NAir
All 176 NAir constants from HOI4 v1.19 — datamined values with the developers' own comments.
| Key | Value | Comment |
|---|---|---|
AIR_INVASION_PREPARE_DAYS |
7 |
base days needed to prepare an airborne invasion |
AIR_INVASION_PLAN_CAP |
1000 |
base cap of airborne invasions can be planned at the same time |
AIR_WING_FLIGHT_SPEED_MULT |
0.02 |
Global speed multiplier for airplanes (affects fe.transferring to another base) |
AIR_WING_MAX_STATS_ATTACK |
100 |
Max stats |
AIR_WING_MAX_STATS_DEFENCE |
100 |
|
AIR_WING_MAX_STATS_AGILITY |
100 |
|
AIR_WING_MAX_STATS_SPEED |
800 |
|
AIR_WING_MAX_STATS_BOMBING |
100 |
|
AIR_WING_MAX_SIZE |
1000 |
Max amount of airplanes in wing |
AIR_WING_AVERAGE_SIZE |
100 |
Eyeballed average amount of airplanes in wing. Used when calculating air volunteer. |
AIR_WING_BOMB_DAMAGE_FACTOR |
2 |
Used to balance the damage done while bombing. |
BASE_AIR_INVASION_DIVISION_CAP |
1000 |
base cap of divisions that can be assigned in a airborne invasion |
BIGGEST_AGILITY_FACTOR_DIFF |
4 |
biggest factor difference in agility for doing damage (caps to this) |
BIGGEST_SPEED_FACTOR_DIFF |
3.5 |
biggest factor difference in speed for doing damage (caps to this) |
TOP_SPEED_DAMAGE_BONUS_FACTOR |
0.025 |
A factor for scaling the top speed of a plane into damage buff. If an attacking wing has a speed advantage of any form their speed value will be converted into a percentage bonus with this modifier |
COMBAT_DAMAGE_STATS_MULTILPIER |
0.2 |
|
CARRIER_COMBAT_DAMAGE_STATS_MULTIPLIER |
0.5 |
|
COMBAT_BETTER_AGILITY_DAMAGE_REDUCTION |
0.45 |
How much the better agility (than opponent's) can reduce their damage to us. |
COMBAT_BETTER_SPEED_DAMAGE_INCREASE |
0.65 |
How much the better Speed (than opponent's) can reduce increase our damage to them. |
COMBAT_MAX_WINGS_AT_ONCEBoth of these defines are combined with their sister FACTOR_DIFF defines to create defense or offensive buffs In both cases the maximum bonus or reduction is (BIGGEST_X_FACTOR_DIFF - 1) * COMBAT_BETTER_X_DAMAGE_Y * Damage |
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 |
How many planes can shoot at each plane on other side ( if there are 100 planes we are atttacking COMBAT_MULTIPLANE_CAP * 100 of our planes can shoot ) |
COMBAT_DAMAGE_SCALE |
1 |
Higher value = more shot down planes |
COMBAT_DAMAGE_SCALE_CARRIER |
5 |
same as above but used inside naval combat for carrier battles |
CARRIER_PERCENTAGE_DEFEND |
0.35 |
Percentage of planes able to defend a carrier from air attacks (historically 15% - 35%) |
DETECT_CHANCE_FROM_OCCUPATION |
0.1 |
How much the controlled provinces in area affects the air detection base value. |
DETECT_CHANCE_FROM_RADARS |
0.5 |
How much the radars in area affects detection chance. |
DETECT_CHANCE_FROM_AIRCRAFTS_EFFECTIVE_COUNT |
3000 |
Max amount of aircrafts in region to give full detection bonus. |
DETECT_CHANCE_FROM_AIRCRAFTS |
0.8 |
How much aircrafts in region improves air detection (up to effective count). |
DETECT_CHANCE_FROM_NIGHT |
-0.2 |
How much the night can reduce the air detection. (see static modifiers to check how weather affects it too.) |
DETECT_EFFICIENCY_BASE |
0.1 |
Base value for detection efficiency (once something detected, efficiency says how many airplanes was detected). |
DETECT_EFFICIENCY_FROM_RADAR |
0.7 |
How much radars affect the efficiency. |
