.03 Amount of planning lost due to player manual order
PLANNING_GAIN 0.02
PLANNING_MAX 0.3 can get more from techs
CIVILWAR_ORGANIZATION_FACTOR 0.3 Multiplier of org for both sides when civilwar.
PLAN_CONSIDERED_GOOD 0.25 Plan evaluations above this value are considered more or less safe
PLAN_CONSIDERED_BAD -0.25 Plan evaluations below this value are considered unsafe
PLAN_MIN_AUTOMATED_EMPTY_POCKET_SIZE 2 The battle plan system will only automatically attack provinces in pockets that has no resistance and are no bigger than these many provinces
PLAN_SPREAD_ATTACK_WEIGHT 13.0 The higher the value, the less it should crowd provinces with multiple attacks.
PLAN_NEIGHBORING_ENEMY_PROVINCE_FACTOR 0.7 When calculating the importance of provinces, it takes number of enemy provinces into account, factored by this
PLAN_PROVINCE_BASE_IMPORTANCE 2.0 Used when calculating the value of front and defense area provinces for the battle plan system
PLAN_PROVINCE_LOW_VP_IMPORTANCE_AREA 2.0 Used when calculating the value of defense area in the battle plan system
PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_AREA 5.0 Used when calculating the value of defense area in the battle plan system
PLAN_PROVINCE_HIGH_VP_IMPORTANCE_AREA 10.0 Used when calculating the value of defense area in the battle plan system
PLAN_PROVINCE_CAPITAL_IMPORTANCE_AREA 50.0 Used when calculating the value of defense area in the battle plan system
MIN_VP_NEEDED_FOR_DEFENSE_ORDER_ASSIGNMENTS 1.0 If a province has more than this VP, unit controller will try to assign units that prov
PLAN_PROVINCE_LOW_VP_IMPORTANCE_FRONT 2.0 Used when calculating the value of fronts in the battle plan system
PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_FRONT 2.25 Used when calculating the value of fronts in the battle plan system
PLAN_PROVINCE_HIGH_VP_IMPORTANCE_FRONT 2.75 Used when calculating the value of fronts in the battle plan system
PLAN_SHARED_FRONT_PROV_IMPORTANCE_FACTOR 0.8 If front orders share end provinces, they should each have a somewhat reduced prio due to it being shared.
PLAN_PORVINCE_PORT_BASE_IMPORTANCE 12.0 Added importance for area defense province with a port
PLAN_PORVINCE_PORT_LEVEL_FACTOR 1.5 Bonus factor for port level
PLAN_PORVINCE_AIRFIELD_BASE_IMPORTANCE 3.0 Added importance for area defense province with air field
PLAN_PORVINCE_AIRFIELD_POPULATED_FACTOR 1.5 Bonus factor when an airfield has planes on it
PLAN_PORVINCE_AIRFIELD_LEVEL_FACTOR 0.25 Bonus factor for airfield level
PLAN_PORVINCE_RESISTANCE_BASE_IMPORTANCE 10.0 Used when calculating the value of defense area provinces for the battle plan system (factored by resistance level)
PLAN_AREA_DEFENSE_ENEMY_CONTROLLER_SCORE 15.0 Score applied to provinces in the defense area order controlled by enemies
PLAN_AREA_DEFENSE_ENEMY_UNIT_FACTOR -2.0 Factor applied to province score in area defense order per enemy unit in that province
PLAN_AREA_DEFENSE_FORT_IMPORTANCE 0.25 Used when calculating the value of defense area provinces for the battle plan system, works as multipliers on the rest
PLAN_AREA_DEFENSE_COASTAL_FORT_IMPORTANCE 3.0 Used when calculating the value of defense area provinces for the battle plan system
PLAN_AREA_DEFENSE_COAST_NO_FORT_IMPORTANCE 1.1 Used when calculating the value of defense area provinces for the battle plan system
PLAN_STICKINESS_FACTOR 100.0 Factor used in unitcontroller when prioritizing units for locations
PLAN_PROVINCE_PRIO_DISTRIBUTION_MIN 0.8 Lowest fraction of divisions that will be distributed based on province priority
PLAN_PROVINCE_PRIO_DISTRIBUTION_MAX 1.0 Highest fraction of divisions that will be distributed based on province priority
PLAN_PROVINCE_PRIO_DISTRIBUTION_DPP_HIGH 4.0 At what divisions per province should we use PLAN_PROVINCE_PRIO_DISTRIBUTION_MIN
PLAN_PROVINCE_PRIO_DISTRIBUTION_DPP_LOW 2.0 At what divisions per province should we use PLAN_PROVINCE_PRIO_DISTRIBUTION_MAX
PLAN_EXECUTE_CAREFUL_LIMIT 25 When looking for an attach target, this score limit is required in the battle plan to consider province for attack
PLAN_EXECUTE_BALANCED_LIMIT 0 When looking for an attach target, this score limit is required in the battle plan to consider province for attack
PLAN_EXECUTE_RUSH -200 When looking for an attach target, this score limit is required in the battle plan to consider province for attack
PLAN_EXECUTE_CAREFUL_MAX_FORT 5 If execution mode is set to careful, units will not attack provinces with fort levels greater than or equal to this
PLAN_MAX_PROGRESS_TO_JOIN 0.50 If Lower progress than this, probably needs support
PLAN_BLITZ_OPTIMISM 0.2 Additional combat balance value in favor of blitzing side when considering targets (not a combat bonus, just offsets planning)
FLANKED_PROVINCES_COUNT 3 Attacker has to attack from that many provinces for the attack to be considered as flanking
NUKE_MIN_DAMAGE_PERCENT 0.1 Minimum damage from nukes as a percentage of current strength/organisation
NUKE_MAX_DAMAGE_PERCENT 0.9 Minimum damage from nukes as a percentage of current strength/organisation
EQUIPMENT_REPLACEMENT_RATIO 0.1 Equipment min ratio after blocking the equipment type
NUKE_DELAY_HOURS 12 How many hours does it take for the nuclear drop to happen
PARADROP_PENALTY -0.3 Combat penalty when recently paradropped
PARADROP_HOURS 48 time paratroopers suffer penalties in combat
COMBAT_SUPPLY_LACK_IMPACT -0.33 combat penalty if out of supply
COMBAT_STACKING_START 8 at what nr of divisions stacking penalty starts
COMBAT_STACKING_EXTRA 4 extra stacking from directions
COMBAT_STACKING_PENALTY -0.02 how much stacking penalty per division
COMBAT_OVER_WIDTH_PENALTY -2 over combat width penalty per %.
COMBAT_OVER_WIDTH_PENALTY_MAX -0.33 over combat width max (when you cant join no more).
RETREAT_SPEED_FACTOR 0.25 speed bonus when retreating
WITHDRAWING_SPEED_FACTOR 0.15 speed bonus when withdrawing
STRATEGIC_SPEED_BASE 10.0 Speed of strategic redeployment
STRATEGIC_INFRA_SPEED 10.0 Max of additional speed gained through level for strategic redeployment per infra
STRATEGIC_REDEPLOY_ORG_RATIO 0.1 Ratio of max org while strategic redeployment
BATALION_NOT_CHANGED_EXPERIENCE_DROP 0.0 Division experience drop if unit has same battalion
BATALION_CHANGED_EXPERIENCE_DROP 0.5 Division experience drop if unit has different battalion
ARMOR_VS_AVERAGE 0.3 how to weight in highest armor & pen vs the division average
PEN_VS_AVERAGE 0.4
LAND_EQUIPMENT_BASE_COST 10 Cost in XP to upgrade a piece of equipment one level is base + ( total levels * ramp )
LAND_EQUIPMENT_RAMP_COST 5
NAVAL_EQUIPMENT_BASE_COST 25
NAVAL_EQUIPMENT_RAMP_COST 5
AIR_EQUIPMENT_BASE_COST 25
AIR_EQUIPMENT_RAMP_COST 5
FASTER_ORG_REGAIN_LEVEL 0.25
FASTER_ORG_REGAIN_MULT 1.0
SLOWER_ORG_REGAIN_LEVEL 0.75
SLOWER_ORG_REGAIN_MULT -0.5
DISBAND_MANPOWER_LOSS 0.7
MIN_DIVISION_DEPLOYMENT_TRAINING 0.2 Min level of division training
FRONT_MIN_PATH_TO_REDEPLOY 8 If a units path is at least this long to reach its front location, it will strategically redeploy.
ARMY_INITIATIVE_REINFORCE_FACTOR 0.25 scales initiative for reinforce chance
BASE_CAPTURE_EQUIPMENT_RATIO 0.0 after a successful land combat, ratio of the equipments that are being captured/salvaged from enemy's lost equipment
ACCLIMATIZATION_IN_COMBAT_SPEED_FACTOR 3 Acclimatization speed multiplier while being in combat.
ACCLIMATIZATION_SPEED_GAIN 0.15 A variable used to balance the overall speed of gaining the acclimatization
ACCLIMATIZATION_LOSS_SPEED_FACTOR 2.0 Loosing one acclimatization while being under affect of the opposite climate should cause it to drop down much faster than gaining.
PROMOTE_LEADER_CP_COST 30.0 cost of promoting a leader
FIELD_MARSHAL_ARMY_BONUS_RATIO 0.5 ratio to apply regular bonuses FM bonuses to armies
FIELD_MARSHAL_XP_RATIO 0.25 xp gain ratio for army group leaders
GARRISON_ORDER_ARMY_CAP_FACTOR 3.0 armies gets increased cap when they are garrisoned
COMMANDER_LEVEL_UP_STAT_COUNT 3 num stats gained on level up
COMMANDER_LEVEL_UP_STAT_WEIGHTS {
5,
5,
5,
5
}
level up stat random base weights:
attack;
defense;
planning;
logistics
.
NAVY_LEADER_LEVEL_UP_STAT_WEIGHTS {
5,
5,
5,
5
}
level up stat random base weights:
attack;
defense;
maneuvering;
coordination
.
UNIT_LEADER_INITIAL_TRAIT_SLOT {
1.0,
0.0,
1.0,
0.0
}
trait slot for 0 level leader:
field marshal;
corps commander;
navy general;
operative
.
UNIT_LEADER_TRAIT_SLOT_PER_LEVEL {
0.5,
0.5,
0.5,
0.0
}
num extra traits on each level:
field marshal;
corps commander;
navy general;
operative
.
HOURS_REQ_REJOIN_BORDER_WAR_FOR_INJURED_UNITS 336 minimum hours required for units to rejoin border wars
NEW_COMMANDER_RANDOM_PERSONALITY_TRAIT_CHANCES {
0.5,
1.5
}
chances to gain a personality trait for new generals:
50% for first trait;
15% for second trait after that
.
NEW_COMMANDER_RANDOM_BASIC_TRAIT_CHANCES chances to gain a basic trait for new generals
NEW_COMMANDER_RANDOM_STATUS_TRAIT_CHANCES chances to gain a status trait for new generals
NEW_OPERATIVE_RANDOM_PERSONALITY_TRAIT_CHANCES {
0.5,
0.1
}
chances to gain a personality trait for new operatives:
50% for first trait;
10% for second trait after that
.
NEW_OPERATIVE_RANDOM_BASIC_TRAIT_CHANCES {
0.25,
0.05
}
chances to gain a basic trait for new operatives:
25% for first trait;
5% for second trait after that
.
NEW_OPERATIVE_RANDOM_STATUS_TRAIT_CHANCES chances to gain a status trait for new operatives
NEW_COMMANDER_RANDOM_SKILL_CHANCES chances to give a random stat skill for new operatives
NEW_NAVY_LEADER_RANDOM_SKILL_CHANCES chances to give a random stat skill point for a new admiral
UNIT_LEADER_MODIFIER_COOLDOWN_ON_GROUP_CHANGE 15 time in days for a unit leader to regain its modifiers
UNIT_LEADER_ASSIGN_TRAIT_COST 15.0 cost to assign a new trait to a unit leader
ATTACHED_WINGS_ORDER_UPDATE_DAYS 5 Days until the attached wing will update the order
BORDER_WAR_WIN_DAYS_AGAINST_EMPTY_OPPONENTS 14 border wars will be automatically won if no opponent shows up for this duration
MAX_RELATIVE_COMBAT_DAMAGE_TO_MODIFY_XP 4.0 you gain more XP if you are doing more damage relative to enemy, this is the max relative amount to gain following RATe
XP_GAIN_FACTOR_FOR_MAX_RELATIVE_COMBAT_DAMAGE 4.0 XP factor scaling for max relative combat damage
XP_DECAY_RATE_PER_HOUR_IN_COMBAT 0.03 you get reduced XP as combat drags
MIN_XP_RATE_TO_DECAY 0.1 minimum XP factor for dragged combats
XP_GAIN_PER_OVERRUN_UNIT 35.0 fixed XP gain per overrun unit
XP_GAIN_FOR_SHATTERING 35.0 fixed XP gain per shattered unit
UNIT_UPKEEP_ATTRITION 0.00 Constant attrition value applied to armies.
FUEL_PENALTY_START_RATIO 0.25 ratio of fuel in an army to start getting penalties
SURPLUS_SUPPLY_RATIO_FOR_ZERO_FUEL_FLOW 0.5 if a supply chunk has more supply needed than this ratio + 1 compared to its max supply flow, the units inside the chunk will get no fuel
ARMY_MAX_FUEL_FLOW_MULT 2.0 max fuel ratio that an army can get per hour, multiplied by supply situation
ARMY_FUEL_COST_MULT 0.5 fuel cost multiplier for all army related stuff
ARMY_COMBAT_FUEL_MULT 1.0 fuel consumption ratio in combat (plus ARMY_MOVEMENT_FUEL_MULT if you are also moving. ie offensive combat)
ARMY_TRAINING_FUEL_MULT 1.0 fuel consumption ratio while training
ARMY_MOVEMENT_FUEL_MULT 1.0 fuel consumption ratio while moving
ARMY_NAVAL_TRANSFER_FUEL_MULT 0.0 fuel consumption ratio while naval transferring
ARMY_STRATEGIC_DEPLOYMENT_FUEL_MULT 0.0 fuel consumption ratio while doing strategic deployment
ARMY_IDLE_FUEL_MULT 0.0 fuel consumption ratio while just existing
FUEL_EFFICIENCY_RAID_MULTIPLIER 1.0 convoy raid multiplier for fuel sunk
FUEL_FLOW_PENALTY_FOR_SUPPLY_CHUNK_EDGE_RATIO 0.5 supply flow that is limited by control of incoming edge provinces will have lesser effect on fuel flow
OUT_OF_FUEL_EQUIPMENT_MULT 0.1 ratio of the stats that you get from equipments that uses fuel and you lack it
OUT_OF_FUEL_SPEED_MULT 0.4 speed mult that armies get when out of fuel
OUT_OF_FUEL_TRAINING_XP_GAIN_MULT 0.0 xp gain mult from training when a unit is out of fuel
FUEL_CAPACITY_DEFAULT_HOURS 96 default capacity if not specified

NAir

Name Default Comment
AIR_WING_FLIGHT_SPEED_MULT 0.02 Global speed multiplier for airplanes (affects fe.transferring to another base)
AIR_WING_MAX_STATS_ATTACK 100 Max stats
AIR_WING_MAX_STATS_DEFENCE 100
AIR_WING_MAX_STATS_AGILITY 100
AIR_WING_MAX_STATS_SPEED 1500
AIR_WING_MAX_STATS_BOMBING 100
AIR_WING_MAX_SIZE 1000 Max amount of airplanes in wing
AIR_WING_BOMB_DAMAGE_FACTOR 2 Used to balance the damage done while bombing.
COMBAT_STAT_IMPORTANCE_SPEED 1 How important is speed when comparing stats.
COMBAT_STAT_IMPORTANCE_AGILITY 1 How important is agility when comparing stats.
BIGGEST_AGILITY_FACTOR_DIFF 2.5 biggest factor difference in agility for doing damage (caps to this)
COMBAT_DAMAGE_STATS_MULTILIER 0.3
COMBAT_BETTER_AGILITY_DAMAGE_REDUCTION 0.45 How much the better agility (then opponent's) can reduce their damage to us.
COMBAT_MAX_WINGS_AT_ONCE 10000 Max amount of air wings in one combat simulation. The higher value, the quicker countries may loose their wings. It's a gameplay balance value.
COMBAT_MAX_WINGS_AT_GROUND_ATTACK 10000 we can really pounce a land strike and escalate
COMBAT_MAX_WINGS_AT_ONCE_PORT_STRIKE 10000 we can really pounce a naval strike and escalate
AIR_REGION_SUPERIORITY_PIXEL_SCALE 0.04 air superiority scale = superiority/(pixels*this)
COMBAT_MULTIPLANE_CAP 3.0 How many planes can shoot at each plane on other side ( if there are 100 planes we are attacking COMBAT_MULTIPLANE_CAP * 100 of our planes can shoot )
COMBAT_DAMAGE_SCALE 0.1 Higher value = more shot down planes
COMBAT_DAMAGE_SCALE_CARRIER 5 same as above but used inside naval combat for carrier battles
DETECT_CHANCE_FROM_OCCUPATION 0.10 How much the controlled provinces in area affects the air detection base value.
DETECT_CHANCE_FROM_RADARS 0.5 How much the radars in area affects detection chance.
DETECT_CHANCE_FROM_AIRCRAFTS_EFFECTIVE_COUNT 3000 Max amount of aircrafts in region to give full detection bonus.
DETECT_CHANCE_FROM_AIRCRAFTS 0.8 How much aircrafts in region improves air detection (up to effective count).
DETECT_CHANCE_FROM_NIGHT -0.2 How much the night can reduce the air detection. (see static modifiers to check how weather affects it too.)
DETECT_EFFICIENCY_BASE 0.1 Base value for detection efficiency (once something detected, efficiency says how many airplanes was detected).
DETECT_EFFICIENCY_FROM_RADAR 0.7 How much radars affect the efficiency.
DETECT_EFFICIENCY_RANDOM_FACTOR 0.1 How much randomness is in amount of detected aircrafts.
DAY_NIGHT_COVERAGE_FACTOR 0.5 How much of the land in the region must be covered by night to consider doing night missions. The same with the day.
HOURS_DELAY_AFTER_EACH_COMBAT 4 How many hours needs the wing to be ready for the next combat. Use for tweaking if combats happens too often. (generally used as double because of roundtrip)
PORT_STRIKES_DELAY_MULTIPLIER 2 multiplies HOURS_DELAY_AFTER_EACH_COMBAT if port strikes
CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT 4 how often carrier planes do battle inside naval combat
NAVAL_STRIKE_TARGETTING_TO_AMOUNT 0.3 Balancing value to convert the naval_strike_targetting equipment stats to chances of how many airplanes managed to do successful strike.
NAVAL_STRIKE_DAMAGE_TO_STR 2.0 Balancing value to convert damage ( naval_strike_attack * hits ) to Strength reduction.
NAVAL_STRIKE_DAMAGE_TO_ORG 2.5 Balancing value to convert damage ( naval_strike_attack * hits ) to Organisation reduction.
NAVAL_STRIKE_CARRIER_MULTIPLIER 5.0 damage bonus when planes are in naval combat where their carrier is present (and can thus sortie faster and more effectively)
FIELD_EXPERIENCE_SCALE 0.001
FIELD_EXPERIENCE_MAX_PER_DAY 2 Most xp you can gain per day
CLOSE_AIR_SUPPORT_EXPERIENCE_SCALE 0.0005 How much the experience gained by CAS is scaled
PARADROP_EXPERIENCE_SCALE 0.03 How much the experience gained by paradropping is scaled
BOMBING_DAMAGE_EXPERIENCE_SCALE 0.0002 How much the experience gained by bombing is scaled
ACCIDENT_CHANCE_BASE 0.05 Base chance % (0 - 100) for accident to happen. Reduced with higher reliability stat.
ACCIDENT_CHANCE_CARRIER_MULT 2.0 The total accident chance is scaled up when it happens on the carrier ship.
ACCIDENT_CHANCE_BALANCE_MULT 0.5 Multiplier for balancing how often the air accident really happens. The higher mult, the more often.
ACCIDENT_EFFECT_MULT 0.005 Multiplier for balancing the effect of accidents
ACE_DEATH_CHANCE_BASE 0.003 Base chance % for ace pilot die when an airplane is shot down in the Ace wing.
ACE_DEATH_CHANCE_BASE 0.003 Base chance % for ace pilot die when an airplane is shot down in the Ace wing.
ACE_DEATH_BY_OTHER_ACE_CHANCE 1.0 chance to an ace dying by another ace if it was hit by ace in combat
ACE_DEATH_CHANCE_PLANES_MULT 0.001 The more airplanes was lost in a single airplanes (more bloody it was) the higher chance of Ace to die.
ACE_EARN_CHANCE_BASE 0.003 Base chance % for ace pilot to be created. Happens only when successfully kill airplane/ship or damage the buildings.
ACE_EARN_CHANCE_PLANES_MULT 0.001 The more airplanes the wing shots the higher chance of earning Ace.
AIR_AGILITY_TO_NAVAL_STRIKE_AGILITY 0.01 conversion factor to bring agility in line with ship AA
AIR_DAMAGE_TO_DIVISION_LOSSES 1.0 factor for conversion air damage to division losses for details statistics of air wings
AIR_NAVAL_KAMIKAZE_DAMAGE_MULT 20.0 Balancing value to increase usual damage to Strength for Kamikaze
AIR_NAVAL_KAMIKAZE_LOSSES_MULT 4.0 Balancing value to increase usual losses if Kamikaze participating in the battle
BASE_KAMIKAZE_DAMAGE 2.0 Base Kamikaze death rate
BASE_KAMIKAZE_TARGETING 2.0 Kamikaze can't be a bad target
BASE_STRATEGIC_BOMBING_HIT_SHIP_CHANCE 0.01 Chance to hit a ship in port when it is bombed.
BASE_STRATEGIC_BOMBING_HIT_SHIP_DAMAGE_FACTOR 50
BASE_STRATEGIC_BOMBING_HIT_PLANE_CHANCE 0.5 Chance to hit a plane in airbase when it is bombed.
BASE_STRATEGIC_BOMBING_HIT_PLANE_DAMAGE_FACTOR 0.2
STRATEGIC_BOMBER_NUKE_AIR_SUPERIORITY 0.75 How much air superiority is needed for a tactical bomber to be able to nuke a province
AGGRESSION_THRESHOLD {0.0, 0.25, 0.5} Threshold levels for mission aggressivity for air
ACE_WING_SIZE 100 size of wing ace bonuses are set up for. if lower more bonus, if higher less bonus
ACE_WING_SIZE_MAX_BONUS 10 biggest bonus we can get from having a small wing with an ace on
NO_SEARCH_MISSION_DETECT_FACTOR -0.5 value of planes not on active search missions for detection
SUPPLY_NEED_FACTOR 0.3 multiplies supply usage
SUPPLY_PRIO_FACTOR 100.0 Effect of supply need per unit for target province picking for air supply
CAPACITY_PENALTY 2 scales penalty of having overcrowded bases.
AIR_COMBAT_FINAL_DAMAGE_SCALE 0.015 % how many max disrupted only planes are allowed to die in a single combat
AIR_COMBAT_FINAL_DAMAGE_PLANES 50 scaling/control for when only very few planes exist to stop roundoff issues
AIR_COMBAT_FINAL_DAMAGE_PLANES_FACTOR 0.1
AA_INDUSTRY_AIR_DAMAGE_FACTOR -0.12 5x levels = 60% defense from bombing
NAVAL_STRIKE_DETECTION_BALANCE_FACTOR 0.7 Value used to scale the surface_visibility stats to balance the gameplay, so 100% detection chance still won't spam the strikes.
NAVAL_RECON_DETECTION_BALANCE_FACTOR 0.7 Value used to scale the surface_visibility stats to balance the gameplay, so 100% detection chance still won't spam spotting.
LEND_LEASED_EQUIPMENT_EXPERIENCE_GAIN 0.5 Value used for equipment
ANTI_AIR_PLANE_DAMAGE_FACTOR 0.8 Anti Air Gun Damage factor
ANTI_AIR_PLANE_DAMAGE_CHANCE 0.1 Anti Air Gun hit chance
ANTI_AIR_ATTACK_TO_DAMAGE_REDUCTION_FACTOR 1.0 Balancing value to convert equipment stat anti_air_attack to the damage reduction modifier apply to incoming air attacks against units with AA.
ANTI_AIR_MAXIMUM_DAMAGE_REDUCTION_FACTOR 0.75 Maximum damage reduction factor applied to incoming air attacks against units with AA.
AIR_DEPLOYMENT_DAYS 2 Days to deploy one air wing
PORT_STRIKE_ENEMY_SUPERIORITY_LIMIT 1.1 Min air superiority for performing of naval strike
NAVAL_STRIKE_BASE_STR_TO_PLANES_RATIO 0.03 Max airbombers to do port strike comparing to strength
NAVAL_COMBAT_EXTERNAL_PLANES_JOIN_RATIO 0.05 Max planes that can join a combat comparing to the total strength of the ships
NAVAL_COMBAT_EXTERNAL_PLANES_JOIN_RATIO_PER_DAY 0.2 max extra plane % that can join every day
NAVAL_COMBAT_EXTERNAL_PLANES_MIN_CAP 20 Min cap for planes that can join naval combat
AIR_MORE_GROUND_CREWS_COST 20.0 CP cost to maintain more ground crews
AIR_MORE_GROUND_CREWS_BOOST 0.1 Efficiency boost for more ground crews
EFFICIENCY_REGION_CHANGE_PENALTY_FACTOR 0.9 Penalty applied for changing region
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_DEFAULT 1 Default how much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_CAS 0.888 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_NAVAL_BOMBER 0.192 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_TACTICAL_BOMBER 0.192 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_FIGHTER 0.888 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_STRATEGIC_BOMBER 0.072 How much efficiency to regain per day. Gain applied hourly.
AIR_WING_XP_MAX 1000.0 Per plane XP.
AIR_WING_XP_LEVELS {100, 300, 700, 900} Experience needed to progress to the next level
AIR_WING_XP_LOSS_WHEN_KILLED 300 if a plane dies, the game assumes that a pilot with this amount of xp died and recalcs average.
AIR_WING_XP_TRAINING_MAX 300.0 Max average XP achieved with training.
AIR_WING_XP_TRAINING_MISSION_GAIN_DAILY 3.3 Daily gain when running training exercise mission
AIR_WING_XP_AIR_VS_AIR_COMBAT_GAIN 0.8 Wings in combat gain extra XP
AIR_WING_XP_GROUND_MISSION_COMPLETED_GAIN 0.28 Bombers bombing, CAS cassing, NBs nbing, kamikazees kamikazeeing, etc.
AIR_WING_XP_RECON_MISSION_COMPLETED_GAIN 0.05 recon mission
AIR_WING_COUNTRY_XP_FROM_TRAINING_FACTOR 0.005 Factor on country Air XP gained from wing training
AIR_WING_XP_TRAINING_MISSION_ACCIDENT_FACTOR 1.5 Training exercises cause more accidents
AIR_WING_XP_TRAINING_MISSION_ACCIDENT_FACTOR 1.5 Training exercises cause more accidents
AIR_WING_XP_LOSS_REDUCTION_OVER_FRIENDLY_TERRITORY_FACTOR 0.3 Reduction on XP loss over friendly territory
DISRUPTION_FACTOR 4.0 multiplier on disruption damage to scale its effects on planes
DISRUPTION_FACTOR_CARRIER 8.0 multiplier on disruption damage to scale its effects on carrier vs carrier planes
DISRUPTION_SPEED_FACTOR 1.0
DISRUPTION_AGILITY_FACTOR 0.0
DISRUPTION_ATTACK_FACTOR 0.0
DISRUPTION_DETECTION_FACTOR 1.0
ESCORT_FACTOR 2.0
ESCORT_SPEED_FACTOR 1.0
ESCORT_AGILITY_FACTOR 1.0
ESCORT_ATTACK_FACTOR 1.0
DISRUPTION_DEFENCE_DEFENCE_FACTOR 0.5
DISRUPTION_DEFENCE_SPEED_FACTOR 1.0
DISRUPTION_DEFENCE_ATTACK_FACTOR 0.5
CAS_NIGHT_ATTACK_FACTOR 0.1 CAS damaged get multiplied by this in land combats at night
MISSION_COMMAND_POWER_COSTS {
0.0,
0.0,
0.0,
0.0,
0.0,
0.0,
0.0,
0.0,
0.0,
0.3,
0.0,
0.0,
0.0,
0.0
}
command power cost per plane to create a mission:
AIR_SUPERIORITY;
CAS;
INTERCEPTION;
STRATEGIC_BOMBER;
NAVAL_BOMBER;
DROP_NUKE;
PARADROP;
NAVAL_KAMIKAZE;
PORT_STRIKE;
AIR_SUPPLY;
TRAINING;
NAVAL_MINES_PLANTING;
NAVAL_MINES_SWEEPING;
MISSION_RECON
.
MISSION_FUEL_COSTS {
1.0,
1.0,
0.2,
1.0,
1.0,
1.0,
1.0,
0.75,
1.2,
1.0,
0.8,
1.0,
1.0,
1.0
}
fuel cost per plane for each mission:
AIR_SUPERIORITY;
CAS;
INTERCEPTION;
STRATEGIC_BOMBER;
NAVAL_BOMBER;
DROP_NUKE;
PARADROP;
NAVAL_KAMIKAZE;
PORT_STRIKE;
AIR_SUPPLY;
TRAINING;
NAVAL_MINES_PLANTING;
NAVAL_MINES_SWEEPING;
MISSION_RECON
.
MAX_FUEL_FLOW_MULT 1.0 max fuel flow ratio for planes, which will be multiplied by supply
FUEL_COST_MULT 0.35 fuel multiplier for all air missions
MISSION_EFFICIENCY_MULT_AT_LACK_OF_FUEL 0.25 multiplier for mission efficiency when a base lacks fuel
BOMBING_TARGETING_RANDOM_FACTOR 0.25 % of picking the wrong target
BOMBING_PROV_BUILD_PRIO_SCALE 1.5 Scale of the selected priority for provincial buildings
BOMBING_STATE_BUILD_PRIO_SCALE 1.5 Scale of the selected priority for state buildings
BOMBING_INFRA_PRIO_SCALE 0.7 Scale of the selected priority for infrastructure
NAVAL_MINES_PLANTING_SPEED_MULT 0.025 Value used to overall balance of the speed of planting naval mines
NAVAL_MINES_SWEEPING_SPEED_MULT 0.025 Value used to overall balance of the speed of sweeping naval mines
NON_CORE_STRATEGIC_IMPACT 0.05 multiplier for strategic impact of non-core bombing
RECON_LAND_SPOT_CHANCE 0.02 scale factor on spotting land

