NBuildings
All 20 NBuildings constants from HOI4 v1.19 — datamined values with the developers' own comments.
| Key | Value | Comment |
|---|---|---|
ANTI_AIR_SUPERIORITY_MULT |
5 |
How much air superiority reduction to the enemy does our AA guns? Normally each building level = -1 reduction. With this multiplier. |
SAM_MISSION_SUPERIORITY |
5 |
How much air superiority each SAM mission gives per rocket wing performing SAM missions. |
MAX_BUILDING_LEVELS |
15 |
Max levels a building can have. |
AIRBASE_CAPACITY_MULT |
200 |
Each level of airbase building multiplied by this, gives capacity (max operational value). Value is int. 1 for each airplane. |
ROCKETSITE_CAPACITY_MULT |
100 |
Each level of rocketsite building multiplied by this, gives capacity (max operational value). Value is int. 1 for each rocket. |
NAVALBASE_REPAIR_MULT |
0.05 |
Each level of navalbase building repairs X strength and can repair as many ships as its level |
RADAR_RANGE_BASE |
20 |
Radar range base, first level radar will be this + min, best radar will be this + max |
RADAR_RANGE_MIN |
20 |
Radar range (from state center to province center) in measure of map pixels. Exluding techs. |
RADAR_RANGE_MAX |
200 |
Range is interpolated between building levels 1-15. |
RADAR_INTEL_EFFECT |
40 |
Province covered by radar increases intel by 10 (where 255 is max). Province may be covered by multiple radars, then the value sums up. |
SABOTAGE_FACTORY_DAMAGE |
100 |
How much damage takes a factory building in sabotage when state is occupied. Damage is mult by (1 + resistance strength), i.e. up to 2 x base value. |
BASE_FACTORY_REPAIR |
1 |
Default repair rate in percentage before factories are taken into account (1.0 equals 1%). |
BASE_FACTORY_REPAIR_FACTOR |
2 |
Factory speed modifier when repairing. |
SUPPLY_PORT_LEVEL_THROUGHPUT |
3 |
supply throughput per level of naval base |
MAX_SHARED_SLOTS |
25 |
Max slots shared by factories |
OWNER_CHANGE_EXTRA_SHARED_SLOTS_FACTOR |
1 |
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 |
0.15 |
multiplicative resource bonus for each level of (non damaged) infrastructure |
SUPPLY_ROUTE_RESOURCE_BONUS |
0.2 |
multiplicative resource bonus for having a railway/naval connection to the capital |
INFRASTRUCTURE_MUD_EFFECT |
-0.8 |
multiplicative effect on mud growth for max infra |