DETECT_EFFICIENCY_RANDOM_FACTOR |
0.1 |
How much randomness is in amount of detected aircrafts. |
DAY_NIGHT_COVERAGE_FACTOR |
0.5 |
The max night coverage in a region that is still considered to be day-time when determining if day/night air missions shall run. |
HOURS_DELAY_AFTER_EACH_COMBAT |
4 |
How many hours needs the wing to be ready for the next combat. Use for tweaking if combats happens too often. (generally used as double because of roundtrip) |
PORT_STRIKES_DELAY_MULTIPLIER |
2 |
multplies HOURS_DELAY_AFTER_EACH_COMBAT if port strikes |
CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT |
3 |
how often carrier planes do battle inside naval combat |
CARRIER_SIZE_STAT_INCREMENT |
10 |
Each Point of carrier_size state adds capacity for this many planes |
SUBMARINE_CARRIER_SIZE_STAT_INCREMENT |
3 |
Each Point of carrier_size state adds capacity for this many planes for submarines |
MISSILE_LAUNCHER_CAPACITY |
10 |
The number of missiles per slot |
MISSILE_LAUNCHER_SLOTS |
1 |
The number of missile slots a missile launcher unit can have |
NAVAL_STRIKE_TARGETTING_TO_AMOUNT |
0.3 |
Balancing value to convert the naval_strike_targetting equipment stats to chances of how many airplanes managed to do successfull strike. |
NAVAL_STRIKE_DAMAGE_TO_STR |
1 |
Balancing value to convert damage ( naval_strike_attack * hits ) to Strength reduction. |
NAVAL_STRIKE_DAMAGE_TO_ORG |
1.5 |
Balancing value to convert damage ( naval_strike_attack * hits ) to Organisation reduction. |
NAVAL_STRIKE_CARRIER_MULTIPLIER |
12 |
damage bonus when planes are in naval combat where their carrier is present (and can thus sortie faster and more effectively) |
FIELD_EXPERIENCE_SCALE |
0.0004 |
|
FIELD_EXPERIENCE_MAX_PER_DAY |
2 |
Most xp you can gain per day |
CLOSE_AIR_SUPPORT_EXPERIENCE_SCALE |
0.0005 |
How much the experinence gained by CAS is scaled |
PARADROP_EXPERIENCE_SCALE |
0.03 |
How much the experinence gained by paradropping is scaled |
BOMBING_DAMAGE_EXPERIENCE_SCALE |
0.0002 |
How much the experinence gained by bombing is scaled |
EXPERIENCE_SCALE_ATTACK_LOGISTICS_NO_TRUCK_CONSUMERS |
0.0001 |
How much country experinence gained by attacking consumers who aren't motorized |
EXPERIENCE_SCALE_ATTACK_LOGISTICS_NODE_AND_TRAINS |
0.0002 |
How much country experinence gained by attacking node/trains |
EXPERIENCE_SCALE_ATTACK_LOGISTICS_TRUCKS |
0.0002 |
How much country experinence gained by attacking trucks |
FIELD_EXPERIENCE_FACTOR |
0.7 |
Factor all air experience gain from missions by this |
AI_ALLOWED_PLANES_KEPT_IN_RESERVE |
0.1 |
AI allowed planes is reduced by this percentage. Overflow will be distributed to the next valid order. Worst case, this will result in this % of planes no being assigned any order. |
ACCIDENT_CHANCE_BASE |
0.1 |
Base chance % (0 - 100) for accident to happen. Reduced with higher reliability stat. |
ACCIDENT_CHANCE_CARRIER_MULT |
1.5 |
The total accident chance is scaled up when it happens on the carrier ship. |
ACCIDENT_CHANCE_BALANCE_MULT |
0.1 |
Multiplier for balancing how often the air accident really happens. The higher mult, the more often. |
ACCIDENT_CHANCE_RELIABILITY_MULT |
2 |
Multiplier to accident chance per point of missing reliability. |
ACCIDENT_EFFECT_MULT |
0.007 |
Multiplier for balancing the effect of accidents |
ACE_DEATH_CHANCE_BASE |
0.005 |
