NMilitary
All 381 NMilitary constants from HOI4 v1.19 — datamined values with the developers' own comments.
| Key | Value | Comment |
|---|---|---|
COMBAT_VALUE_ORG_IMPORTANCE |
1 |
Multiplier on TotalOrganisation when determining the combat value of a division |
COMBAT_VALUE_STR_IMPORTANCE |
1 |
Multiplier on TotalStrength when determining the combat value of a division |
SOFT_ATTACK_TARGETING_FACTOR |
1 |
How much we care about potential soft attacks when evaluating priority combat target |
HARD_ATTACK_TARGETING_FACTOR |
1.2 |
How much we care about potential hard attacks when evaluating priority combat target |
CASUALTIES_WS_P_PENALTY_DIVISOR |
200 |
Divisor for casualties WS penalty |
CASUALTIES_WS_A_PENALTY_DIVISOR |
600 |
Divisor for casualties WS penalty |
PIERCING_THRESHOLDS |
{ 1, 0.75, 0.5, 0 } |
Our piercing / their armor must be this value to deal damage fraction equal to the index in the array below [higher number = higher penetration]. If armor is 0, 1.00 will be returned.
|
PIERCING_THRESHOLD_DAMAGE_VALUES |
{ 1, 0.8, 0.65, 0.5 } |
0 armor will always receive maximum damage (so add overmatching at your own peril). the system expects at least 2 values, with no upper limit. |
DIVISIONAL_COMMANDER_TRAIT_XP_REQUIREMENT |
400 |
Get a trait if any valid options & xp gained >= this |
NUM_DAYS_FOR_OPERATION_ENTRY |
60 |
Number of days that a unit must have been on a particular active order instance to receive a history entry. |
MAX_LEADERS_TO_SHOW |
50 |
Max officers to show in field officers list, sorted by field EXP. Divisions with awardable entries will potentially supercede this limit |
BASE_FEMALE_DIVISIONAL_COMMANDER_CHANCE |
0 |
Chance to receive a female divisonal commander. This is set to zero in the base game, as we do not have generic female portraits for many graphical culture groups. |
DIVISIONAL_COMMANDER_RANK_XP_THRESHOLD |
{ 0, 100, 200, 400, 800 } |
XP thresholds for divisional commander ranks. [TAG]_DIVISION_EXPERIENCE_TITLE_ARMY_EXPERIENCE_[array index] |
USE_MULTIPLICATIVE_ORG_LOSS_WHEN_MOVING |
true |
whether to apply org_loss_when_moving modifiers additively or multiplicatively (hardcoded multiplicative pre-2021) |
HOURLY_ORG_MOVEMENT_IMPACT |
-0.2 |
how much org is lost every hour while moving an army. |
ZERO_ORG_MOVEMENT_MODIFIER |
-0.8 |
speed impact at 0 org. |
INFRA_ORG_IMPACT |
0.5 |
scale factor of infra on org regain. |
ENGAGEMENT_WIDTH_PER_WIDTH |
2 |
how much enemy combat width we are allowed to engage per width of our own |
INFRASTRUCTURE_MOVEMENT_SPEED_IMPACT |
-0.05 |
speed penalty per infrastucture below maximum. |
VPS_FOR_HISTORY_ENTRY |
3 |
Minimum VPs required to receive an entry in divisional history |
VPS_FOR_HIGH_HISTORY_ENTRY |
8 |
VPs required for high-level history entry |
ENTRIES_TO_CHECK_FOR_DUPLICATE |
2 |
Max number of history entries to check back to see if we're being awarded the same entry |
COST_INCREASE_PER_ACTIVE_MEDAL |
0.25 |
Additional cost factor per active medal |
MAX_ENTRY_ELISION_COUNT |
4 |
If we do the same type of thing consecutively, each entry will stack locations up to this number |
GENERATE_AI_DIV_COMMAND_HISTORY_ENTRIES |
true |
Should we generate history entries for the AI (may cause savegame bloat) |
GENERATE_AI_DIV_COMMAND_MEDALS |
0.1 |
Chance for AI to award a medal when receiving a history entry that allows it. Also gives a chance for AI to gain history entries irrespective of the setting above |
MAX_NUM_AUTOMEDALS |
6 |
You can't get more medals from the automedal system than this. |
FIELD_EXPERIENCE_ON_DIVISION_MULT |
0.04 |
Multiply field experience gained by this, when applying to divisional commander |
MAX_FIELD_EXPERIENCE_ON_DIVISION |
8000 |
Max experience that can be gained on divisional commanders |
FIELD_EXPERIENCE_ON_DIVISION_PER_MEDAL_MULT |
0.1 |
Multiply officer field experience gain by this * number of division medals on application |
CAPTAIN_EXPERIENCE_ON_SHIP_MULT |
1.55 |
Multiply ship experience gained by this, when applying to ship captain |
MAX_CAPTAIN_EXPERIENCE_ON_SHIP |
8000 |
Max experience that can be gained on ship captains |
CAPTAIN_EXPERIENCE_ON_SHIP_PER_MEDAL_MULT |
0.1 |
Multiply ship captain experience gain by this * number of ship medals on application |
HISTORY_OPERATION_RANDOM_MAX |
24 |
max random int to roll when determining whether to grant an awardable entry for operations. 1/N chances. |
CASUALTY_COUNT_FOR_HISTORY_ENTRY |
40000 |
number of received casualties to receive a history entry (one only) |
FIELD_OFFICER_PROMOTION_PENALTY |
