NCountry

All 179 NCountry constants from HOI4 v1.19 — datamined values with the developers' own comments.

NCountry defines (179 entries)
KeyValueComment
EVENT_PROCESS_OFFSET 20 Events are checked every X day per country or state (1 is ideal, but CPU heavy)
BASE_RESEARCH_SLOTS 2 Base number of research slots per country.
POPULATION_YEARLY_GROWTH_BASE 0.015 basic population growth per year, used for monthly manpower gain
RESISTANCE_STRENGTH_FROM_VP 0.001 How much strength ticking speed gives each VP score.
RESISTANCE_STRENGTH_FROM_NEIGHBORS 0.5 Multiplies how much resistance can spread from one state to its neighbors, a state will spread whatever is highest of its victorypoints resistance increase or half of any of its neighbors spread, multiplied by this
RESISTANCE_DECAY_WHEN_NO_GROWTH 0.005 Resistance will fall by this much each day if there is nothing increasing it ( no VPs and no spread from neighbors )
REINFORCEMENT_DIVISION_PRIORITY_COUNT 3 How many priority stages we have in division template? 0)Reserves, 1)Normal, 2)Elite.
REINFORCEMENT_DIVISION_PRIORITY_DEFAULT 1 Each template by default is 1)Normal
REINFORCEMENT_THEATER_GROUP_PRIORITY_DEFAULT 1 Each theater group by default is 1)Normal
REINFORCEMENT_THEATRE_PRIORITY_COUNT 3 Same as with divisions...
REINFORCEMENT_THEATRE_PRIORITY_DEFAULT 1
REINFORCEMENT_AIRBASE_PRIORITY_COUNT 3
REINFORCEMENT_AIRBASE_PRIORITY_DEFAULT 1
REINFORCEMENT_DELIVERY_SPEED_MIN 0.6 The distance from the supply region to capital should affect the speed only a little bit. Main factor for penalty is overcrowded areas, and not the route length.
REINFORCEMENT_EQUIPMENT_DELIVERY_SPEED 0.3 Modifier for army equipment reinforcement speed
REINFORCEMENT_MANPOWER_DELIVERY_SPEED 10 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 Weight of the country score.
ARMY_SCORE_MULTIPLIER 0.15 Based on number of armies.
AIR_SCORE_MULTIPLIER 0.1 Based on number of planes (which is typically a lot).
INDUSTRY_SCORE_MULTIPLIER 1 Based on number of factories.
PROVINCE_SCORE_MULTIPLIER 0.1 Based on number of controlled provinces.
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
THERMONUCLEAR_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
THERMONUCLEAR_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
WEEKLY_WAR_SUPPORT_GAIN 0
SUPPLY_CONVOY_FACTOR 0.25 How many convoys each supply needs
CONVOY_RANGE_FACTOR 1 How much range affects convoy need for resource trades and supply
CONVOY_LENDLEASE_RANGE_FACTOR 1 How much range affects convoy need for lend lease
CONVOY_INTERNATIONAL_MARKET_RANGE_FACTOR 1 How much range affects convoy need for international market
CONVOY_CONTROLLED_ROUTE_COST_REDUCTION_FACTOR 0.25 How much fewer convoys you need shipping through areas you control
LOCAL_MANPOWER_ACCESSIBLE_NON_CORE_FACTOR 0.02 accessible recruitable factor base
MAX_NON_CORE_MANPOWER_FACTOR 1 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 -0.2 Default stability war factor
BASE_STABILITY_PARTY_POPULARITY_FACTOR 0.15 Default stability rulling party popularity factor
DEFAULT_COASTAL_PROTECTION_STABILITY 0.1 Default stability when the coastal states are fully protected
MIN_COUP_STABILITY_FACTOR 0 Min value of coup factor in stability
MAX_COUP_STABILITY_FACTOR 2 Max value of coup factor in stability
MIN_COUP_SUCCESS_STABILITY 0.8 Max stability when coup will happen
WAR_SUPPORT_OFFNSIVE_WAR -0.2 Impact of being in offensive war
