NFactions

All 76 NFactions constants from HOI4 v1.19 — datamined values with the developers' own comments.

NFactions defines (76 entries)
KeyValueComment
FACTION_INITIATIVE_CHANGE_RULE_COST 1 Cost of changing a faction rule (FI points)
FACTION_DOCTRINE_SHARING_UNLOCK_COST 1 Cost of unlocking doctrine sharing for one folder
DOCTRINE_SHARING_BASE_MASTERY_GAIN_MONTHLY 10 When doctrine sharing is enabled, this is the base amount of mastery gained monthly
DOCTRINE_SHARING_MONTHLY_MASTERY_GAIN_PER_COMMANDER 2 When doctrine sharing is enabled, each theater commander increases the montly mastery gain by this much
AI_FACTION_POWER_PROJECTION_TRESHOLD 1000 AI score is negative if faction's Power Projection value is below the treshold
AI_FACTION_POWER_PROJECTION_VALUE 0.01 AI score per Power Projection point
AI_MIN_POWER_PROJECTION_SCORE -100 Min AI score for Power Projection
AI_MAX_POWER_PROJECTION_SCORE 100 Max AI score for Power Projection
FACTION_INFLUENCE_LEND_LEASE_FACTOR 0.025 how much the country's contribution in the faction affects its influence
FACTION_INFLUENCE_WAR_SCORE_FACTOR 0.1 how much the country's war score affects its influence
FACTION_INFLUENCE_EFFECTS_FACTOR 1 how much the effects affects its influence
FACTION_INFLUENCE_INDUSTRIAL_CAPACITY_FACTOR 5 how much the country's industry affects its influence
FACTION_INFLUENCE_GARRISON_SUPPORT_PROVIDER_FACTOR 0.001 how much the country's provided garrison support affects its influence
FACTION_INFLUENCE_GARRISON_SUPPORT_RECIEVER_FACTOR -0.001 how much the country's received garrison support affects its influence
FACTION_INFLUENCE_EXPEDITIONARY_FORCE_PROVIDER_FACTOR 0.01 how much the country's provided expeditionary forces affects its influence
FACTION_CONTRIBUTION_SETTING_INCREASE 0.01 How big the steps are for increasing/decreasing contribution settings
FACTION_CONTRIBUTION_DEBT_LIMIT 250 How much you are allowed to be in debt from spending contribution
FACTION_INFLUENCE_EXPEDITIONARY_FORCE_RECIEVER_FACTOR -0.02 how much the country's provided expeditionary forces affects its influence
FACTION_MANPOWER_GIVE_CONTRIBUTION_SCALAR 0.1 a scalar of how much contribution you get for giving a singular recruitable population to your faction
FACTION_MANPOWER_RECIEVE_CONTRIBUTION_SCALAR 0.1 a scalar for how much contribution it takes to get a singular recruitable population
FACTION_INFLUENCE_SCIENTIST_CONTRIBUTION_VALUE 0.5 how much contribution one scientists gives to you if it is working for somebody else.
ASSIGN_FACILITY_TO_FACTION_INITIATIVE_COST 1 The initiative cost of assigning a facility to a faction
FACTION_ASSIGN_SCIENTIST_COST 25 how much political power it costs to assign a supportive scientist
FACTION_UNLOCK_COMMANDER_COST 1 how much initiative it costs to create a new faction theater
FACTION_REPLACE_COMMANDER_COST 1 how much FI it costs to replace someone else's theater commander
FACTION_SUPREME_COMMANDER_EFFECTIVENESS 0.2 percentage value for how effective supreme commanders are compared to their regular position as FM/admiral.