0.25 |
Amount of division experience lost when promoting a commander (reduced by modifiers) |
HISTORICAL_ORDER_NAME_EXHAUSTION |
false |
Do historically chosen order instances exhaust their case names? If false ie, Operation Barbarossa will appear for any orders fulfilling the conditions for Germany |
SHORE_BOMBARDMENT_COLLATERAL_DAMAGE_MULTIPLIER |
40 |
Factor on shore bombardment damage purposes, for collateral damage. |
SHORE_BOMBARDMENT_COLLATERAL_DAMAGE_CRIT_CHANCE_FACTOR |
0.0025 |
Chance for crit (ie, high single building damage) to occur. |
WAR_SCORE_LOSSES_RATIO |
0.5 |
war score gained for every 1000 casualties |
WAR_SCORE_LOSSES_MULT_IF_CAPITULATED |
0.25 |
factor applied to war score gained from casualties if capitulated |
WAR_SCORE_STRATEGIC_BOMBING_FACTOR |
0.02 |
war score gained for every damage made to enemy's building with strategic bombing |
WAR_SCORE_STRAT_BOMBING_DECAY_PER_CIVILIAN_FACTORY |
0.1 |
monthly war score deducted from strategic bombing for every civilian factory in service on the bombed enemy side |
WAR_SCORE_AIR_IC_LOSS_FACTOR |
0.08 |
war score gained for every IC of damage done to an enemy's air mission |
WAR_SCORE_LAND_DAMAGE_FACTOR |
0.1 |
war score gained for every strengh damage done to an enemy's army |
WAR_SCORE_ATTACKER_AND_WINNER_FACTOR |
1.2 |
factor applied to war score gained for strength damage done when being the attacker and the winner |
WAR_SCORE_LAND_IC_LOSS_FACTOR |
0.08 |
war score gained for every IC damage done to an enemy's army |
WAR_SCORE_PROVINCE_FACTOR |
4 |
war score gained when capturing a province for the first time, multiplied by province's worth |
WAR_SCORE_LEND_LEASE_GIVEN_IC_FACTOR |
0.003 |
war score gained for every IC of lend lease sent to allies |
WAR_SCORE_LEND_LEASE_GIVEN_FUEL_FACTOR |
0.003 |
war score gained for every 100 units of fuel lend lease sent to allies |
WAR_SCORE_LEND_LEASE_RECEIVED_IC_FACTOR |
0.002 |
war score deducted for every IC of lend lease received from allies |
WAR_SCORE_LEND_LEASE_RECEIVED_FUEL_FACTOR |
0.002 |
war score deducted for every 100 units of fuel lend lease received from allies |
CORPS_COMMANDER_DIVISIONS_CAP |
24 |
how many divisions a corps commander is limited to. 0 = inf, < 0 = blocked |
DIVISION_SIZE_FOR_XP |
8 |
how many battalions should a division have to count as a full divisions when calculating XP stuff |
CORPS_COMMANDER_ARMIES_CAP |
-1 |
how many armies a corps commander is limited to. 0 = inf, < 0 = blocked |
FIELD_MARSHAL_DIVISIONS_CAP |
24 |
how many divisions a field marshall is limited to. 0 = inf, < 0 = blocked |
FIELD_MARSHAL_ARMIES_CAP |
5 |
how many armies a field marshall is limited to. 0 = inf, < 0 = blocked |
UNIT_LEADER_GENERATION_CAPITAL_CONTINENT_FACTOR |
100 |
Integer factor to multiply manpower. |
RECON_SKILL_IMPACT |
5 |
how many skillpoints is a recon advantage worth when picking a tactic. |
MAX_DIVISION_BRIGADE_WIDTH |
5 |
Max width of regiments in division designer (non-HQ templates). |
MAX_DIVISION_BRIGADE_HEIGHT |
5 |
Max height of regiments in division designer (non-HQ templates). |
MIN_DIVISION_BRIGADE_HEIGHT |
4 |
Min height of regiments in division designer. |
MAX_DIVISION_SUPPORT_WIDTH |
1 |
Max width of support in division designer (non-HQ templates). |
MAX_DIVISION_SUPPORT_HEIGHT |
5 |
Max height of support in division designer (non-HQ templates). |
MAX_REGIMENTAL_SUPPORT_WIDTH |
5 |
Max width of regimental supports in division designer. |
MAX_REGIMENTAL_SUPPORT_HEIGHT |
1 |
Max height of regimental supports in division designer. |
MAX_HQ_BATTALION_WIDTH |
1 |
Max width of regiments in division designer (Army HQ templates). |
MAX_HQ_BATTALION_HEIGHT |
4 |
Max height of regiments in division designer (Army HQ templates). |
MAX_HQ_SUPPORT_WIDTH |
1 |
Max width of support in division designer (Army HQ templates). |
MAX_HQ_SUPPORT_HEIGHT |
4 |
Max height of support in division designer (Army HQ templates). |
MAX_HQ_REGIMENTAL_SUPPORT_WIDTH |
0 |
Max width of regimental supports in division designer (Army HQ templates). |
MAX_HQ_REGIMENTAL_SUPPORT_HEIGHT |
0 |
Max height of regimental supports in division designer (Army HQ templates). |
REGIMENTAL_SUPPORT_REQUIRED_BATTALIONS |
{ 3 } |
For each regimental support row, how many battalions are required in the regiment to be able to place a support in that row. |
AI_BATTALION_BUILD_ORDERWhen the AI is deciding where to place battalions, it tries to place it in the position with the lowest number according to this grid. |
