NFactions
All 76 NFactions constants from HOI4 v1.19 — datamined values with the developers' own comments.
| Key | Value | Comment |
|---|---|---|
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 |