FACTION_THEATER_COMMANDER_COUNTRY_LIMIT_BASE 3 base value for how many countries a theater commander can lead
FACTION_THEATER_COMMANDER_COUNTRY_LIMIT_SKILL_FACTOR 1 how much each skill level adds to the country limit
FACTION_THEATER_COMMANDER_REGION_LIMIT_BASE 3 Base value of the commander region limit
FACTION_THEATER_COMMANDER_REGION_LIMIT_SKILL_FACTOR 1 An increase to the region limit per commander skill level
FACTION_THEATER_COMMANDER_LAND_SUPPLY_USAGE_MODIFIER_BASE 0 Base value (percentage, negative = good)
FACTION_THEATER_COMMANDER_LAND_SUPPLY_USAGE_MODIFIER_SKILL_FACTOR -0.01 Value per skill level (percentage, negative = good)
FACTION_THEATER_COMMANDER_NAVY_SUPPLY_USAGE_MODIFIER_BASE 0 Base value (percentage, negative = good)
FACTION_THEATER_COMMANDER_NAVY_SUPPLY_USAGE_MODIFIER_SKILL_FACTOR -0.01 Value per skill level (percentage, negative = good)
FACTION_THEATER_COMMANDER_SECONDARY_BONUS 0.5 A value that scales the supply usage modifiers if a Land commander is giving the supply bonus to Navy and vice versa
THEATER_COMMANDER_LAND_EXPERIENCE_SCALE 0.1 How much experience the theater commander will gain from land combats (FM)
THEATER_COMMANDER_NAVY_EXPERIENCE_SCALE 0.1 How much experience the theater commander will gain from naval combats (Admiral)
BECOME_FACTION_LEADER_INFLUENCE_THRESHOLD 0.4 The min influence percentage for a country to be able to take over leadership in the faction
MAX_PROJECT_COUNT 3 The maximum number of projects a faction can have
AI_THEATER_CREATION_PENALTY 2.5 Penalty defines how much each theater reduces the chance linearly. (The higher, the worse the penalty is)
BECOME_FACTION_LEADER_INFLUENCE_WEIGHT 1 Importance of faction influence when determining how close a faction member is to being able to assume leadership.
FACTION_INFLUENCE_LEADER_BONUS 200 How much influence we are giving a faction member for being the leader
FACTION_TAKE_OVER_RELUCTANCE_VERSUS_HUMAN_INFLUENCE 1.5 Multiplier penalty for how much more influence is required an AI country compared to a human To assume leadership of faction.
AI_PICK_FROM_TOP_AMOUNT 3 AI Will spend choose from the top X to decide what to spent their initiative on, based on a weighted random
AI_PING_AREA_PRIORITY 100 added AI strategy value for pinged regions
AI_PING_FRONT_UNIT_REQUEST 100 added AI strategy value for pinged regions
AI_PING_FORCE_CONCENTRATION_FRONT_FACTOR 100 added AI strategy value for pinged regions
AI_PING_FORCE_CONCENTRATION_TARGET_WEIGHT 100 added AI strategy value for pinged regions
AI_PING_INVASION_UNIT_REQUEST 100 added AI strategy value for pinged regions
AI_PING_NAVAL_DOMINANCE 100 added AI strategy value for pinged regions
AI_PING_FORCE_CONCENTRATION_CAREFUL_FACTOR 0.5 AI strategy factor for FC in careful order execution mode
AI_PING_FORCE_CONCENTRATION_AGGRESSIVE_FACTOR 1.2 AI strategy factor for FC in aggressive order execution mode
RANK_FOR_SHINY_FLAG 1 Top N factions get a shiny flag on the factions screen. All that death was worth it.