{ 1, 6, 11, 16, 21, 2, 7, 12, 17, 22, 3, 8, 13, 18, 23, 4, 9, 14, 19, 24, 5, 10, 15, 20, 25 } |
|
BASE_DIVISION_BRIGADE_GROUP_COST |
20 |
Base cost to unlock a regiment slot, |
BASE_DIVISION_BRIGADE_CHANGE_COST |
5 |
Base cost to change a regiment column. |
BASE_DIVISION_SUPPORT_SLOT_COST |
10 |
Base cost to unlock a support slot |
REGIMENTAL_SUPPORT_SLOT_COST_MULTIPLIER |
0.5 |
Regimental support slot costs are scaled by this value compared to normal support slots |
MAX_ARMY_EXPERIENCE |
500 |
Max army experience a country can store |
MAX_NAVY_EXPERIENCE |
500 |
Max navy experience a country can store |
MAX_AIR_EXPERIENCE |
500 |
Max air experience a country can store |
COMBAT_MINIMUM_TIME |
4 |
Shortest time possible for a combat in hours |
SPOTTING_QUALITY_DROP_HOURS |
4 |
Each X hours the intel quality drops after unit was spotted. |
SPOTTING_QUALITY_NAVAL_RECON_DROP_HOURS |
12 |
Each X hours the intel quality drops after unit was spotted by naval recon air mission. |
LEADER_GROUP_MAX_SIZE |
1000 |
5, -- Max slots for leader groups. |
MIN_SUPPLY_CONSUMPTION |
0.05 |
minimum value of supply consumption that a unit can get |
LAND_COMBAT_STR_DICE_SIZE |
2 |
nr of damage dice (used by ground to ground) |
LAND_COMBAT_ORG_DICE_SIZE |
4 |
nr of damage dice (used by ground to ground) |
LAND_COMBAT_STR_ARMOR_ON_SOFT_DICE_SIZE |
2 |
extra damage dice if our armor outclasses enemy |
LAND_COMBAT_ORG_ARMOR_ON_SOFT_DICE_SIZE |
6 |
extra damage dice if our armor outclasses enemy |
LAND_AIR_COMBAT_STR_DICE_SIZE |
2 |
nr of damage dice (used by air to ground) |
LAND_AIR_COMBAT_ORG_DICE_SIZE |
5 |
nr of damage dice (used by air to ground) |
LAND_COMBAT_STR_DAMAGE_MODIFIER |
0.06 |
global damage modifier... but some equipment is returned at end of battles see : EQUIPMENT_COMBAT_LOSS_FACTOR |
LAND_COMBAT_ORG_DAMAGE_MODIFIER |
0.053 |
global damage modifier |
LAND_AIR_COMBAT_STR_DAMAGE_MODIFIER |
0.035 |
air global strength damage modifier |
LAND_AIR_COMBAT_ORG_DAMAGE_MODIFIER |
0.035 |
air global organization damage modifier |
LAND_AIR_COMBAT_MAX_PLANES_PER_ENEMY_WIDTH |
3 |
how many CAS/TAC can enter a combat depending on enemy width there |
LAND_COMBAT_STR_ARMOR_DEFLECTION_FACTOR |
0.5 |
damage reduction if armor outclassing enemy |
LAND_COMBAT_ORG_ARMOR_DEFLECTION_FACTOR |
0.5 |
damage reduction if armor outclassing enemy |
LAND_COMBAT_COLLATERAL_FORT_FACTOR |
0.005 |
Factor to scale collateral damage to forts with. |
LAND_COMBAT_COLLATERAL_INFRA_FACTOR |
0.0022 |
Factor to scale collateral damage to infra with. |
LAND_COMBAT_FORT_DAMAGE_CHANCE |
5 |
chance to get a hit to damage on forts. (out of 100) |
ATTRITION_DAMAGE_ORG |
0.08 |
damage from attrition to Organisation |
ATTRITION_EQUIPMENT_LOSS_CHANCE |
0.005 |
Chance for loosing equipment when suffer attrition. Scaled up the stronger attrition is. Then scaled down by equipment reliability. |
ATTRITION_WHILE_MOVING_FACTOR |
1.2 |
|
RELIABILITY_ORG_REGAIN |
-0.3 |
how much reliability affects org regain |
RELIABILITY_ORG_MOVING |
-1 |
how much reliability affects org loss on moving |
RELIABILITY_WEATHER |
3 |
how much reliability is afffecting weather impact |
RELIABILTY_RECOVERY |
0.4 |
factor affecting how much equipment is returned "from the dead" |
BASE_CHANCE_TO_AVOID_HIT |
90 |
Base chance to avoid hit if defences left. |
CHANCE_TO_AVOID_HIT_AT_NO_DEF |
60 |
chance to avoid hit if no defences left. |
COMBAT_MOVEMENT_SPEED |
0.33 |
speed reduction base modifier in combat |
TACTIC_SWAP_FREQUENCEY |
12 |
hours between tactic swaps |
PREFERRED_TACTIC_CHARACTER_SKILL_LEVEL_REQUIRED |
5 |
Which level a field marhal or general has to be before they can pick their preferred tactic |
COUNTRY_PREFERRED_TACTIC_WEIGHT_FACTOR |
0.25 |
extra weight multiplier for the country preferred tactic when doing weighted random |
ARMY_GENERAL_PREFERRED_TACTIC_WEIGHT_FACTOR |
0.5 |
extra weight multiplier for the army general preferred tactic when doing weighted random |
FIELD_MARSHAL_PREFERRED_TACTIC_WEIGHT_FACTOR |
0.25 |
extra weight multiplier for the field marhsal preferred tactic when doing weighted random |
PREFERRED_TACTIC_COMMAND_POWER_COST |
20 |
command point cost for changing preferred tactic |
INITIATIVE_PICK_COUNTER_ADVANTAGE_FACTOR |
0.35 |
advantage per leader level for picking a counter |
AMPHIBIOUS_INVADE_MOVEMENT_COST |
24 |
total progress cost of movement while amphibious invading |
LAND_SPEED_MODIFIER |
0.05 |
basic speed control |
RIVER_CROSSING_PENALTY |
-0.3 |
small river crossing |
RIVER_CROSSING_PENALTY_LARGE |
-0.6 |
large river crossing |