NNavy

Name Default Comment
NAVAL_INVASION_PRIORITY 1 Default convoy priority for naval invasions
NAVAL_TRANSFER_PRIORITY 1 Default convoy priority for naval transports
SUPPLY_PRIORITY 2 Default convoy priority for supplying units via sea
RESOURCE_LENDLEASE_PRIORITY 3 Default convoy priority for export lend lease
RESOURCE_EXPORT_PRIORITY 4 Default convoy priority for export trade
RESOURCE_ORIGIN_PRIORITY 5 Default convoy priority for resources shipped internally
ADMIRAL_TASKFORCE_CAP 10 admirals will start getting penalties after this amount of taskforces
DETECTION_CHANCE_MULT_BASE 0.1 base multiplier value for detection chance. Later the chance is an average between our detection and enemy visibility, mult by surface/sub detection chance in the following defines.
DETECTION_CHANCE_MULT_RADAR_BONUS 0.1 detection chance bonus from radars.
DETECTION_CHANCE_MULT_AIR_SUPERIORITY_BONUS 0.25 bonus from air superiority.
MAX_CAPITALS_PER_AUTO_TASK_FORCE 5 maximum number of capital ships the auto-task force creation will put together when designing SurfaceActionGroup
MAX_SUBMARINES_PER_AUTO_TASK_FORCE 30 maximum number of submarines the auto-task force creation will put together when designing wolfpack
BEST_CAPITALS_TO_CARRIER_RATIO 1 capitals / carriers ratio used when auto-task force creation designs CarrierTaskForce
BEST_CAPITALS_TO_SCREENS_RATIO 0.25 capitals / screens ratio used for creating FEX groups in naval combat
COMBAT_BASE_HIT_CHANCE 0.1 base chance for hit
COMBAT_MIN_HIT_CHANCE 0.05 ever less hit chance then this?
COMBAT_EVASION_TO_HIT_CHANCE 0.007 we take ship evasion stats, and mult by this value, so it gives hit chance reduction. So if reduction is 0.025 and ship evasion = 10, then there will be 0.25 (25%) lower hit chance. (Fe. 50% base -25% from evasion +10% bcoz it's very close).
COMBAT_EVASION_TO_HIT_CHANCE_TORPEDO_MULT 10.0 the above evasion hit chance is multiplied by 100% if shooting with torpedos. Torpedoes are slow, so evasion matters more.
MIN_HIT_PROFILE_MULT 0.0 largest hit profile penalty to hitting
COMBAT_LOW_ORG_HIT_CHANCE_PENALTY -0.5 % of penalty applied to hit chance when ORG is very low.
COMBAT_LOW_MANPOWER_HIT_CHANCE_PENALTY -0.25 % of penalty applied to hit chance when manpower is very low.
COMBAT_DAMAGE_RANDOMNESS 0.3 random factor in damage. So if max damage is fe. 10, and randomness is 30%, then damage will be between 7-10.
COMBAT_TORPEDO_CRITICAL_CHANCE 0.2 chance for critical hit from torpedo.
COMBAT_TORPEDO_CRITICAL_DAMAGE_MULT 2.0 multiplier to damage when got critical hit from torpedo. (Critical hits are devastating as usually torpedo_attack are pretty high base values).
COMBAT_DAMAGE_TO_STR_FACTOR 0.6 casting damage value to ship strength multiplier. Use it or balance the game difficulty.
COMBAT_DAMAGE_TO_ORG_FACTOR 1.0 casting damage value to ship organisation multiplier. Use it to balance the game difficulty.
NAVY_MAX_XP 100
COMBAT_ESCAPING_SPEED_BALANCE 0.8 Same as above, but used to balance when escaping.
COMBAT_ON_THE_WAY_INIT_DISTANCE_BALANCE 0.25 Value to balance initial distance to arrive for ships that are "on the way"
COMBAT_CHASE_RESIGNATION_HOURS 8 Before we resign chasing enemy, give them some minimum time so the combat doesn't end instantly.
COMBAT_MAX_GROUPS 1 Max amount of "Fire Exchange" groups (FEX).
COMBAT_MIN_DURATION 8 Min combat duration before we can retreat. It's a balancing variable so it's not possible to always run with our weak ships against big flotillas.
COMBAT_RETREAT_DECISION_CHANCE 0.22 There is also random factor in deciding if we should retreat or not. That causes a delay in taking decision, that sooner or later will be picked. It's needed so damaged fast ships won't troll the combat.
COMBAT_DETECTED_CONVOYS_FROM_SURFACE_DETECTION_STAT 0.1 Each 1.0 of surface_detection that ship has (equipment stat), gives x% of convoys discovered from total travelling along the route.
COMBAT_BASE_CRITICAL_CHANCE 0.1 Base chance for receiving a critical chance. It get's scaled down with ship reliability.
COMBAT_CRITICAL_DAMAGE_MULT 5.0 Multiplier for the critical damage. Scaled down with the ship reliability.
COMBAT_ARMOR_PIERCING_CRITICAL_BONUS 1.0 Bonus to critical chance when shooter armor piercing is higher then target armor.
COMBAT_ARMOR_PIERCING_DAMAGE_REDUCTION -0.9 All damage reduction % when target armor is >= then shooter armor piercing.
REPAIR_AND_RETURN_PRIO_LOW 0.2 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_MEDIUM 0.5 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_HIGH 0.9 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_LOW_COMBAT 0.6 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_PRIO_MEDIUM_COMBAT 0.3 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_PRIO_HIGH_COMBAT 0.1 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_AMOUNT_SHIPS_LOW 0.2 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_AMOUNT_SHIPS_MEDIUM 0.4 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_AMOUNT_SHIPS_HIGH 0.8 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_UNIT_DYING_STR 0.2 Str below this point is considering a single ship "dying", and a high priority to send to repair.
EXPERIENCE_LOSS_FACTOR 1.00 percentage of experienced solders who die when manpower is removed
NAVY_EXPENSIVE_IC 5500 How much IC is considering the fleet to be expensive. Those expensive will trigger the alert, when are on low STR.
MISSION_MAX_REGIONS 0 Limit of the regions that can be assigned to naval mission. Set to 0 for unlimited.
CONVOY_EFFICIENCY_LOSS_MODIFIER 1.25 How much efficiency drops when losing convoys. If modifier is 0.5, then losing 100% of convoys in short period, the efficiency will drop by 50%.
CONVOY_EFFICIENCY_REGAIN_AFTER_DAYS 7 Convoy starts regaining it's efficiency after X days without any convoys being sink.
CONVOY_EFFICIENCY_REGAIN_BASE_SPEED 0.04 How much efficiency regains every day.
CONVOY_EFFICIENCY_MIN_VALUE 0.05 To avoid complete 0% efficiency, set the lower limit.
CONVOY_ROUTE_SIZE_CONVOY_SCALE 0.5 scales impact of convoy route size (0 to turn off)
ANTI_AIR_TARGETTING_TO_CHANCE 0.2 Balancing value to convert averaged equipment stats (anti_air_targetting and naval_strike_agility) to probability chances of airplane being hit by navies AA.
ANTI_AIR_ATTACK_TO_AMOUNT 0.01 Balancing value to convert equipment stat anti_air_attack to the random % value of airplanes being hit.
CONVOY_SINKING_SPILLOVER 0.5 Damaged convoys roll for if they sink in the end of combat by accumulating the damage. This scales that chance.
UNIT_EXPERIENCE_PER_COMBAT_HOUR 10
UNIT_EXPERIENCE_SCALE 1
EXPERIENCE_FACTOR_CONVOY_ATTACK 0.04
EXPERIENCE_FACTOR_NON_CARRIER_GAIN 0.04 Xp gain by non-carrier ships in the combat
EXPERIENCE_FACTOR_CARRIER_GAIN 0.08 Xp gain by carrier ships in the combat
FIELD_EXPERIENCE_SCALE 0.075
FIELD_EXPERIENCE_MAX_PER_DAY 50 Most xp you can gain per day
LEADER_EXPERIENCE_SCALE 1.0
BATTLE_NAME_VP_FACTOR 100 Name is given by ((VP value) * BATTLE_NAME_VP_FACTOR) / (Distance VP -> battle)
BATTLE_NAME_VP_CUTOFF 1.0 If best score of above calculation is below this, name will be that of region.
AMPHIBIOUS_LANDING_PENALTY -0.7 amphibious landing penalty
AMPHIBIOUS_INVADE_SPEED_BASE 0.5 every hour movement progress on amphibious invasion
AMPHIBIOUS_INVADE_MOVEMENT_COST 24.0 total progress cost of movement while amphibious invading
AMPHIBIOUS_INVADE_ATTACK_LOW 0.2 low and high cap of attack modifier scale. Scale interpolated by invasion progress.
AMPHIBIOUS_INVADE_ATTACK_HIGH 1.0
AMPHIBIOUS_INVADE_DEFEND_LOW 1.5 low and high cap of defend modifier scale. Scale interpolated by invasion progress.
AMPHIBIOUS_INVADE_DEFEND_HIGH 1.0
AMPHIBIOUS_INVADE_LANDING_PENALTY_DECREASE 3.5 during combat, relative to invading transporter tech. (Note: total naval penalty = (AMPHIBIOUS_LANDING_PENALTY + modifiers) * (0.01 + max(0, 1 - amphibious_invasion_defence / AMPHIBIOUS_INVADE_LANDING_PENALTY_DECREASE)))
BASE_CARRIER_SORTIE_EFFICIENCY 0.5 factor of planes that can sortie by default from a carrier
CONVOY_ATTACK_BASE_FACTOR 0.15 base % of convoys that get intercepted
NAVAL_SPEED_MODIFIER 0.1 basic speed control
NAVAL_RANGE_TO_INGAME_DISTANCE 0.12 to the ingame distance
NAVAL_INVASION_PREPARE_HOURS 168 base hours needed to prepare an invasion
NAVAL_COMBAT_RESULT_TIMEOUT_YEARS 2 after that many years, we clear the naval combat results, so they don't get stuck forever in the memory.
CONVOY_LOSS_HISTORY_TIMEOUT_MONTHS 24 after this many months remove the history of lost convoys to not bloat savegames and memory since there is no way to see them anyway
NAVAL_TRANSFER_BASE_SPEED 6 base speed of units on water being transported
NAVAL_TRANSFER_BASE_NAVAL_DIST_ADD 100 Extra cost for naval movement ( compared to land movement ) when deciding what ports to use for a naval transfer
NAVAL_TRANSFER_BASE_NAVAL_DIST_MULT 20 Multiplier for the cost of naval movement ( compared to land movement ) when deciding what ports to use for naval transfer
NAVAL_SUPREMACY_CAN_INVADE 0.5 required naval supremacy to perform invasions on an area
CARRIER_STACK_PENALTY 4 The most efficient is 4 carriers in combat. 5+ brings the penalty to the amount of wings in battle.
CARRIER_STACK_PENALTY_EFFECT 0.2 Each carrier above the optimal amount decreases the amount of airplanes being able to takeoff by such %.
SHORE_BOMBARDMENT_CAP 0.25
ANTI_AIR_TARGETING 0.9 how good ships are at hitting aircraft
MIN_TRACTED_ASSIST_DAMAGE_RATIO 0.05 How much damage counts as assist damage
SUPPLY_NEED_FACTOR 4 multiplies supply usage
ENEMY_AIR_SUPERIORITY_IMPACT -1 effect on ship efficiency due to enemy air superiority
DECRYPTION_SPOTTING_BONUS 0.2
DISBAND_MANPOWER_LOSS 0.0
MANPOWER_LOSS_RATIO_ON_SUNK 0.5 sunk ships will lose this ratio of their current manpower
MANPOWER_LOSS_RATIO_ON_STR_LOSS 0.5 losing strength will make you also lose manpower at this ratio of total manpower
MIN_MANPOWER_RATIO_TO_DROP 0.1 ships will not lose man power to below this ratio
DAILY_MANPOWER_GAIN_RATIO 0.05 the ships not in combat will be able to gain this ratio of their max manpower
PRIDE_OF_THE_FLEET_UNASSIGN_COST 100 cost to unassign/replace pride of the fleet
PRIDE_OF_THE_FLEET_LOST_TEMP_MODIFIER_DURATION 30 duration for temp modifiers that you get when you lose your pride of the fleet
XP_GAIN_FACTOR 1.0 xp gain factor for navy
NAVAL_TRANSFER_DAMAGE_REDUCTION 0.25 its hard to specifically balance 1-tick naval strikes vs unit transports so here is a factor for it
CARRIER_ONLY_COMBAT_ACTIVATE_TIME 0 hours from start of combat when carriers get to fight
CAPITAL_ONLY_COMBAT_ACTIVATE_TIME 4 hours from start of combat when only carriers, capitals and subs get to attack
ALL_SHIPS_ACTIVATE_TIME 8 hours where all get to attack
MINIMUM_SHIP_SPEED 1.0 slowest speed a ship can have
REPAIR_SPLIT_TASKFORCE_SIZE 5 if a country does not have empty naval naval bases for repairs, it will split ships with this sizes and distribute them around
NAVY_REPAIR_BASE_SEARCH_SCORE_PER_SHIP_WAITING_EXTRA_SHIP 5 if a naval base has more ships than it can repair, it will get penalties
NAVY_REPAIR_BASE_SEARCH_SCORE_PER_SLOT 1.0 while searching for a naval base for repairs, the bases gets a bonus to their scores per empty slot they have
NAVY_REPAIR_BASE_SEARCH_BOOST_FOR_SAME_COUNTRY 5 while searching for a naval base for repairs, your own bases gets a bonus
MISSION_FUEL_COSTS {
0.0,
1.0,
1.0,
1.0,
1.0,
1.0,
1.0,
0.8,
0.0,
1.0
}
fuel cost for each mission:
HOLD;
PATROL;
STRIKE FORCE;
CONVOY RAIDING;
CONVOY ESCORT;
MINES PLANTING;
MINES SWEEPING;
TRAIN;
RESERVE_FLEET;
NAVAL_INVASION_SUPPORT
.
HOLD_MISSION_MOVEMENT_COST 1.0 ships on hold cost this much fuel while moving
ON_BASE_FUEL_COST 0.0 ships that waits at naval bases cost this ratio
IN_COMBAT_FUEL_COST 2.0 ships in combat will get this ratio for fuel cost
TRAINING_FUEL_COST_FOR_ESCORT_SHIPS 0.15 ships that are on training mission but not training (ie they are at max xp and training will cancel at max xp) will consume this ratio of fuel
MAX_FUEL_FLOW_MULT 2.0 max fuel flow ratio for ships, which will be multiplied by supply
FUEL_COST_MULT 0.10 fuel multiplier for all naval missions
OUT_OF_FUEL_SPEED_FACTOR -0.75
OUT_OF_FUEL_RANGE_FACTOR -0.75
OUT_OF_FUEL_ATTACK_FACTOR -0.5
OUT_OF_FUEL_TORPEDO_FACTOR -0.8
MISSION_SPREADS {


0.0,
0.0,
0.0,
0.0,
0.0,
0.7,
0.7,
0.5,
0.0,
0.0
}

mission spreads in the case a ship join combat, which is calculated for number of ships that will be in combat (1 means no ship will be at start):
HOLD;
PATROL;
STRIKE FORCE;
CONVOY RAIDING;
CONVOY ESCORT;
MINES PLANTING;
MINES SWEEPING;
TRAIN;
RESERVE_FLEET;
NAVAL_INVASION_SUPPORT
.
MISSION_DEFAULT_SPREAD_BASE 1.0 multiplier for mission spreads. higher = less ships on start
AGGRESSION_SETTINGS_VALUES {
0,
0.5,
0.9,
2.0,
10000
}
ships will use this values while deciding to attack enemies:
do not engage;
low;
medium;
high;
I am death incarnate!
.
AGGRESION_MULTIPLIER_FOR_COMBAT 1.2 ships are more aggressive in combat
AGGRESSION_ARMOR_EFFICIENCY_MULTIPLIER 1.0 armor to enemy piercing ratio is multiplied by this value, which will increase the strength of ships while considering them for aggression
AGGRESSION_MIN_ARMOR_EFFICIENCY 0.5 armor multiplier has a min and max caps while being factored in aggression
AGGRESSION_MAX_ARMOR_EFFICIENCY 1.5 armor multiplier has a min and max caps while being factored in aggression
AGGRESSION_LIGHT_GUN_EFFICIENCY_ON_LIGHT_SHIPS 1.0 ratio for scoring for different gun types against light ships
AGGRESSION_HEAVY_GUN_EFFICIENCY_ON_LIGHT_SHIPS 0.25 ratio for scoring for different gun types against light ships
AGGRESSION_TORPEDO_EFFICIENCY_ON_LIGHT_SHIPS 0.1 ratio for scoring for different gun types against light ships
AGGRESSION_LIGHT_GUN_EFFICIENCY_ON_HEAVY_SHIPS 0.1 ratio for scoring for different gun types against heavy ships
AGGRESSION_HEAVY_GUN_EFFICIENCY_ON_HEAVY_SHIPS 1.0 ratio for scoring for different gun types against heavy ships
AGGRESSION_TORPEDO_EFFICIENCY_ON_HEAVY_SHIPS 1.1 ratio for scoring for different gun types against heavy ships
AGGRESSION_CONVOY_STRENGTH_FACTOR 0.3 convoys in combat gets a penalty to their strength in aggression calculations
SUBMARINE_ESCAPE_RATIOS {
10000,
15,
3,
1.0,
0.1
}
subs will escape battle in convoy raid if there are enemies that can attack:
do not engage;
low;
medium;
high;
I am death incarnate!
.
MIN_REPAIR_FOR_JOINING_COMBATS {


0.0,
0.2,
0.4,
0.9
}

strikeforces/patrol forces will not join combats if they are not repaired enough:
do not engage;
low;
medium;
high
.
ORG_COST_WHILE_MOVING {
0.3,
0.2,
0.25,
0.2,
0.2,
0.2,
0.2,
0.2,
0.3,
0.2
}
org cost while the ships are moving:
HOLD;
PATROL;
STRIKE FORCE;
CONVOY RAIDING;
CONVOY ESCORT;
MINES PLANTING;
MINES SWEEPING;
TRAIN;
RESERVE_FLEET;
NAVAL_INVASION_SUPPORT
.
ORG_COST_WHILE_MOVING_IN_MISSION_ZONE {
0.0,
0.0,
0.0,
0.0,
0.0,
0.0,
0.0,
0.0,
0.0,
0.0
}
org cost while moving in mission zone:
HOLD;
PATROL;
STRIKE FORCE;
CONVOY RAIDING;
CONVOY ESCORT;
MINES PLANTING;
MINES SWEEPING;
TRAIN;
RESERVE_FLEET;
NAVAL_INVASION_SUPPORT
.
MAX_ORG_ON_MANUAL_MOVE 0.66 org will clamped to this ratio on manual move
MIN_ORG_ON_MANUAL_MOVE 0.1 org will clamped to this ratio on manual move
INITIAL_ALLOWED_DOCKYARD_RATIO_FOR_REPAIRS 0.25 initially countries will allocate this ratio of dockyards for repairs
MISSION_SUPREMACY_RATIOS {
0.0,
1.0,
1.0,
0.5,
0.5,
0.3,
0.3,
0.0,
0.0,
1.0
}
supremacy multipliers for different mission types:
HOLD;
PATROL;
STRIKE FORCE;
CONVOY RAIDING;
CONVOY ESCORT;
MINES PLANTING;
MINES SWEEPING;
TRAIN;
RESERVE_FLEET;
NAVAL_INVASION_SUPPORT
.
SUPREMACY_PER_SHIP_PER_MANPOWER 0.05 supremacy of a ship is calculated using its IC, manpower and a base define
SUPREMACY_PER_SHIP_PER_IC 0.005
SUPREMACY_PER_SHIP_BASE 100.0
NAVAL_MINES_IN_REGION_MAX 1000.0 Max number of mines that can be layed by the ships. The value should be hidden from the user, as we present % so it's an abstract value that should be used for balancing.
NAVAL_MINES_PLANTING_SPEED_MULT 0.01 Value used to overall balance of the speed of planting naval mines
NAVAL_MINES_SWEEPING_SPEED_MULT 0.009 Value used to overall balance of the speed of sweeping naval mines
NAVAL_MINES_DECAY_AT_PEACE_TIME 0.25 How fast mines are decaying in peace time. Planting mines in peace time may be exploitable, so it's blocked atm. That's why after war we should decay them too.
NAVAL_MINES_SWEEPERS_REDUCTION_ON_PENALTY_EFFECT 3.3 How much is the task force's sweeping attribute reducing the penalty effect.
NAVAL_MINES_INTEL_DIFF_FACTOR 0.1 Better our decryption over enemy encryption will reduce the penalties from the enemy mines in the region. This value is a factor to be used for balancing.
NAVAL_MINES_NAVAL_SUPREMACY_FACTOR 1.0 Factor for max amount of mines increasing naval supremacy
ATTRITION_WHILE_MOVING_FACTOR 1.5 attrition multiplier while moving & doing missions
ATTRITION_DAMAGE_ORG 0.01 damage from attrition to Organisation (relative to max org)
ATTRITION_DAMAGE_STR 0.03 damage from attrition to str (relative to max str)
ATTRITION_STR_DAMAGE_CHANCE 0.2 chance to get damaged at highest attrition
NAVAL_ACCIDENT_CHANCE_REDUCTION_ON_POTF 0.01 Scale of the current chance for an accident to happen, applied for the pride of the fleet.
NAVAL_ACCIDENT_CRITICAL_HIT_CHANCE_REDUCTION_POTF 0.01 Scale of the current chance for a critical hit when an accident happens, applied for the pride of the fleet.
NAVAL_MINES_ACCIDENT_CRITICAL_HIT_CHANCES 0.14 If an accident happens, how likely it is to be a critical hit (caused by naval mines)
NAVAL_MINES_ACCIDENT_CRITICAL_HIT_DAMAGE_SCALE 5.0 Scale the value below in case of critical hit (caused by naval mines)
NAVAL_MINES_ACCIDENT_STRENGTH_LOSS 75.0 Amount of strength loss when hit by naval mine
NAVAL_MINES_ACCIDENT_ORG_LOSS_FACTOR 0.6 Amount of strength loss when hit by naval mine
TRAINING_ACCIDENT_CHANCES 0.02 Chances one ship get damage each hour while on training
TRAINING_ACCIDENT_CRITICAL_HIT_CHANCES 0.3 If an accident happens, how likely it is to be a critical hit
TRAINING_ACCIDENT_CRITICAL_HIT_DAMAGE_SCALE 4.0 Scale the value below in case of critical hit
TRAINING_ACCIDENT_STRENGTH_LOSS 4.0 Amount of strength loss in a training accident
TRAINING_ACCIDENT_STRENGTH_LOSS_FACTOR 0.05 Amount of strength loss in a training accident, proportional to the maximum strength of the ship
TRAINING_ACCIDENT_ORG_LOSS_FACTOR 0.3 Amount of current organization the ship lose
ACCIDENTS_CHANCE_BALANCE_FACTOR 0.04 General chance for naval accidents for balancing the gameplay. (The Formula: Min( TRAINING_MAX_DAILY_COUNTRY_EXP * Ratio, TRAINING_DAILY_COUNTRY_EXP_FACTOR * ( TRAINING_DAILY_COUNTRY_EXP_SHIP_RATIO_FACTOR * TrainingShipCount / CountryShipCount + TRAINING_DAILY_COUNTRY_EXP_MANPOWER_FACTOR * Manpower + TRAINING_DAILY_COUNTRY_EXP_MANPOWER_RATIO_FACTOR * Manpower / CountryShipCount ) ) )
TRAINING_EXPERIENCE_FACTOR 0.3 Amount of exp each ship gain every 24h while training (before modifiers)
TRAINING_DAILY_COUNTRY_EXP_FACTOR 0.001 Factor used to scale the Daily Country Navy XP gain
TRAINING_DAILY_COUNTRY_EXP_MANPOWER_FACTOR 0.006 Factor used to scale the sum of the training manpower for the Daily Country Navy XP gain
TRAINING_DAILY_COUNTRY_EXP_MANPOWER_RATIO_FACTOR 0.01 Factor used to scale the sum of the manpower divided by the country's number of ship for the Daily Country Navy XP gain
TRAINING_DAILY_COUNTRY_EXP_SHIP_RATIO_FACTOR 300.0 Factor used to scale the ratio of training ships for the Daily Country Navy XP gain
TRAINING_MAX_DAILY_COUNTRY_EXP 3.5 Maximum navy XP daily gain
TRAINING_MIN_STRENGTH 0.1 if strength is less than this, the unit will not contribute to training and cant be damaged by training
TRAINING_ORG 0.2 max organization on training mission
BASE_SPOTTING 1 base spotting percentage for navy
BASE_SPOTTING_FROM_RADAR 5 base spotting percentage that comes from full radar coverage
BASE_SPOTTING_FROM_AIR_SUPERIORITY 20 base spotting percentage that comes from air superiority
BASE_SPOTTING_FROM_ACTIVE_NAVY 10 base spotting percentage that comes from ships in area
BASE_SPOTTING_ACTIVE_NAVY_MULT 0.1 multiplier for your navies base spotting percentage
BASE_SPOTTING_FROM_DECRYPTION 10 base spotting percentage that comes from decryption, can go negative (enemy decryption is subtracted)
MIN_HOURS_TO_SHUFFLE_NEWLY_ASSIGNED_PATROLS 7 * 24 if a fleet has less patrol than it needs to cover all of it areas, it will shuffle the patrols around. it will wait this much hour before shuffling a task force to new area
SPOTTING_ENEMY_SPOTTING_MULTIPLIER_FOR_RUNNING_AWAY 0.80 enemy spotting is multiplied by this value to simulate running away
SPOTTING_MULTIPLIER_FOR_SURFACE 1.0 task force surface spotting value is multiplied by this and added to spotting percentage every hour
SPOTTING_MULTIPLIER_FOR_SUB 1.0 task force sub spotting value is multiplied by this and added to spotting percentage every hour
SPOTTING_SPEED_MULT_FOR_RUNNING_AWAY 0.5 task forces that does not want to engage will reduce enemy spotting rate every hour by speed diff mult this ratio
SPOTTING_SPEED_MULT_FOR_CATCHING_UP 0.2 speed diff bonus rate that is added to spotting every hour
SPOTTING_MISSION_DETECTION_THRESHOLD_LOW 10.0 value between 0 and 100 above which to show very coarse information about the spotted task force
SPOTTING_MISSION_DETECTION_THRESHOLD_MEDIUM 70.0 value between 0 and 100 above which to show coarse information about the spotted task force. Note: accurate information are shown when spotting reach 100.
NAVY_VISIBILITY_BONUS_ON_RETURN_FOR_REPAIR 0.9 Multiplier for the surface/sub visibility when the heavily damaged fleet is returning to the home base for reparation. 1.0 = no bonus. 0.0 = invisible.
VISIBILITY_MULTIPLIER_FOR_SPOTTING 0.1 multiplier for visibility stat
INTEL_LEVEL_LOW_HALF_RANGE_PERCENTAGE 10 Integer representing the maximum offset of the displayed value to the original, in percentage (divided by 100 in code). For spotting level "low".
INTEL_LEVEL_MEDIUM_HALF_RANGE_PERCENTAGE 5 Same as above but for the spotting level "medium"
INTEL_LEVEL_LOW_HALF_RANGE_MIN_SHIPS 3 If the percentage of the value is lower than this, use this value instead. For spotting level "low"
INTEL_LEVEL_LOW_HALF_RANGE_MIN_CAPITALS 1 Same as above but for capital ships
INTEL_LEVEL_MEDIUM_HALF_RANGE_MIN_SHIPS 1 If the percentage of the value is lower than this, use this value instead. For spotting level "medium"
INTEL_LEVEL_MEDIUM_HALF_RANGE_MIN_CAPITALS 1 Same as above but for capital ships. NOTE: overridden to 0 if the total number of ships in the task force is less than four.
INTEL_LEVEL_LOW_STRENGTH_ESTIMATE_HALF_RANGE_PERCENTAGE 20 Integer representing the maximum offset of the estimated enemy strength to the original, in percentage (divided by 100 in code). For spotting level "low".
INTEL_LEVEL_MEDIUM_STRENGTH_ESTIMATE_HALF_RANGE_PERCENTAGE 10 Same as above for spotting level "medium"
BASE_SPOTTING_SPEED 0.0 daily base spotting speed
BASE_ESCAPE_SPEED 0.045 daily base escape speed (gained as percentage)
SPEED_TO_ESCAPE_SPEED 0.95 ratio to conversation from ship speed to escape speed (divided by hundred)
ESCAPE_SPEED_PER_COMBAT_DAY 0.01 daily increase in escape speed during combat duration
MAX_ESCAPE_SPEED_FROM_COMBAT_DURATION 0.15 max escape speed that will be gained from combat duration
ESCAPE_SPEED_SUB_BASE 0.08 subs get faster escape speed. gets replaced by hidden version below if hidden
ESCAPE_SPEED_HIDDEN_SUB 0.18 hidden subs get faster escape speed
SUB_DETECTION_CHANCE_BASE 5 to start spotting a submarine, a dice is rolled and checked if it succeeds this percentage. if not, that enemy sub force won't be spotted on this tick
SUB_DETECTION_CHANCE_BASE_SPOTTING_EFFECT 0.5 effect of base spotting for initial spotting of pure submarine forces. this along with next value is added together and rolled against a random to start spotting
SUB_DETECTION_CHANCE_SPOTTING_SPEED_EFFECT 2.0 effect of spotting speed for initial spotting of pure submarine forces. this along with prev value is added together and rolled against a random to start spotting
SUB_DETECTION_CHANCE_BASE_SPOTTING_POW_EFFECT 1.5 effect of spotting speed will be powered by this for initial spotting of pure submarine forces. this along with prev value is added together and rolled against a random to start spotting
BASE_CONVOY_SPOTTING_SPEED 0.0 daily base spotting speed against convoys
BASE_UNIT_TRANSFER_SPOTTING_SPEED 0.0 daily base spotting speed against unit trans
BASE_NAVAL_INVASION_SPOTTING_SPEED 0.0 daily base spotting speed against unit transfers
CONVOY_SPOTTING_SPEED_MULT 1.0 spotting speed mult against convoys
UNIT_TRANSFER_SPOTTING_SPEED_MULT 5.0 spotting speed mult against unit transfers
NAVAL_INVASION_SPOTTING_SPEED_MULT 10.0 spotting speed mult against naval invasion armies
CONVOY_DETECTION_CHANCE_BASE 4.12 regular convoy base chance detection percentage (if this fails, no detection is done on that tick)
BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING 0.05 effect of base convoy spotting for initial spotting of regular convoys. this along with next value is added together and rolled a random once for every convoy to check for spotting
SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING 0.50 effect of convoy spotting speed for initial spotting of regular convoys. this along with prev value is added together and rolled a random once for every convoy to check for spotting
SPOTTING_MOD_FOR_CONVOY_COUNT 0.2 a modifier for scaling the count of convoys on a parabolic curve (convoy_count ^ SPOTTING_MOD_FOR_CONVOY_COUNT)
UNIT_TRANSFER_DETECTION_CHANCE_BASE 8.0 unit transfer and naval invasion base chance detection percentage (if this fails, no detection is done on that tick)
BASE_SPOTTING_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING 2.4 same as BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys
SPOTTING_SPEED_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING 0.12 same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys
BASE_SPOTTING_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING 2.4 same as BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys
SPOTTING_SPEED_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING 0.12 same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys
MIN_GUN_COOLDOWN 0.1 minimum cooldown for a gun
BASE_GUN_COOLDOWNS {
1.0,
4.0,
1.0
}
number of hours for a gun to be ready after shooting:
big guns;
torpedos;
small guns
.
BASE_JOIN_COMBAT_HOURS 8 the taskforces that wants to join existing combats will wait for at least this amount
LOW_ORG_FACTOR_ON_JOIN_COMBAT_DURATION 4.0 low org of the ships will be factored in when a taskforce wants to join combat
BASE_POSITIONING 1.0 base value for positioning
RELATIVE_SURFACE_DETECTION_TO_POSITIONING_FACTOR 0.01 multiples the surface detection difference between two sides. the side with higher detection will get a bonus of this value
MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION 0.0 will clamp the bonus that you get from detection
HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR 0.25 if one side has more ships than the other, that side will get this penalty for each +100% ship ratio it has
MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO 0.5 maximum penalty to get from larger fleets
POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS 0.05 each ship that joins the combat will have this penalty to be added into positioning
MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS 0.5 the accumulated penalty from new ships will be clamped to this value
POSITIONING_PENALTY_HOURLY_DECAY_FOR_NEWLY_JOINED_SHIPS 0.002 the accumulated penalty from new ships will decay hourly by this value
DAMAGE_PENALTY_ON_MINIMUM_POSITIONING 0.5 damage penalty at 0% positioning
SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING 0.5 screening efficiency (screen to capital ratio) at 0% positioning
AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING 0.7 AA penalty at 0% positioning
SUBMARINE_REVEAL_ON_MINIMUM_POSITIONING 2.0 submarine reveal change on 0% positioning
SHIP_TO_FLEET_ANTI_AIR_RATIO 0.2 total sum of fleet's anti air will be multiplied with this ratio and added to calculations anti-air of individual ships while air damage reduction
ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE 0.2 received air damage is calculated using following: 1 - ( (ship_anti_air + fleet_anti_air * SHIP_TO_FLEET_ANTI_AIR_RATIO )^ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE ) * ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE
ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE 0.15
MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE 0.5 damage reduction for incoming air attacks is clamped to this value at maximum.
CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT 0.1 the game will roll between 0-1 and will damage a random part if below this val on naval critical hits
CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT_FROM_AIR 0.1 the game will roll between 0-1 and will damage a random part if below this val on air critical hits
SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CAPITALS 3.0 this screen ratio to num capital/carriers is needed for full screening beyond screen line
CAPITAL_RATIO_FOR_FULL_SCREENING_FOR_CARRIERS 1.0 this capital ratio to num carriers is needed for full screening beyond screen line
TASK_FORCE_ROLE_TO_INSIGNIA {


