NAir

All 176 NAir constants from HOI4 v1.19 — datamined values with the developers' own comments.

NAir defines (176 entries)
KeyValueComment
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_ONCE
Both of these defines are combined with their sister FACTOR_DIFF defines to create defense or offensive buffs
In both cases the maximum bonus or reduction is (BIGGEST_X_FACTOR_DIFF - 1) * COMBAT_BETTER_X_DAMAGE_Y * Damage
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
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
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
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_DEFAULT
Gain 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
  1. 0 — AIR_SUPERIORITY
  2. 0 — CAS
  3. 0 — INTERCEPTION
  4. 0 — STRATEGIC_BOMBER
  5. 0 — NAVAL_BOMBER
  6. 0 — DROP_NUKE
  7. 0 — PARADROP
  8. 0 — NAVAL_KAMIKAZE
  9. 0 — PORT_STRIKE
  10. 0 — ATTACK_LOGISTICS
  11. 0.05 — AIR_SUPPLY
  12. 0 — TRAINING
  13. 0 — NAVAL_MINES_PLANTING
  14. 0 — NAVAL_MINES_SWEEPING
  15. 0 — RECON
  16. 0 — NAVAL_PATROL
  17. 0 — BARRAGE
  18. 0 — BARRAGE
  19. 0 — SAM
  20. 0 — SAM
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
  1. 1 — AIR_SUPERIORITY
  2. 1 — CAS
  3. 0.2 — INTERCEPTION
  4. 1 — STRATEGIC_BOMBER
  5. 1 — NAVAL_BOMBER
  6. 1 — DROP_NUKE
  7. 1 — PARADROP
  8. 0.75 — NAVAL_KAMIKAZE
  9. 1.2 — PORT_STRIKE
  10. 1.2 — ATTACK_LOGISTICS
  11. 1 — AIR_SUPPLY
  12. 0.6 — TRAINING
  13. 1 — NAVAL_MINES_PLANTING
  14. 1 — NAVAL_MINES_SWEEPING
  15. 1 — RECON
  16. 1 — NAVAL_PATROL
  17. 0 — BARRAGE
  18. 0 — NUCLEAR
  19. 0 — NUCLEAR
  20. 0 — SAM
  21. 0 — SAM
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
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)