RIVER_CROSSING_SPEED_PENALTY |
-0.25 |
small river crossing |
RIVER_CROSSING_SPEED_PENALTY_LARGE |
-0.5 |
large river crossing |
RIVER_SMALL_START_INDEX |
0 |
color indices for rivers |
RIVER_SMALL_STOP_INDEX |
6 |
|
RIVER_LARGE_STOP_INDEX |
11 |
|
BASE_FORT_PENALTY |
-0.15 |
fort penalty |
MULTIPLE_COMBATS_PENALTY |
-0.5 |
defender penalty if attacked from multiple directions |
DIG_IN_FACTOR |
0.02 |
bonus factor for each dug-in level |
ARMY_LEADER_XP_GAIN_PER_UNIT_IN_COMBAT |
0.1 |
XP gain per unit in combat |
CONSTANT_XP_RATIO_FOR_MULTIPLE_LEADERS_IN_SAME_COMBAT |
0.5 |
if there are multiple leaders in same combat, each one gets thisratio + (1-thisratio)/num leaders. amount of xp each general gets scales 1 0.75 0.66 etc for 1 2 3 generals |
BASE_LEADER_TRAIT_GAIN_XP |
0.45 |
Base xp gain for traits per hour for armies |
MAX_NUM_TRAITS |
-1 |
cant have more, -1 to disable |
ENEMY_AIR_SUPERIORITY_IMPACT |
-0.35 |
effect on defense due to enemy air superiorty |
ENEMY_AIR_SUPERIORITY_DEFENSEAlgorithm is a * (xp / (xp + b)) (see: https://www.desmos.com/calculator/4936qnyxqp) a = ENEMY_AIR_SUPERIORITY_DEFENSE b = ENEMY_AIR_SUPERIORITY_DEFENSE_STEEPNESS xp = anti_air ^ 1.5 |
0.75 |
more AA attack will approach this amount of help (diminishing returns) |
ENEMY_AIR_SUPERIORITY_DEFENSE_STEEPNESS |
625 |
how quickly defense approaches the max impact diminishing returns curve |
ENEMY_AIR_SUPERIORITY_SPEED_IMPACT |
-0.3 |
effect on speed due to enemy air superiority |
ANTI_AIR_TARGETTING_TO_CHANCE |
0.07 |
Balancing value to determine the chance of ground AA hitting an attacking airplane, affecting both the effective average damage done by AA to airplanes, and the reduction of damage done by airplanes due to AA support |
ANTI_AIR_ATTACK_TO_AMOUNT |
0.005 |
Balancing value to convert equipment stat anti_air_attack to the random % value of airplanes being hit. |
ENCIRCLED_PENALTY |
-0.3 |
penalty when completely encircled |
UNIT_EXPERIENCE_PER_COMBAT_HOUR |
0.0001 |
|
UNIT_EXPERIENCE_SCALE |
1 |
|
UNIT_EXPERIENCE_PER_TRAINING_DAY |
0.0015 |
|
TRAINING_MAX_LEVEL |
2 |
|
DEPLOY_TRAINING_MAX_LEVEL |
1 |
|
TRAINING_EXPERIENCE_SCALE |
62 |
|
TRAINING_ORG |
0.2 |
|
ARMY_EXP_BASE_LEVEL |
1 |
|
UNIT_EXP_LEVELS |
{ 0.1, 0.3, 0.75, 0.9 } |
Experience needed to progress to the next level |
FIELD_EXPERIENCE_SCALE |
0.0008 |
(Country) Army experience gain factor |
FIELD_EXPERIENCE_MAX_PER_DAY |
1.2 |
Most xp you can gain per day |
EXPEDITIONARY_FIELD_EXPERIENCE_SCALE |
0.3 |
reduction factor in Xp from expeditionary forces |
LEND_LEASE_FIELD_EXPERIENCE_SCALE |
0.0005 |
Experience scale for lend leased equipment used in combat. |
LEADER_EXPERIENCE_SCALE |
1 |
|
SLOWEST_SPEED |
4 |
|
REINFORCEMENT_REQUEST_MAX_WAITING_DAYS |
14 |
Every X days the equipment will be sent, regardless if still didn't produced all that has been requested. |
REINFORCEMENT_REQUEST_DAYS_FREQUENCY |
7 |
How many days must pass until we may give another reinforcement request |
EXPERIENCE_COMBAT_FACTOR |
0.15 |
|
UNIT_DIGIN_CAP |
5 |
how "deep" you can dig you can dig in until hitting max bonus |
UNIT_DIGIN_SPEED |
1 |
how "deep" you can dig a day. |
PARACHUTE_FAILED_EQUIPMENT_DIV |
50 |
When the transport plane was shot down, we drop unit with almost NONE equipment |
PARACHUTE_FAILED_MANPOWER_DIV |
100 |
When the transport plane was shot down, we drop unit with almost NONE manpower |
PARACHUTE_FAILED_STR_DIV |
10 |
When the transport plane was shot down, we drop unit with almost NONE strenght |
PARACHUTE_DISRUPTED_EQUIPMENT_DIV |
1.5 |
When the transport plane was hit, we drop unit with reduced equipment. Penalty is higher as more hits was received (and AA guns was in the state). |
PARACHUTE_DISRUPTED_MANPOWER_DIV |
1.9 |
When the transport plane was hit, we drop unit with reduced manpower. Penalty is higher as more hits was received (and AA guns was in the state). |
PARACHUTE_DISRUPTED_STR_DIV |
2.2 |
When the transport plane was hit, we drop unit with reduced strength. Penalty is higher as more hits was received (and AA guns was in the state). |
PARACHUTE_PENALTY_RANDOMNESS |
0.1 |
Random factor for str,manpower,eq penalties. |
PARACHUTE_DISRUPTED_AA_PENALTY |
1 |
How much the Air defence in the state (from AA buildings level * air_defence) is scaled to affect overall disruption (equipment,manpower,str). |
PARACHUTE_COMPLETE_ORG |
0.4 |
Organisation value (in %) after unit being dropped, regardless if failed, disrupted, or successful. |
PARACHUTE_ORG_REGAIN_PENALTY_DURATION |
120 |