6,
15,
22,
26,
16,
17,
29,
1
}

define the index of the insignia to use for a task force designed for a specific role:
Role undefined;
Wolfpack;
Carrier task force;
Surface action group;
Mine layers;
Mine sweepers;
Patrol task force;
Convoy escort
.
MIN_SHIP_COUNT_FOR_TASK_FORCE_ROLE_ASSIGNMENT 4 define the minimum number of ship that should be in a task force for it to be considered a patrol or an escort task force (used to the insignia assignment, see TASK_FORCE_ROLE_TO_INSIGNIA)
SURFACE_DETECTION_STAT_FOR_SHIP_TO_BE_PATROL 16 amount of surface detection required for a ship to be considered as part of a patrol task force
DEPTH_CHARGE_STAT_FOR_SHIP_TO_BE_SUB_HUNTER 15 amount of depth charge required for a ship to be considered a sub hunter and so good for convoy escort
SUB_DETECTION_STAT_FOR_SHIP_TO_BE_SUB_HUNTER 2 amount of sub detection required for a ship to be considered a sub hunter
HEAVY_GUN_ATTACK_TO_SHORE_BOMBARDMENT 0.1 heavy gun attack value is divided by this value * 100 and added to shore bombardment modifier
LIGHT_GUN_ATTACK_TO_SHORE_BOMBARDMENT 0.05 light gun attack value is divided by this value * 100 and added to shore bombardment modifier
GUN_HIT_PROFILES {


90.0,
145.0,
40.0
}

hit profiles for guns, if target in profile is lower the gun will have lower accuracy:
big guns;
torpedos;
small guns
.
DEPTH_CHARGES_HIT_CHANCE_MULT 1.1 multiplies hit chance of small guns
DEPTH_CHARGES_DAMAGE_MULT 0.7 multiplies damage of depth charges
DEPTH_CHARGES_HIT_PROFILE 100.0 hit profile for depth charges
CONVOY_HIT_PROFILE 120.0 convoys has this constant hit profile
HIT_PROFILE_MULT 100.0 multiplies hit profile of every ship
CONVOY_RAID_MAX_REGION_TO_TASKFORCE_RATIO 1.5 each taskforce in convoy raid mission can at most cover this many regions without losing efficiency
CONVOY_DEFENSE_MAX_CONVOY_TO_SHIP_RATIO 12.0 each ship in convoy defense mission can at most cover this many convoys without losing efficiency
CONVOY_DEFENSE_MAX_REGION_TO_TASKFORCE_RATIO 5.0 each taskforce in convoy defense mission can at most cover this many regions without losing efficiency
MINE_SWEEPING_SUPREMACY_EFFICIENCY_MAX_REGION_TO_TASKFORCE_RATIO 1.0 mine missions will get lower supremacies if they are assigned more regions than this
MINE_PLANTING_SUPREMACY_EFFICIENCY_MAX_REGION_TO_TASKFORCE_RATIO 1.0 mine missions will get lower supremacies if they are assigned more regions than this
EFFICIENCY_TO_JOIN_COMBAT_RATIO_PENALTY 1.0 at lower efficiencies less ships will be able to join combat
EFFICIENCY_TO_TIME_TO_JOIN_COMBAT_PENALTY 100.0 at lower efficiencies less time to join combat hour will be increased
COORDINATION_EFFECT_ON_CONVOY_RAID_EFFICIENCY 1.5 coordination will increase the number of areas you can cover in convoy raid
COORDINATION_EFFECT_ON_CONVOY_DEFENSE_EFFICIENCY 1.5 coordination will increase the number of convoys you can cover in convoy defense
COORDINATION_EFFECT_ON_TIME_TO_JOIN_COMBAT 1.0 coordination will reduce the time to join combat penalties
COORDINATION_EFFECT_ON_MINE_LAYING_SPEED 0.5 affect of coordination modifier in mine laying speed
COORDINATION_EFFECT_ON_MINE_SWEEPING_SPEED 0.5 affect of coordination modifier in mine sweeping speed
COORDINATION_EFFECT_ON_PATROL_SPOTTING 1.0 affect of coordination modifier in spotting speed
COORDINATION_EFFECT_ON_MINE_SWEEPING_SUPREMACY_EFFICIENCY 1.0 mine missions supremacy can be buffed by coordination
COORDINATION_EFFECT_ON_MINE_PLANTING_SUPREMACY_EFFICIENCY 1.0 mine missions supremacy can be buffed by coordination
MISSION_EFFICIENCY_POW_FACTOR 1.7 mission efficiencies will be powered up by this to further penalize low efficiencies
NAVAL_COMBAT_SUB_DETECTION_FACTOR 1.0 balance value for sub detection in combat by ships
SUBMARINE_HIDE_TIMEOUT 20 Amount of in-game-hours that takes the submarine (with position unrevealed), to hide.
SUBMARINE_REVEALED_TIMEOUT 16 Amount of in-game-hours that makes the submarine visible if it is on the defender side.
SUBMARINE_REVEAL_BASE_CHANCE 11 Base factor for submarine detection. It's modified by the difference of a spotter's submarines detection vs submarine visibility. Use this variable for game balancing. setting this too low will cause bad spotting issues.
SUBMARINE_REVEAL_POW 3.0 A scaling factor that is applied to the reveal chance in order to make large differences in detection vs visibility more pronounced
SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE 0.035 Chance of a submarine being revealed when it fires. 1.0 is 100%. this chance is then multiplied with modifier created by comparing firer's visibility and target's detection
MAX_NUM_HOURS_TO_WAIT_AT_ALLY_DOCKYARDS_FOR_REPAIRS 48 taskforces will wait at most this amount of hours in ally bases for repairs before switching to another base for repairs
COMBAT_RESULT_PRIORITY_THRESHOLDS {


0,
4000,
20000
}

the game will use this thresholds to define importance of a naval combat result:
low (keep at zero);
medium;
high
.
COMBAT_RESULT_PRIORITY_DAY_TO_LIVE {7, 30, 120} the game will delete the combat results after some duration depending on its importance
NAVAL_ACCIDENTS_DAYS_TO_LIVE 120 importance
NAVAL_MINE_DANGER_RATIOS {
0.1,
0.5,
1.0,
1.0,
3.0
}
{
not owned;
near controlled;
near owned;
controlled;
owned.
}
NAVAL_MINE_DANGER_TRIGGER_MIN 0.0
NAVAL_MINE_DANGER_TRIGGER_MAX 2.0
NAVAL_CONVOY_DANGER_RATIOS {
0.10,
0.10,
0.10,
0.15,
0.15
}
{
not owned;
near controlled;
near owned;
controlled;
owned.
}
NAVAL_CONVOY_DANGER_TRIGGER_MIN 0.0
NAVAL_CONVOY_DANGER_TRIGGER_MAX 100.0
WARSCORE_GAIN_FOR_SUNK_SHIP_MANPOWER_FACTOR 0.0002 sunk ships will give enemy war score relative to max manpower of a ship that has been sunk
WARSCORE_GAIN_FOR_SUNK_SHIP_PRODUCTION_COST_FACTOR 0.0004 sunk ships will give enemy war score relative to cost of a ship that has been sunk
NAVAL_COMBAT_AIR_SUB_DETECTION_MAX 10.0 those two work together in the formula f(x) = Y(x/(x+X)) where Y is MAX and X is SLOPE
NAVAL_COMBAT_AIR_SUB_DETECTION_SLOPE 10.0 lower means sharper curve (ramps up very fast, then flatten out very fast). Must be >0
NAVAL_COMBAT_AIR_SUB_DETECTION_MAX 10.0 those two work together in the formula f(x) = Y(x/(x+X)) where Y is MAX and X is SLOPE
NAVAL_COMBAT_AIR_SUB_DETECTION_EXTERNAL_FACTOR 1.0 Factor applied to the stats of external air planes
NAVAL_COMBAT_AIR_SUB_DETECTION_INTERNAL_EFFICIENCY_FACTOR 1.0 Factor of Carrier's sortie efficiency on the stats bellow
NAVAL_COMBAT_AIR_AGILITY_TO_SUB_DETECTION 0.0 Factor to apply to the agility of air planes active in a naval combat to deduce their contribution to sub detection
NAVAL_COMBAT_AIR_STRIKE_ATTACK_TO_SUB_DETECTION 0.0 Same, but for strike attack (aka naval attack)
NAVAL_COMBAT_AIR_STRIKE_TARGETING_TO_SUB_DETECTION 0.0 Same, but for strike targeting (aka naval targeting)
NAVAL_COMBAT_AIR_MAX_SPEED_TO_SUB_DETECTION 0.0 Same, but for Max Speed
NAVAL_COMBAT_AIR_PLANE_COUNT_TO_SUB_DETECTION 1.0 Factor applied to the number of active plane in a naval combat to deduce their contribution to sub detection

but for Max Speed

NAVAL_COMBAT_AIR_SUB_DETECTION_DECAY_RATE 1.0 Factor to decay the value of sub detection contributed by planes on the last hour. Note: the maximum value between the decayed value and the newly computed one is taken into account. A decay rate of 1 means that nothing is carried over, the previous value is zeroed out. A decay rate of 0 means that the previous value is carried over as is.
NAVAL_COMBAT_AIR_SUB_DETECTION_FACTOR 0.0 A global factor that applies after all others, right before the sub detection contributed by plane is added to the global sub detection of a combatant
NAVAL_COMBAT_AIR_SUB_TARGET_SCORE 10 Scoring for target picking for planes inside naval combat, one define per ship type
NAVAL_COMBAT_AIR_CAPITAL_TARGET_SCORE 50
NAVAL_COMBAT_AIR_CARRIER_TARGET_SCORE 200
NAVAL_COMBAT_AIR_CONVOY_TARGET_SCORE 1.0
NAVAL_COMBAT_AIR_STRENGTH_TARGET_SCORE 5 How much score factor from low health (scales between 0 -> this number)
NAVAL_COMBAT_AIR_LOW_AA_TARGET_SCORE 5 How much score factor from low AA health (scales between 0 -> this number)

NTrade

Name Default Comment
DISTANCE_TRADE_FACTOR -0.02 Trade factor is modified by distance times this
RELATION_TRADE_FACTOR 1 Trade factor is modified by Opinion value times this
ALLOW_TRADE_CUT_OFF 0 If trade factor is less than this, no trade will be allowed
MONTH_TRADE_FACTOR 2 Each month a trade gets this much boost to it's trade factor
MAX_MONTH_TRADE_FACTOR 50 This is the maximum bonus that can be gained from time
BASE_TRADE_FACTOR 150 This is the base trade factor
PUPPET_MASTER_TRADE_FACTOR 400 This is priority for puppet master
PUPPET_TRADE_FACTOR 0 This is unpriority for puppets
BASE_LAND_TRADE_RANGE 1000
PARTY_SUPPORT_TRADE_FACTOR 50 Trade factor bonus at the other side having 100 % party popularity for my party
ANTI_MONOPOLY_TRADE_FACTOR_THRESHOLD 0.5 What percentage of resources has to be sold to the buyer for the anti-monopoly factor to take effect
ANTI_MONOPOLY_TRADE_FACTOR -100 This is added to the factor value when anti-monopoly threshold is exceeded
NAVAL_ROUTE_ACCESS_AVOID_COST_MULT 1 Naval pathfinding should avoid certain regions that you mark. High "cost multiplier" will make it less willingly go through a specific region.

NAI

Name Default Comment
GARRISON_FRACTION 0.0 How large part of a front should always be holding the line rather than advancing at the enemy
DIPLOMATIC_ACTION_GOOD_BAD_RATIO_THRESHOLD 1
BASE_RELUCTANCE 20 Base reluctance applied to all diplomatic offers
DIPLOMATIC_ACTION_RANDOM_FACTOR 0.5 How much of the AI diplomatic action scoring is randomly determined (1.0 = half random, 2.0 = 2/3rd random, etc)
DIPLOMATIC_ACTION_PROPOSE_SCORE 50 AI must score a diplomatic action at least this highly to propose it themselves
DILPOMATIC_ACTION_DECLARE_WAR_WARGOAL_BASE 50 Base diplomatic action score bonus to go to war per wargoal
DIPLOMATIC_ACTION_BREAK_SCORE -10 AI must score a diplomatic action less than this to break it off
DIPLOMACY_CREATE_FACTION_FACTOR 0.75 Factor for AI desire to create a new faction. Val < 1.0 makes it less likely to create than to join.
DIPLOMACY_FACTION_WRONG_IDEOLOGY_PENALTY 60 AI penalty for diplomatic faction actions between nations of different ideologies
DIPLOMACY_FACTION_SAME_IDEOLOGY_MAJOR 10 AI bonus acceptance when being asked about faction is a major of the same ideology
DIPLOMACY_FACTION_NEUTRALITY_PENALTY 50 Neutral nations have a separate penalty, not wanting to get involved at all, rather than caring much about the difference in ideology
DIPLOMACY_FACTION_GLOBAL_TENSION_FACTOR 0.2 How much the AI takes global tension into account when considering faction actions
DIPLOMACY_FACTION_WAR_RELUCTANCE -50 Penalty to desire to enter a faction with a country that we are not fighting wars together with.
DIPLOMACY_FACTION_TAKE_OVER_RELUCTANCE_VERSUS_HUMAN 2.0 Multiplier penalty for how much stronger than a human faction member an AI country must be to choose to assume faction leadership.
DIPLOMACY_SCARED_MINOR_EXTRA_RELUCTANCE -50 extra reluctance to join stuff as scared minor
DIPLOMACY_FACTION_PLAYER_JOIN 20 Bonus for human players asking to join a faction.
DIPLOMACY_BOOST_PARTY_COST_FACTOR 100.0 Desire to boost party popularity subtracts the daily cost multiplied by this
DIPLOMACY_IMPROVE_RELATION_COST_FACTOR 5.0 Desire to boost relations subtracts the cost multiplied by this
DIPLOMACY_IMPROVE_RELATION_PP_FACTOR 0.1 Desire to boost relations adds total PP multiplied by this
DIPLOMACY_SEND_ATTACHE_COST_FACTOR 5.0 Desire to send attache subtract the cost multiplied by this
DIPLOMACY_SEND_ATTACHE_PP_FACTOR 0.1 Desire to send attache adds total PP multiplied by this
DIPLOMACY_REJECTED_WAIT_MONTHS_BASE 4 AI will not repeat offers until at least this time has passed, and at most the double
DIPLOMACY_LEND_LEASE_MONTHS_TO_CANCEL 1 AI will not cancel a lend lease offer until this time has passed
DIPLOMACY_CALL_ALLY_VALIDITY_DURATION 1 Overwrite above value for CallAlly and JoinAlly diplo action. This is however fixed, and is not subject to randomness. Also, this is the time the AI will keep the action in its incoming queue without declining it.
DIPLOMACY_SEND_MAX_FACTION 0.75 Country should not send away more units than this as expeditionaries
DIPLOMACY_ACCEPT_VOLUNTEERS_BASE 50 Base value of volunteer acceptance (help is welcome)
DIPLOMACY_ACCEPT_ATTACHE_BASE 50 Base value of attache acceptance (help is welcome)
DIPLOMACY_ACCEPT_ATTACHE_OPINION_TRASHHOLD 20 Value of opinion that will remove accepting penalty for receiving the attache
DIPLOMACY_ACCEPT_ATTACHE_OPINION_PENALTY -100 Value of acceptance penalty if the opinion too low
DIPLOMACY_FACTION_MAJOR_AT_WAR 1000.0 Factor that will be multiplied with the surrender level in the desire to offer to the other ai to join a faction
DIPLOMACY_FACTION_SURRENDER_LEVEL 20 How much the recipient nation losing matters for joining a faction
DIPLO_PREFER_OTHER_FACTION -200 The country has yet to ask some other faction it would prefer to be a part of.
RESEARCH_DAYS_BETWEEN_WEIGHT_UPDATE 7 Refreshes need scores based on country situation.
RESEARCH_LAND_DOCTRINE_NEED_GAIN_FACTOR 0.15 Multiplies value based on relative military industry size / country size.
RESEARCH_NAVAL_DOCTRINE_NEED_GAIN_FACTOR 0.05 Multiplies value based on relative naval industry size / country size.
RESEARCH_AIR_DOCTRINE_NEED_GAIN_FACTOR 0.07 Multiplies value based on relative number of air base / country size.
RESEARCH_NEW_WEIGHT_FACTOR 0.3 Impact of previously unexplored tech weights. Higher means more random exploration.
RESEARCH_AHEAD_BONUS_FACTOR 2.0 To which extent AI should care about ahead of time bonuses to research
RESEARCH_BONUS_FACTOR 0.9 To which extent AI should care about bonuses to research
MAX_AHEAD_RESEARCH_PENALTY 2 max ahead of time penalty ai will pick ever
RESEARCH_AHEAD_OF_TIME_FACTOR 4.0 To which extent AI should care about ahead of time penalties to research
RESEARCH_BASE_DAYS 60 AI adds a base number of days when weighting completion time for techs to ensure it doesn't only research quick techs
DECLARE_WAR_RELATIVE_FORCE_FACTOR 0.5 Weight of relative force between nations that consider going to war
TRADEABLE_FACTORIES_FRACTION 0.8 Will at most trade away this fraction of factories.
MIN_DELIVERED_TRADE_FRACTION 0.8 AI will cancel trade deals that are not able to deliver more than this fraction of the agreed amount
SEA_PATH_LENGTH_SCORE_BASE -30 scoring reduction from naval paths for AI when picking trade partners
MINIMUM_GOOD_TRADE_RATIO_PER_CIV 0.005 for each civ factory we have mul with this we are allowed to trade under % of resource on a trade
NAVAL_DOCKYARDS_SHIP_FACTOR 1.5 The extent to which number of dockyards play into amount of sips a nation wants
PRODUCTION_EQUIPMENT_SURPLUS_FACTOR 0.4 Base value for how much of currently used equipment the AI will at least strive to have in stock
PRODUCTION_EQUIPMENT_SURPLUS_FACTOR_GARRISON 0.3 Base value for how much of currently used equipment the AI will at least strive to have in stock for garrison forces
AIR_SUPERIORITY_FACTOR 2.5 Factor for air superiority score
ROCKET_MIN_ASSIGN_SCORE 10 Minimum total score for region to be considered for rocket air missions
ROCKET_MIN_PRIO_ASSIGN_SCORE 50 Minimum total score for region to be considered for critical rocket air missions
ROCKET_ASSIGN_SCORE_REDUCTION_PER_ASSIGNMENT 0.5 each assigned rocket reduces the score of a region by this amount
MAX_VOLUNTEER_ARMY_FRACTION 0.25 Countries will not send more than their forces time this number to aid another country
WANTED_UNITS_INDUSTRY_FACTORY 1.0 How many units a country wants is partially based on how much military industry that is available
DEPLOY_MIN_TRAINING_SURRENDER_FACTOR 0.5 Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime while surrender progress is higher than 0
DEPLOY_MIN_EQUIPMENT_SURRENDER_FACTOR 0.90 Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime while surrender progress is higher than 0
DEPLOY_MIN_TRAINING_PEACE_FACTOR 1.0 Required percentage of training (1.0 = 100%) for AI to deploy unit in peacetime
DEPLOY_MIN_EQUIPMENT_PEACE_FACTOR 1.0 Required percentage of equipment (1.0 = 100%) for AI to deploy unit in peacetime
DEPLOY_MIN_TRAINING_WAR_FACTOR 0.95 Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime
DEPLOY_MIN_EQUIPMENT_WAR_FACTOR 0.95 Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime
DYNAMIC_STRATEGIES_THREAT_FACTOR 4.0 How much threat generated by other countries effects generated strategies
LOCATION_BALANCE_TO_ADVANCE 0.0 Limit on location strength balance between country and enemy for unit to dare to move forward.
DIVISION_UPGRADE_MIN_XP 5 Minimum XP before attempting to upgrade a division template.
DIVISION_CREATE_MIN_XP 100 Minimum XP before attempting to create a fresh new division template.
VARIANT_UPGRADE_MIN_XP 50 Minimum XP before attempting to create a new variant.
UPGRADE_XP_RUSH_UPDATE 150 If XP is above this on the daily tick the AI will attempt to spend it
FOCUS_TREE_CONTINUE_FACTOR 1.5 Factor for score of how likely the AI is to keep going down a focus tree rather than starting a new path.
PLAN_VALUE_TO_EXECUTE -0.5 AI will typically avoid carrying out a plan it below this value (0.0 is considered balanced).
DECLARE_WAR_NOT_NEIGHBOR_FACTOR 0.25 Multiplier applied before force factor if country is not neighbor with the one it is considering going to war
CALL_ALLY_BASE_DESIRE 20 exactly what it says
CALL_ALLY_DEMOCRATIC_DESIRE 50 Desire to call ally added for democratic AI
CALL_ALLY_NEUTRAL_DESIRE 25 Desire to call ally added for neutral AI
CALL_ALLY_FASCIST_DESIRE -10 Desire to call ally added for fascist AI
CALL_ALLY_COMMUNIST_DESIRE 75 Desire to call ally added for communist AI
JOIN_ALLY_BASE_DESIRE 20 exactly what it says
JOIN_ALLY_DEMOCRATIC_DESIRE 50 Desire to join ally added for democratic AI
JOIN_ALLY_NEUTRAL_DESIRE 25 Desire to join ally added for neutral AI
JOIN_ALLY_FASCIST_DESIRE -10 Desire to join ally added for fascist AI
JOIN_ALLY_COMMUNIST_DESIRE 75 Desire to join ally added for communist AI
JOIN_FACTION_BOTH_LOSING -300 Desire to be in a faction when both we and they are in losing wars
LENDLEASE_FRACTION_OF_PRODUCTION 0.5 Base fraction AI would send as lendlease
LENDLEASE_FRACTION_OF_STOCKPILE 0.25 Base fraction AI would send as lendlease
MINIMUM_EQUIPMENT_TO_ASK_LEND_LEASE -100 AI will accept to lend lease this equipment only if our stockpile is less than that.
MINIMUM_CONVOY_TO_ASK_LEND_LEASE 30 AI will accept to lend lease convoys only if our stockpile is less than that (special case because convoy stockpile can't be negative).
MINIMUM_FUEL_DAYS_TO_ASK_LEND_LEASE 2 AI will accept to lend lease fuel only if the player have less fuel than this number multiply by his max daily consumption.
MINIMUM_FUEL_DAYS_TO_ACCEPT_LEND_LEASE 10 AI will accept to lend lease fuel only if they have more fuel than this number multiply by their max daily consumption. Note that for a GiE asking to its host, we divide this number by 2.
POLITICAL_IDEA_MIN_SCORE 0.1 Only replace or add an idea if score is above this score.
AT_WAR_THREAT_FACTOR 2.0 How much increase in threat does AI feel for being in war against someone
NEIGHBOUR_WAR_THREAT_FACTOR 1.10 How much increase in threat does AI feel against neighbours who are at war
POTENTIAL_ALLY_JOIN_WAR_FACTOR 100 How much increase in threat does AI feel against neighbours who are allied against one of our enemies
POTENTIAL_FUTURE_ENEMY_FACTOR 100 How much increase in threat does AI feel against neighbours who at war with our allies
NEUTRAL_THREAT_PARANOIA 10 How scared neutrals are of everyone
DIFFERENT_FACTION_THREAT 30 Threat caused by not being in the same faction
MAX_THREAT_FOR_FIRST_YEAR_CIVILIAN_MODE 60 above this threshold, ai will leave first year civilian factory mode which bumps it civilian factory scores while building
PLAN_ATTACK_MIN_ORG_FACTOR_LOW 0.85 Minimum org % for a unit to actively attack an enemy unit when executing a plan
PLAN_ATTACK_MIN_STRENGTH_FACTOR_LOW 0.4 Minimum strength for a unit to actively attack an enemy unit when executing a plan
PLAN_ATTACK_MIN_ORG_FACTOR_MED 0.75 (LOW, MED, HIGH) corresponds to the plan execution aggressiveness level.
PLAN_ATTACK_MIN_STRENGTH_FACTOR_MED 0.3
PLAN_ATTACK_MIN_ORG_FACTOR_HIGH 0.2
PLAN_ATTACK_MIN_STRENGTH_FACTOR_HIGH 0.15
PLAN_FRONTUNIT_DISTANCE_FACTOR 10.0 Factor for candidate units distance to front positions.
PLAN_ATTACK_DEPTH_FACTOR 0.5 Factor applied to size or enemy being attacked.
PLAN_STEP_COST_LIMIT 11 When stepping to draw a plan this cost makes it break if it hits hard terrain (multiplied by number of desired steps)
PLAN_STEP_COST_LIMIT_REDUCTION 3 Cost limit is reduced per iteration, making hard terrain less likely to be crossed the further into enemy territory it is
PLAN_FRONT_SECTION_MAX_LENGTH 18 When a front is longer than this it will be split in two sections for the AI
PLAN_FRONT_SECTION_MIN_LENGTH 10 When two front sections together are this short they will be merged for the AI
PLAN_MIN_SIZE_FOR_FALLBACK 50 A country with less provinces than this will not draw fallback plans, but rather station their troops along the front
SEND_VOLUNTEER_EVAL_BASE_DISTANCE 175.0 How far away it will evaluate sending volunteers if not a major power
SEND_VOLUNTEER_EVAL_MAJOER_POWER 1.0 How willing major powers are to send volunteers.
SEND_VOLUNTEER_EVAL_CONTAINMENT_FACTOR 0.1 How much AI containment factors into its evaluation of sending volunteers.
GIVE_STATE_CONTROL_MIN_CONTROLLED 1 AI needs to control more than this number of states before considering giving any away
GIVE_STATE_CONTROL_MIN_CONTROL_DIFF 2 The difference in number of controlled states compared to war participation needs to be bigger than this for the AI to consider giving a state to a country
RELATIVE_STRENGTH_TO_INVADE 0.08 Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend.
RELATIVE_STRENGTH_TO_INVADE_DEFENSIVE 0.4 Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend, but while being a defensive country.
GIVE_STATE_CONTROL_BASE_SCORE 50 Base diplo score for giving away control of states
GIVE_STATE_CONTROL_DIFF_FACTOR 2.0 Diplo score multiplier for state control compared to war participation difference
GIVE_STATE_CONTROL_NEIGHBOR_SCORE 20 Diplo score for each neighboring state controlled by the target
GIVE_STATE_CONTROL_NEIGHBOR_ACTOR_SCORE -5 Diplo score for each neighboring state that is controlled by the sender
GIVE_STATE_CONTROL_NEIGHBOR_OTHER_SCORE 5 Diplo score for each neighboring state controlled by someone else
GIVE_STATE_CONTROL_MAX_SCORE_DIST 600 A State that is closer to the recipient capital than this gets a score bonus based on the below value
GIVE_STATE_CONTROL_DIST_SCORE_MULT 0.2 Multiplier for the score gained from distance ( GIVE_STATE_CONTROL_MAX_SCORE_DIST - distance ) * this
IRRATIONALITY_LAMBDA 200 Lambda given to Poisson Random function determining if a leader should act a bit irrational. Value of 200 should give 0.3% chance of Stalin going for instance crazy and conquering all of America
GENERATE_WARGOAL_THREAT_BASELINE 1.0 The baseline for what the AI considers the world is getting dangerous and we want to generate wargoals with no antagonize value
GENERATE_WARGOAL_ANTAGONIZE_SCALE 0.35 works to scale the AIs antagonize value vs the threat baseline for when it should act on existing claims: threat used for baseline is min_threat - antagonize * scale
RESERVE_TO_COMMITTED_BALANCE 0.1 How many reserves compared to number of committed divisions in a combat (1.0 = as many as reserves as committed)
DIPLOMACY_COMMUNIST_NOT_NEIGHBOUR -10 Communists want to stay consolidated with their influence
MAIN_ENEMY_FRONT_IMPORTANCE 4.0 How much extra focus the AI should put on who it considers to be its current main enemy.
EASY_TARGET_FRONT_IMPORTANCE 7.5 How much extra focus the AI should put on who it considers to be the easiest target.
AI_FRONT_MOVEMENT_FACTOR_FOR_READY 0.25 If less than this fraction of units on a front is moving, AI sees it as ready for action
MICRO_POCKET_SIZE 4 Pockets with a size equal to or lower than this will be mocroed by the AI, for efficiency.
DECLARE_WAR_MIN_FRONT_SIZE_TO_CONSIDER_FOR_NOT_READY 0.04 fronts with less armies than this ratio compared to total number of armies are ignored when ai checks if it is ready for war
POCKET_DISTANCE_MAX 40000 shortest square distance we bother about chasing pockets
VP_MAX_PROVINCE_WORTH 500 Max worth a province can have to a defensive order
VP_LEVEL_IMPORTANCE_MEDIUM 10 Victory points with values higher than or equal to this are considered to be of medium importance.
ESTIMATED_CONVOYS_PER_DIVISION 6 Not always correct, but mainly used to make sure AI does not go crazy
ENTRENCHMENT_WEIGHT 2.0 AI should favour units with less entrenchment when assigning units around.
FRONT_TERRAIN_DEFENSE_FACTOR 5.0 Multiplier applied to unit defense modifier for terrain on front province multiplied by terrain importance
FRONT_TERRAIN_ATTACK_FACTOR 5.0 Multiplier applied to unit attack modifier for terrain on enemy front province multiplied by terrain importance
BASE_DISTANCE_TO_CARE 600.0 Countries that are too far away are less interesting in diplomacy
MIN_FORCE_RATIO_TO_PROTECT 0.5 Tiny countries should not feel protective or really large ones
ORG_UNIT_STRONG 0.75 Organization % for unit to be considered strong
STR_UNIT_STRONG 0.75 Strength (equipment) % for unit to be considered strong
ORG_UNIT_WEAK 0.15 Organization % for unit to be considered weak
STR_UNIT_WEAK 0.2 Strength (equipment) % for unit to be considered weak
ORG_UNIT_NORMAL 0.35 Organization % for unit to be considered normal
STR_UNIT_NORMAL 0.4 Strength (equipment) % for unit to be considered normal
PLAN_FACTION_STRONG_TO_EXECUTE 0.50 % or more of units in an order to consider executing the plan
PLAN_FACTION_NORMAL_TO_EXECUTE 0.65 % or more of units in an order to consider executing the plan
PLAN_FACTION_WEAK_TO_ABORT 0.65 % or more of units in an order to consider executing the plan
PLAN_AVG_PREPARATION_TO_EXECUTE 0.5 % or more average plan preparation before executing
REDEPLOY_DISTANCE_VS_ORDER_SIZE 1.0 Factor applied to the path length of a unit compared to length of an order to determine if it should use strategic redeployment
UNIT_ASSIGNMENT_TERRAIN_IMPORTANCE 5.0 Terrain score for units are multiplied by this when the AI is deciding which front they should be assigned to
SUPPLY_CRISIS_LIMIT 0.9 If a unit is standing in an area with
MAX_ALLOWED_NAVAL_DANGER 80 AI will ignore naval paths that has danger value of above this threshold while assigning units
TRANSFER_DANGER_HOSTILE_SHIPS 50 max danger from complete enemy naval superiority over ai in an area
EXPORT_RESOURCE_TRADE_NEED_IMPORTANCE 0.5 how important is each lost resource to overexport for trade law selection
OPERATION_EQUIPMENT_NEED_PRODUCTION_MULT 1.0 equipment requests for operations will be added the equipment needs that ai considers while assigning factories to production
MIN_FUEL_RATIO_TO_NOT_IGNORE_STRIKE_FORCE_COST 0.0 ai will still assign strike forces unless fuel ratio drops below this one
MIN_FUEL_RATIO_TO_NOT_IGNORE_INVASION_SUPPORT_COST 0.0 ai will still naval invasion support forces unless fuel ratio drops below this one
FASCISTS_BEFRIEND_FASCISTS 10
FASCISTS_BEFRIEND_DEMOCRACIES -25
FASCISTS_BEFRIEND_COMMUNISTS -25
FASCISTS_ALLY_FASCISTS 0
FASCISTS_ALLY_DEMOCRACIES -100
FASCISTS_ALLY_COMMUNISTS -100
FASCISTS_ANTAGONIZE_FASCISTS -10
FASCISTS_ANTAGONIZE_DEMOCRACIES 100
FASCISTS_ANTAGONIZE_COMMUNISTS 100
DEMOCRACIES_BEFRIEND_FASCISTS -25
DEMOCRACIES_BEFRIEND_DEMOCRACIES 0
DEMOCRACIES_BEFRIEND_COMMUNISTS -25
DEMOCRACIES_ALLY_FASCISTS -50
DEMOCRACIES_ALLY_DEMOCRACIES 0
DEMOCRACIES_ALLY_COMMUNISTS -50
DEMOCRACIES_ANTAGONIZE_FASCISTS 0
DEMOCRACIES_ANTAGONIZE_DEMOCRACIES -25
DEMOCRACIES_ANTAGONIZE_COMMUNISTS 0
COMMUNISTS_BEFRIEND_FASCISTS -25
COMMUNISTS_BEFRIEND_DEMOCRACIES -25
COMMUNISTS_BEFRIEND_COMMUNISTS 25
COMMUNISTS_ALLY_FASCISTS -100
COMMUNISTS_ALLY_DEMOCRACIES -50
COMMUNISTS_ALLY_COMMUNISTS 0
COMMUNISTS_ANTAGONIZE_FASCISTS 100
COMMUNISTS_ANTAGONIZE_DEMOCRACIES 10
COMMUNISTS_ANTAGONIZE_COMMUNISTS -10
TENSION_MIN_FOR_GUARANTEE_VS_MINOR 10 for non faction people AI will not consider you worth guaranteeing below this
NUM_AI_MESSAGES 10 Set to whatever category has the highest number of messages
DIPLOMACY_FACTION_WAR_WANTS_HELP 50 Desire to send to nations to join a faction if you are at war
DIPLOMACY_FACTION_CIVILWAR_WANTS_HELP -50
FACTION_UNSTABLE_ACCEPTANCE -100
DIPLOMACY_AT_WAR_WITH_ALLY_RELUCTANCE -1000
DIPLOMACY_FACTION_JOIN_COUP_INITIATOR_BONUS 70 If a country initiated coup on an another country, civil war revolter is more likely to join initiator's faction
SHIPS_PRODUCTION_BASE_COST 10000 Used by the AI to normalize IC values when picking what ship to build.
NEEDED_NAVAL_FACTORIES_EXPENSIVE_SHIP_BONUS 12 Amount of naval yards you need to get a bonus to building really expensive ships
AIR_WING_REINFORCEMENT_LIMIT 150
AIR_WING_SCOUT_REINFORCEMENT_LIMIT 50
FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED 0.5 ai will consider a front fortified if this ratio of provinces has fort
HEAVILY_FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED 0.5 ai will consider a front super fortified if this ratio of provinces has lots of forts
FORTIFIED_MIN_ORG_FACTOR_TO_CONSIDER_A_FRONT_FORTIFIED 0.2 ai will treat fortified provinces as unfortified if no unit in that province has an organization factor at least this high
DESPERATE_AI_MIN_UNIT_ASSIGN_TO_ESCAPE 8 AI will assign at least this amount of units to break from desperate situations
DESPERATE_AI_WEAK_UNIT_STR_LIMIT 0.35 ai will increase number of units assigned to break from desperate situations when units are start falling lower than this str limit
DESPERATE_AI_MIN_ORG_BEFORE_ATTACK 0.3 ai will wait for this much org to attack an enemy prov in desperate situations
DESPERATE_AI_MIN_ORG_BEFORE_MOVE 0.06 ai will wait for this much org to move in desperate situations
DESPERATE_ATTACK_WITHOUT_ORG_WHEN_NO_ORG_GAIN 120 if ai can't regain enough org to attack in this many hours, it will go truly desperate and attack anyway (still has to wait for move org)
MAX_REQUEST_EXPEDITIONARIES_ARMY_RATIO 0.3 AI will not accept expeditionary requests if its expeditions are above this ratio
CASUALTY_RATIO_TO_PULL_EXPEDITIONARIES_BACK 0.1 AI will pull expeditionaries back if its casualties is above this ratio compared to their total deployed manpower
CASUALTY_RATIO_TO_NOT_SEND_EXPEDITIONARIES 0.05 AI will not send expeditionaries if its casualties is above this ratio compared to their total deployed manpower
SURRENDER_LEVEL_TO_PULL_EXPEDITIONARIES_BACK 0.3 AI will pull expeditionaries back if its surrender level is above this ratio
SURRENDER_LEVEL_TO_NOT_SEND_EXPEDITIONARIES 0.15 AI will not send expeditionaries if its surrender level is above this ratio
EXPEDITIONARY_CASUALTY_DECAY_RATIO 0.3333 expeditionary manpower lost will decay by thousands daily by this ratio (compared to deployed manpower)
NUM_DAYS_TO_PULL_EXPEDITIONARIES_BACK 14 AI will pull units back from non-ai players after waiting this days if things are not going well for its units
MANPOWER_FREE_USAGE_THRESHOLD 500000 If AI has this much manpower he doesn't care about the percentage
START_TRAINING_EQUIPMENT_LEVEL 0.9 ai will not start to train if equipment drops below this level
STOP_TRAINING_EQUIPMENT_LEVEL 0.8 ai will not train if equipment drops below this level
BUILD_REFINERY_LACK_OF_RESOURCE_MODIFIER 0.003 How much lack of resources are worth when evaluating what to build.
DIVISION_DESIGN_WEIGHTS {
0.5,
1.0,
1.0,
1.0,
1.2,
0.0,
0.0,
0.0,
0.0,
0.0,
-1.0,
-0.25,
0.0,
0.0,
0.0,
0.0,
0.0,