WAR_SUPPORT_DEFENSIVE_WAR 0.2 Impact of being in defensive war
WAR_SUPPORT_TENSION_IMPACT 0.4 Total impact of world tension
MIN_STABILITY 0
MAX_STABILITY 1
MIN_WAR_SUPPORT 0
MAX_WAR_SUPPORT 1
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 (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 (Old Intel) Max deviation in estimating default espionage values ( 0.0 - 1.0 )
MAX_INTELLIGENCE_MILITARY_DATA_DEVIATION 1 (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 (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 source typo 0 (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 Army factor for AI and calculations
TERRAIN_IMPORTANCE_FACTOR 5 Terrain base factor for state strategic value
VICTORY_POINTS_IMPORTANCE_FACTOR 5 State victory points importance factor for AI and calculations
BUILDING_IMPORTANCE_FACTOR 3 State building importance factor for AI and calculations
RESOURCE_IMPORTANCE_FACTOR 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_LOWER_CAP -500 Min amount of political power country should have
POLITICAL_POWER_UPPER_CAP 2000 Max amount of political power country should have
RESISTANCE_IMPORTANT_LEVEL 0.25 Level when resistance becomes dangerous
RESISTANCE_IMPORTANT_COUNTRY_LEVEL 0.25 Level when average resistance in a country becomes dangerous
MIN_MAJOR_COUNTRIES 7 MIN_MAJOR_COUNTRIES countries with most factories will be considered as major countries
ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO 0.7 Countries will also be considered major when having more factories that the average of top MIN_MAJOR_COUNTRIES countries' factories times ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO
BASE_TENSION_MAJOR_COUNTRY_INDEX 1 Which major country should be considered the base country when scaling generated world tension. 0 is the country with the most factories, 1 is the second most-factories country etc. This number has to be lower than MIN_MAJOR_COUNTRIES
MIN_NAVAL_SUPPLY_EFFICIENCY 0.1 Min ratio when supplies will be considered delivered from the capital by naval path
PARADROP_AIR_SUPERIORITY_RATIO 0.7 Min ratio of air superiority for paradropping
STATE_VALUE_BASE 10 Base value of a state (value is used to determine costs in e.g. peace conferences)
STATE_VALUE_BUILDING_SLOTS_MULT 4 The value of each building slot in a state
STATE_VALUE_MANPOWER_FACTOR 0.1 State cost increases with this for every 10k population (so 3.1M becomes 310 and then multiplied by this)
INVASION_REPORT_EXPERATION_DAYS 30 Invasion experation days
MIN_FOCUSES_FOR_CONTINUOUS 10 Focuses needed to unlock continuous focuses
AUTONOMOUS_TOTAL_SCORE 5000 Total score for autonomous scale
AUTONOMOUS_SPILLOVER 0.025 Total score that can be saved to reach next level
CIVIL_WAR_INVOLVEMENT_MIN_TENSION 0.5 base value of world tension to involve other sides to the civil war
UNCAPITULATE_LEVEL 0.1 if we reclaim this much and our capital we reset capitulate status
BASE_SURRENDER_LIMIT 0.8 Base level of occupation required for country surrender
SURRENDER_LIMIT_MULT_FOR_COUNTRIES_WITH_NO_CORES 0.7 Countries with no owned cores will their surrender level multiplied by this amount
MIN_SURRENDER_LIMIT 0.2 Minimum non-forced surrender limit. valid 0-1
BASE_MOBILIZATION_SPEED 0.01 Base speed of manpower mobilization #in 1/1000 of 1 %
INTERCEPTION_WAR_SUPPORT_SCALE 0.00001 Scaling of interceptions to war support impact