penalty in org regain after being parachuted. Value is in hours. |
PARACHUTE_ORG_REGAIN_PENALTY_MULT |
-0.8 |
penalty to org regain after being parachuted. |
SHIP_MORALE_TO_ORG_REGAIN_BASE |
0.2 |
Base org regain per hour |
BASE_NIGHT_ATTACK_PENALTY |
-0.5 |
|
EXILE_EQUIPMENT |
1 |
Amount of equipment to keep |
EXILE_ORG |
0 |
Amount of org to keep |
EXPERIENCE_LOSS_FACTOR |
1 |
percentage of experienced solders who die when manpower is removed |
EQUIPMENT_COMBAT_LOSS_FACTOR |
0.7 |
% of equipment lost to strength ratio in combat, so some % is returned if below 1 |
SUPPLY_USE_FACTOR_MOVING |
1.5 |
Deprecated/Unused |
SUPPLY_USE_FACTOR_INACTIVE |
0.95 |
Deprecated/Unused |
SUPPLY_GRACE |
72 |
troops always carry 3 days of food and supply |
SUPPLY_GRACE_MAX_REDUCE_PER_HOUR |
2 |
supply grace is not decreased instantly when it is buffed temporarily and buff is removed |
SUPPLY_ORG_MAX_CAP |
0.35 |
Max organization is factored by this if completely out of supply |
MAX_OUT_OF_SUPPLY_DAYS |
30 |
how many days of shitty supply until max penalty achieved |
OUT_OF_SUPPLY_ATTRITION |
0.2 |
max attrition when out of supply |
OUT_OF_SUPPLY_SPEED |
-0.8 |
max speed reduction from supply |
NON_CORE_SUPPLY_SPEED |
-0.5 |
we are not running on our own VP supply so need to steal stuff along the way |
NON_CORE_SUPPLY_AIR_SPEED |
-0.25 |
we are not running on our own VP supply so need to steal stuff along the way, a bit less due to air supply |
OUT_OF_SUPPLY_MORALE |
-0.2 |
max org regain reduction from supply |
TRAINING_ATTRITION |
0.05 |
amount of extra attrition from being in training |
TRAINING_MIN_STRENGTH |
0.1 |
if strength is less than this, the unit will pause training until it's been reinforced |
TRAINING_MAX_DAILY_COUNTRY_EXP |
0.08 |
Maximum army XP gained per day from training |
AIR_SUPPORT_BASE |
0.25 |
CAS bonus factor for air support moddifier for land unit in combat |
LOW_SUPPLY |
0.99 |
When the supply status of an unit becomes low. |
BORDER_WAR_ATTRITION_FACTOR |
0.1 |
How much of borderwar balance of power makes it into attrition |
BORDER_WAR_VICTORY |
0.8 |
At wich border war balance of power is victory declared |
REINFORCE_CHANCE |
0.02 |
base chance to join combat from back line when empty |
SPEED_REINFORCEMENT_BONUS |
0.01 |
chance to join combat bonus by each 100% larger than infantry base (up to 200%) |
OVERSEAS_LOSE_EQUIPMENT_FACTOR |
0.75 |
percentage of equipment lost disbanded overseas |
NAVAL_TRANSFER_DISBAND_MANPOWER_FACTOR |
0.5 |
percentage of manpower returned when a naval transfering unit is disbanded |
ENCIRCLED_DISBAND_MANPOWER_FACTOR |
0.2 |
percentage of manpower returned when an encircled unit is disbanded |
ORG_LOSS_FACTOR_ON_CONQUER |
0.2 |
percentage of (max) org loss on takign enemy province |
LOW_ORG_FOR_ATTACK |
0.3 |
at what org % we start affecting speed when doign hostile moves. scales down ZERO_ORG_MOVEMENT_MODIFIER |
PLANNING_DECAY |
0.01 |
|
PLAYER_ORDER_PLANNING_DECAY |
0.03 |
Amount of planning lost due to player manual order |
PLANNING_GAIN |
0.02 |
|
NAVAL_INVASION_PLANNING_BONUS_GAIN |
0.02 |
Planning Bonus gain per day for naval invasions |
NAVAL_INVASION_PLANNING_BONUS_MALUS |
0 |
Multiplicative malus applied on top of the planning bonus gain for naval invasions. With deployable generals the HQ-distance comms scaling is the primary "no HQ / far HQ" malus; this define is kept at 0 by default and can be tuned by designers if a flat malus is desired. |
PLANNING_MAX |
0.3 |
can get more from techs |
CIVILWAR_ORGANIZATION_FACTOR |
0.3 |
Multiplier of org for both sides when civilwar. |
PLAN_CONSIDERED_GOOD |
0.25 |
Plan evaluations above this value are considered more or less safe |
PLAN_CONSIDERED_BAD |
-0.25 |
Plan evaluations below this value are considered unsafe |
PLAN_MIN_AUTOMATED_EMPTY_POCKET_SIZE |
2 |
The battle plan system will only automatically attack provinces in pockets that has no resistance and are no bigger than these many provinces |
PLAN_SPREAD_ATTACK_WEIGHT |
12 |
The higher the value, the less it should crowd provinces with multiple attacks. |
PLAN_NEIGHBORING_ENEMY_PROVINCE_FACTOR |
0.7 |
When calculating the importance of provinces, it takes number of enemy provinces into account, factored by this |
PLAN_PROVINCE_BASE_IMPORTANCE |
2 |
Used when calculating the calue of front and defense area provinces for the battle plan system |
PLAN_PROVINCE_LOW_VP_DEFENSE_THRESHOLD |
2 |
For area defense VP orders, what are the thresholds for "low", "medium" and "high" VP values |
PLAN_PROVINCE_MEDIUM_VP_DEFENSE_THRESHOLD |
8 |
see above |