0.0,
0.0,
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,
-0.5
}

Base values used by AI to evaluate value of a stat
default_morale,
defense,
breakthrough,
hardness,
soft_attack,
hard_attack,
recon,
entrenchment,
initiative,
casualty_trickleback,
supply_consumption_factor,
supply_consumption,
suppression,
suppression_factor,
experience_loss_factor,
equipment_capture_factor,
fuel_capacity;

surface_detection,
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,
raiding coordination,
patrol coordination,
search and destroy coordination;

air_range,
air_defence,
air_attack,
air_agility,
air_bombing,
air_superiority,
naval_strike_attack,
naval_strike_targetting,
air_ground_attack,
air_visibility_factor;

max_organisation,
max_strength,
maximum_speed,
armor_value,
ap_attack,
reliability,
reliability_factor,
weight,
fuel_consumption,
fuel_consumption_factor;

strategic_attack,
carrier_size,
acclimatization hot gain,
acclimatization cold gain,
build_cost_ic
.

DIVISION_DESIGN_MANPOWER_WEIGHT 0.005
DIVISION_DESIGN_STOCKPILE_WEIGHT 0.01
DIVISION_DESIGN_COMBAT_WIDTH_WEIGHT -1.0 This score is reduced the higher width is when comparing pure changes with no target
DIVISION_DESIGN_COMBAT_WIDTH_TARGET_WEIGHT -200.0 This score is reduced the farther the width is from the target width (if set)
DIVISION_DESIGN_MAX_FAILED_DAYS 60 max days we keep track of since failure of a design update
EQUIPMENT_DESIGN_MAX_FAILED_DAYS 60 max days we keep track of since failure of an equipment design update
UPGRADE_DIVISION_RELUCTANCE 7 How often to consider upgrading to new templates for units in the field
UPGRADE_PERCENTAGE_OF_FORCES 0.1 How big part of the army that should be considered for upgrading
REFIT_SHIP_RELUCTANCE 28 How often to consider refitting to new equipment variants for ships in the field
REFIT_SHIP_PERCENTAGE_OF_FORCES 0.1 How big part of the navy that should be considered for refitting
NAVY_PREFERED_MAX_SIZE 20 AI will generally attempt to merge fleets into this size, but as a soft limit.
INVASION_COASTAL_PROVS_PER_ORDER 12 AI will consider one extra invasion per number of provinces stated here (num orders = total coast / this)
CONVOY_NEED_SAFETY_BUFFER 1.3 AI will try and keep 15% more convoys than what it needs.
REGION_THREAT_PER_SUNK_CONVOY 25 Threat value per convoy sunk in a region. Decays over time.
REGION_THREAT_LEVEL_TO_AVOID_REGION 25 * 10 How much threat must be generated in region (by REGION_THREAT_PER_SUNK_CONVOY) so the AI will decide to mark the region as avoid
REGION_THREAT_LEVEL_TO_BLOCK_REGION 25 * 10 How much threat must be generated in region (by REGION_THREAT_PER_SUNK_CONVOY) so the AI will decide to mark the region as avoid
REGION_CONVOY_DANGER_DAILY_DECAY 1 When convoys are sunk it generates threat in the region which the AI uses to prio naval missions
PRODUCTION_LINE_SWITCH_SURPLUS_NEEDED_MODIFIER 0.2 Is modified by efficiency modifiers.
PLAN_ACTIVATION_MAJOR_WEIGHT_FACTOR 5.0 AI countries will hold on activating plans if stronger countries have plans in the same location. Majors count extra (value of 1 will negate this)
PLAN_ACTIVATION_PLAYER_WEIGHT_FACTOR 50.0 AI countries will hold on activating plans if player controlled countries have plans in the same location. Majors count extra (value of 1 will negate this)
AREA_DEFENSE_BASE_IMPORTANCE 3 Area defense order base importance value (used for determining order of troop selections)
AREA_DEFENSE_CIVIL_WAR_IMPORTANCE 10000 Area defense order importance value when a country is in a civil war as target or revolter.
COMBINED_ARMS_LEVEL 1 0 = Never, 1 = Infantry/Artillery, 2 = Go wild
MAX_DISTANCE_NALAV_INVASION 200.0 AI is extremely unwilling to plan naval invasions above this naval distance limit.
ENEMY_NAVY_STRENGTH_DONT_BOTHER 2.5 If the enemy has a navy at least these many times stronger that the own, don't bother invading
MIN_SUPPLY_USE_SANITY_CAP 100 Ignore supply cap if below this value when deciding on how many divisions to produce.
MAX_SUPPLY_DIVISOR 1.75 To make sure the AI does not overdeploy divisions. Higher number means more supply per unit.
MISSING_CONVOYS_BOOST_FACTOR 18.0 The more convoys a country is missing, the more resources it diverts to cover this.
TRANSPORTS_PER_PARATROOPER 20 Air transports only duty is to drop paratroopers.
MAX_MICRO_ATTACKS_PER_ORDER 3 AI goes through its orders and checks if there are situations to take advantage of
FALLBACK_LOSING_FACTOR 1.0 The lower this number, the longer the AI will hold the line before sending them to the fallback line
PRODUCTION_MAX_PROGRESS_TTO_SWITCH_NAVAL 0.1 AI will not replace ships being built by newer types if progress is above this
STATE_CONTROL_FOR_AREA_DEFENSE 0.4 To avoid AI sending area defense to area with very little foothold
FORCE_FACTOR_AGAINST_EXTRA_MINOR 0.15 AI considers generating wargoals against minors below this % of force compared to themselves to get at a bigger enemy.
MAX_EXTRA_WARGOAL_GENERATION 2 AI may want to generate wargoals against weak minors to get at larger enemy, but never more that this at any given time.
NAVAL_MISSION_DISTANCE_BASE 3500 Base value when AI is evaluating distance score to places
NAVAL_MISSION_INVASION_BASE 1000 Base score for region with naval invasion (modified dynamically by prioritizing orders)
NAVAL_MISSION_AGGRESSIVE_PATROL_DIVISOR 1 Divides patrol score when not defending
NAVAL_MISSION_AGGRESSIVE_ESCORT_DIVISOR 2 Divides escort score when not defending
NAVAL_MISSION_PATROL_NEAR_OWNED 500 Extra patrol mission score near owned provinces
NAVAL_MISSION_ESCORT_NEAR_OWNED 300 Extra escort mission score near owned provinces
NAVAL_MISSION_PATROL_NEAR_CONTROLLED 120 Extra patrol mission score near controlled provinces
NAVAL_MISSION_ESCORT_NEAR_CONTROLLED 250 Extra escort mission score near controlled provinces
NAVAL_MISSION_MINES_PLANTING_NEAR_OWNED 40000
NAVAL_MISSION_MINES_PLANTING_NEAR_CONTROLLED 30000
NAVAL_MISSION_MINES_SWEEPING_NEAR_OWNED 60000 How likely the AI will do the sweeping missions. The value is scaled by the amount of mines to sweep.
NAVAL_MISSION_MINES_SWEEPING_NEAR_CONTROLLED 50000 Same as above, but nearby the controlled territory.
NEW_LEADER_EXTRA_PP_FACTOR 2.0 Country must have at least this many times extra PP to get new admirals or army leaders
SCARY_LEVEL_AVERAGE_DEFENSE -0.7 average front defense modifier to make it consider it as a PITA to go for
ATTACK_HEAVILY_DEFENDED_LIMIT 0.5 AI will not launch attacks against heavily defended fronts unless they consider to have this level of advantage (1.0 = 100%)
HOUR_BAD_COMBAT_REEVALUATE 100 if we are in combat for this amount and it goes shitty then try skipping it
MIN_PLAN_VALUE_TO_MICRO_INACTIVE 0.2 The AI will not consider members of groups which plan is not activated AND evaluates lower than this.
MAX_UNITS_FACTOR_AREA_ORDER 1.0 Factor for max number of units to assign to area defense orders
DESIRED_UNITS_FACTOR_AREA_ORDER 1.0 Factor for desired number of units to assign to area defense orders
MIN_UNITS_FACTOR_AREA_ORDER 1.0 Factor for min number of units to assign to area defense orders
MAX_UNITS_FACTOR_FRONT_ORDER 1.5 Factor for max number of units to assign to area front orders
DESIRED_UNITS_FACTOR_FRONT_ORDER 1.5 Factor for desired number of units to assign to area front orders
MIN_UNITS_FACTOR_FRONT_ORDER 1.0 Factor for min number of units to assign to area front orders
MAX_UNITS_FACTOR_INVASION_ORDER 1.0 Factor for max number of units to assign to naval invasion orders
DESIRED_UNITS_FACTOR_INVASION_ORDER 1.0 Factor for desired number of units to assign to naval invasion orders
MIN_UNITS_FACTOR_INVASION_ORDER 1.0 Factor for min number of units to assign to naval invasion orders
FRONT_UNITS_CAP_FACTOR 15.0 A factor applied to total front size and supply use. Primarily effects small fronts
MAX_DIST_PORT_RUSH 20.0 If a unit is in enemy territory with no supply it will consider nearby ports within this distance.
MIN_FIELD_STRENGTH_TO_BUILD_UNITS 0.7 Cancel unit production if below this to get resources out to units in the field
MIN_MANPOWER_TO_BUILD_UNITS 0.7 Cancel unit production if below this to get resources out to units in the field
SUBJECT_SUPPLY_RATIO_FOR_UNIT_PRODUCTION 0.2 supply ratio of subject supply chunks will be added to our own supply chunks (since we will fight around subjects as well) modified by produce_unit_for_subject_supply_chunks stat
ALLY_SUPPLY_RATIO_FOR_UNIT_PRODUCTION 0.00 supply ratio of ally supply chunks will be added to our own supply chunks (since we will fight around allies as well) modified by produce_unit_for_ally_supply_chunks stat
AVERAGE_SUPPLY_USE_PESSIMISM 1.5 Multiplier for when AI calculates average supply use of entire army.
REQUEST_LEND_LEASE_PROTECT_VALUE 75 Limit for protect enemy desire for reducing lend lease desire
REQUEST_LEND_LEASE_CONTAINS_VALUE 100 Limit of contain enemy desire for boosting friendly help
FRONT_BULGE_RATIO_UPPER_CUTOFF 1.5 If total bulginess is lower than this, the front is ignored.
FRONT_BULGE_RATIO_LOWER_CUTOFF 0.95 If local bulginess drops below this, a point of interest is found
FRONT_CUTOFF_MIN_EDGE_PROXIMITY 2 Minimum number of provinces to the front edge to determine for cutoff opportunity.
INVASION_DISTANCE_RANDOMNESS 300 This higher the value, the more unpredictable the invasions. Compares to actual map distance in pixels.
AIR_SCORE_DISTANCE_IMPACT 0.3 Effect of distance applied to the score calculations
DAYS_BETWEEN_AIR_PRIORITIES_UPDATE 4 Amount of days between air ai updates priorities for air wings (from 1 to N)
NAVAL_AIR_SUPERIORITY_IMPORTANCE 0.10 Strategic importance of air superiority (amount of enemy planes in area)
NAVAL_SHIP_AIR_IMPORTANCE 2.0 Naval ship air importance
NAVAL_SHIP_IN_PORT_AIR_IMPORTANCE 6.0 Naval ship in the port air importance
NAVAL_COMBAT_AIR_IMPORTANCE 12.0 Naval combat air importance
NAVAL_TRANSFER_AIR_IMPORTANCE 0.0 Naval transfer air importance
NAVAL_COMBAT_TRANSFER_AIR_IMPORTANCE 50.0 Naval combat involving enemy land units
NAVAL_IMPORTANCE_SCALE 1.0 Naval total importance scale (every naval score get's multiplied by it)
NAVAL_COMBAT_OUR_NAVY_MULT_ON_IMPORTANCE 0.35 Naval region importance are scaled by our ships as well
NAVAL_COMBAT_ALLY_NAVY_MULT_ON_IMPORTANCE 0.15 Naval region importance are scaled by our ships as well
NAVAL_COMBAT_MIN_OUR_NAVY_MULT_ON_IMPORTANCE 0.5 Min scale factor for naval region importance from our ships
NAVAL_COMBAT_MAX_OUR_NAVY_MULT_ON_IMPORTANCE 1.0 Max scale factor for naval region importance from our ships
NAVAL_RANGE_FOR_DOCKING_RIGHTS_CHECK 240.0 Naval range used to check if docking rights would allow us to reach a specific province
NAVAL_FIGHTERS_PER_PLANE 1.1 Amounts of air superiority planes requested per enemy plane
NAVAL_STRIKE_PLANES_PER_ARMY 0 Amount of planes requested per enemy army
NAVAL_STRIKE_PLANES_PER_SHIP 20 Amount of bombers requested per enemy ship
PORT_STRIKE_PLANES_PER_SHIP 10 Amount of bombers request per enemy ship in the port
MINES_SWEEPING_PLANES_PER_MAX_MINES 150 Amount of air wings request for mines sweeping when there is max amount of mines planted by enemy in certain region
MINES_PLANTING_PLANES_PER_MAX_DESIRE 100 Amount of air wings request for mines planting when there is max desire for it.
MINES_PLANTING_DESIRE_PER_HOME_STATE 0.4 Scoring for how much do we want to plant naval mines with our air wings if the naval region is adjacent to a home state. Multiple adjacent states increases the score. Max sum of score is 1.0.
MINES_PLANTING_DESIRE_PER_ENEMY_STATE 0.1 Scoring for how much do we want to plant naval mines with our air wings if the naval region is adjacent to the enemy state. Multiple adjacent states increases the score. Max sum of score is 1.0.
MINES_PLANTING_DESIRE_PER_NAVAL_THREAT 250 How much threat must be generated in the naval region, in order to get the maximum desire to plant naval mines in there.
NAVAL_MIN_EXCORT_WINGS 0 Min amount of airwings requested to escort operations
DEMOCRATIC_AI_FACTION_KICKING_PLAYER_THREAT_DIFFERENCE 6.0 World threat generation difference needed to kick a player from a democratic faction
BEFRIEND_FACTOR_FOR_KICKING_COUNTRIES 7.5 World threat difference addition per 100 befriend against a country, democratic leaders will forgive allies if they are befriending them
LAND_DEFENSE_AIR_SUPERIORITY_IMPORTANCE 0.10 Strategic importance of air superiority ( amount of enemy planes in area )
LAND_DEFENSE_CIVIL_FACTORY_IMPORTANCE 50 Strategic importance of civil factories
LAND_DEFENSE_MILITARY_FACTORY_IMPORTANCE 70 Strategic importance of military factories
LAND_DEFENSE_NAVAL_FACTORY_IMPORTANCE 30 Strategic importance of naval factories
LAND_DEFENSE_AA_IMPORTANCE_FACTOR 1.0 Factor of AA influence on strategic importance (0.0 - 1.0)
LAND_DEFENSE_INFRA_IMPORTANCE_FACTOR 0.5 Factor of infrastructure influence on strategic importance (0.0 - 1.0)
LAND_DEFENSE_IMPORTANCE_SCALE 1.5 Lend defence total importance scale (every land defence score get's multiplied by it)
NUM_HOURS_SINCE_LAST_COMBAT_TO_SUPPORT_UNITS_VIA_AIR 72 units will be considered in combat if they are just out of their last combat for air supporting
LAND_DEFENSE_MIN_FACTORIES_FOR_AIR_IMPORTANCE 6 If amount of factories is less importance of factories won't apply
LAND_DEFENSE_FIGHERS_PER_PLANE 1.0 Amount of air superiority planes requested per enemy plane
LAND_DEFENSE_INTERSEPTORS_PER_BOMBERS 1.0 Amount of air interceptor planes requested per enemy bomber
LAND_DEFENSE_INTERSEPTORS_PER_PLANE 1.0 Amount of air interceptor planes requested per enemy plane (non bomber)
LAND_COMBAT_AIR_SUPERIORITY_IMPORTANCE 0.20 Strategic importance of air superiority (amount of enemy planes in area)
LAND_COMBAT_OUR_ARMIES_AIR_IMPORTANCE 12 Strategic importance of our armies
LAND_COMBAT_OUR_COMBATS_AIR_IMPORTANCE 55 Strategic importance of our armies in the combats
LAND_COMBAT_FRIEND_ARMIES_AIR_IMPORTANCE 12 Strategic importance of friendly armies
LAND_COMBAT_FRIEND_COMBATS_AIR_IMPORTANCE 6 Strategic importance of friendly armies in the combat
LAND_COMBAT_ENEMY_ARMIES_AIR_IMPORTANCE 8 Strategic importance of our armies
LAND_COMBAT_ENEMY_LAND_FORTS_AIR_IMPORTANCE 5 Strategic importance of enemy land forts in the region
LAND_COMBAT_ENEMY_COASTAL_FORTS_AIR_IMPORTANCE 3 Strategic importance of enemy coastal fronts in the region
LAND_COMBAT_IMPORTANCE_SCALE 1.5 Lend combat total importance scale (every land combat score get's multiplied by it)
LAND_COMBAT_FIGHTERS_PER_PLANE 1.1 Amount of air superiority planes requested per enemy plane
LAND_COMBAT_CAS_WINGS_PER_ENEMY_ARMY_LIMIT 4 Limit of CAS wings requested by enemy armies
LAND_COMBAT_CAS_PER_ENEMY_ARMY 20 Amount of CAS planes requested per enemy army
LAND_COMBAT_CAS_PER_COMBAT 150 Amount of CAS requested per combat
LAND_COMBAT_BOMBERS_PER_LAND_FORT_LEVEL 15 Amount of bomber planes requested per enemy land fort level
LAND_COMBAT_BOMBERS_PER_COASTAL_FORT_LEVEL 10 Amount of bomber planes requested per enemy coastal fort level
LAND_COMBAT_MIN_EXCORT_WINGS 2 Min amount of airwings requested to escort operations
LAND_COMBAT_INTERCEPT_PER_PLANE 0.4 Amount of interception planes requested per enemy plane
XP_RATIO_REQUIRED_TO_RESEARCH_WITH_XP 2.0 AI will at least need this amount of xp compared to cost of a tech to research it with XP
RESEARCH_WITH_XP_AI_WEIGHT_MULT 1.2 AI will bump score of a research with this mult if it can use XP
STR_BOMB_AIR_SUPERIORITY_IMPORTANCE 0.10 Strategic importance of air superiority (amount of enemy planes in area)
STR_BOMB_CIVIL_FACTORY_IMPORTANCE 50 Strategic importance of enemy civil factories
STR_BOMB_MILITARY_FACTORY_IMPORTANCE 70 Strategic importance of enemy military factories
STR_BOMB_NAVAL_FACTORY_IMPORTANCE 30 Strategic importance of enemy naval factories
STR_BOMB_AA_IMPORTANCE_FACTOR 0.5 Factor of AA influence on strategic importance (0.0 - 1.0)
STR_BOMB_INFRA_IMPORTANCE_FACTOR 0.25 Factor of infrastructure influence on strategic importance (0.0 - 1.0)
STR_BOMB_IMPORTANCE_SCALE 1.0 str bombing total importance scale (every str bombing score get's multiplied by it)
STR_BOMB_MIN_ENEMY_FIGHTERS_IN_AREA 300 If amount of enemy fighters is higher than this mission won't perform
STR_BOMB_FIGHTERS_PER_PLANE 1.1 Amount of air superiority planes requested per enemy plane
STR_BOMB_PLANES_PER_CIV_FACTORY 20 Amount of planes requested per enemy civ factory
STR_BOMB_PLANES_PER_MIL_FACTORY 25 Amount of planes requested per enemy military factory
STR_BOMB_PLANES_PER_NAV_FACTORY 15 Amount of planes requested per enemy naval factory
STR_BOMB_MIN_EXCORT_WINGS 2 Min amount of airwings requested to escort operations
RECON_PLANES_NAVAL 50 scale on recon for naval areas
RECON_PLANES_LAND_COMBAT 25 scale on recon for land combat areas
RECON_PLANES_STRATEGIC 50 scale on recon for strategic areas
ORDER_ASSIGNMENT_DISTANCE_FACTOR 10.0 When the AI assigns units to orders, it attempts to calculate the distance.
RELUCTANCE_TO_CHANGE_FRONT_FACTOR 0.5 Factor for how reluctant the AI is to change a units order group.
REVISITED_PROV_PENALTY_FACTOR 1.5 When the AI picks units for a front, it tries to spread out a bit which units it grabs.
ENEMY_FORTIFICATION_FACTOR_FOR_FRONT_REQUESTS 2.0 front unit request factor at max enemy fortification
ENEMY_FORTIFICATION_FACTOR_FOR_FRONT_REQUESTS_MAX 0.7 max factor that can be added by enemy fortification
PLAN_ACTIVATION_SUPERIORITY_AGGRO 1.0 How aggressive a country is in activating a plan based on how superior their force is.
WAIT_YEARS_BEFORE_FREER_BUILDING 3 The AI will skip considering certain buildings during the buildup phase, after these many years it starts building them regardless of threat.
MAX_CARRIER_OVERFILL 1.85 Carriers will be overfilled to this amount if there are doctrines to justify it
FIELDED_EQUIPMENT_BUFFER_RATIO_FOR_OCCUPATION_AI 0.5 garrison ai will try to leave this ratio of buffers while assigning laws
FIELDED_MANPOWER_BUFFER_RATIO_FOR_OCCUPATION_AI 0.3 garrison ai will try to leave this ratio of buffers while assigning laws
IMPORTANT_VICTORY_POINT 15 during occupation ai will only care so much to ask for extra garrisons if VP amount is at least this
DOCKYARDS_PER_NAVAL_DESIRE_EFFECT -20 Effects how much AI wants to build dockyards based on how navally focused they are in general. Recommended range -100.0 to 100.0.
DECISION_PRIORITY_RANDOMIZER 0.1 random factor that is used while picking decisions. ai is able to pick a lower priority decision earlier than a higher one if it is within this threshold
MIN_SCALED_IDEA_WEIGHT_TO_COMPARE_WITH_DECISIONS 100 idea scores are scaled between these two values while comparing them to decisions
MAX_SCALED_IDEA_WEIGHT_TO_COMPARE_WITH_DECISIONS 200 idea scores are scaled between these two values while comparing them to decisions
CRITICAL_DECISION_PRIORITY 200 critical ai score for decisions, ai will be able to pick decisions if it has higher prio even if it is not time to pick them (0 to disable)
CRITICAL_IDEA_PRIORITY 400 critical ai score for ideas, ai will be able to pick ideas if it has higher prio even if it is not time to pick them (0 to disable)
MAX_PP_TO_SPEND_ON_LOWER_PRIO_TASKS 25 max pp cost for ai to allow spend pp on lower prio things while a higher prio things are available
MIN_SCORE_FOR_LOWER_PRIO_TASKS 100 this is a threshold for low prio tasks that will be considered critical
LOW_PRIO_TEMPLATE_BONUS_FOR_GARRISONS 10000 bonus to make ai more likely to assign low prio units to garrisons
LOW_PRIO_TEMPLATE_PENALTY_FOR_FRONTS 10000 penalty to make ai less likely to assign low prio units to fronts
DEPLOYED_UNIT_MANPOWER_RATIO_TO_BUFFER_WARTIME 0.3 deployment will try to buffer a ratio of deployed manpower (for reinforcements) during war time
DEPLOYED_UNIT_MANPOWER_RATIO_TO_BUFFER_PEACETIME 0.1 deployment will try to buffer a ratio of deployed manpower (for reinforcements) during peace time
MAX_AVAILABLE_MANPOWER_RATIO_TO_BUFFER_WARTIME 0.4 deployment will try to buffer a ratio of manpower (for reinforcements) during war time
MAX_AVAILABLE_MANPOWER_RATIO_TO_BUFFER_PEACETIME 0.2 deployment will try to buffer a ratio of manpower (for reinforcements) during peace time
MANPOWER_RATIO_REQUIRED_TO_PRIO_MOBILIZATION_LAW 0.4 percentage of manpower in field is desired to be buffered for AI when it has upcoming wars or already at war. if it has less manpower, it will prio manpower laws
UPGRADES_DEFICIT_LIMIT_DAYS 50 Ai will avoid upgrading units in the field to new templates if it takes longer than this to fulfill their equipment need
GIE_EXILE_AIR_MANPOWER_USAGE_RATIO 0.2 AI will not deploy new exile wings when this percentage of available exile manpower is already used for wing recruitment.
CARRIER_TASKFORCE_MAX_CARRIER_COUNT 4 optimum carrier count for carrier taskforces
CAPITAL_TASKFORCE_MAX_CAPITAL_COUNT 12 optimum capital count for capital taskforces
SCREEN_TASKFORCE_MAX_SHIP_COUNT 12 optimum screen count for screen taskforces
SUB_TASKFORCE_MAX_SHIP_COUNT 16 optimum sub count for sub taskforces