INTERCEPTION_BOMBING_WAR_SUPPORT_IMPACT 0.3 Max impact of interceptions on the war support
BOMBING_WAR_SUPPORT_PENALTY_SCALE -0.00015 Scaling of bomber damage to war support impact, will be added weekly as a war support penalty
MAX_BOMBING_WEEKLY_WAR_SUPPORT_PENALTY -0.006 Max penalty that will gained per week from bomber's damage
BOMBING_WEEKLY_WAR_SUPPORT_PENALTY_DECAY 0.001 Weekly decay of bomber damage war support penalty
MAX_BOMBING_WAR_SUPPORT_IMPACT -0.3 Max total penalty from bomber's damage
HEROES_BEING_KILLED_WAR_SUPPORT_PENALTY_SCALE -0.03 Scaling of war heroes manpower lost to war support impact, will be added weekly as a war support penalty
MAX_HEROES_BEING_KILLED_WEEKLY_WAR_SUPPORT_PENALTY -0.006 Max penalty that will gained per week from war heroes manpower lost
HEROES_BEING_KILLED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY 0.001 Weekly decay of war heroes manpower lost war support penalty
MAX_HEROES_BEING_KILLED_WAR_SUPPORT_IMPACT -0.3 Max total penalty from war heroes manpower lost
WAR_SUPPORT_FROM_CASUALTIES 0.025 Base value (inverted) for calculating heroes being killed
CONVOYS_BEING_RAIDED_WAR_SUPPORT_PENALTY_SCALE -0.05 Scaling of trade convoy raided to war support impact, will be added weekly as a war support penalty
MAX_CONVOYS_BEING_RAIDED_WEEKLY_WAR_SUPPORT_PENALTY -0.006 Max penalty that will gained per week from trade convoy raided
CONVOYS_BEING_RAIDED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY 0.001 Weekly decay of trade convoy raided war support penalty
MAX_CONVOYS_BEING_RAIDED_WAR_SUPPORT_IMPACT -0.5 Max total penalty from trade convoy raided
FEMALE_UNIT_LEADER_BASE_CHANCE
applies as a factor to female unit leader randomization
the values needs to be zero if you don't actually have random portraits
{ 0.5, 0.5, 0.5, 0.5, 0.5, 0.5 }
  1. 0.5 — country leaders
  2. 0.5 — army leaders
  3. 0.5 — navy leaders
  4. 0.5 — air leaders
  5. 0.5 — operatives
  6. 0.5 — scientists
CONVOYS_SUNK_MULTIPLIER_FOR_WAR_SUPPORT 0.2 once a trade convoy ship sunk, you will get a larger negative impact on your war support
CONVOYS_BEING_RAIDED_DAILY_WAR_SUPPORT_IMPACT_FROM_OVERSEA_STATES 0.2 resource transfer convoys convoys from our states being raided will give a daily war support penalty depending on how important that resource is and how inefficent convoys are
CONVOYS_SUNK_MULTIPLIER_FOR_WAR_SUPPORT_FROM_OVERSEA_STATES 0.2 once a resource transfer convoys from our states ship sunk, you will get a larger negative impact on your war support
CONVOYS_BEING_RAIDED_DAILY_WAR_SUPPORT_IMPACT 0.2 trade convoys being raided will give a daily war support penalty depending on how important that resource is and how inefficent convoys are
MAX_PROPAGANDA_STABILITY_IMPACT -0.2 Max total penalty from operative performing the propaganda mission in a country
MAX_PROPAGANDA_WAR_SUPPORT_IMPACT -0.2 Max total penalty from operative performing the propaganda mission in a country
PROPAGANDA_STABILITY_DAILY_DECAY 0.001 Amount of stability recovered daily from propaganda effort
PROPAGANDA_WAR_SUPPORT_DAILY_DECAY 0.001 Amount of war support recovered daily from war support effort
NUM_DAYS_TO_FULLY_DELETE_STOCKPILED_EQUIPMENT 90 time in days to fully delete equipments from stockpile. when you delete an equipment, they go to a temporary hidden pool which still can be seized
AIR_SUPPLY_CONVERSION_SCALE 0.01 Conversion scale for planes to air supply