PLAN_PROVINCE_HIGH_VP_DEFENSE_THRESHOLD |
25 |
see above |
PLAN_PROVINCE_LOW_VP_DEFENSE_IMPORTANCE |
2 |
For area defense VP orders, use this value for relative importance |
PLAN_PROVINCE_MEDIUM_VP_DEFENSE_IMPORTANCE |
5 |
see above |
PLAN_PROVINCE_HIGH_VP_DEFENSE_IMPORTANCE |
10 |
see above |
PLAN_PROVINCE_CAPITAL_DEFENSE_IMPORTANCE |
50 |
For area defense VP orders, boost importance value with this if it's the capital |
MIN_VP_NEEDED_FOR_DEFENSE_ORDER_ASSIGNMENTS |
1 |
For area devense VP orders, ignore provinces with VP <= this value |
PLAN_PROVINCE_LOW_VP_IMPORTANCE_FRONT |
2 |
Used when calculating the calue of fronts in the battle plan system |
PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_FRONT |
2.25 |
Used when calculating the calue of fronts in the battle plan system |
PLAN_PROVINCE_HIGH_VP_IMPORTANCE_FRONT |
2.75 |
Used when calculating the calue of fronts in the battle plan system |
PLAN_SHARED_FRONT_PROV_IMPORTANCE_FACTOR |
0.8 |
If fornt orders share end provinces, they should each have a somewhat reduced prio due to it being shared. |
PLAN_PORVINCE_PORT_BASE_IMPORTANCE |
12 |
Added importance for area defense province with a port |
PLAN_PORVINCE_PORT_LEVEL_FACTOR |
1.5 |
Bonus factor for port level |
PLAN_PORVINCE_AIRFIELD_BASE_IMPORTANCE |
3 |
Added importance for area defense province with air field |
PLAN_PORVINCE_AIRFIELD_POPULATED_FACTOR |
1.5 |
Bonus factor when an airfield has planes on it |
PLAN_PORVINCE_AIRFIELD_LEVEL_FACTOR |
0.25 |
Bonus factor for airfield level |
PLAN_PORVINCE_RESISTANCE_BASE_IMPORTANCE |
10 |
Used when calculating the calue of defense area provinces for the battle plan system (factored by resistance level) |
PLAN_PROVINCE_VP_PORT_FACTOR |
0.25 |
|
PLAN_AREA_DEFENSE_ENEMY_CONTROLLER_SCOREThese need to result in province value > 1.0 for it to matter. |
25 |
Score applied to provinces in the defense area order controlled by enemies |
PLAN_AREA_DEFENSE_ENEMY_UNIT_FACTOR |
-2 |
Factor applied to province score in area defense order per enemy unit in that province |
PLAN_AREA_DEFENSE_FORT_IMPORTANCE |
0.25 |
Used when calculating the value of defense area provinces for the battle plan system, works as multipliers on the rest |
PLAN_AREA_DEFENSE_COASTAL_FORT_IMPORTANCE |
3 |
Used when calculating the value of defense area provinces for the battle plan system |
PLAN_AREA_DEFENSE_COAST_NO_FORT_IMPORTANCE |
1.1 |
Used when calculating the value of defense area provinces for the battle plan system |
PLAN_AREA_DEFENSE_HAS_RAIL_IMPORTANCE |
1.5 |
Used when calculating the value of defense area provinces for the battle plan system |
PLAN_AREA_DEFENSE_HAS_SUPPLY_NODE |
20 |
Used when calculating the value of defense area provinces for the battle plan system |
PLAN_AREA_DEFENSE_FACILITY |
15 |
Used when calculating the value of defense area provinces for the battle plan system |
PLAN_STICKINESS_FACTOR |
100 |
Factor used in unitcontroller when prioritizing units for locations |
PLAN_PROVINCE_PRIO_DISTRIBUTION_MIN |
0.7 |
Lowest fraction of divisions that will be distributed based on province priority |
PLAN_PROVINCE_PRIO_DISTRIBUTION_MAX |
1 |
Highest fraction of divisions that will be distributed based on province priority |
PLAN_PROVINCE_PRIO_DISTRIBUTION_DPP_HIGH |
3 |
At what divisions per province should we use PLAN_PROVINCE_PRIO_DISTRIBUTION_MIN |
PLAN_PROVINCE_PRIO_DISTRIBUTION_DPP_LOW |
2 |
At what divisions per province should we use PLAN_PROVINCE_PRIO_DISTRIBUTION_MAX |
PLAN_EXECUTE_CAREFUL_LIMIT |
25 |
When looking for an attack target, this score limit is required in the battle plan to consider province for attack |
PLAN_EXECUTE_BALANCED_LIMIT |
0 |
When looking for an attack target, this score limit is required in the battle plan to consider province for attack |
PLAN_EXECUTE_RUSH |
-200 |
When looking for an attack target, this score limit is required in the battle plan to consider province for attack |
PLAN_EXECUTE_CAREFUL_MAX_FORT |
5 |
If execution mode is set to careful, units will not attack provinces with fort levels greater than or equal to this |
PLAN_EXECUTE_SUPPLY_CHECKorder by EExecutionType: careful, balanced, rush, <skip>, rush_weak |
{ 1, 0, 0, 1, 0 } |
for each execution mode how careful should we be with supply (1.0 means full required supply available, zero is no limit). |
PLAN_MAX_PROGRESS_TO_JOIN |
0.5 |
If Lower progress than this, probably needs support |
COHESION_IMMOBILE_PLANNING_SPEED_MULTIPLIER |
0.5 |
If using the 'immobile' cohesion setting, factor ALL planning speed growth by this |