MIN_CAPITALS_FOR_CARRIER_TASKFORCE 10 carrier fleets will at least have this amount of capitals
CAPITALS_TO_CARRIER_RATIO 1.5 capital to carrier count in carrier taskfoces
SCREENS_TO_CAPITAL_RATIO 4.0 screens to capital/carrier count in carrier & capital taskforces
MISSION_FLEET_ICONS {
4,
29,
21,
15,
23,
24,
5,
4,
4,
9
}
{
HOLD;
PATROL;
STRIKE FORCE;
CONVOY RAIDING;
CONVOY ESCORT;
MINES PLANTING;
MINES SWEEPING;
TRAIN;
RESERVE_FLEET;
NAVAL INVASION SUPPORT.
}
MIN_NAVAL_MISSION_PRIO_TO_ASSIGN {
0,
200,
200,
200,
100,
200,
100,
0,
0,
100
}
priorities for regions to get assigned to a mission:
HOLD;
PATROL;
STRIKE FORCE;
CONVOY RAIDING;
CONVOY ESCORT;
MINES PLANTING;
MINES SWEEPING;
TRAIN;
RESERVE_FLEET;
NAVAL INVASION SUPPORT
.
MAX_MISSION_PER_TASKFORCE {
0,
1.5,
6,
1.5,
4,
2,
2,
0,
0,
10
}
max mission region/taskforce ratio:
HOLD;
PATROL;
STRIKE FORCE;
CONVOY RAIDING;
CONVOY ESCORT;
MINES PLANTING;
MINES SWEEPING;
TRAIN;
RESERVE_FLEET;
NAVAL INVASION SUPPORT
.
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN 0.20 maximum ratio of all screen-ships forces to be used in convoy defense (increases up to max as AI loses convoys).
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX 0.70 maximum ratio of all screen-ships forces to be used in convoy defense (increases up to max as AI loses convoys).
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN_CONVOY_THREAT 100 AI will increase screen assignment for escort missions as threat increases
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX_CONVOY_THREAT 1500 AI will increase screen assignment for escort missions as threat increases
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MIN_MINES 10 lowest mine for prioing mine missions
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MAX_MINES 1000 highest mines for highest prio for mine missions
MAX_SCREEN_TASKFORCES_FOR_MINE_LAYING 0.15 maximum ratio of screens forces to be used in mine laying
MAX_SCREEN_FORCES_FOR_INVASION_SUPPORT 0.0 max ratio of screens forces to be used in naval invasion missions
MAX_CAPITAL_FORCES_FOR_INVASION_SUPPORT 0.4 max ratio of capital forces to be used in naval invasion missions
MAX_PATROL_TO_STRIKE_FORCE_RATIO 3.0 maximum patrol/strike force ratio
MAX_FACTORY_TO_SPARE_FOR_MISSION_FUEL_TRADE 0.12 amount of factories to spend on oil trade in case of fuel need for missions
MAX_FACTORY_TO_SPARE_FOR_CRITICAL_MISSION_FUEL_TRADE 0.3 amount of factories to spend on oil trade in case of fuel need for prio missions
MAX_FACTORY_TO_TRADE_FOR_FUEL 0.5
FUEL_TRADE_PRIO_FOR_CONVOY_DEFENSE 0.3 AI will be less reluctant to cancel convoy missions if it is trading for oil
MAX_FACTORY_TO_SPARE_FOR_MISSION_FUEL_TRADE_IN_PEACE 0.03 amount of factories to spend on oil trade in case of fuel need for missions in peace time
MAX_FACTORY_TO_SPARE_FOR_CRITICAL_MISSION_FUEL_TRADE_IN_PEACE 0.1 amount of factories to spend on oil trade in case of fuel need for prio missions in peace time
MAX_FACTORY_TO_TRADE_FOR_FUEL_IN_PEACE 0.15
FUEL_REQUEST_RATIO_FOR_COMBATS 0.6 ratio of ship combat fuel cost that is to be considered in fuel usage and request system
PRIO_FUEL_REQUEST_RATIO_FOR_COMBATS 0.8 ratio of ship combat fuel cost that is to be considered in prio fuel usage and request system
FUEL_REQUEST_RATIO_FOR_MOVEMENT 0.4 ratio of ship movement fuel cost that is to be considered in fuel usage and request system
PRIO_FUEL_REQUEST_RATIO_FOR_MOVEMENT 0.2 ratio of ship movement fuel cost that is to be considered in prio fuel usage and request system
NAVY_ACTUAL_FUEL_USAGE_WEIGHT_ON_OIL_REQUEST 0.5 weight of actual fuel usage of ships compared to what is being asked for missions while calculating oil needed for trade
AIR_ACTUAL_FUEL_USAGE_WEIGHT_ON_OIL_REQUEST 0.5 weight of actual fuel usage of planes compared to what is being asked for missions while calculating oil needed for trade
MONTHS_TO_FILL_FUEL_BUFFER_WITH_OIL_REQUESTS 6.0 in war time, countries will try to fill their buffer in this duration and trade for oil if necessary
MONTHS_TO_FILL_FUEL_BUFFER_WITH_OIL_REQUESTS_IN_PEACE_TIME 10.0 in peace time, countries will try to fill their buffer in this duration and trade for oil if necessary
FUEL_CONSUMPTION_MULT_FOR_FUEL_SAVING_MODE 0.25 fuel consumptions will be limited by this ratio in fuel saving mode
FUEL_CONSUMPTION_MULT_REGULAR_FUEL_MODE 1.0 fuel consumptions will be limited by this ratio in regular fuel mode
FUEL_CONSUMPTION_MULT_AGRESSIVE_FUEL_MODE 3.0 fuel consumptions will be limited by this ratio in aggressive fuel usage mode
DAYS_FUEL_REMAINING_TO_ENTER_FUEL_SAVING_MODE 30 countries will enter fuel saving mode if they will be out of fuel in this number of days and their fuel ratio is below next define
DAYS_FUEL_REMAINING_TO_ENTER_FUEL_SAVING_MODE_FUEL_RATIO 0.4
FUEL_RATIO_TO_EXIST_FUEL_SAVING_MODE 0.60 countries will exit fuel saving mode if they have more fuel ratio than this
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_ARMY_MAX_CONSUMPTION 60 AI will try to buffer at least this amount of days on max consumption, will trade if necessary and will go into fuel saving mode/aggressive mode using this buffer
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_AIR_MAX_CONSUMPTION 60 AI will try to buffer at least this amount of days on max consumption, will trade if necessary and will go into fuel saving mode/aggressive mode using this buffer
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_NAVY_MAX_CONSUMPTION 60 AI will try to buffer at least this amount of days on max consumption, will trade if necessary and will go into fuel saving mode/aggressive mode using this bufferaggressive fuel usage mode
MIN_WANTED_MAX_FUEL 50 minimum value for wanted fuel buffers for AI (in thousands)
GIE_LEND_LEASE_TO_PLAYER_EXILE_DESIRE_BONUS 40 AI host is more likely to accept lend lease requests from a player.
NAVAL_BASE_RATIO_ALLOCATED_FOR_REPAIRS 0.25 ai will allocate at most this ratio of dockyards for repairs in peace time
NAVAL_BASE_RATIO_ALLOCATED_FOR_REPAIRS_IN_WAR_TIME 0.6 ai will allocate at most this ratio of dockyards for repairs in war time
MAX_FUEL_CONSUMPTION_RATIO_FOR_AIR_TRAINING 0.25 ai will use at most this ratio of affordable fuel for air training
MAX_FUEL_CONSUMPTION_RATIO_FOR_NAVY_TRAINING 0.25 ai will use at most this ratio of affordable fuel for naval training
MAX_FULLY_TRAINED_SHIP_RATIO_FOR_TRAINING 0.7 ai will not train a taskforce if fully trained ships are above this ratio
NUM_SILOS_PER_CIVILIAN_FACTORIES 0.0025 ai will try to build a silo per this ratio of civ factories
NUM_SILOS_PER_MILITARY_FACTORIES 0.012 ai will try to build a silo per this ratio of mil factories
NUM_SILOS_PER_DOCKYARDS 0.02 ai will try to build a silo per this ratio of dockyards
SHIP_STR_RATIO_PUT_ON_REPAIRS 0.8 if ships are damaged below this ratio, they are put for repairs
SHIP_STR_RATIO_EXIT_REPAIRS 1.00 the ships will leave repairs if they are >= this ratio of total str
REPAIR_TASKFORCE_SIZE 4 repair taskforce sizes are limited to this many ships
PLAN_VALUE_BONUS_FOR_MOVING_UNITS 0.35 AI plans gets a bonus when units are not moving and ready to fight
AGGRESSIVENESS_BONUS_FOR_FRONTS_THAT_ARE_ON_HIGH_AGGRESSIVENESS -0.4 AI gets a bonus to aggressiveness if it is already executing an aggressive plan (lower is more aggressive)
AGGRESSIVENESS_CHECK_BASE 2.0 front comparison where ai will consider aggressive stance, unless it is already then the number above is used
AGGRESSIVENESS_CHECK_EASY_TARGET -0.4 if target nation is flagged as easy target we also adjust down the front comparison needed
AGGRESSIVENESS_CHECK_CAREFUL 0.6 at what front strength balance do we go careful
AGGRESSIVENESS_CHECK_PARTLY_FORTIFIED 2.0 if front strength balance is at or above this value versus a party fortified enemy, we do a balanced attack
AGGRESSIVENESS_CHECK_PARTLY_FORTIFIED_WEAK_POINTS 0.75 if front strength balance is at or above this value versus a party fortified enemy, we rush attack weak points; below this value, we are careful
AGGRESSIVENESS_CHECK_FULLY_FORTIFIED 10 if front strength balance is at or above this value versus a fully fortified enemy with no weak points, we do a balanced attack instead being careful
AGGRESSIVENESS_CHECK_FULLY_FORTIFIED_POCKET 6 if front strength balance is at or above this value versus a fully fortified enemy in a pocket, we do a balanced attack instead being careful
FRONT_EVAL_UNIT_ACCURACY 0.7 scale how stupid ai will act on fronts. 0 is potato
FRONT_EVAL_UNIT_SUPPLY_AND_ORG_LACK_IMPACT 0.0 scale how painful the AI thinks a combined lack of supply and organization is for units
PRODUCTION_CARRIER_PLANE_BUFFER_RATIO 1.5 in additional to total deck size of carriers, we want at list this ratio to buffer it
PRODUCTION_CARRIER_PLANE_PRODUCTION_BOOST_TO_BUFFER 4.0 production of carrier planes will go up by this ratio if we lack buffers
NAVAL_MAX_CONVOY_TO_INTEL_FOR_CONVOY_RAIDS 200 number of convoys in region will be clamped to this max, anything more will be ignored while assigning raids
EXTRA_NAVY_INTEL_FOR_CONVOY_RAIDING 0.0 this amount of intel is added to navy intel while ai is assigning convoy raiding mission
INTEL_NEEDED_TO_NEGATVE_CONVOY_COUNT_REDUCTION 80.0 navy intel is divided by this ratio to negate NAVAL_CONVOY_COUNT_INTEL_DROPOFF
_DUE_TO_LOW_DECYPTION
NAVAL_CONVOY_COUNT_INTEL_DROPOFF_DUE_TO_LOW_DECYPTION 200 on lowest navy intel, ai won't be able to see enemy convoys lower than this ratio
CONVOY_RAID_SCORE_FROM_CONVOY_INTELLIGENCE 2.5 each convoy intelligence will increase raid score by this
AIR_AI_ENEMY_PROV_RATIO_FOR_COMBAT_REGION 0.15 if a region has more than this ratio of provinces controlled by enemy, AI will consider it as a combat zone while assigning planes
RESEARCH_MULTI_DOCTRINE_SCORE 0.3 score penalty to researching multiple doctrines at once for AI
CONVOY_ESCORT_SCORE_FROM_CONVOYS 15 score for each convoy you have in area
CONVOY_ESCORT_MUL_FROM_NO_CONVOYS 0.02 score multiplier when no convoys are around
CONVOY_RAID_MIN_ENEMY_THREAT 0.05
MAX_UNIT_RATIO_FOR_INVASIONS 0.5 countries won't use armies more than this ratio of total units for invasions
MAX_INVASION_FRONT_SCORE 2000 max score for naval invasion front scores
MIN_FRONT_SCORE_FOR_AFTER_INVASION_AREAS 1500 min score for army fronts that are created on recently invaded regions
MIN_CONVOY_EFFICIENCY_TO_CANCEL_TRADES 0.4 min efficiency (due to convoy raid) to cancel trades
MIN_CONVOY_EFFICIENCY_TO_START_TRADES 0.6 min efficiency (due to convoy raid) to start be able to trades
MIN_CONVOY_EFFICIENCY_PER_WAR_SUPPORT_HIT 0.6 percentage of war support hit you get is multiplied by this value and added to min convoy efficiencies
NAVAL_INVADED_AREA_PRIO_DURATION 90 after successful invasion, AI will prio the enemy area for this number of days
NAVAL_INVADED_AREA_PRIO_MULT 2.0 fronts that belongs to recent invasions gets more prio
MIN_NUM_CONQUERED_PROVINCES_TO_DEPRIO_NAVAL_INVADED_FRONTS 30 if you conquer this amount of provinces after a naval invasion, it will lose its prio status and will act as a regular front
BUILDING_TARGETS_BUILDING_PRIORITIES {'industrial_complex',} buildings in order of priority when considering building targets strategies. First has the greatest priority, omitted has the lowest. NOTE: not all buildings are supported by building targets strategies.
MIN_INVASION_PLAN_VALUE_TO_EXECUTE 0.2 ai will only activate invasions if it is above this
MAX_INVASION_SIZE 24 max invasion group size
MAX_PORT_STRIKE_HISTORY_TO_REMEMBER 5000 maximum port strike history to keep track (will be used to disable ports
PORT_STRIKE_HISTORY_DECAY_MIN 10 minimum decay for port strike history (<7 days since last port strike)
PORT_STRIKE_HISTORY_DECAY_MAX 400 maximum decay for port strike history (>=37 days since last port strike)
MAX_PORT_RATIO_TO_DISABLE 0.8 max ratio of ports to disable due to port strikes
PORT_STRIKE_HISTORY_VALUE_TO_DISABLE_REPAIRS 200 cut off for disabling ports above this threshold
PORT_STRIKE_HISTORY_VALUE_TO_REENABLE_REPAIRS 10 cut off for reenabling ports below this threshold
CURRENT_LAW_SCORE_BONUS 50.0 current score will get an additional bonus to its ai weight
OIL_WANT_PER_POTENTIAL_LAND_CONSUMPTION_K 0.05 how much extra oil requested on top of balance for country's potential oil consumptions
OIL_WANT_PER_POTENTIAL_NAVY_CONSUMPTION_K 0.03
OIL_WANT_PER_POTENTIAL_AIR_CONSUMPTION_K 0.03
OIL_WANT_PER_POTENTIAL_MISC_CONSUMPTION_K 0.1
OIL_WANT_AT_PEACE_PER_POTENTIAL_LAND_CONSUMPTION_K 0.02
OIL_WANT_AT_PEACE_PER_POTENTIAL_NAVY_CONSUMPTION_K 0.0
OIL_WANT_AT_PEACE_PER_POTENTIAL_AIR_CONSUMPTION_K 0.0
OIL_WANT_AT_PEACE_PER_POTENTIAL_MISC_CONSUMPTION_K 0.1
RESOURCE_WANT_PER_MISSING_BALANCE 0.2 negative balance increases the desire on a resource
RESOURCE_WANT_PER_CONSUMED 0.05 if resource is being used in production, increase the desire
CRYPTO_ACTIVATION_THRESHOLD 1.25 will multiply crypto activation threshold. (crypto ai calculates a score & a threshold for each cracked crypto, if score > crypto, it activates the crypto)
CRYPTO_ACTIVATE_NUM_DAYS_DROP_OFF 0.4 longer decrypted crypto waits, lower threshold it will have. threshold will be multiplied by this value at most
CRYPTO_ACTIVATE_NUM_DAYS_DECAY 60 at this number of days, it will decay by %50 of prev define
CRYPTO_ACTIVATE_NUM_ACTIVATED_DROP_OFF 0.6 having an already activated cryptos will further multiply threshold, down to this value
CRYPTO_ACTIVATION_SCORE_ARMIES_IN_COMBAT_BONUS 0.2 having units in combat will increase the score by this ratio
CRYPTO_ACTIVATION_SCORE_OUR_CAPITAL_BONUS 0.2 fronts of our capital get a bonus by this ratio
CRYPTO_ACTIVATION_SCORE_ENEMY_CAPITAL_BONUS 0.2 fronts of enemy capital get a bonus by this ratio
CRYPTO_AFTER_SCORE_INVASION_FRONT_BONUS 1.0 a front that is naval invading will increase the score by this ratio

NFocus

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

NOperatives

Name Default Comment
AGENCY_CREATION_DAYS 30 Number of days needed to create an intelligence agency
AGENCY_UPGRADE_DAYS 30 Number of days needed to upgrade an intelligence agency
AGENCY_CREATION_FACTORIES 5 Number of factories used to create an intelligence agency
AGENCY_AI_BASE_NUM_FACTORIES 25.0 Used by AI to pace the upgrades. Formula : if (AGENCY_AI_BASE_NUM_FACTORIES <= num_civ_factories - num_upgrades * AGENCY_AI_PER_UPGRADE_FACTORIES)
AGENCY_AI_PER_UPGRADE_FACTORIES 6.0 Used by AI to pace the upgrades. Formula : if (AGENCY_AI_BASE_NUM_FACTORIES <= num_civ_factories - num_upgrades * AGENCY_AI_PER_UPGRADE_FACTORIES)
AGENCY_UPGRADE_PER_OPERATIVE_SLOT 5 Number of upgrade needed to unlock an additional operative slot
AGENCY_OPERATIVE_RECRUITMENT_TIME 30 Number of days to wait to have operative to recruit when an operative slot first becomes available
BECOME_SPYMASTER_PP_COST 50 Number of political power used to become Spy Master
BECOME_SPYMASTER_MIN_UPGRADES 3 Number of agency upgrades you need before becoming Spy Master
BASE_COUNTER_INTELLIGENCE_RATING 0.0 Base national counter intelligence rating for all countries
AGENCY_DEFENSE_EFFECT_ON_HOSTILE_ACTION_COST 0.2 Defense factor that is responsible for multiplying the cost hostile actions against our country by its level and this value
INTEL_NETWORK_GAIN_RATE_ON_WRONG_CONTROLLER 10.0 Amount of network strength lost in a state when it does not have the right controller anymore
INTEL_NETWORK_GAIN_RATE_ON_OUT_OF_RANGE -1.75 Amount of network strength lost in a state that has the right controller but is out of range of any operative
INTEL_NETWORK_GAIN_FROM_ADJACENCY_FACTOR 0.5 Factor multiplied to the sum of the positive difference between a state's strength and its neighbors'. In other words, how strongly neighbors impact the strength gained in a state. Values greater or equal to 1 are discouraged.
INTEL_NETWORK_GAIN_DECAY_PER_STEP_FACTOR 0.5 Factor multiplied to the gain of the previous node in the network initially contributed by the agent. In other words, before adjacency, the strength gain in a state would be GainFromOperative * (INTEL_NETWORK_GAIN_DECAY_PER_STEP_FACTOR ^ NodeDepth) where NodeDepth is the distance between the state and the operative's location.
INTEL_NETWORK_STRENGTH_TARGET_OFFSET_PER_OPERATIVE 15.0 The amount of strength each operative on build intel network mission in a sub network add to the base target network strength
INTEL_NETWORK_STRENGTH_DECAY_WHEN_ABOVE_TARGET -2.5 The amount of strength removed each tick from a state that has more strength than the target
INTEL_NETWORK_BASE_STRENGTH_TARGET_COUNTERINTELLIGENCE_FACTOR -10.0 BaseStrengthTarget = Factor * CounterIntelligenceRating + Offset
INTEL_NETWORK_BASE_STRENGTH_TARGET_COUNTERINTELLIGENCE_OFFSET 90 Offset mentioned above
INTEL_NETWORK_MIN_VP_TO_TARGET 15 The minimum value of the highest VP in a state to consider the state as a valid target to start building an intel network
INTEL_NETWORK_MIN_STRENGTH_TO_TARGET 101.0 The minimum value of the intel network in a state to consider it a valid target to deploy an operative in
INTEL_NETWORK_MIN_STRENGTH_TO_LINK_SUBNETWORKS 0.0 Where the influence of two operative meet, the two nodes on each side have to have strictly more than the given strength before the two operatives have a chance of being considered in the same network
INTEL_NETWORK_OPERATIVE_GAIN_STACKING_FACTOR 0.5 When multiple operative are present in the same location, this factor is applied for each operative with a lower gain than the max. So if operatives have the gain [3, 1, 2] in the same location, it is sorted to [1, 2, 3] then converted to [1*D^2, 2*D^1, 3], with D being this define, so if D=0.5 we have [0.25, 1, 3] and the final gain from operative at this location will be 4.25. Putting this define to 0 is equivalent to considering the maximum value only.
INTEL_NETWORK_MIN_STRENGTH_FOR_STATE_TO_COUNT_TOWARD_NATIONAL_
COVERAGE
0.0 Amount of strength (0, 100) in a state required for it to count toward the national coverage
INTEL_NETWORK_NATIONAL_COVERAGE_CONTROLLED_STATES_WEIGHT 0.2 Weight (expected [0,1]) multiplied by the number of states covered by the network that are controlled by the target over the total number of states the target controls
INTEL_NETWORK_NATIONAL_COVERAGE_CORE_STATES_WEIGHT 0.6 Weight (expected [0,1]) multiplied by the number of states covered by the network that are core to the target over the total number of states the target has for core
INTEL_NETWORK_NATIONAL_COVERAGE_OWNED_WORTH_WEIGHT 0.2 Weight (expected [0,1]) multiplied by the value of victory points covered by the network over the total value of victory points controlled by the targets
INTEL_NETWORK_OCCUPIED_TAG_STATES_WEIGHT 0.5 Weight (expected [0,1]) multiplied to the fraction of number of state covered by the intel network divided by the number of states occupied by the target of the network, per occupied tag
INTEL_NETWORK_OCCUPIED_TAG_WORTH_WEIGHT 0.5 Weight (expected [0,1]) multiplied to the fraction of victory points worth of states covered by the intel network divided by the worth of states occupied by the target of the network, per occupied tag
INTEL_NETWORK_MIN_SUB_NETWORK_SIZE_FOR_DETECTION 0 minimum number of state of a sub-intel network before an operative on build intel network mission in this network can be detected
INTEL_NETWORK_MIN_NATIONAL_COVERAGE_FOR_DETECTION 0.02 [0, 1] minimum national coverage required for an operative on build intel network to have a chance to be discovered
INTEL_NETWORK_MIN_SUB_NETWORK_NATIONAL_COVERAGE_FOR_DETECTION 0.01 [0, 1] minimum national coverage of the network the operative on build intel network is in to have a chance to be discovered
INTEL_NETWORK_MIN_SUB_NETWORK_STRENGTH_FOR_DETECTION 10.0 [0, 100] minimum network strength of the network the operative on build intel network mission is in to have a chance to be discovered
INTEL_NETWORK_INTELLIGENCE_AGENCY_DEFENSE_TO_DETECTION_FACTOR 2.0 multiplied to the intelligence agency defense of the target of the intel network
INTEL_NETWORK_INTELLIGENCE_AGENCY_DEFENSE_DETECTION_SCALE_FACTOR 0.0 factor multiplied to the intelligence agency defense of the target of the intel network before being factored to the detection chance
INTEL_NETWORK_MAX_INTELLIGENCE_AGENCY_DEFENSE_DETECTION_SCALE_
FACTOR
0.0 clamp the value from the multiplication of the above factor
INTEL_NETWORK_NATIONAL_COVERAGE_TO_DETECTION_CHANCE_FACTOR 1.0 multiplied to the national coverage (a value in range [0, 1]
INTEL_NETWORK_SUB_NETWORK_STRENGTH_TO_DETECTION_CHANCE_FACTOR 0.1 multiplied to the network strength (a value in range [0, 100]
INTEL_NETWORK_SUB_NETWORK_NATIONAL_COVERAGE_TO_DETECTION_CHANCE_
FACTOR
3.0 multiplied to the contribution to the national coverage of the sub network (a value in range [0, 1])
INTEL_NETWORK_DETECTION_GLOBAL_FACTOR 0.01 global factor multiplied to the detection chance before it is multiplied a dice roll in the range [0,1000]
BUILD_INTEL_NETWORK_DAILY_XP_GAIN 1
QUIET_INTEL_NETWORK_DAILY_XP_GAIN 0
OPERATIVE_MISSION_DETECTION_CHANCE_FACTOR {