AIR_SUPPLY_DROP_EXPIRATION_HOURS 168 Air drop length after being dropped
STARTING_COMMAND_POWER 0 starting command power for every country
BASE_MAX_COMMAND_POWER 80 base value for maximum command power
BASE_COMMAND_POWER_GAIN 0.4 base value for daily command power gain
AIR_VOLUNTEER_PLANES_RATIO 0.2 Ratio for volunteer planes available for sending in relation to sender air force
AIR_VOLUNTEER_BASES_CAPACITY_LIMIT 0.1 Ratio for volunteer planes available for sending in relation to receiver air base capacity
ATTACHE_XP_SHARE 0.15 Country received xp from attaches
SPECIAL_FORCES_CAP_BASE 0.05 Max ammount of special forces battalions is total number of non-special forces battalions multiplied by this and modified by a country modifier
SPECIAL_FORCES_CAP_MIN 24 You can have a minimum of this many special forces battalions, regardless of the number of non-special forces battalions you have, this can also be modified by a country modifier
DAYS_OF_WAR_BEFORE_SURRENDER 7 Number of days a war has to have existed before anyone can surrender in it
FUEL_LEASE_CONVOY_RATIO 0.0005 num convoys needed per fuel land lease
STARTING_FUEL_RATIO 0.25 starting fuel ratio compared to max fuel for countries
BASE_FUEL_GAIN_PER_OIL 2 base amount of fuel gained hourly per excess oil
BASE_FUEL_GAIN 2 base amount of fuel gained hourly, independent of excess oil
BASE_FUEL_CAPACITY 50000 base amount of fuel capacity
SCORCHED_EARTH_STATE_COST 5 pp cost to scorch a state
COUNTRY_MANPOWER_CAPITULATED_FREE_POOL_FACTOR 0.1 Factor on amount of normal manpower left for an exiled nation with no territory.
COUNTRY_MANPOWER_CAPITULATED_CORE_GAIN_FACTOR 0.001 Factor on amount of normal manpower gained for the exile nation. From owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code.
COUNTRY_MANPOWER_CAPITULATED_NON_CORE_GAIN_FACTOR 0.001 Factor on amount of normal manpower gained for the exile nation. From owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code.
GIE_MAX_LEGITIMACY 100 Legitimacy max of a GiE
GIE_CAPITULATE_MAX_STOCKPILE_TRANSFER 0.1 0-1 Transfers ratio of stockpile. from 0 to this define depending on starting legitimacy on capitulation.
GIE_CAPITULATE_MIN_LEGIT_FOR_TRANSFER 5 0-100 Minimum starting legitimacy to transfer any equipment at all.
GIE_CAPITULATION_LEGITIMACY_WARSCORE_FACTOR 0.5 Multiplies war contribution percent with this factor for part of starting legitimacy. (0.5 would mean a 50 % war contribution gives 25 more legitimacy)
GIE_CAPITULATION_LEGITIMACY_WARLENGTH_FACTOR 1 Multiplies war length (nr of weeks) with this factor for part of starting legitimacy. (1.0 would mean a war length of 30 weeks gives 30 more legitimacy)
GIE_WARSCORE_GAIN_LEGITIMACY_FACTOR 1 Factor on how much legitimacy is gained from warscore earned by GiE units.
GIE_HOST_CIC_FROM_LEGITIMACY_MAX 5 Host will receive from 0 to this value in CIC.
GIE_HOST_MIC_FROM_LEGITIMACY_MAX 5 Host will receive from 0 to this value in MIC.
GIE_HOST_DOCKYARDS_FROM_LEGITIMACY_MAX 0 Host will receive from 0 to this value in dockyards.
GIE_VETERAN_MANPOWER_NON_CORE_GAIN_FACTOR 0.005 Factor on amount of manpower gained from owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code.
GIE_VETERAN_MANPOWER_CORE_GAIN_FACTOR 0.01 Factor on amount of manpower gained from owned states that are controlled by an enemy. State manpower reduced by factor 1000 in code.