Base chance % for ace pilot die when an airplane is shot down in the Ace wing. |
ACE_DEATH_BY_OTHER_ACE_CHANCE |
1 |
chance to an ace dying by another ace if it was hit by ace in combat |
ACE_DEATH_CHANCE_PLANES_MULT |
0.001 |
The more airplanes was lost in a single airplanes (more bloody it was) the higher chance of Ace to die. |
AIR_AGILITY_TO_NAVAL_STRIKE_AGILITY |
0.02 |
conversion factor to bring agility in line with ship AA |
ACE_EARN_CHANCE_BASE |
0.01 |
Base chance % for ace pilot creation roll to happen. Happens only when successfully kill airplane/ship or damage the buildings. |
ACE_EARN_CHANCE_PLANES_MULT |
0.005 |
Ace generation chance per aircraft. Chance is rolled twice because decimal numbers can't be small enough |
AIR_DAMAGE_TO_DIVISION_LOSSES |
1 |
factor for conversion air damage to division losses for details statistics of air wings |
AIR_NAVAL_KAMIKAZE_DAMAGE_MULT |
20 |
Balancing value to increase usual damage to Strength for Kamikaze |
AIR_NAVAL_KAMIKAZE_LOSSES_MULT |
4 |
Balancing value to increase usual losses if Kamikaze participating in the battle |
BASE_KAMIKAZE_DAMAGE |
2 |
Base Kamikaze death rate |
BASE_KAMIKAZE_TARGETING |
2 |
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 |
|
AGGRESSION_THRESHOLD |
{ 0, 0.25, 0.5 } |
Threshold levels for mission aggressivity for air |
ACE_WING_SIZE |
100 |
size of wing ace bonuses are set up for. if lower more bonus, if higher less bonus |
ACE_WING_SIZE_MAX_BONUS |
2 |
biggest bonus we can get from having a small wing with an ace on |
NO_SEARCH_MISSION_DETECT_FACTOR |
-0.5 |
value of planes not on active search missions for detection |
SUPPLY_NEED_FACTOR |
0.28 |
multiplies supply usage |
SUPPLY_PRIO_FACTOR |
100 |
Effect of supply need per unit for target province picking for air supply |
CAPACITY_PENALTY |
2 |
scales penalty of having overcrowded bases. |
AIR_COMBAT_FINAL_DAMAGE_SCALE |
0.015 |
% how many max disrupted only planes are alloed to die in a single combat |
AIR_COMBAT_FINAL_DAMAGE_PLANES |
50 |
scaling/control for when only very few planes exist to stop roundoff issues |
AIR_COMBAT_FINAL_DAMAGE_PLANES_FACTOR |
0.1 |
|
AA_INDUSTRY_AIR_DAMAGE_FACTOR |
-0.12 |
5x levels = 60% defense from bombing |
NAVAL_STRIKE_DETECTION_BALANCE_FACTOR |
0.5 |
Value used to scale the surface_visibility stats to balance the gameplay, so 100% detection chance still won't spam the strikes. |
NAVAL_RECON_DETECTION_BALANCE_FACTOR |
0.5 |
Value used to scale the surface_visibility stats to balance the gameplay, so 100% detection chance still won't spam spotting. |
LEND_LEASED_EQUIPMENT_EXPERIENCE_GAIN |
0.5 |
Value used for equipment |
ANTI_AIR_PLANE_DAMAGE_FACTOR |
0.8 |
Anti Air Gun Damage factor |
ANTI_AIR_PLANE_DAMAGE_CHANCE |
0.1 |
Anti Air Gun hit chance |
ANTI_AIR_ATTACK_TO_DAMAGE_REDUCTION_FACTOR |
2.5 |
Balancing value to convert equipment stat anti_air_attack to the damage reduction modifier apply to incoming air attacks against units with AA. |
ANTI_AIR_MAXIMUM_DAMAGE_REDUCTION_FACTOR |
0.75 |
Maximum damage reduction factor applied to incoming air attacks against units with AA. |
AIR_DEPLOYMENT_DAYS |
2 |
Days to deploy one air wing |
NAVAL_STRIKE_BASE_STR_TO_PLANES_RATIO |
0.03 |
Max airbombers to do port strike comparing to strength |
NAVAL_COMBAT_EXTERNAL_PLANES_JOIN_RATIO |
0.05 |
Max planes that can join a combat comparing to the total strength of the ships |