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
.
INTEL_NETWORK_STATE_MODIFIER_STRENGTH_THRESHOLD 10 Minimum amount of strength required in a state for the intel network related modifiers to start being applied
INTEL_NETWORK_MIN_DEFAULT_FOR_SHOWING 25 default min level for networks used to filter operation requirements if not overridden
OPERATIVE_BASE_INTEL_NETWORK_GAIN 0.4 Base amount of network strength gain per day provided by an operative
OPERATIVE_MAX_INTEL_NETWORK_GAIN -1.0 Max amount of network strength gain per day provided by an operative after modifiers have been applied (negative value means no max)
COUNTER_INTELLIGENCE_FOREIGN_AGENT_FACTOR 0.0 Multiplier to the counter intelligence provided by foreign (ally) operatives
COUNTER_INTELLIGENCE_STACKING_FACTOR 0.5 Multiplier applied to each operative after the first one. So if we have the following counter intelligence rating values [0.1, 0.3, 0.2], the factor is applied twice for the lowest value and once for the 2nd lowest one as such : [0.3, 0.2 * D, 0.1 * D * D] and then the result is summed up to give the final rating value
COUNTER_INTELLIGENCE_TO_DEFENSE_LOG_FACTOR 0.0 Defense = LogFactor * log( 1 + CounterIntelligence ) + CounterIntelligence / Divisor
COUNTER_INTELLIGENCE_TO_DEFENSE_DIVISOR 1.0 see above
COUNTER_INTELLIGENCE_DAILY_XP_GAIN 0.112
BOOST_IDEOLOGY_NATIONAL_COVERAGE_FACTOR 1.0 used to compute the drift factor as follow: BASE * SUB_NETWORK_NC * BOOST_IDEOLOGY_DEFENSE_FACTOR
BOOST_IDEOLOGY_MAX_DRIFT_BY_OPERATIVE 0.25 the maximum drift an operative can cause, a negative value means no maximum
BOOST_IDEOLOGY_DRIFT_STACKING_FACTOR 0.5 multiplied to the drift of an operative for each operative after the first one, with the greatest drift. So if we have the following drift values [0.1, 0.3, 0.2], the factor is applied twice for the lowest value and once for the 2nd lowest one as such : [0.3, 0.2 * D, 0.1 * D * D] and then the result is summed up to give the final drift value.
BOOST_IDEOLOGY_DEFENSE_FACTOR 0.2 multiplied to the target's defense to get the amount of drift to remove from each operative's drift
BOOST_IDEOLOGY_DAILY_XP_GAIN 0.274
OPERATIVE_BASE_INTEL_AGENCY_DEFENSE 1.0 Base amount of intel agency defense contributed by an operative on counter_intelligence mission
OPERATIVE_BASE_BOOST_IDEOLOGY 0.1 Base amount of daily ideology drift provoked by an operative
OPERATIVE_BASE_PROPAGANDA_POWER 0.0005 Base amount of daily war support and stability change when an operative is assigned to propaganda
PROPAGANDA_SUB_NETWORK_STRENGTH_FACTOR 1.0 Multiplied to the network strength before being multiplied to the Stability/WarSupport drift caused by an operative
PROPAGANDA_DEFENSE_FACTOR 0.01 Multiplied to the target's defense before being subtracted from the Stability/WarSupport drift caused by an operative
PROPAGANDA_OPERATIVE_STACKING_FACTOR 0.5 Multiplied to the Stability/WarSupport drift values of each operative after the one with the greatest values. The process is done separately for Stability and WarSupport
PROPAGANDA_COUNTRY_STACKING_FACTOR 0.5 Multiplied to the Stability/WarSupport drift values of each country after the one with the greatest values. The process is done separately for Stability and WarSupport
PROPAGANDA_DAILY_XP_GAIN 0.350
OPERATIVE_BASE_ROOT_OUT_RESISTANCE_EFFICIENCY 1.0 The base efficiency of an operative at the RootOutResistance mission (this is a percentage, 1.0 == 100%)
ROOT_OUT_RESISTANCE_STACKING_FACTOR 0.5 Multiplied to each operative efficiency after the first one
ROOT_OUT_RESISTANCE_RANGE_STEP_FACTOR 0.5 Multiplied to the summed up efficiency from all operative operating in a same state to determine the efficiency in neighboring states
ROOT_OUT_RESISTANCE_DAILY_XP_GAIN 0.068
OPERATIVE_BASE_CONTROL_TRADE_DRIFT 0.5 The base daily drift in trade influence caused by an operative
CONTROL_TRADE_STACKING_FACTOR 0.5 Multiplied to the drift of each operative after the first one
CONTROL_TRADE_MAX_INFLUENCE 50.0 The maximum amount of trade influence that can be gained through the control trade mission
CONTROL_TRADE_INFLUENCE_DAILY_DECAY 0.1 The amount of trade influence lost when no operative are assigned to the mission
CONTROL_TRADE_DAILY_XP_GAIN 0.137
OPERATIVE_BASE_DIPLOMATIC_PRESSURE_AI_ACCEPTANCE_SCORE_DRIFT 0.4 The daily change in the amount of opinion requiered to join a faction
OPERATIVE_BASE_DIPLOMATIC_PRESSURE_TENSION_REQUIREMENTS_DRIFT 0.001 The daily change in world tension requiered to join a faction
DIPLOMATIC_PRESSURE_MAX_AI_ACCEPTANCE_SCORE_INCREASE 20.0 the maximum amount of ai acceptance score from diplomatic pressure
DIPLOMATIC_PRESSURE_MAX_TENSION_REQUIREMENTS_DECREASE 0.20 amount of tension (tensions is in range [0,1]) that can be removed from the requirements imposed by the modifier join_faction_tension_limit
DIPLOMATIC_PRESSURE_OPERATIVE_STACKING_FACTOR 0.5 The diminishing return factor to apply to operative working for the same faction after the first one. Operatives operating for a same faction are ranked by their efficiency and their opinion and tension drift are individually applyied a stacking factor like so: DRIFT * STACKING_FACTOR^RANK where RANK is a value from 0 to the number of operative -1 where the opperative with the highest drift value has rank 0
DIPLOMATIC_PRESSURE_AI_ACCEPTANCE_SCORE_DECAY 0.4 daily decay when the mission is not active
DIPLOMATIC_PRESSURE_TENSION_REQUIREMENTS_DECAY 0.001
DIPLOMATIC_PRESSURE_DAILY_XP_GAIN 0.137
MIN_NATIONAL_COVERAGE_FOR_BOOST_IDEOLOGY 0.01 Minimum network coverage required to start the mission (the code ensures that a network exists at all)
OPERATIVE_MIN_DAYS_HARMED 30 Minimum number of days an operative can be harmed. Applied after modifiers. Can be zero.
OPERATIVE_MAX_DAYS_HARMED 120 Maximum number of days an operative can be harmed. Applied after modifiers. Is ignored if negative
OPERATIVE_MIN_DAYS_FORCED_INTO_HIDING 7 Minimum number of days an operative can be forced into hiding. Applied after modifiers. Can be zero.
OPERATIVE_MAX_DAYS_FORCED_INTO_HIDING 120 Maximum number of days an operative can be forced into hiding. Applied after modifiers. Is ignored if negative
OPERATIVE_MAX_DAYS_TO_AUTO_RESUME_MISSION 30 Maximum number of days an operative has to be disabled before its mission is not automatically resumed once he is available again
CRYPTO_BASE_CRYPTO_LEVEL 12000 base crypto strength for a country
CRYPTO_CRYPTO_LEVEL_PER_CRYPTO_UPGRADE 4250 crypto strength per crypto upgrade
CRYPTO_CRYPTO_ACTIVE_BONUS_DURATION 30 number of days the active decryption bonuses will be applied before enemy resets their intelligence
CYRPTO_ACTIVE_BONUS_ACTIVATION_PROGRESS_RATIO 0.5 once bonus is activated, decryption progress will be reduced to this ratio
OPERATION_AI_MINIMUM_SCORE 10.0 Once an operation's AI weight falls below the minimum score it will be scrapped if it is being prepared
OPERATION_COMPLETION_XP 18
OPERATIVE_CAPTURE_DURATION_IN_DAYS 9*30 The following defines are multiplied to the number of operatives operating in the target country the activity level is computed for
BUILD_INTEL_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 10
BOOST_IDEOLOGY_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 10
PROPAGANDA_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 10
CONTROL_TRADE_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 1
DIPLOMATIC_PRESSURE_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 1
INTEL_NETWORK_COVERAGE_ACTIVITY_FACTOR 100 multiplied to the sum of the network coverage [0,1] all countries have over the target
INTEL_NETWORK_STRENGTH_DANGER_FACTOR 1 multiplied to the strength [0,100] of the strongest network over that country
ACTIVITY_LEVEL_PROPORTIONAL_FACTOR 0.01 Activity level PID values
ACTIVITY_LEVEL_INTEGRAL_FACTOR 0.001 Activity level PID values
ACTIVITY_LEVEL_DERIVATIVE_FACTOR 0 Activity level PID values
DANGER_LEVEL_PROPORTIONAL_FACTOR 0.01 Danger level PID values
DANGER_LEVEL_INTEGRAL_FACTOR 0.001 Danger level PID values
DANGER_LEVEL_DERIVATIVE_FACTOR 0 Danger level PID values
NUM_DAYS_BEFORE_REMOVING_PREPARED_OPERATIONS 60 num days before removing prepared operations
ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_XP_GAIN 100 Xp gain when an enemy operative is captured in the country the operative is assigned to counter intelligence to. Apply to a single randomly selected operative
ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_WEIGHT_OWN_COUNTRY_FOR_
XP
2 An integer on how likely an operative operating in his own country is to get selected for the xp reward on enemy operative capture
ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_WEIGHT_DIFFERENT_COUNTRY_
FOR_XP
1 same for an operative assigned to counter intelligence in a different country than his own
RISK_LEVELS {0.1, 0.2, 0.3} each risk level comes with a label to display for operations if it goes above that number. If below the first it will instead show the good outcomes
RISK_LEVELS {"RISK_LOW", "RISK_MID", "RISK_HIGH"}
OUTCOME_LEVELS {0.1, 0.2, 0.3} outcome levels are shown if risk is below its first entry instead
OUTCOME_LEVELS_LABELS {"OUTCOME_BASE", "OUTCOME_GOOD", "OUTCOME_VGOOD"}

NIntel

Name Default Comment
COUNTRY_LEVEL_INTEL_MAXIMUMS {
100.0,
100.0,
100.0,
100.0
}
The maximum intel a country can have over another:
Civilian;
Army;
Navy;
Airforce
.
STATIC_INTEL_SOURCE_OPERATION_TOKENS_MAXIMUMS {} A static source is a source that will fully decay once its origin disappear (e.g. radar destroyed). MAXIMUMS: if set to an non-empty arrays, overrides COUNTRY_LEVEL_INTEL_MAXIMUMS for this specific source (note that COUNTRY_LEVEL_INTEL_MAXIMUMS is applied after INTEL_SOURCE_XXX_MAXIMUMS)
STATIC_INTEL_SOURCE_BROKEN_CYPHER_MAXIMUMS {60.0, 60.0, 60.0, 60.0}
STATIC_INTEL_SOURCE_RADAR_MAXIMUMS {10.0, 10.0, 20.0, 20.0}
STATIC_INTEL_SOURCE_INTEL_NETWORK_MAXIMUMS {30.0, 30.0, 40.0, 30.0}
DYNAMIC_INTEL_SOURCE_EVENT_FLAT_DECAY 0.0 FLAT_DECAY and MULT_DECAY control the rate at which the intel decays
DYNAMIC_INTEL_SOURCE_EVENT_MULT_DECAY 0.985 The formula is applied as follow (runs daily): NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY
DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_LOG_FACTOR 0 AGGREGAT_LOG_FACTOR and AGGREGAT_DIVISOR control the rate at which intel accumulates. It is applied to the sum of the intel generated throughout the day as follow: Aggregat = LOG_FACTOR * log( 1 + IntelOfTheDay ) + IntelOfTheDay / DIVISOR
DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_DIVISOR 1 The Aggregat is then added to the pool of intel. If DIVISOR is zero then the division is evaluated to zero.
DYNAMIC_INTEL_SOURCE_EVENT_MAXIMUMS {40, 40, 40, 40} MAXIMUMS controls the maximum value that the pool can contribute to the final intel values.
DYNAMIC_INTEL_SOURCE_EVENT_ABSOLUTE_MAXIMUMS {50, 50, 50, 50} ABSOLUTE_MAXIMUMS defines a ceiling for the intel in the pool that will never be exceeded. They are meant to be greater or equal to MAXIMUMS. If the array is empty, no absolute maximum is defined.
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_FLAT_DECAY 0.0 FLAT_DECAY and MULT_DECAY control the rate at which the intel decays
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MULT_DECAY 0.985 The formula is applied as follow (runs daily): NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_LOG_FACTOR 0.25 AGGREGAT_LOG_FACTOR and AGGREGAT_DIVISOR control the rate at which intel accumulates. It is applied to the sum of the intel generated throughout the day as follow: Aggregat = LOG_FACTOR * log( 1 + IntelOfTheDay ) + IntelOfTheDay / DIVISOR
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_DIVISOR 10 The Aggregat is then added to the pool of intel. If DIVISOR is zero then the division is evaluated to zero.
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MAXIMUMS {0, 30, 5, 10} MAXIMUMS controls the maximum value that the pool can contribute to the final intel values.
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_ABSOLUTE_MAXIMUMS {0, 40, 10, 15} ABSOLUTE_MAXIMUMS defines a ceiling for the intel in the pool that will never be exceeded. They are meant to be greater or equal to MAXIMUMS. If the array is empty, no absolute maximum is defined.
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_FLAT_DECAY 0.0 FLAT_DECAY and MULT_DECAY control the rate at which the intel decays
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MULT_DECAY 0.985 The formula is applied as follow (runs daily): NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_LOG_FACTOR 0.02 AGGREGAT_LOG_FACTOR and AGGREGAT_DIVISOR control the rate at which intel accumulates. It is applied to the sum of the intel generated throughout the day as follow: Aggregat = LOG_FACTOR * log( 1 + IntelOfTheDay ) + IntelOfTheDay / DIVISOR
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_DIVISOR 200 The Aggregat is then added to the pool of intel. If DIVISOR is zero then the division is evaluated to zero.
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MAXIMUMS {10, 0, 40, 20} MAXIMUMS controls the maximum value that the pool can contribute to the final intel values.
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_ABSOLUTE_MAXIMUMS {15, 0, 45, 25} ABSOLUTE_MAXIMUMS defines a ceiling for the intel in the pool that will never be exceeded. They are meant to be greater or equal to MAXIMUMS. If the array is empty, no absolute maximum is defined.
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_FLAT_DECAY 0.0 FLAT_DECAY and MULT_DECAY control the rate at which the intel decays
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_MULT_DECAY 0.985 The formula is applied as follow (runs daily): NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_LOG_FACTOR 1 AGGREGAT_LOG_FACTOR and AGGREGAT_DIVISOR control the rate at which intel accumulates. It is applied to the sum of the intel generated throughout the day as follow: Aggregat = LOG_FACTOR * log( 1 + IntelOfTheDay ) + IntelOfTheDay / DIVISOR
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_DIVISOR 2 The Aggregat is then added to the pool of intel. If DIVISOR is zero then the division is evaluated to zero.
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_MAXIMUMS {0, 0, 0, 25} MAXIMUMS controls the maximum value that the pool can contribute to the final intel values.
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_ABSOLUTE_MAXIMUMS {0, 0, 0, 30} ABSOLUTE_MAXIMUMS defines a ceiling for the intel in the pool that will never be exceeded. They are meant to be greater or equal to MAXIMUMS. If the array is empty, no absolute maximum is defined.
DYNAMIC_INTEL_SOURCE_AIR_RECON_FLAT_DECAY 0.0 FLAT_DECAY and MULT_DECAY control the rate at which the intel decays
DYNAMIC_INTEL_SOURCE_AIR_RECON_MULT_DECAY 0.995 The formula is applied as follow (runs daily): NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY
DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_LOG_FACTOR 0.05 AGGREGAT_LOG_FACTOR and AGGREGAT_DIVISOR control the rate at which intel accumulates. It is applied to the sum of the intel generated throughout the day as follow: Aggregat = LOG_FACTOR * log( 1 + IntelOfTheDay ) + IntelOfTheDay / DIVISOR
DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_DIVISOR 200 The Aggregat is then added to the pool of intel. If DIVISOR is zero then the division is evaluated to zero.
DYNAMIC_INTEL_SOURCE_AIR_RECON_MAXIMUMS {25, 20, 30, 20} MAXIMUMS controls the maximum value that the pool can contribute to the final intel values.
DYNAMIC_INTEL_SOURCE_AIR_RECON_ABSOLUTE_MAXIMUMS {30, 25, 35, 25} ABSOLUTE_MAXIMUMS defines a ceiling for the intel in the pool that will never be exceeded. They are meant to be greater or equal to MAXIMUMS. If the array is empty, no absolute maximum is defined.
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_FLAT_DECAY 0.0 FLAT_DECAY and MULT_DECAY control the rate at which the intel decays
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MULT_DECAY 0.95 The formula is applied as follow (runs daily): NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_LOG_FACTOR 1 AGGREGAT_LOG_FACTOR and AGGREGAT_DIVISOR control the rate at which intel accumulates. It is applied to the sum of the intel generated throughout the day as follow: Aggregat = LOG_FACTOR * log( 1 + IntelOfTheDay ) + IntelOfTheDay / DIVISOR
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_DIVISOR 2 The Aggregat is then added to the pool of intel. If DIVISOR is zero then the division is evaluated to zero.
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MAXIMUMS {50, 40, 40, 30} MAXIMUMS controls the maximum value that the pool can contribute to the final intel values.
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_ABSOLUTE_MAXIMUMS {50, 40, 40, 30} ABSOLUTE_MAXIMUMS defines a ceiling for the intel in the pool that will never be exceeded. They are meant to be greater or equal to MAXIMUMS. If the array is empty, no absolute maximum is defined.
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_INSTANCE 1.0 if the opponent has any division present, flat intel value generated py a participant against an opponent
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_COMITTED_DIVISIONS 0.5 multiplied to the number of committed divisions of the opponent
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_RESERVE_DIVISIONS 0.1 same for divisions in reserve
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_RETREATING_DIVISIONS 0.2 same for retreating divisions
LAND_COMBAT_ARMY_INTEL_FACTOR 0.01 factor applied once all values have been added together
LAND_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_INSTANCE 1.0 if the opponent has any plane active in the, flat intel value generated by a participant against that opponent
LAND_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_PLANE 0.1 multiplied to the number of plane that opponent has in the combat
LAND_COMBAT_AIR_INTEL_FACTOR 0.01 factor applied once all values have been added together
RECON_INTEL_BONUS 0.075 each recon gives this bonus to overall gathered land intel in combat
NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_INSTANCE 1.0
NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_SUBMARINE 0.2
NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_SCREEN_SHIP 0.5
NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_CAPITAL_SHIP 1.0
NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_INTERNAL_PLANES 0.05
NAVAL_COMBAT_NAVY_INTEL_FACTOR 1.0
NAVAL_COMBAT_CIVILIAN_INTEL_OVER_OPPONENT_PER_INSTANCE 0.0
NAVAL_COMBAT_CIVILIAN_INTEL_OVER_OPPONENT_PER_TRADE_CONVOY 1.0
NAVAL_COMBAT_CIVILIAN_INTEL_FACTOR 1.0
NAVAL_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_INSTANCE 0.0
NAVAL_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_TRANSFER_CONVOY 1.0
NAVAL_COMBAT_ARMY_INTEL_FACTOR 1.0
NAVAL_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_INSTANCE 1.0
NAVAL_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_INTERNAL_PLANES 0.0
NAVAL_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_EXTERNAL_PLANES 0.01
NAVAL_COMBAT_AIR_INTEL_FACTOR 1.0
NAVY_INTEL_BASE_SPOTTING_BONUS_MIN_INTEL_FOR_BONUS 5 at least this intel diff is needed for start applying BASE_SPOTTING_FROM_DECRYPTION bonus
NAVY_INTEL_BASE_SPOTTING_BONUS_MAX_INTEL_FOR_BONUS 40 at this intel BASE_SPOTTING_FROM_DECRYPTION will be applied fully
NAVY_INTEL_MINE_DAMAGE_REDUCTION_FACTOR_MIN_INTEL_FOR_BONUS 5 at least this intel diff is needed for start applying NAVAL_MINES_INTEL_DIFF_FACTOR bonus
NAVY_INTEL_MINE_DAMAGE_REDUCTION_FACTOR_MAX_INTEL_FOR_BONUS 40 at this intel NAVAL_MINES_INTEL_DIFF_FACTOR will be applied fully
AIR_COMBAT_AIR_INTEL_PER_INSTANCE 1.0
AIR_COMBAT_AIR_INTEL_PER_OPPONENT_PLANE 0.0
AIR_COMBAT_AIR_INTEL_FACTOR 0.2
INTEL_NETWORK_NATIONAL_COVERAGE_FACTOR 2.0 multiplied to the national coverage to deduce the fraction of the maximum value listed below that will be added to the intel against the network's target
INTEL_NETWORK_NATIONAL_COVERAGE_NAVAL_BASE_FACTOR 15.0 factor used instead of above in case you dont cover naval bases etc.
INTEL_NETWORK_MAX_CIVILIAN_INTEL 20.0 the maximum intel values that an intel network will provide against a target
INTEL_NETWORK_MAX_ARMY_INTEL 20.0 see above
INTEL_NETWORK_MAX_NAVY_INTEL 25.0 see above; only apply if the network encompass a naval base controlled by the network's target
INTEL_NETWORK_MAX_AIRFORCE_INTEL 15.0 see above
RADAR_LEVEL_INTEL_FACTOR 1.25 Multiplied to the radar level to tell the fraction of intel per covered province we get. The radar level is computed as BuildingLevel / MaxBuildingLevel.
RADAR_INTEL_STACKING_FACTOR 0.5 Used when multiple radars cover the same province
RADAR_BASE_INTEL_VALUES_FOR_COUNTRY_COVERAGE_PERCENTAGE {9.0,9.0,0.0,18.0} Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS. Multiplied by the total radar efficiency over the provinces of a specific country divided by the number of provinces controlled by that same country.
RADAR_BASE_INTEL_VALUES_FOR_COVERED_LAND_PROVINCES {5.0,5.0,0.0,12.0} Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS. Multiplied by the total radar efficiency of the provinces of a specific country divided by the individual radar's percentage of covered provinces.
RADAR_BASE_INTEL_VALUES_FOR_COVERED_SEA_PROVINCES {0.0,0.0,280.0,0.0} Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS. Multiplied by the total radar efficiency of the provinces covered by the radar for each strategic region that has convoy routes and multiplied by the fraction of convoy that country has going through the region (excluding the convoys of the radar's owner)
RADAR_NAVY_INTEL_FACTOR_PER_SHIP_TYPE {


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 type is given (civ, army, navy, air).
RECON_PLANE_SEA_DISTRIBUTION {0.0, 0.0, 10.0, 0.0}
LAND_SPOT_DECAY 0.05
NAVAL_SPOT_DECAY 1
ENCRYPTION_DECRYPTION_INTEL_FACTORS {15.0, 15.0, 15.0, 15.0} Factored to (1 + A.decryption) / (1 + B.encryption) to determine the intel A has over B when legacy encryption and decryption modifier are used. Note that if A.decryption is zero, the result is forced to zero. In the same order as COUNTRY_LEVEL_INTEL_MAXIMUMS
CIVILIAN_PRODUCTION_RANGE_INTEL_MIN 0.1 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_PRODUCTION_RANGE_INTEL_MAX 0.5 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_PRODUCTION_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_FUEL_RANGE_INTEL_MIN 0.3 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_FUEL_RANGE_INTEL_MAX 0.7 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_FUEL_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_MANPOWER_RANGE_INTEL_MIN 0.1 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_MANPOWER_RANGE_INTEL_MAX 0.7 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_MANPOWER_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_CONVOYS_RANGE_INTEL_MIN 0.1 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_CONVOYS_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_TRADE_SHOW_TRADE_AMOUNTS 0.0 minimum value to show how much a country trades a resource
CIVILIAN_TRADE_SHOW_TRADE_PARTNERS 0.1 minimum value to show who a country trades with
CIVILIAN_MIN_INTEL_FOR_RESOURCE_ROUTES_TOOLTIPS 0.9 minimum value to show convoy routes for resource transfer
CIVILIAN_MIN_INTEL_FOR_TRADE_ROUTES 0.7 minimum value to show trade routes on map
CIVILIAN_MIN_INTEL_FOR_RESOURCE_ORIGIN_ROUTES 0.5 minimum value to show resource transfers to mainland on map
ARMY_MIN_INTEL_FOR_SUPPLY_ROUTES 0.5 minimum value to show convoy routes for supply transfer
ARMY_MIN_INTEL_FOR_SUPPLY_ROUTES_TOOLTIPS 0.7 minimum value to show convoy route tooltips for supply transfer
CIVILIAN_INTEL_NEEDED_TO_SHOW_ANTI_AIR_REDUCTION 0.3 minimum value to show anti air damage reduction
CIVILIAN_INTEL_NEEDED_TO_SHOW_FOCUS_TREE 0.7 min required intel to focus tree with taken focuses
CIVILIAN_INTEL_NEEDED_TO_SHOW_CURRENT_FOCUS 0.3 min required intel to show currently focus
CIVILIAN_INTEL_NEEDED_TO_SHOW_CURRENT_FOCUS_PROGRESS 0.5 min required intel to show current focus progress
CIVILIAN_MIN_INTEL_TO_SHOW_INDUSTRY_GRAPH 0.30
CIVILIAN_MIN_INTEL_TO_SHOW_CONVOYS_GRAPH 0.70
CIVILIAN_MIN_INTEL_TO_SHOW_BOMBERS_GRAPH 0.8
OLD_TECH_COUNT_NUM_DAYS 180 num days after researched to consider a tech as "old"
INTEL_TO_SHOW_TECH_COUNT {0.5, 0.3, 0.3, 0.3} minimum value to show current tech count and current doctrine
INTEL_TO_SHOW_PREVIOUSLY_RESEARCHED {0.7, 0.7, 0.7, 0.7} minimum value to show previously researched tech
INTEL_TO_SHOW_CURRENTLY_RESEARCHED {0.8, 0.8, 0.8, 0.8} minimum value to show currently being researched tech
INTEL_TO_SHOW_IDEAS {0.0, 0.0, 0.0, 0.0}
ARMY_ARMY_COUNT_RANGE_INTEL_MIN 0.1
ARMY_ARMY_COUNT_RANGE_INTEL_MAX 0.7
ARMY_ARMY_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL 0.8
ARMY_SPECIAL_FORCES_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL 0.7
ARMY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MIN 0.1
ARMY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MAX 0.7
ARMY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL 0.5
ARMY_MIN_INTEL_TO_SHOW_EQUIPMENT_RATIO 0.7
ARMY_MIN_INTEL_TO_SHOW_BASIC_TEMPLATE_INFO 0.3
ARMY_TEMPLATE_UNIT_COUNT_INTEL_MIN 0.5
ARMY_TEMPLATE_UNIT_COUNT_INTEL_MAX 0.7
ARMY_TEMPLATE_UNIT_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 1.0
ARMY_MIN_INTEL_TO_SHOW_EXACT_TEMPLATE_INFO 0.8
ARMY_STOCKPILE_COUNT_INTEL_MIN 0.3
ARMY_STOCKPILE_COUNT_INTEL_MAX 0.7
ARMY_STOCKPILE_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.5
ARMY_MIN_INTEL_TO_SHOW_EQUIPMENT_DESIGN_DETAILS 0.8
ARMY_MIN_INTEL_RATIO_NEEDED_FOR_DISPLAYING_FAKE_ENEMY_INTEL_IN_LEDGER 0.9
ARMY_MIN_INTEL_RATIO_NEEDED_FOR_REVEALING_FAKE_ENEMY_INTEL 0.9
ARMY_INTEL_COMBAT_BONUS_MAX_BONUS 0.15 max combat bonus that will apply when intel is high enough
ARMY_INTEL_COMBAT_BONUS_FACTOR_ATTACK 1.0 multiplier for attack value of intel combat bonus
ARMY_INTEL_COMBAT_BONUS_FACTOR_DEFENSE 1.0 multiplier for defense value of intel combat bonus
ARMY_INTEL_COMBAT_BONUS_MIN_INTEL_FOR_BONUS 5 min intel needed to start applying ARMY_INTEL_COMBAT_BONUS_MAX_BONUS
ARMY_INTEL_COMBAT_BONUS_MAX_INTEL_FOR_BONUS 50 intel needed to fully apply ARMY_INTEL_COMBAT_BONUS_MAX_BONUS
NAVAL_SUPREMACY_INTEL_LOW 0.3 we need more intel than this to get any supremacy
NAVY_FLEET_COUNT_INTEL_MIN 0.1
NAVY_FLEET_COUNT_INTEL_MAX 0.3
NAVY_FLEET_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.5
NAVY_TASKFORCE_COUNT_INTEL_MIN 0.3
NAVY_TASKFORCE_COUNT_INTEL_MAX 0.7
NAVY_TASKFORCE_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.5
NAVY_SHIP_COUNT_INTEL_MIN 0.1
NAVY_SHIP_COUNT_INTEL_MAX 0.8
NAVY_SHIP_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.5
NAVY_MIN_INTEL_TO_SHOW_EXISTING_CATEGORY_TYPES 0.1 this is about displaying ships by class category
NAVY_SHIP_TYPE_COUNT_INTEL_MIN 0.3 this range is used both when for displaying counts by class and counts by variant
NAVY_SHIP_TYPE_COUNT_INTEL_MAX 0.7
NAVY_SHIP_TYPE_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.5
NAVY_MIN_INTEL_TO_SHOW_SHIP_CLASSES 0.5 this unlocks the display of a given variant
NAVY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MIN 0.1
NAVY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MAX 0.7
NAVY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL 0.5
NAVY_MIN_INTEL_TO_SHOW_SHIP_DESIGN_DETAILS 0.8
AIR_AIRWING_COUNT_INTEL_MIN 0.0
AIR_AIRWING_COUNT_INTEL_MAX 0.7
AIR_AIRWING_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.5
AIR_MIN_INTEL_TO_SHOW_AIRWING_CLASSES 0.3
AIR_WING_TYPE_COUNT_INTEL_MIN 0.5
AIR_WING_TYPE_COUNT_INTEL_MAX 0.7
AIR_WING_TYPE_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.5
AIR_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MIN 0.1
AIR_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MAX 0.7
AIR_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL 0.5
CIVILIAN_MAPICON_INDUSTRY_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.7
MAP_INTEL_VISIBILITY_CUTOFFS {0,1, -50,
0.4, 0,
0.6, 50,
1.0, 100}
how much map intel is gained with intel over a country. first number is threshold, second is amount of intel map intel gained
ARMY_AVG_ARMOR_INTEL_MIN 0.0
ARMY_AVG_ARMOR_INTEL_MAX 0.5
ARMY_AVG_ARMOR_RANGE_AT_LOWEST_INTEL 1.0
ARMY_MAX_ARMOR_INTEL_MIN 0.0
ARMY_MAX_ARMOR_INTEL_MAX 0.5
ARMY_MAX_ARMOR_RANGE_AT_LOWEST_INTEL 1.0
ARMY_AVG_PIERCING_INTEL_MIN 0.0
ARMY_AVG_PIERCING_INTEL_MAX 0.5
ARMY_AVG_PIERCING_RANGE_AT_LOWEST_INTEL 1.0
ARMY_MAX_PIERCING_INTEL_MIN 0.0
ARMY_MAX_PIERCING_INTEL_MAX 0.5
ARMY_MAX_PIERCING_RANGE_AT_LOWEST_INTEL 1.0
NAVY_MAPICON_MISSION_COUNT_INTEL_MIN 0.5 min intel to show assigned naval missions
NAVY_MAPICON_MISSION_COUNT_INTEL_MAX 0.8 min intel to show assigned naval missions with perfect accuracy, and taskforces count
NAVY_MAPICON_SHOW_ALL_NAVAL_PORTS 0.3 min intel to show all naval ports (otherwise you will only see nearby ones)
NAVY_MAPICON_NAVAL_PORT_VISIBILITY_DETAIL_THRESHOLDS {
0.0,
0.1,
0.3,
0.7,
0.8
}
how detailed the post tooltips will be:
for no intel;
show port level;
show fuzzy taskforce count;
show full taskforce count;
show taskforce details
.
NAVY_MAPICON_NAVAL_PORT_TASKFORCE_FUZZY_THRESHOLD 0.5
AIR_MAPICON_MISSION_COUNT_INTEL_MIN {0.3,
0.3,
0.3,
0.3,
0.3,
0.3,
0.3,
0.3,
0.3,
0.3,
0.3,
0.3,
0.3,
0.3}
AIR_SUPERIORITY;
CAS;
INTERCEPTION;
STRATEGIC_BOMBER;
NAVAL_BOMBER;
DROP_NUKE;
PARADROP;
NAVAL_KAMIKAZE;
PORT_STRIKE;
AIR_SUPPLY;
TRAINING;
NAVAL_MINES_PLANTING;
NAVAL_MINES_SWEEPING;
MISSION_RECON.
AIR_MAPICON_MISSION_COUNT_INTEL_MAX {0.6,
0.6,
0.6,
0.6,
0.6,
0.6,
0.6,
0.6,
0.6,
0.6,
0.6,
0.6,
0.6,
0.6}
AIR_SUPERIORITY;
CAS;
INTERCEPTION;
STRATEGIC_BOMBER;
NAVAL_BOMBER;
DROP_NUKE;
PARADROP;
NAVAL_KAMIKAZE;
PORT_STRIKE;
AIR_SUPPLY;
TRAINING;
NAVAL_MINES_PLANTING;
NAVAL_MINES_SWEEPING;
MISSION_RECON.
AIR_MAPICON_MISSION_COUNT_INTEL_RANGE_AT_LOWEST_INTEL {0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
0.5}
AIR_SUPERIORITY;
CAS;
INTERCEPTION;
STRATEGIC_BOMBER;
NAVAL_BOMBER;
DROP_NUKE;
PARADROP;
NAVAL_KAMIKAZE;
PORT_STRIKE;
AIR_SUPPLY;
TRAINING;
NAVAL_MINES_PLANTING;
NAVAL_MINES_SWEEPING;
MISSION_RECON.
AIR_MAPICON_SHOW_ALL_AIR_PORTS 0.3 min intel to show all air ports (otherwise you will only see nearby ones)
AIR_MAPICON_AIR_PORT_VISIBILITY_DETAIL_THRESHOLDS {
0.0,
0.3,
0.7,
0.8
}
how detailed the post tooltips will be:
for no intel;
show fuzzy air plane count;
show full air count;
show air plane details
.
AIR_MAPICON_AIR_PORT_PLANE_FUZZY_THRESHOLD 0.5
AIR_MIN_INTEL_TO_SHOW_EQUIPMENT_DESIGN_DETAILS 0.8