PLAN_COHESION_WEIGHTS |
{ 1, 40, 80, 100 } |
for each cohesion setting, how keen on relocating from distance should we be? (default 1.0), higher weight = shorter max distance. The last entry is special-cased, the value should have no effect and units will just not move anywhere, ever. |
PLAN_COHESION_DISTANCE_MAX_WHEN_LEFT_BEHIND |
38 |
Unused and deprecated - will be removed in next major version. |
PLAN_BLITZ_OPTIMISM |
0.2 |
Additional combat balance value in favor of blitzing side when considering targets (not a combat bonus, just offsets planning) |
MIN_BALANCE_SCORE_TO_PROCEED_ATTACK |
0.2 |
A combat balance score of less than this will prevent auto attacking |
DYNAMIC_MODIFIER_ATTACK_BIAS |
1 |
This factors the weighting bias of dynamic attack modifiers |
FLANKED_PROVINCES_COUNT |
3 |
Attacker has to attack from that many provinces for the attack to be considered as flanking |
EQUIPMENT_REPLACEMENT_RATIO |
0.1 |
Equipment min ratio after blocking the equipment type |
NUKE_DELAY_HOURS |
2 |
How many hours does it take for the nuclear drop to happen |
PARADROP_PENALTY |
-0.3 |
Combat penalty when recently paradropped |
PARADROP_HOURS |
48 |
time paratroopers suffer penalties in combat |
COMBAT_SUPPLY_LACK_ATTACKER_ATTACK |
-0.25 |
attack combat penalty for attacker if out of supply |
COMBAT_SUPPLY_LACK_ATTACKER_DEFEND |
-0.65 |
defend combat penalty for attacker if out of supply |
COMBAT_SUPPLY_LACK_DEFENDER_ATTACK |
-0.35 |
attack combat penalty for defender if out of supply |
COMBAT_SUPPLY_LACK_DEFENDER_DEFEND |
-0.15 |
defend combat penalty for defender if out of supply |
COMBAT_STACKING_START |
5 |
at what nr of divisions stacking penalty starts |
COMBAT_STACKING_EXTRA |
3 |
extra stacking from directions |
COMBAT_STACKING_PENALTY |
-0.02 |
how much stackign penalty per division |
COMBAT_OVER_WIDTH_PENALTY |
-1 |
over combat width penalty per %. |
COMBAT_OVER_WIDTH_PENALTY_MAX |
-0.33 |
over combat width max (when you cant join no more). |
RETREAT_SPEED_FACTOR |
0.25 |
speed bonus when retreating |
WITHDRAWING_SPEED_FACTOR |
0.15 |
speed bonus when withdrawing |
STRATEGIC_SPEED_INFRA_BASE |
5 |
Base speed of strategic redeployment when not on railways |
STRATEGIC_SPEED_INFRA_MAX |
10 |
Additional speed of strategic redeployment on max-level infrastructure |
STRATEGIC_SPEED_RAIL_BASE |
10 |
Base speed of strategic redeployment when on railways |
STRATEGIC_SPEED_RAIL_MAX |
25 |
Additional speed of strategic redeployment on max-level railways |
STRATEGIC_REDEPLOY_ORG_RATIO |
0.1 |
Ratio of max org while strategic redeployment |
BATALION_NOT_CHANGED_EXPERIENCE_DROP |
0 |
Division experience drop if unit has same batalion |
BATALION_CHANGED_EXPERIENCE_DROP |
0.5 |
Division experience drop if unit has different batalion |
ARMOR_VS_AVERAGE |
0.4 |
how to weight in highest armor & pen vs the division average |
PEN_VS_AVERAGE |
0.4 |
|
LAND_EQUIPMENT_BASE_COST |
10 |
Cost in XP to upgrade a piece of equipment one level is base + ( total levels * ramp ) |
LAND_EQUIPMENT_RAMP_COST |
5 |
|
NAVAL_EQUIPMENT_BASE_COST |
25 |
|
NAVAL_EQUIPMENT_RAMP_COST |
5 |
|
AIR_EQUIPMENT_BASE_COST |
25 |
|
AIR_EQUIPMENT_RAMP_COST |
5 |
|
FASTER_ORG_REGAIN_LEVEL |
0.25 |
|
FASTER_ORG_REGAIN_MULT |
1 |
|
SLOWER_ORG_REGAIN_LEVEL |
0.8 |
|
SLOWER_ORG_REGAIN_MULT |
-0.5 |
|
DISBAND_MANPOWER_LOSS |
0 |
|
MIN_DIVISION_DEPLOYMENT_TRAINING |
0.2 |
Min level of division training |
FRONTLINE_EXPANSION_FACTOR |
0.6 |
When attacking along a frontline, how much should units spread out as they advance. 0.0 means head (more or less) directly to the drawn frontline, with no distractions |
FRONT_MIN_PATH_TO_REDEPLOY |
8 |
If a units path is at least this long to reach its front location, it will strategically redeploy. |
ARMY_INITIATIVE_REINFORCE_FACTOR |
0.25 |
scales initiative for reinforce chance |
BASE_CAPTURE_EQUIPMENT_RATIO |
0 |
after a successful land combat, ratio of the equipments that are being captured/salvaged from enemy's lost equipment |
ACCLIMATIZATION_IN_COMBAT_SPEED_FACTOR |
3 |
Acclimatization speed multiplier while being in combat. |
ACCLIMATIZATION_SPEED_GAIN |
0.15 |
A variable used to balance the overall speed of gaining the acclimatization |
ACCLIMATIZATION_LOSS_SPEED_FACTOR |
2 |
Loosing one acclimatization while being under affect of the opposite climate should cause it to drop down much faster than gaining. |
PROMOTE_LEADER_CP_COST |
40 |
cost of promoting a leader |
FIELD_MARSHAL_ARMY_BONUS_RATIO |
0.5 |
ratio to apply regular bonuses FM bonuses to armies |