NAVAL_COMBAT_EXTERNAL_PLANES_JOIN_RATIO_PER_DAY |
0.2 |
max extra plane % that can join every day |
NAVAL_COMBAT_EXTERNAL_PLANES_MIN_CAP |
20 |
Min cap for planes that can join naval combat |
AIR_MORE_GROUND_CREWS_COST |
20 |
CP cost to maintain more ground crews |
AIR_MORE_GROUND_CREWS_BOOST |
0.1 |
Efficienct boost for more ground crews |
EFFICIENCY_REGION_CHANGE_PENALTY_FACTOR |
0.9 |
Penalty applied for changing region |
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_DEFAULTGain should be changed in increments of 0.024 due to precision. |
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. |
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_MARITIME_PATROL_PLANE |
1 |
|
AIR_WING_XP_MAX |
1000 |
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 |
Max average XP achieved with training. |
AIR_WING_XP_TRAINING_MISSION_GAIN_DAILY |
7 |
Daily gain when running training exercise mission |
AIR_WING_XP_AIR_VS_AIR_COMBAT_GAIN |
0.8 |
Wings in combat gain extra XP |
AIR_WING_XP_GROUND_MISSION_COMPLETED_GAIN |
0.28 |
Bombers bombing, CAS cassing, NBs nbing, kamikazees kamikazeeing, etc. |
AIR_WING_XP_RECON_MISSION_COMPLETED_GAIN |
0.05 |
recon mission |
AIR_WING_COUNTRY_XP_FROM_TRAINING_FACTOR |
0.003 |
Factor on country Air XP gained from wing training |
AIR_WING_XP_TRAINING_MISSION_ACCIDENT_FACTOR |
0.2 |
Training exercises cause more accidents |
AIR_WING_XP_LOSS_REDUCTION_OVER_FRIENDLY_TERRITORY_FACTOR |
0.3 |
Reduction on XP loss over friendly territory |
DISRUPTION_FACTOR |
4 |
multiplier on disruption damage to scale its effects on planes |
DISRUPTION_FACTOR_CARRIER |
6 |
multiplier on disruption damage to scale its effects on carrier vs carrier planes |
DISRUPTION_SPEED_FACTOR |
1 |
|
DISRUPTION_AGILITY_FACTOR |
0 |
|
DISRUPTION_ATTACK_FACTOR |
0 |
|
DISRUPTION_DETECTION_FACTOR |
1 |
|
ESCORT_FACTOR |
2 |
|
ESCORT_SPEED_FACTOR |
1 |
|
ESCORT_AGILITY_FACTOR |
1 |
|
ESCORT_ATTACK_FACTOR |
1 |
|
DISRUPTION_DEFENCE_DEFENCE_FACTOR |
0.5 |
|
DISRUPTION_DEFENCE_SPEED_FACTOR |
1 |
|
DISRUPTION_DEFENCE_ATTACK_FACTOR |
0.5 |
|
CARRIER_PLANES_AMOUNT_FOR_POSITIONING |
50 |
below this amount of planes on a carrier we no longer get max benefit on enemy positioning |
CAS_NIGHT_ATTACK_FACTOR |
0.1 |
CAS damaged get multiplied by this in land combats at night |
AIR_WING_ATTACK_LOGISTICS_NO_TRUCK_DISRUPTION_FACTOR |
0.02 |
If a unit isn't motorized, still disrupt its supply by damage * this |
AIR_WING_ATTACK_LOGISTICS_TRUCK_DAMAGE_FACTOR |
0.27 |
|
AIR_WING_ATTACK_LOGISTICS_INFRA_DAMAGE_SPILL_FACTOR |
0.0016 |
Portion of truck damage to additionally deal to infrastructure |
AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_FACTOR |
0.04 |
|
AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_DISRUPTION_MITIGATION |
6 |
Multiply Train Damage by (Smooth / (Smooth + (Disruption * Mitigation))) |
AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_DISRUPTION_SMOOTHING |
5 |
|
AIR_WING_ATTACK_LOGISTICS_RAILWAY_DAMAGE_SPILL_FACTOR |
0.006 |
Portion of train damage to additionally deal to railways |
AIR_WING_ATTACK_LOGISTICS_DISRUPTION_MIN_DAMAGE_FACTOR |
0.1 |
Multiply train damage by this factor, scale from 1.0 at 0 disruption to this at AIR_WING_ATTACK_LOGISTICS_MAX_DISRUPTION_DAMAGE_TO_CONSIDER |
AIR_WING_ATTACK_LOGISTICS_MAX_DISRUPTION_DAMAGE_TO_CONSIDER |
15 |
see above |
AIR_WING_ATTACK_LOGISTICS_DIRECT_DISRUPTION_DAMAGE_FACTOR |