NWiki

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

NMapMode

Name Default Comment
FABRICATE_CLAIM_SELECTED_SECONDARY_COLOR {0, 1, 0, 1}
FABRICATE_CLAIM_TARGET_COUNTRY_SECONDARY_COLOR {0, 0, 0, 0}
FABRICATE_CLAIM_NON_TARGET_COUNTRY_SECONDARY_COLOR {0, 0, 0, 0}
FABRICATE_CLAIM_ALREADY_CLAIM_SECONDARY_COLOR {0.5, 0, 0, 1}
FABRICATE_CLAIM_ALREADY_CORE_SECONDARY_COLOR {0.5, 0, 0, 1}
CONSTRUCTION_MAP_MODE_BUILDING_DEFAULT_COLOR {0.43, 0.22, 0.22, 0.25} Color of states/provinces that can't be built on
CONSTRUCTION_MAP_MODE_BUILDING_MAX_LEVEL_COLOR {0.05, 0.1, 0.7, 0.4} Color of states/provinces where current building level is maxed out (max is current max level, not final max level) of a building type
CONSTRUCTION_MAP_MODE_BUILDING_LEVEL_LOW_COLOR {0.05, 0.22, 0.0, 0.4}
CONSTRUCTION_MAP_MODE_BUILDING_LEVEL_HI_COLOR {0.4, 0.9, 0.0, 0.5}
CONSTRUCTION_MAP_MODE_BUILDING_MAX_AMOUNT_QUEUED_COLOR {0.0, 0.0, 1.0} Color of states/provinces when building queue is maxed of a building type
CONSTRUCTION_MAP_MODE_BUILDING_QUEUED_COLOR {1.0, 0.85, 0.0} Color of states/provinces when building queue contains one or more of a building type.
MAP_MODE_MANPOWER_RANGE_MAX 20000000 When a state has that much manpower, it will be colored with the color MAP_MODE_MANPOWER_RANGE_COLOR_TO. Everything below that will have an interpolated color.
MAP_MODE_MANPOWER_RANGE_COLOR_FROM {0.2, 0.2, 0.7, 0.18} Color range for manpower map mode.
MAP_MODE_MANPOWER_RANGE_COLOR_TO {1, 0.125, 0.0, 0.6}
MAP_MODE_INFRA_RANGE_COLOR_FROM {1, 0.125, 0.0, 0.1} Color range for infrastructure map mode.
MAP_MODE_INFRA_RANGE_COLOR_TO {0.1, 0.9, 0.1, 0.6}
MAP_MODE_IDEOLOGY_COLOR_TRANSPARENCY 1 In the Ideology map mode, the colors on the map are taken from the scriptable file 00_ideologies.txt for each group. We use them in the interfaces (pie-charts) where transparency is not used, but 100% opaque looks bad on the map. This is a variable to control the transparency of the color.
CONSTRUCTION_MAP_MODE_TRANSPARENCY_OVERRIDE 241 When you use gradient borders to defeat the purpose of gradient borders. Larger than 248 seems to make the transparency stronger?
PEACE_CONFERENCE_CURRENT_SELECTED_SECONDARY_COLOR {0, 0, 1, 0.25}
PEACE_CONFERENCE_SELECTABLE_SECONDARY_COLOR {0, 1, 0, 0.25}
FACTIONS_COLOR_NOT_MEMBER {0.6, 0.6, 0.6, 0.25}
FACTIONS_MEMBER_TRANSPARENCY 1
PLAYER_MAPMODE_NOT_SELECTED_COUNTRY_TRANSPARENCY 0.15 How much is the country colors faded out, for countries that are not occupied by the any player.
SELECTED_COUNTRY_HIGHLIGHT_THICKNESS_MULT 1.5 When a country is selected (blinking/highlighted) it's borders becomes a bit thicker, to make stand out even more. 1.0 is default thickness.
STRATEGIC_MODE_COUNTRY_COLOR_STRIPES_TRANSP 0.0
STRATEGIC_MODE_ENEMY_STRIPES_COLOR {0.827, 0.172, 0.184, 0.0}
STRATEGIC_MODE_OUR_STRIPES_COLOR {0.427, 0.619, 0.858, 0.0}
STRATEGIC_MODE_ALLY_STRIPES_COLOR {0.427, 0.619, 0.858, 0.0}
RADAR_RANGE_STRIPES_COLOR {1.0, 1.0, 0.0, 0.14}
RADAR_RANGE_COLOR {0.039, 0.627, 0.0, 1.0}
RADAR_RANGE_ALLIED_COLOR {0.0, 0.647, 1.0, 1.0}
RADAR_RANGE_SELECTED_COLOR {1.0, 1.0, 0.0, 1.0}
RADAR_ROTATION_SPEED 0.025
AIR_RANGE_CAN_ASSIGN_MISSION_STRIPES_COLOR {0, 0.8, 0, 0.0} Stripes over the regions indicating if the currently selected air wings can have assigned mission there or not.
AIR_RANGE_CANNOT_ASSIGN_MISSION_STRIPES_COLOR {0.8, 0, 0, 0.5}
AIR_RANGE_INDICATOR_DEFAULT_COLOR {1.0, 1.0, 0, 1} On map circle indicating the air wings range.
AIR_RANGE_INDICATOR_NO_WINGS_COLOR {1.0, 0, 0, 1} Same as above, but for air wings with no airplanes.
AIR_RANGE_INDICATOR_ROTATION_SPEED 0.0005 How quickly is that indicator rotating
AIR_MISSION_ARROW_ACTIVE_COLOR {0, 1.0, 0, 0.5} Color of the arrow drawn in the strategic air map mode, between the air base and the region for the active missions
AIR_MISSION_ARROW_NONACTIVE_COLOR {1.0, 1.0, 1.0, 0.2} Same as above, but for non active missions (when no air wing has any mission active)
AIR_MISSION_ARROW_SELECTED_COLOR {1.0, 1.0, 0, 0.8} Same as above, but for currently selected air wings/air bases.
AIR_TRANSFER_ARROW_COLOR {1, 1, 0, 0.75} Same as above, but for the arrows drawn between airbases for current transfers
NAVAL_REGION_ACCESS_AVOID_COLOR {1, 1, 0, 0.35} Color for the map stripes on naval regions that has set an access level = AVOID
NAVAL_REGION_ACCESS_BLOCK_COLOR {1, 0, 0, 0.45} Color for the map stripes on naval regions that has set an access level = BLOCK
NAVAL_REGION_FADE_WHEN_FLEET_SELECTED 0.25 How much all region borders (except those with mission assigned to it) are faded out, when a fleet is selected.
AIR_REGION_FADE_WHEN_WING_SELECTED 0.15
UI_CONFIGURABLE_SLOT_FROM 4 Mapmode slots range that may be configurable. Indices are 0-based (first slot is 0)
UI_CONFIGURABLE_SLOT_TO 10
MAP_MODE_TERRAIN_TRANSPARENCY 0.5 How much transparent are the province colors in the simplified terrain map mode
MAP_MODE_NAVAL_TERRAIN_TRANSPARENCY 0.8 How much transparent are the SEA province colors in the simplified terrain map mode
MAP_MODE_INTEL_NETWORK_STRENGTH_COLOR_LOW {0.1, 0.1, 0.5, 0.2} Color of a state with the lowest intel network strength
MAP_MODE_INTEL_NETWORK_STRENGTH_COLOR_HIGH {0.4, 0.3, 0.9, 1.0} Color of a state with the lowest intel network strength
MAP_MODE_INTEL_NETWORK_STRENGTH_QUIET_COLOR_LOW {0.1, 0.5, 0.1, 0.2} Color of a state with the lowest intel network strength in a quiet network
MAP_MODE_INTEL_NETWORK_STRENGTH_QUIET_COLOR_HIGH {0.4, 0.9, 0.3, 1.0} Color of a state with the highest possible intel network strength in a quiet network
MAP_MODE_INTEL_MAX_HORIZONTAL_STACK 3 How many intel icons can be shown before the More icon appears for Operations
OCCUPATION_MAP_MODE_COUNTRY_STRIPE_ALPHA 0.3 alpha of occupied country stripes in occupation map mode
OPERATIVE_MAP_MODE_INVALID_COUNTRY_TARGET_TRANSPARENCY 0.15 alpha of country which cannot be targeted by the selected operative mission

NMapIcons

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

NAirGfx

Name Default Comment
AIRPLANES_ANIMATION_GLOBAL_SPEED_PER_GAMESPEED {0.3, 0.35, 0.4, 0.45, 0.5, 0.55} Speed factor for each game speed (begin with paused). Larger value = faster animation.
ROCKET_SPEED 15 Speed of rockets launched from rocket sites
AIRPLANES_CURVE_POINT_DENSITY 5.0 Higher value = more midpoints in the flight path.
AIRPLANES_CURVE_MAX_EXTRAPOLATION 30.0 It's the limit value that avoid making gigantic curves that may happen when flight path is very long.
AIRPLANES_CURVE_MIN_ELEVATION 4.0 Minimum height above the ground that the curve will generate it's points. Excludes first and last point (takeoff/landing).
AIRPLANES_SCALE_TAKEOFF_DIST 0.1 Until first x% of the flight path, the airplane will scale up.
AIRPLANES_SCALE_MIN 0.1 Minimum airplane scale down when takeoff/landing.
AIRPLANES_SCALE_LANDING_DIST 0.9 After last x% of the flight path, the airplane will scale down.
AIRPLANES_SMOOTH_INTERPOLATION_MOVE 0.13 How smooth is the movement interpolation.
AIRPLANES_SMOOTH_INTERPOLATION_TURN 0.095 How smooth is the turning interpolation.
AIRPLANES_BANK_STRENGTH 210.0 Multiplier of how much the curve affects the wings banking. (angle limited by the following value)
AIRPLANES_BANK_ANGLE_LIMIT 55.0 Bank angle limit.
AIRPLANES_GROUND_COLLISION_OFFSET_Y -5.0 Lets the 3d airplanes disappear after going a bit under the ground.
AIRPLANES_1_FIGHTER_PATROL_ANIM 1 Number of fighters needed for a single instance of this animation
AIRPLANES_3_FIGHTER_PATROL_ANIM 3 Number of fighters needed for a single instance of this animation
AIRPLANES_1_BOMBER_BOMBING_ANIM 1 Number of bombers needed for a single instance of this animation
AIRPLANES_3_BOMBER_BOMBING_ANIM 3 Number of bombers needed for a single instance of this animation
AIRPLANES_1_FIGHTER_VS_1_FIGHTER_ANIM 1 Number of fighters needed per side for a single instance of this animation
AIRPLANES_3_FIGHTER_VS_3_FIGHTER_ANIM 3 Number of fighters needed per side for a single instance of this animation
AIRPLANES_1_TRANSPORT_SUPPLY_ANIM 1 Number of planes needed for a single instance of this animation
AIRPLANES_3_TRANSPORT_SUPPLY_ANIM 3 Number of planes needed for a single instance of this animation
AIRPLANES_1_SCOUT_PLANE_PATROL_ANIM 1
AIRPLANES_3_SCOUT_PLANE_PATROL_ANIM 3
BOMBERS_DIVISION_FACTOR 60 Number of effective bombers in a strategic region will be divided by this factor.
MISSILES_DIVISION_FACTOR 60 Number of missiles shown in a strategic region will be divided by this factor.
FIGHTERS_DIVISION_FACTOR 60 Number of missiles shown in a strategic region will be divided by this factor.
SCOUT_PLANE_DIVISION_FACTOR 60 Number of missiles shown in a strategic region will be divided by this factor.
TRANSPORT_DIVISION_FACTOR 60
MAX_MISSILE_BOMBING_SCENARIOS 2 Max number of missile bombing scenarios in a strategic region.
MAX_PATROL_SCENARIOS 2 Max number of patrol scenarios in a strategic region.
MAX_BOMBING_SCENARIOS 2 Max number of bombings scenarios in a strategic region.
MAX_DOGFIGHTS_SCENARIOS 2 Max number of dogfight scenarios in a strategic region.
MAX_TRANSPORT_SCENARIOS 2 Max number of transport scenarios in a strategic region
MAX_TRAINING_SCENARIOS 2 Max number of training scenarios in a strategic region
MAX_SCOUT_SCENARIOS 2

NGraphics

Name Default Comment
COUNTER_MODE_ALLEGIANCE_OURS {0.32, 0.71, 0.39, 1.0}
COUNTER_MODE_ALLEGIANCE_ALLIED {0.31, 0.65, 0.94, 1.0}
COUNTER_MODE_ALLEGIANCE_ENEMY {0.91, 0.30, 0.03, 1.0}
COUNTER_MODE_ALLEGIANCE_OTHER {0.8, 0.8, 0.8, 1.0}
MAX_NUMBER_OF_TEXTURES 10000 Increase, if you have more than this textures
MAX_MESHES_LOADED_PER_FRAME 10
MESH_POPUP_SCALE_UP_SPEED 5.0
MESH_POPUP_SCALE_DOWN_SPEED 2.1
SHIP_POPUP_SCALE_DOWN_SPEED 4.1
PORT_SHIP_OFFSET 2.0
SHIP_IN_PORT_SCALE 0.25
MAP_BUILDINGS_SHRINK_DISTANCE 180
CITY_SPRAWL_SHRINK_DISTANCE 220.0 Start shrinking at this distance
DRAW_MAP_OBJECTS_CUTOFF 550.0 Remove map objects at this distance
PROVINCE_NAME_DRAW_DISTANCE 500.0 Remove province names beyond this distance
DIRECTION_POINTER_DRAW_DISTANCE 1200.0 Direction pointer arrow will not be drawn beyond this distance
DIRECTION_POINTER_INTERPOLATION_SPEED 0.275 How fast the arrow is interpolating
DIRECTION_POINTER_SCREEN_AREA_MAX 0.935 The moment when the arrow snaps to the province (value is in DOT PRODUCT) 0.9-0.99
DIRECTION_POINTER_SCREEN_AREA_MIN 0.910 The moment when the arrow starts getting closer to the target before it snaps.
DIRECTION_POINTER_SIZE_MIN 0.9 Size of the arrow interpolated dependently on camera distance
DIRECTION_POINTER_SIZE_MAX 10.0
DIRECTION_POINTER_GROUND_OFFSET 5.0 Offset Y above the ground for arrow to point at
LIGHT_DIRECTION_X -1.0
LIGHT_DIRECTION_Y -1.0
LIGHT_DIRECTION_Z 0.5
LIGHT_SHADOW_DIRECTION_X -5.0
LIGHT_SHADOW_DIRECTION_Y -8.0
LIGHT_SHADOW_DIRECTION_Z 5.0
LIGHT_HDR_RANGE 1.0
BORDER_WIDTH 1.5
PROVINCE_BORDER_FADE_NEAR 200
PROVINCE_BORDER_FADE_FAR 300
STATE_BORDER_FADE_NEAR 400
STATE_BORDER_FADE_FAR 500
LAND_UNIT_MOVEMENT_SPEED 12
NAVAL_UNIT_MOVEMENT_SPEED 12
ARROW_MOVEMENT_SPEED 2
DRAW_DETAILED_CUTOFF 400 Country name zoom
TRADEROUTE_SMOOTHNESS 0.65
TRADEROUTE_SMOOTHEN_PASSES 2
SUPPLYFLOW_SMOOTHNESS 0.25
SUPPLYFLOW_SMOOTHEN_PASSES 2
SNAPPED_OFF_FRONT_SMOOTHNESS 0.5
SNAPPED_OFF_FRONT_SMOOTHEN_PASSES 2
ROOT_FRONT_SMOOTHNESS 0.5
ROOT_FRONT_SMOOTHEN_PASSES 1
ROOT_FRONT_OFFSET 1.5 How far the defensive line is offset from the front.
ROOT_FRONT_MAX_INTERSECTION_TESTS_FRONT 30 How many points before the current one to check for intersections against (optimization)
ROOT_FRONT_MAX_INTERSECTION_TESTS_ORDER 25 How many points before the current one to check for intersections against (optimization)
ORDER_FRONT_MAX_OFFSETS 4 Max amount, the overlapping defensive lines can offset from the border.
ORDER_FRONT_SMOOTHNESS 0.5
ORDER_FRONT_SMOOTHEN_PASSES 2
ORDER_MOVE_SMOOTHNESS 0.99
ORDER_MOVE_SMOOTHEN_PASSES 2
UNIT_TURN_SPEED 3
BORDER_COLOR_SELECTION_STATE_R 1.0
BORDER_COLOR_SELECTION_STATE_G 0.62
BORDER_COLOR_SELECTION_STATE_B 0.33
BORDER_COLOR_SELECTION_STATE_A 1.0
BORDER_COLOR_SELECTION_SUPPLY_AREA_R 0.6
BORDER_COLOR_SELECTION_SUPPLY_AREA_G 0.2
BORDER_COLOR_SELECTION_SUPPLY_AREA_B 0.6
BORDER_COLOR_SELECTION_SUPPLY_AREA_A 1.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_R 0.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_G 1.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_B 1.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_A 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_R 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_G 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_B 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_A 1.0
BORDER_COLOR_SELECTION_PROVINCE_R 1.0
BORDER_COLOR_SELECTION_PROVINCE_G 0.8
BORDER_COLOR_SELECTION_PROVINCE_B 0.0
BORDER_COLOR_SELECTION_PROVINCE_A 1.0
BORDER_COLOR_CUSTOM_HIGHLIGHTS {
0.0, 0.61, 0.75, 1.0,
1.0, 0.06, 0.0, 1.0,
0.1, 0.6, 0.2, 1.0,
0.8, 0.3, 0.0, 1.0,
0.0, 0.4, 0.8, 1.0,