PEACE_CONFERENCE_MINIMAL_REQUIREMENT 0.5 How much more faction power projection you need to have compared to the second biggest contesting faction / country to start recieving the PEACE_CONFERENCE_MAX_DISCOUNT e.g. 0.5 means you need to be 50% bigger
PEACE_CONFERENCE_MAX_DISCOUNT 0.25 How much % disount you get for being the bigger faction. Scales between the PEACE_CONFERENCE_MINIMAL_REQUIREMENT and 100% where at PEACE_CONFERENCE_MINIMAL_REQUIREMENT you get 0% and at 100% you will get PEACE_CONFERENCE_MAX_DISCOUNT
MAX_NUM_SHORT_TERM_GOALS 1 Maximum number of short term goals a faction can have at any one time
MAX_NUM_MEDIUM_TERM_GOALS 1 Maximum number of medium term goals a faction can have at any one time
MAX_NUM_LONG_TERM_GOALS 1 Maximum number of long term goals a faction can have at any one time
REPLACING_UNFINISHED_FACTION_GOAL_COST 1 The cost of replacing a goal if it is not finished
PASSIVE_INITIATIVE_GENERATION 0.015 How much initiative we are generating per day, scaled by manifest progress and influence%
MAX_FACTION_THEATERS 4 The maximum number of faction theaters that can be created
AI_FACTION_THEATER_TEMPLATE_SELECTION_RANDOMNESS 1 AI will pick a weighted random template from the top of the list
AI_FACTION_THEATER_COMMANDER_SELECTION_RANDOMNESS 1 AI will pick a weighted random template from the top of the list
FACTION_INTELLIGENCE_ALLOWED_ADVISOR_TRAIT { "head_of_intelligence", "mastermind_code_cracker", "expert_code_cracker", "spymaster", "spymaster_no_lar", "commander_of_the_fetno_derash", "commander_of_the_fetno_derash_no_lar", "SWI_soviet_spy", "SWI_intelligence_officer", "special_envoy", "BRA_soviet_spy", "HUN_military_intelligence_officer", "AUS_secretive_priest", "AUS_veteran_head_of_agency", "BEL_illusive_mastermind", "GER_intelligence_coordinator", "GER_secretary_of_state_security", "GER_reich_security_main_office_director_lar", "GER_reich_security_main_office_director_no_lar", "head_of_the_abwehr", "head_of_the_abwehr_improved", "intelligence_service_deputy", "PRC_multi_talented_diplomat_lar", "PRC_multi_talented_diplomat_no_lar", "PRC_trained_by_the_nkvd", "PRC_spymaster", "PHI_intelligence_bureau_chief", "HUN_stalinist_agent", "JAP_tokko_chief", "CHI_spymaster", "AST_intelligence_director", "AST_indomitable_scout" } Which advisor traits you need to have to be able to be selected as spymaster. You need to be of slottype political advisor regardless
FACTION_INTELLIGENCE_UNLOCK_COST 1
FACTION_INTELLIGENCE_SHARING_BONUS 0.05 How much intelligence sharing one
FACTION_INTELLIGENCE_SHARING_SPY_SLOT_GAIN 1 How many operative slots an advisor position unlocks, excludes the spymaster
FACTION_INTELLIGENCE_HEAD_OF_CRYPTOLOGY_BONUS_COUNTRY 0.1 How much bonus the Head of Operations give to the country that holds that position
FACTION_INTELLIGENCE_HEAD_OF_CRYPTOLOGY_BONUS_OTHERS 0.05 How much bonus the Head of Operations give to the countries that dont hold that position
FACTION_INTELLIGENCE_HEAD_OF_OPERATIONS_BONUS_COUNTRY 0.1 How much bonus the Head of Operations give to the country that holds that position
FACTION_INTELLIGENCE_HEAD_OF_OPERATIONS_BONUS_OTHERS 0.05 How much bonus the Head of Operations give to the countries that dont hold that position
FACTION_INTELLIGENCE_HEAD_OF_COUNTER_INTEL_BONUS_COUNTRY 0.1 How much bonus the Head of Operations give to the country that holds that position
FACTION_INTELLIGENCE_HEAD_OF_COUNTER_INTEL_BONUS_OTHERS 0.05 How much bonus the Head of Operations give to the countries that dont hold that position
FACTION_DEFAULT_ICON "GFX_faction_logo_generic" Faction icon when creating a generic faction in game that does not have an icon setup
FACTION_DEFAULT_TEMPLATE "faction_template_generic" Default template that gets used if no template template is specified when playing with NCNS
AI_DAYS_TO_SELECT_GOAL 14