0.01 |
Disruption damage to supply throughput done by bombing damage, not dependant on killing trains which also causes diruption. |
AIR_WING_ATTACK_LOGISTICS_TRUCK_MAX_FACTOR |
0.3 |
max trucks we can destroy in one instance of a logistics strike |
SECONDARY_DAMAGE_STRAT |
0.2 |
how much damage gets translated to railway guns for strat bombing |
SECONDARY_DAMAGE_LOGISTICS |
1 |
how much damage gets translated to railway guns for logistic strike |
INTERCEPTION_DISTANCE_SCALE |
50 |
At this many pixels of path length, full interception efficiency is applied to air missions. Lerp from 0. |
INTERCEPTION_DAMAGE_SCALE |
0.3 |
Multiply the interception damage with this value. Works as a cap when interception distance is at maximum. |
MIN_PLANE_COUNT_PARADROP |
50 |
|
MIN_PLANE_COUNT_AIR_SUPPLY |
1 |
|
BASE_UNIT_WEIGHT_IN_TRANSPORT_PLANES |
45 |
|
MANPOWER_LOSS_RATIO_PLANE_SHOT |
0.1 |
The loss ratio of manpower for a shot plane. |
MISSION_COMMAND_POWER_COSTS |
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.05, 0, 0, 0, 0, 0, 0, 0, 0, 0 } |
command power cost per plane to create a mission
|
MISSION_FUEL_COSTS |
{ 1, 1, 0.2, 1, 1, 1, 1, 0.75, 1.2, 1.2, 1, 0.6, 1, 1, 1, 1, 0, 0, 0, 0, 0 } |
fuel cost per plane for each mission
|
MAX_FUEL_FLOW_MULT |
1 |
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 |
STRATEGIC_BOMBING_PROV_BUILD_PRIO_SCALE |
1.5 |
Scale of the selected priority for provincial buildings |
STRATEGIC_BOMBING_STATE_BUILD_PRIO_SCALE |
1.5 |
Scale of the selected priority for state buildings |
STRATEGIC_BOMBING_INFRA_PRIO_SCALE |
0.7 |
Scale of the selected priority for infrastructure |
STRATEGIC_BOMBING_RAILWAY_PRIORITY_SCALE |
0.2 |
The scale of extra priority assigned to railway for strategic bombing |
STRATEGIC_BOMBING_STATE_BUILDING_SCALE |
1 |
The scale of state building priority for strategic bombing |
NAVAL_MINES_PLANTING_SPEED_MULT |
0.025 |
Value used to overall balance of the speed of planting naval mines |
NAVAL_MINES_PLANTING_SPEED_LOWER_BOUND |
0.001 |
Speed of planting naval mines can not be lower than this |
NAVAL_MINES_SWEEPING_SPEED_MULT |
0.025 |
Value used to overall balance of the speed of sweeping naval mines |
NAVAL_MINES_SWEEPING_SPEED_LOWER_BOUND |
0.001 |
Speed of sweeping naval mines can not be lower than this |
NON_CORE_STRATEGIC_IMPACT |
0.5 |
multiplier for strategic impact of non-core bombing |
RECON_LAND_SPOT_CHANCE |
0.02 |
scale factor on spotting lan |
REINFORCEMENT_DISABLING_DURATION_IN_LAND_CARRIER_TRANSFER |
48 |
The reinforcement disabling duration in hours when transfering from land to carrier and vice versa |
THRUST_WEIGHT_AGILITY_FACTOR |
0.5 |
For plane designs, additive agility bonus per point of thrust exceeding weight |
MAX_QUICK_WING_SELECTION |
3 |
Max possible selection for airwing quick deploy |
USE_SINGLE_NAVAL_ARMAMENT_CATEGORY |
true |
If true, only the armament module category that inflicts the greatest damage to naval targets will contribute naval strike and port strike mission specific stats. Only modules with both naval_strike_attack and naval_strike_targetting are considered. This is used to prevent torpedo_mounting and bomb_locks stats from stacking. |
PORT_STRIKE_DAMAGE_FACTOR |
1 |
How much damage is dealt to ports during a port strike (per plane damage [complex number] * num flying planes * define) |