}

Groups of 4 numbers are RGBA.
0: mouse hover;
1: bad, while active;
2: good, while active;
3: bad, while passive;
4: good, while passive.
If two colors are both active on a border, (because one province is part of a group using one color, and the other province is part of another group), then the color that comes first in this list is the color that will be used.
BORDER_COLOR_CUSTOM_HIGHLIGHT_R 0.0
BORDER_COLOR_CUSTOM_HIGHLIGHT_G 0.61
BORDER_COLOR_CUSTOM_HIGHLIGHT_B 0.75
BORDER_COLOR_CUSTOM_HIGHLIGHT_A 1.0
BORDER_COLOR_DEMILITARIZED_R 1.0
BORDER_COLOR_DEMILITARIZED_G 0.06
BORDER_COLOR_DEMILITARIZED_B 0.0
BORDER_COLOR_DEMILITARIZED_A 0.9
BORDER_COLOR_BORDER_CONFLICT_EDGE_R 1.0
BORDER_COLOR_BORDER_CONFLICT_EDGE_G 0.2
BORDER_COLOR_BORDER_CONFLICT_EDGE_B 0.0
BORDER_COLOR_BORDER_CONFLICT_EDGE_A 1.0
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_R 0.7
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_G 1.0
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_B 0.0
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_A 0.9
DRAW_REFRACTIONS_CUTOFF 250
DRAW_SHADOWS_CUTOFF 400
DRAW_SHADOWS_FADE_LENGTH 50
DRAW_FOW_CUTOFF 400
DRAW_FOW_FADE_LENGTH 350
GRADIENT_BORDERS_FIELD_COUNTRY_REFRESH 10 When country changes it's size by X provinces, then it refresh it's thickness and rebuilds all provinces
GRADIENT_BORDERS_FIELD_COUNTRY_LOW 300.0 country area in sum of pixels ...
GRADIENT_BORDERS_FIELD_COUNTRY_HIGH 9000.0 ... the value is squared, so fe. country of size 100x100pix = 10000
GRADIENT_BORDERS_THICKNESS_COUNTRY_LOW 5.0 thickness in pixels
GRADIENT_BORDERS_COUNTRY_CENTER_THICKNESS 2.0 The center gradient is linear 1/255 per pixel for this many pixels
GRADIENT_BORDERS_THICKNESS_COUNTRY_HIGH 25.0
GRADIENT_BORDERS_THICKNESS_STATE 5.0
GRADIENT_BORDERS_THICKNESS_RESISTANCE 5.0
GRADIENT_BORDERS_THICKNESS_INTEL_LEDGER 5.0
GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_A 2.0
GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_B 20.0
GRADIENT_BORDERS_THICKNESS_STRATEGIC_REGIONS 150.0
GRADIENT_BORDERS_THICKNESS_DIPLOMACY 12.0
GRADIENT_BORDERS_THICKNESS_DIPLOMACY_ON_INTEL_LEDGER 3.0
GRADIENT_BORDERS_OUTLINE_CUTOFF_COUNTRY 0.973 Magic number to balance cutoff on edges without neighbor
GRADIENT_BORDERS_OUTLINE_CUTOFF_DIPLOMACY 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_DIPLOMACY_ON_INTEL_LEDGER 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_STATE 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_SUPPLY_AREA 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_STRATEGIC_REGIONS 0.98
GRADIENT_BORDERS_OUTLINE_CUTOFF_RESISTANCE 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_FACTIONS 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_INTEL_LEDGER 0.973
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_COUNTRY 0.0 0 to 1 value for override filling when camera zooms in/out. 0 = override disabled
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STATE 0.4
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_SUPPLY_AREA 1.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STRATEGIC_REGIONS 1.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_RESISTANCE 0.35
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_FACTIONS 0.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_TERRAIN 0.39
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_INTEL_LEDGER 0.2
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_DIPLOMACY 0.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_DIPLOMACY_ON_INTEL_LEDGER 1.0
GRADIENT_BORDERS_OPTIMIZATION_RANGE 30.0 smaller value = faster gradient borders but may have artifacts on large provinces (value to balance)
GRADIENT_BORDERS_REFRESH_FREQ 0.12 how frequent is gradient borders repainting (optimization for high-speed gameplay)
STRATEGIC_AIR_COLOR_BAD {0.8, 0, 0, 1} rgb
STRATEGIC_AIR_COLOR_GOOD {0, 0.8, 0, 1}
STRATEGIC_AIR_COLOR_AVERAGE {0.8, 0.8, 0, 1}
STRATEGIC_AIR_COLOR_NEUTRAL {140.0/255,
131.0/255,
119.0/255,
1}
STRATEGIC_AIR_COLOR_GOOD_WHILE_HIGHLIGHTING_HOLD {0, 0.8, 0, 1}
STRATEGIC_AIR_COLOR_AVERAGE_WHILE_HIGHLIGHTING_HOLD {0.8, 0.8, 0, 1}
STRATEGIC_AIR_COLOR_NEUTRAL_WHILE_HIGHLIGHTING_HOLD {140.0/255,
131.0/255,
119.0/255,
1}
STRATEGIC_NAVY_COLOR_NEUTRAL {0.2, 0.25, 0.35, 0.5} zones without missions
STRATEGIC_NAVY_COLOR_ON_HOLD {0.2, 0.5, 0.6, 0.5} zones with only hold mission
STRATEGIC_NAVY_COLOR_ON_HOLD_HIGHLIGHTED {0.2, 0.6, 0.7, 0.5} zones with with only hold missions with taskforces selected
STRATEGIC_NAVY_COLOR_BAD {0.8, 0, 0, 1} zones has missions with bad supremacy
STRATEGIC_NAVY_COLOR_GOOD {0, 0.8, 0, 1} zones has missions with good supremacy
STRATEGIC_NAVY_COLOR_AVERAGE {0.8, 0.8, 0, 1} zones has missions with average supremacy
STRATEGIC_NAVY_NO_TASKFORCES_ASSIGNED {0.9, 0.3, 0.3, 1} zones has fleets assigned to them but no no taskforce can reach it or not enough taskforce to cover that region
STRATEGIC_NAVY_COLOR_BAD_WHILE_HIGHLIGHTING_HOLD {0.7, 0.0, 0.40, 0.5} zones has missions with bad supremacy on highlighted regions with a hold mission selected
STRATEGIC_NAVY_COLOR_GOOD_WHILE_HIGHLIGHTING_HOLD {0, 0.6, 0.5, 1} zones has missions with good supremacy on highlighted regions with a hold mission selected
STRATEGIC_NAVY_COLOR_AVERAGE_WHILE_HIGHLIGHTING_HOLD {0.5, 0.5, 0.6, 1} zones has missions with average supremacy on highlighted regions with a hold mission selected
RESISTANCE_COLOR_NONE {0.4, 0.4, 0.6, 0.5} rgba
RESISTANCE_COLOR_GOOD {0.8, 0.8, 0, 0.3} rgba
RESISTANCE_COLOR_AVERAGE {0.8, 0.4, 0, 0.5}
RESISTANCE_COLOR_BAD {0.8, 0, 0, 0.9}
CONSTRUCTION_CONVERSION_COLOR {0.9, 0.9, 0.3, 0.1}
CONSTRUCTION_CONVERSION_IN_PROGRESS_COLOR {0.3, 0.3, 0.9, 0.1}
VIRTUAL_BATTLEPLANS_COLOR {0.2, 1.0, 0.2, 1}
ALLIED_BATTLEPLANS_COLOR {0.3, 0.4, 1.0, 1}
OFFENSIVE_PING_CIRCLE_COLOR {0.64, 0.48, 0.35}
DEFENSIVE_PING_CIRCLE_COLOR {0.4, 0.55, 0.66}
GMT_OFFSET 2793 X position on map, of Greenwitch GMT+0 (see also in shader daynight.fxh)
DAY_NIGHT_FEATHER 0.024 Feather value between complete darkness and the day (see also in shader daynight.fxh)
SOUTH_POLE_OFFSET 0.17 Our map is missing big parts of globe on north and south (see also in shader daynight.fxh)
NORTH_POLE_OFFSET 0.93
COUNTRY_FLAG_TEX_WIDTH 82 Expected texture size
COUNTRY_FLAG_TEX_HEIGHT 52
COUNTRY_FLAG_MEDIUM_TEX_WIDTH 41
COUNTRY_FLAG_MEDIUM_TEX_HEIGHT 26
COUNTRY_FLAG_SMALL_TEX_WIDTH 10
COUNTRY_FLAG_SMALL_TEX_HEIGHT 7
COUNTRY_FLAG_TEX_MAX_SIZE 256 Tweak dependently on amount of countries. Must be power of 2. No more then 2048.
COUNTRY_FLAG_SMALL_TEX_MAX_SIZE 64 Tweak dependently on amount of countries. Must be power of 2. No more then 2048.
COUNTRY_FLAG_STRIPE_TEX_MAX_WIDTH 10
COUNTRY_FLAG_STRIPE_TEX_MAX_HEIGHT 1024
COUNTRY_FLAG_LARGE_STRIPE_MAX_WIDTH 41
COUNTRY_FLAG_LARGE_STRIPE_MAX_HEIGHT 8192
VICTORY_POINT_LEVELS 2
VICTORY_POINT_MAP_ICON_AFTER {0, 20} After this amount of VP the map icon becomes bigger dot.
VICTORY_POINT_MAP_ICON_TEXT_CUTOFF {150, 250, 500} At what camera distance the VP name text disappears.
VICTORY_POINTS_DISTANCE_CUTOFF {250, 500, 1000} At what distance VPs are hidden
AIRBASE_ICON_DISTANCE_CUTOFF 900 At what distance air bases are hidden
NAVALBASE_ICON_DISTANCE_CUTOFF 900 At what distance naval bases are hidden
RADAR_ICON_DISTANCE_CUTOFF 1100 At what distance the radars are hidden
RESOURCE_MAP_ICON_TEXT_CUTOFF 800 At what camera distance the resource name/amount text disappears.
PROVINCE_ANIM_TEXT_DISTANCE_CUTOFF 500
CAPITAL_ICON_CUTOFF 1100 At what camera distance capital icons disappears
UNITS_DISTANCE_CUTOFF 120
SHIPS_DISTANCE_CUTOFF 240
UNIT_ARROW_DISTANCE_CUTOFF 875
UNITS_ICONS_DISTANCE_CUTOFF 900
NAVAL_COMBAT_DISTANCE_CUTOFF 1500
ADJACENCY_RULE_DISTANCE_CUTOFF 1700
LAND_COMBAT_DISTANCE_CUTOFF 1500
SUPPLY_ICON_DISTANCE_CUTOFF 2500
PROV_CONSTRUCTION_ICON_DISTANCE_CUTOFF 400
STATE_CONSTRUCTION_ICON_DISTANCE_CUTOFF 800
DECISION_MAP_ICON_DISTANCE_CUTOFF 1000
DECISION_MAP_ICON_DEPTH_PRIORITY 50
NAVAL_MISSION_TASK_FORCES_GROUP_BY_ALLEGIANCE_CUTOFF 500
NAVAL_MISSION_ICONS_DISTANCE_CUTOFF 900 1300
NAVAL_MINES_DISTANCE_CUTOFF 800
CRYPTOLOGY_MAP_ICON_DISTANCE_CUTOFF 1000
NAVAL_MINES_CLUMPING 58 The higher value, the more likely the 3d naval mines will clamp together
NAVAL_MINES_CLUMP_NEAR_TERRITORY 25 Higher chance to spawn 3d naval mine near our territory
NAVAL_MINES_COUNT_TO_VISUAL_ASPECT 0.1 How many in-game-naval-mines is one visual 3d naval mine?
MAP_ICONS_GROUP_CAM_DISTANCE 90.0 camera distance at which the icons begin to group up
MAP_ICONS_STATE_GROUP_CAM_DISTANCE 180.0 Camera distance at which the icons begin to group up on state level
MAP_ICONS_STRATEGIC_GROUP_CAM_DISTANCE 350 second camera distance at which the icons begin to group up
MAP_ICONS_STRATEGIC_AREA_HUGE 220
MAP_ICONS_STATE_HUGE 100
MAPICON_GROUP_PASSES 20 how many mapicons get processed per frame for grouping. more = quicker response, fewer = better performance
MAP_ICONS_GROUP_SPLIT_SELECTED_LIMIT 12 Maximum number of units selected that will cause icon stacks to split
MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE 350 Distance at which icon grouping becomes very coarse and merges different types of units
MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE_STRATEGIC 350 Distance at which icon grouping becomes very coarse and merges different types of units for strategic mapmodes
RIVER_FADE_FROM 20.0 the last river endings got faded out, X distance from the ending...
RIVER_FADE_TO 3.0
TOOLTIP_DELAYED_DELAY 1 How long before showing delayed tooltip.
TOOLTIP_SHOW_DELAY 0.05 How long before showing delayed tooltip.
TOOLTIP_HIDE_DELAY 0.05 How long before showing delayed tooltip.
INTEL_LEDGER_CIVILIAN_ICON_STATE_CUTOFF 250.0
INTEL_LEDGER_CIVILIAN_ICON_REGION_CUTOFF 700.0
DIVISION_NAMES_GROUP_MAX_TOOLTIP_ENTRIES 15 Max entries to display the names in the tooltip, when mouse over the division-names-group in the division template designer.
SHIP_NAMES_GROUP_MAX_NAME_LIST_ENTRIES 25 Max example name entries in ship name list in production meni
WEATHER_DISTANCE_CUTOFF 1500 At what distance weather effects are hidden
WEATHER_DISTANCE_FADE_LENGTH 400 How far the fade out distance should be
WEATHER_ZOOM_IN_CUTOFF 358 At what distance weather effects are faded out the most when zooming in
WEATHER_ZOOM_IN_FADE_LENGTH 220 How far the zoom in fade out distance should be
WEATHER_ZOOM_IN_FADE_FACTOR 0.0 How much the weather effects should fade out when maximum zoomed in
WEATHER_PLAYBACK_RATE 0.15 Playback rate at maximum distance
WEATHER_PLAYBACK_RATE_CUTOFF 500 Playback rate maximum distance
WEATHER_PLAYBACK_RATE_LENGTH 200 For how long to fade between normal playback rate and maximum distance playback rate
POSTEFFECT_PER_PROVINCE_MIN_SNOW 0.1
POSTEFFECT_PER_PROVINCE_MAX_SNOW 0.2
POSTEFFECT_TOTAL_MIN_SNOW 0.0
POSTEFFECT_TOTAL_MAX_SNOW 0.05
POSTEFFECT_FEATHER_MIN_DISTANCE 300.0
POSTEFFECT_FEATHER_MAX_DISTANCE 2000.0
POSTEFFECT_FEATHER_AT_MIN 0.03
POSTEFFECT_FEATHER_AT_MAX 0.8
LAND_COMBAT_BALANCED_COLOR {1.0, 1.0, 0.0, 1.0}
LAND_COMBAT_LOSING_COLOR {1.0, 0.0, 0.0, 1.0}
LAND_COMBAT_WINNING_COLOR {0.0, 1.0, 0.0, 1.0}
BLOOM_WIDTH 1.5 1.0 is night
BLOOM_SCALE 0.9 3.0 is night
BRIGHT_THRESHOLD 0.4 0.9 is night
EMISSIVE_BLOOM_STRENGTH 1.0
MIN_HDR_ADJUSTMENT 0.5
MAX_HDR_ADJUSTMENT 1.0
HDR_ADJUSTMENT_SPEED 15.0
TONE_MAP_MIDDLE_GREY 0.5
TONE_MAP_LUMINANCE_WHITE 1.0
MOON_HEIGHT 600 higher means softer shadows and more intense light
SUN_HEIGHT 600 higher means softer shadows and more intense light
MOON_HEIGHT_WATER 550 higher means softer shadows and more intense light
SUN_HEIGHT_WATER 5000 higher means softer shadows and more intense light
MOON_LATITUDE 0 NOT USED
SUN_LATITUDE 848
SECOND_MOON_LATITUDE 100 Used to put a "fake" sun/moon on the other side of the globe to hide the seem that would otherwise appear there
SECOND_SUN_LATITUDE 100
AMBIENT_LIGHT_POS_X {0.2, 0.2, 0.2} HSV: right
AMBIENT_LIGHT_NEG_X {0.4, 0.1, 0.6} HSV: left
AMBIENT_LIGHT_POS_Y {0.0, 0.0, 0.0} HSV: kills everything
AMBIENT_LIGHT_NEG_Y {0.35, 0.2, 0.0} HSV: from under
AMBIENT_LIGHT_POS_Z {0.6, 0.2, 0.924} HSV: top
AMBIENT_LIGHT_NEG_Z {0.55, 0.1, 0.9} HSV: bottom
SUN_DIFFUSE_COLOR {0.14, 0.0, 1.0}
SUN_INTENSITY 1.0 0.4
MOON_DIFFUSE_COLOR {0.58, 0.5, 1.0}
MOON_INTENSITY 2.5
CUBEMAP_INTENSITY 1.0
TREE_FADE_NEAR 250.0
TREE_FADE_FAR 350.0
TRADE_ROUTE_NUM_CONVOYS_SCALE_FACTOR 0.3
TRADE_ROUTE_MAX_NUM_CONVOYS 4
TRADE_ROUTE_CONVOY_SPEED 0.6
TRADE_ROUTE_CONVOY_SLEEP_TIME 3.0
TRADE_ROUTE_CONVOY_ROUTE_OFFSET 0.5
SHIP_IN_MISSION_SPEED 2.5
SHIP_IN_MISSION_TURN_RADIUS 5.0
SHIP_IN_MISSION_TARGET_SIZE 0.5
SHIP_IN_MISSION_SCALE 0.6
TRADE_ROUTE_LINE_OFFSET 0.5
TRADE_ROUTE_MAX_LINES 6
TRADE_ROUTE_BAD_EFFICIENCY_THRESHOLD 0.8
TRADE_ROUTE_REGIONAL_BAD_EFFICIENCY_THRESHOLD 0.9
TRADE_ROUTE_BAD_EFFICIENCY_ROUTE_COLOR {1.0, 0.7, 0.5, 0.75}
TRADE_ROUTE_BAD_EFFICIENCY_HOTSPOT_COLOR {1.0, 0.0, 0.0, 0.75}
TRADE_ROUTE_PRODUCTION_TRANSFER_COLOR {0.0, 0.5, 1.0, 0.75}
TRADE_ROUTE_SUPPLIES_TRANSFER_COLOR {1.0, 1.0, 1.0, 0.75}
TRADE_ROUTE_RESOURCE_EXPORT_COLOR {0.5, 0.5, 1.0, 0.75}
TRADE_ROUTE_RESOURCE_IMPORT_COLOR {0.5, 0.5, 1.0, 0.75}
TRADE_ROUTE_LEND_LEASE_EXPORT_COLOR {0.5, 1.0, 0.0, 0.75}
TRADE_ROUTE_LEND_LEASE_IMPORT_COLOR {0.5, 1.0, 0.0, 0.75}
TRAIT_GRID_COLUMN_OFFSET 3
TRAIT_GRID_COLUMN_WIDTH 208
TRAIT_GRID_ROW_SHIFT 48
TRAIT_LINE_ASSIGNED_COLOR {0.47, 0.93, 0.65}
TRAIT_LINE_NON_ASSIGNED_COLOR {0.67, 0.75, 0.93}
TRAIT_INVALID_FOR_ASSIGNMENT_COLOR {0.8, 0.3, 0.3}
PRIDE_OF_THE_FLEET_MODULATE {1.0, 0.95, 0.0, 1.0} pride of the fleet color
FRIEND_COLOR {0.7, 0.9, 0.7} unit on-map interface modulate colors
ENEMY_COLOR {1.0, 0.7, 0.7} unit on-map interface modulate colors
NEUTRAL_COLOR {1.0, 1.0, 1.0} unit on-map interface modulate colors
COUNTRY_COLOR_HUE_MODIFIER 0.0
COUNTRY_COLOR_SATURATION_MODIFIER 0.6
COUNTRY_COLOR_BRIGHTNESS_MODIFIER 0.8
COUNTRY_UI_COLOR_HUE_MODIFIER 0.0
COUNTRY_UI_COLOR_SATURATION_MODIFIER 1.0
COUNTRY_UI_COLOR_BRIGHTNESS_MODIFIER 1.0
COMMANDGROUP_PRESET_COLORS_HSV {90.0/360.0, 0.95, 0.86,
60.0/360.0, 0.95, 0.86,
30.0/360.0, 0.95, 0.86,
00.0/360.0, 0.95, 0.86,
330.0/360.0, 0.95, 0.86,
300.0/360.0, 0.95, 0.86,
270.0/360.0, 0.95, 0.86,
240.0/360.0, 0.95, 0.86,
210.0/360.0, 0.95, 0.86,
180.0/360.0, 0.95, 0.86}
CAMERA_OUTSIDE_MAP_DISTANCE_TOP 200.0
CAMERA_OUTSIDE_MAP_DISTANCE_BOTTOM 200.0
CAMERA_ZOOM_SPEED 50
CAMERA_ZOOM_KEY_SCALE 0.02
CAMERA_ZOOM_SPEED_DISTANCE_MULT 6.0 Zoom speed multiplier. When camera is max zoomed out, the zooming in speed will get 100% of CAMERA_ZOOM_SPEED_DISTANCE_MULT zooming speed.
ORDERS_MOUSE_INTERSECT_DISTANCE_MULT 2.6 For balancing the collision distance with painted arrows and fronts
FRONTS_MOUSE_INTERSECT_DISTANCE_MULT 6.6 For balancing the collision distance with painted arrows and fronts
MOVE_ORDERS_MOUSE_INTERSECT_DISTANCE_MULT 0.5 For balancing the collision distance with painted arrows and fronts
TRADE_ROUTE_INTERSECT_DISTANCE_MULT 10.0
MINIMUM_PROVINCE_SIZE_IN_PIXELS 8 Provinces that are smaller than that are just making the game unplayable. It doesn't affect the game, just informs in the error.log
NATIONAL_FOCUS_SHINE_DISTANCE_SCALE 0.03
NATIONAL_FOCUS_PULSE_BASE 10.0
NATIONAL_FOCUS_PULSE_RANDOM 10.0
POLITICAL_GRID_SMALL_BOX_LIMIT 6 Limit for gridbox in political view before it will be replaced with extended gridbox
SETUP_SPIRIT_GRID_BOX_LIMIT 3 Limit for gridbox in game setup before it will be replaced with extended gridbox
POLITICAL_PULSE_BASE 10.0
POLITICAL_PULSE_RANDOM 10.0
STRATEGIC_REGION_ZOOM_HEIGHT 300.0 zooming to a strategic region will make you zoom this further from map
ARROW_PARADROP_HEIGHT_TO_LEN 0.3
ARROW_PARADROP_HEIGHT_MAX 11.0
ARROW_MIN_TEXT_POINTS_LIMIT 10 Amount of points when arrow gets first detailed text
ARROW_EXT_TEXT_POINTS_LIMIT 20 Amount of points when arrow gets extended detailed text
ARMY_DEFENSIVE_LINE_BUTTON_SIZE 0.7 The size of the "edit" button drawn at the endings of the def.lines (for army)
ARMY_GROUP_DEFENSIVE_LINE_BUTTON_SIZE 0.9 The size of the "edit" button drawn at the endings of the def.lines (for army group)
SHOW_FOREIGN_SUPPLY_BELOW 300.0 Below this camera height all supply icons will be shown
SHOW_ONLY_PATH_ABOVE 500.0 Above this only supply icons in the currently shown path are shown
ACCLIMATIZATION_CAMO_SHOW_AT 0.5 The moment at which the division gains enough acclimatization to change it's model to the camouflage one.
ACCLIMATIZATION_CAMO_SHOW_WHEN_IN_STATE 0.2 The troops camouflage can swap (to the one from acclim.) not only when snow/desert is in the location we are in, but also when % of provinces in current state has snow/desert.
INTEL_NETWORK_VALID_TARGET_STRIPE_COLOR {0.1, 0.5, 0.8, 1.0} Color of the stripes of painted over a valid state to start building an intel network
INTEL_NETWORK_VALID_COUNTRY_TARGET_STRIPE_COLOR {0.1, 0.8, 0.5, 0.5} Color of the stripes painted over valid countries
OCCUPATION_RESISTANCE_NON_INITIALIZED_COLOR {1.0, 1.0, 1.0, 0.05} player owned state color with no resistance
OCCUPATION_RESISTANCE_MAP_MODE_COLORS {0.0, 0.0, 1.0, 0.0, 0.0,
0.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, 1.0, 0.0, 0.1,
30.0, 1.0, 1.0, 0.0, 0.3,
100.0, 1.0, 0.0, 0.0, 0.3}
color that will be used in resistance/compliance map mode first value is resistance/compliance level, next 4 values are color rgba the color will be leaped in between two closest colors
OCCUPATION_COMPLIANCE_MAP_MODE_COLORS {0.0, 0.3, 0.6, 0.6, 0.05,
0.0, 0.3, 0.7, 1.0, 0.05,
10.0, 0.3, 0.7, 1.0, 0.2,
50.0, 0.3, 0.7, 1.0, 0.3,
100.0, 0.3, 0.9, 1.0, 0.5}
INTEL_LEDGER_ARMY_FORT_LEVEL_COLORS {0.0, 0.3, 0.3, 0.3, 0.2,
0.0, 0.7, 0.7, 0.2, 0.3,
1.0, 0.7, 0.2, 0.2, 0.5}
INTEL_LEDGER_NAVAL_FORT_LEVEL_COLORS {0.0, 0.3, 0.3, 0.3, 0.2,
0.0, 0.7, 0.7, 0.2, 0.3,
1.0, 0.7, 0.2, 0.2, 0.5}
INTEL_LEDGER_NAVY_REGION_COLOR_WITH_MISSION {0.7, 0.7, 0.7, 0.9}
INTEL_LEDGER_NAVY_REGION_COLOR_WITH_MISSION_AND_TASKFORCES_IN_REGION {0.8, 0.8, 0.4, 0.9}
INTEL_LEDGER_AIR_REGION_COLOR {0.8, 0.8, 0.4, 0.9}
INTEL_LEDGER_GRAPH_RED {1.0, 0.0, 0.0, 1.0}
INTEL_LEDGER_GRAPH_GREEN {0.0, 1.0, 0.0, 1.0}

NInterface

Name Default Comment
MAX_NO_FACTION_FILTER_BUTTONS 40 Max number of faction filter buttons that can be generated in diplomacy view.
LOGISTICS_PAST_WEEK 7 Number of days from the past (including current day) we want logistics data for (Max 30 days)
COMBAT_SOME_PIERCING 0.4 How many % of enemy units the unit have to pierce in order for the some piercing icon to be displayed
COMBAT_GOOD_PIERCING 0.8 How many % of enemy units the unit have to pierce in order for the good piercing icon to be displayed
COMBAT_SOME_ARMOR 0.4 How many % of enemy units have to be unable to pierce the unit in order for the some armor icon to be displayed
COMBAT_GOOD_ARMOR 0.8 How many % of enemy units have to be unable to pierce the unit in order for the good armor icon to be displayed
MIN_FOCUS_TREE_ZOOM 0.2 min zoom in scale
MAX_FOCUS_TREE_ZOOM 1.0 max zoom out scale
FOCUS_TREE_ZOOM_SPEED 0.16 zooming speed
FOCUS_TREE_ZOOM_FACTOR 0.5 zooming factor that will be factored while player scrolls too fast
TOOLTIP_SCREEN_LEFT_OFFSET_X 0 Tooltip offset on x axis from left screen border
TOOLTIP_SCREEN_RIGHT_OFFSET_X 0 Tooltip offset on x axis from right screen border
TOOLTIP_SCREEN_TOP_OFFSET_Y 0 Tooltip offset on y axis from top screen border
TOOLTIP_SCREEN_BOTTOM_OFFSET_Y 0 Tooltip offset on y axis from bottom screen border
NO_COMBATS_COLOR {0.0, 0.0, 0.8} Color for icons if all combats are successful
SUCCESFUL_COMBATS_COLOR {120.0/360.0, 0.95, 0.86} Color for icons if all combats are successful
MIN_NON_SUCCESSFUL_COMBAT_COLOR {100.0/360.0, 0.95, 0.86} Color for icons if some of combats are not successful
MID_NON_SUCCESSFUL_COMBAT_COLOR {50.0/360.0, 0.95, 0.86}
MAX_NON_SUCCESSFUL_COMBAT_COLOR {00.0/360.0, 0.95, 0.86} Color for icons if all of combats are not successful
UNIT_SELECT_DOUBLE_CLICK_TIME 0.1 Delay before double click event for unit selection
SHIP_SELECT_DOUBLE_CLICK_TIME 1.0 Delay before double click event for ship selection
MINIMAP_TOGGLE_DURATION 0.5 Delay for minimap toggle
MINIMAP_TOGGLE_SHIFT 270 horizontal shift for minimap to close it
TIMED_MESSAGE_TIMEOUT 0.35 Timeout for timed message
MINIMAP_PING_DURATION 12.0 timeout for pings
MINIMAP_PING_SPEEDUP_ON_SCREEN 2.0 speed up for timeout if ping is visible on screen
MINIMAP_PING_DELAY_BETWEEN_PINGS 0.3 delay between consecative pings
DRAG_AND_DROP_SCROLLING_SENSITIVITY 12.5 Speed multiplier for components scrolling while drag'n dropping elements
GRIDBOX_ELEMENTS_INTERPOLATION_SPEED 0.5 A value used to determine how fast the elements within the gridbox are interpolating while drag'n dropping.
ARMY_GROUP_PORTRAIT_SPACING 6 Extra space added between portraits of different army groups
ARMY_GROUP_FIRST_MEMBER_SPACING 5 Extra spacing between the army group portrait and the first member of the army group
ARMY_GROUP_COLLAPSE_EXTRA_SPACING 5 Extra spacing between the army group portrait when army group is collapsed
ARMY_LIST_BOTTOM_PADDING 165 Bottom padding for army list on left
ARMY_LIST_BOTTOM_PADDING_WITH_EXPEDITIONARIES 240 Bottom padding for army list on left when expeditionaries are open
MILITARY_FACTORIES_SCALE {1, 5, 10}
FLEET_BOTTOM_BAR_HEIGHT 110 Height of the list of fleet at the bottom of the screen
FLEET_BOTTOM_BAR_PADDING_RIGHT 110 Width of the Rhs panel at the bottom of the screen where map mode are selected
PICKED_UP_NAVY_OFFSET_X 26 Amount of pixels to shift the picked up navy window on the x axis
PICKED_UP_NAVY_OFFSET_Y -14 Amount of pixels to shift the picked up navy window on the y axis
TASK_FORCE_ENTRY_OFFSET_Y -2 Adjust the position of a task force entry. Added to the height of the background image.
TASK_FORCE_COMPOSITION_EDITOR_PADDING_TO_NAVIES_VIEW 20 Padding on the x axis between the navies view and the task force composition editor window
FUEL_STOCKPILE_DURATION_MAX 365*5 our max for stockpile duration display
SHIP_REFIT_TOOLTIP_MAX_DIFF_LINES 20 Maximum number of lines to show in the tooltip describing stat differences from all the source equipment variants to the target being considered.
DEFAULT_TASKFORCE_ICON 6 newly created taskforces will use this icon
DEFAULT_FLEET_ICON 4 newly created fleets will use this icon
DEFAULT_NAVAL_EQUIPMENT_ROLE_ICON 1 newly created naval equipment variants will use this icon, if the AI equipment designs do not propose a better one.
FUEL_GRAPH_COLOR {
0.8, 0.8, 0.8,
0.8, 0.0, 0.0,
0.0, 0.8, 0.0,
0.0, 0.0, 0.8,
0.0, 0.8, 0.8,
0.8, 0.8, 0.0,
0.8, 0.8, 0.8,
}
stockpile;
total consumption;
army consumption;
navy consumption;
air consumption;
other consumption;
produced.
PRODUCTION_SHIP_FILTERS_ROLE_SELECTION_WINDOW_OFFSET_X 4 offset of the role icon selection window shown in the filters of ship design in the production tab
PRODUCTION_SHIP_FILTERS_ROLE_SELECTION_WINDOW_OFFSET_Y -3
SHIP_FUEL_EFFICIENCY_WARNING_THRESHOLD 60.0 Fuel usage threshold above which a ship is considered fuel inefficient for always on missions
NAVAL_STRIKE_FORCE_ATTACK_LIKELYHOOD_THR_VERY_LIKELY 0.8 threshold above which to show that a strike force is "very likely" to engage an enemy
NAVAL_STRIKE_FORCE_ATTACK_LIKELYHOOD_THR_LIKELY 0.6 same, for "likely"
NAVAL_STRIKE_FORCE_ATTACK_LIKELYHOOD_THR_UNLIKELY 0.3 same, for "unlikely"
CONVOY_ESCORT_PRESENCE_WARNING_THRESHOLD 0.95 Value for the Escort Presence below which a warning will be shown on the naval mission map icon
MISSION_PATROL_SOFT_REQ_THRESHOLD_SURFACE_DETECTION 22 Value below which the mission icon for the patrol mission is showing a warning
MISSION_PATROL_SOFT_REQ_THRESHOLD_SPEED 30 (kph) Same, but for Speed of the task force
MISSION_PATROL_SOFT_REQ_THRESHOLD_SURFACE_VISIBILITY 1.4 Same, but for the surface visibility of the task force (lower means more fit for the mission for this one)
MISSION_CONVOY_ESCORT_SOFT_REQ_THRESHOLD_SUB_DETECTION 2 Same, for convoy escort
MISSION_CONVOY_ESCORT_SOFT_REQ_THRESHOLD_DEPTH_CHARGES_AVG 8 Average of the stat Depth Charges in the task force
MISSION_CONVOY_ESCORT_SOFT_REQ_THRESHOLD_DEPTH_CHARGES_SUM 8 Sum of the stat Depth Charges in the task force
MISSION_NAVAL_INVASION_SUPPORT_SOFT_REQ_THRESHOLD_SHORE_BOMBARDMENT 3 Same, for naval invasion. Sum of the stat Shore Bombardment in the task force
OPERATIVE_MISSION_EFFICIENCY_ANIMATION_TIME_MIN 0.1 the minimum duration of a loop in seconds
OPERATIVE_MISSION_EFFICIENCY_ANIMATION_TIME_MAX 2.0 the maximum duration of a loop in seconds
OPERATIVE_COUNTER_INTELLIGENCE_DEFENSE_TO_EFFICIENCY_FACTOR 33.0 Factor multiplied to the defense provided by the operative while on counter intelligence mission to get a score in the range [0,100] that is then used to scale the animation speed
OPERATIVE_NETWORK_STRENGTH_GAIN_TO_EFFICIENCY_FACTOR 12.0 Factor multiplied to the network strength the operative provides while on build network mission to get a score in the range [0,100] that is then used to scale the animation speed
OPERATIVE_BOOST_IDEOLOGY_DRIFT_TO_EFFICIENCY_FACTOR 500.0 Factor multiplied to the ideology drift caused by the operative in order to get a score in the range [0,100] used to determine the speed of the animation
OPERATIVE_ROOT_OUT_RESISTANCE_EFFICIENCY_TO_EFFICIENCY_FACTOR 75.0 Factor multiplied to the operative's efficiency at the RootOutResistance mission to determine the animation speed
OPERATIVE_TRADE_INFLUENCE_DRIFT_TO_EFFICIENCY_FACTOR 0.75 Factor multiplied to the operative's trade influence drift to determine the animation speed
OPERATIVE_OPINION_DRIFT_TO_EFFICIENCY_FACTOR 7500 Factor multiplied to the operative's trade influence drift to determine the animation speed
OPERATIVE_TENSION_DRIFT_TO_EFFICIENCY_FACTOR 7500 Factor multiplied to the operative's trade influence drift to determine the animation speed
COUNTERINTELLIGENCE_ACTIVITY_LEVEL_THRESHOLD_VALUES {10, 20, 50, 100,} Used to convert the activity level to a color: ACTIVITY_LEVEL_THRESHOLD_COLOR[i] will be used if CurrentActivityLevel < ACTIVITY_LEVEL_THRESHOLD_VALUES[i]. There can be one more color than threshold define which will be used when the CurrentActivityLevel is greater or equal to the last threshold.
COUNTERINTELLIGENCE_ACTIVITY_LEVEL_THRESHOLD_COLORS {
{0.1, 0.9, 0.2, 1.0},
{0.6, 0.9, 0.2, 1.0},
{0.9, 0.7, 0.2, 1.0},
{1.0, 0.5, 0.0, 1.0},
{0.9, 0.1, 0.2, 1.0},
}
GARRISON_STRENGTH_TO_SHOW_RED 0.25 If the garrison strength is lower than that, we color the number of divisions in red.

NFrontend

Name Default Comment
CAMERA_LOOKAT_X 2958.0 Rotation point in main menu
CAMERA_LOOKAT_Y 0.0
CAMERA_LOOKAT_Z 1519.0
CAMERA_START_X 2958.0 Initial position in main menu
CAMERA_START_Y 800 Y is height
CAMERA_START_Z 1400.0
CAMERA_END_X 2958.0 Move to position in main menu
CAMERA_END_Y 900.0
CAMERA_END_Z 1400.0
CAMERA_MIN_HEIGHT 50.0 Minimum camera height
CAMERA_MAX_HEIGHT 3000.0 Maximum camera height
CAMERA_SPEED_IN_MENUS 0.1
CAMERA_INTERPOLATION_SPEED 0.19
FRONTEND_POS_X 2958.0
FRONTEND_POS_Y 900.0
FRONTEND_POS_Z 1500.0
FRONTEND_LOOK_X 2958.0
FRONTEND_LOOK_Y 0.0
FRONTEND_LOOK_Z 1519.0
MP_OPTIONS_POS_X 2958.0
MP_OPTIONS_POS_Y 922.0
MP_OPTIONS_POS_Z 848.0
MP_OPTIONS_LOOK_X 2958.0
MP_OPTIONS_LOOK_Y 0.0
MP_OPTIONS_LOOK_Z 1519.0
SOCIALVIEW_CONTEXT_MENU_BUTTON_OFFSET 10
SOCIALVIEW_CONTEXT_MENU_MARGIN 2

NSound

Name Default Comment
HEIGHT_SOUND_CATEGORY "Atmosphere" Name of the sound category
HEIGHT_SOUND_MIN_ALTITUDE 100.0 Below this altitude the minimum volume will be used
HEIGHT_SOUND_MAX_ALTITUDE 2000.0 Above this altitude the maximum volume will be used
HEIGHT_SOUND_MIN_VOLUME 0.2
HEIGHT_SOUND_MAX_VOLUME 1.0
BATTLE_SOUND_NAME "amb_battle_distant"
BATTLE_SOUND_INIT_RADIUS 9.0
BATTLE_SOUND_FALLOFF_DEFAULT 100.0
BATTLE_SOUND_MIN_UNIT_COUNT 6
VOICE_OVER_CATEGORY "Voices"
VOICE_OVER_COOL_DOWN 2.8 Wait for this many seconds before playing another voice