GIE_MANPOWER_TOTAL_MAX_FACTOR 0.5 Factor on max amount of exile manpower that can be gained from owned states. Approaching this will give diminishing returns. Reduced by factor 100 in code.
GIE_MANPOWER_RATO_OF_MAX_START_PENALTY 0.5 When this ratio of max manpower has been recruited we start applying the penalty.
GIE_MANPOWER_GAIN_PENALTY_MAX 0.95 Max penalty on exile manpower growth.
GIE_EXILE_AIR_RECRUITMENT_LEGITIMACY 50 Legitimacy required to recruit exile airwings
GIE_EXILE_AIR_START_EXPERIENCE 3 Starting experience for exile airwings
GIE_EXILE_TROOP_RECRUITMENT_LEGITIMACY 25 Legitimacy required to recruit exile troops
GIE_EXILE_TROOPS_DEPLOY_TRAINING_MAX_LEVEL 2 Max XP exile troops can receive from training
GIE_EXILE_ARMY_LEADER_LEGITIMACY_LEVELS { 30, 60, 90 } Legitimacy levels where a new army leader is received.
GIE_EXILE_ARMY_LEADER_START_LEVEL 3 Starting level for exile leader
GIE_ESCAPING_DIVISIONS_TRANSFER_DAYS 30 days to transfer escaping divisions to host nation
GIE_ESCAPING_DIVISIONS_XP_BOOST 0.4 Escaping divisions gain a boost to experience. Only the toughest motherbadasses will band together and survive to git me one hundred Nazi scalps ... Or die tryin'...
GIE_DIVISION_ATTACK_BONUS_AGAINST_OCCUPIER 0.1 Attack bonus factor against whoever occupies your core territory.
GIE_DIVISION_DEFENSE_BONUS_AGAINST_OCCUPIER 0.1 Attack bonus factor against whoever occupies your core territory.
GIE_DIVISION_ATTACK_BONUS_ON_CORE 0.1 Attack bonus factor when fighting on cores.
GIE_DIVISION_DEFENSE_BONUS_ON_CORE 0.1 Defense bonus factor when fighting on cores.
GIE_ESCAPING_DIVISIONS_EQUIPMENT_RATIO 0.2 Base equipment ratio on escaped troops.
GIE_ESCAPING_DIVISIONS_AMOUNT_RATIO 0.1 Ratio on amount of divisions that escapes. Scales with starting legitimacy
GIE_LIBERATED_NATION_DAILY_LEGITIMACY_CHANGE -1.5 An uncapitulated exile that is fully liberated will have legitimacy changed with this amount daily. Will be automatically reinstated when it reaches 0.
GIE_EXILE_TRANSFER_ON_LEADER_CAPITULATION_MANPOWER_FACTOR 0.1 Factor on exile manpower kept when a faction leader capitulates and the hosted exiles are transfered.
GIE_CONVOY_ON_CREATION 10 Number of convoy a GiE will get on creation.
SURRENDER_LIMIT_REDUCTION_PER_COLLABORATION 0.15 each percent of collaboration will lower surrender limit by this percentage
SURRENDER_RECIPIENT_SCORE_PER_COLLABORATION 1 countries with collaboration will get bonus while game calculates which country the enemy will capitulate
COMPLIANCE_PER_COLLABORATION 1 each percent of collaboration will be converted to this compliance at capitulation
WILL_LEAD_TO_WAR_FOCUS_PERSISTENCE 60 taken focuses that has lead to war will still make ai prep for war for this many days after being taken
WILL_LEAD_TO_WAR_DECISION_PERSISTENCE 30 the decision thats lead to war will sitll make ai prep for war for this many days after being taken/cooldown/timeout
ARMY_COUNT_DAILY_LERP_FOR_TRAINING_XP 0.002 number of armies that is used in training xp calculates daily lerps to actual number (if real number is lower)
ARMY_COUNT_DAILY_DECREASE_FOR_TRAINING_XP 0.1 number of armies that is used in training xp calculates daily linearly approaches this number (if real number is lower)