FIELD_MARSHAL_XP_RATIO |
0.3 |
xp gain ratio for army group leaders |
GARRISON_ORDER_ARMY_CAP_FACTOR |
3 |
armies gets increased cap when they are garrisoned |
COMMANDER_LEVEL_UP_STAT_COUNT |
3 |
num stats gained on level up |
COMMANDER_LEVEL_UP_STAT_WEIGHTS |
{ 5, 5, 5, 5 } |
level up stat random base weights attack, defense, planning, logistics |
NAVY_LEADER_LEVEL_UP_STAT_WEIGHTS |
{ 5, 5, 5, 5 } |
level up stat random base weights attack, defense, maneuvering, coordination |
UNIT_LEADER_INITIAL_TRAIT_SLOT |
{ 1, 0, 1, 0 } |
trait slot for 0 level leader
|
UNIT_LEADER_TRAIT_SLOT_PER_LEVEL |
{ 0.5, 0.5, 0.5, 0 } |
num extra traits on each level
|
UNIT_LEADER_USE_NONLINEAR_XP_GAIN |
true |
Whether unit leader XP gain is scaled by 1/<nr_of_traits> |
HOURS_REQ_REJOIN_BORDER_WAR_FOR_INJURED_UNITS |
-1 |
minimum hours required for units to rejoin border wars, values below zero will make units never return |
NEW_COMMANDER_RANDOM_PERSONALITY_TRAIT_CHANCES |
{ 0.5, 0.15 } |
chances to gain a personality trait for new generals
|
NEW_COMMANDER_RANDOM_BASIC_TRAIT_CHANCES |
{ } |
chances to gain a basic trait for new generals |
NEW_COMMANDER_RANDOM_STATUS_TRAIT_CHANCES |
{ } |
chances to gain a status trait for new generals |
NEW_OPERATIVE_RANDOM_PERSONALITY_TRAIT_CHANCES |
{ 0.5, 0.1 } |
chances to gain a personality trait for new operatives
|
NEW_OPERATIVE_RANDOM_BASIC_TRAIT_CHANCES |
{ 0.25, 0.05 } |
chances to gain a basic trait for new operatives
|
NEW_OPERATIVE_RANDOM_STATUS_TRAIT_CHANCES |
{ } |
chances to gain a status trait for new operatives |
NEW_COMMANDER_RANDOM_SKILL_CHANCES |
{ } |
chances to give a random stat skill for new operatives |
NEW_NAVY_LEADER_RANDOM_SKILL_CHANCES |
{ } |
chances to give a random stat skill point for a new admiral |
UNIT_LEADER_MODIFIER_COOLDOWN_ON_GROUP_CHANGE |
15 |
time in days for a unit leader to regain its modifiers |
UNIT_LEADER_ASSIGN_TRAIT_COST |
15 |
cost to assign a new trait to a unit leader |
ATTACHED_WINGS_ORDER_UPDATE_DAYS |
5 |
Days untill the attached wing will update the order |
UNIT_LEADER_MODIFIER_COOLDOWN_ON_DEPLOY |
3 |
base time in days for a unit leader to be deployed while not already deployed. Instantaneous if 0. Scaled by HQ template manpower. |
UNIT_LEADER_MODIFIER_COOLDOWN_ON_DEPLOY_MIN |
1 |
minimum cooldown in days for deploying a unit leader, even for very small HQ templates |
UNIT_LEADER_MODIFIER_COOLDOWN_ON_REDEPLOY |
15 |
time in days for a unit leader to de redeployed to a new unit. Instantaneous if 0 |
UNIT_LEADER_MODIFIER_COOLDOWN_ON_WITHDRAW |
3 |
base time in days for withdrawing a deployed unit leader. Instantaneous if 0. Scaled by HQ template manpower. |
UNIT_LEADER_MODIFIER_COOLDOWN_ON_WITHDRAW_MIN |
1 |
minimum cooldown in days for withdrawing a unit leader, even for very small HQ templates |
UNIT_LEADER_MODIFIER_COOLDOWN_REFERENCE_MANPOWER |
9600 |
reference manpower for deploy/withdraw cooldown scaling. At this value, delay equals the base. |
UNIT_LEADER_MODIFIER_COOLDOWN_MANPOWER_EXPONENT |
1.5 |
exponent for manpower scaling (>1 = big divisions punished harder) |
BORDER_WAR_WIN_DAYS_AGAINST_EMPTY_OPPONENTS |
14 |
border wars will be automatically won if no opponent shows up for this duration |
MAX_RELATIVE_COMBAT_DAMAGE_TO_MODIFY_XP |
4 |
you gain more XP if you are doing more damage relative to enemy, this is the max relative amount to gain following RATe |
XP_GAIN_FACTOR_FOR_MAX_RELATIVE_COMBAT_DAMAGE |
4 |
XP factor scaling for max relative combat damage |
XP_DECAY_RATE_PER_HOUR_IN_COMBAT |
0.03 |
you get reduced XP as combat drags |
MIN_XP_RATE_TO_DECAY |
0.1 |
minimum XP factor for dragged combats |
XP_GAIN_PER_OVERRUN_UNIT |
35 |
fixed XP gain per overrun unit |
XP_GAIN_FOR_SHATTERING |
35 |
fixed XP gain per shattered unit |
UNIT_UPKEEP_ATTRITION |
0 |
Constant attrition value applied to armies. |
FUEL_PENALTY_START_RATIO |
0.25 |
ratio of fuel in an army to start getting penalties |
FUEL_PENALTY_START_RATIO_BUFFER |
0.1 |
buffer that keeps the out-of-fuel alert open even when above the FUEL_PENALTY_START_RATIO threshold, so that it doesn't spam-ping when fluctuating |
SURPLUS_SUPPLY_RATIO_FOR_ZERO_FUEL_FLOW |
0.5 |
if a supply chunk has more supply needed than this ratio + 1 compared to its max supply flow, the units inside the chiunk will get no fuel |
ARMY_MAX_FUEL_FLOW_MULT |
2 |
max fuel ratio that an army can get per hour, multiplied by supply situation |
ARMY_FUEL_COST_MULT |
0.5 |
fuel cost multiplier for all army related stuff |
ARMY_COMBAT_FUEL_MULT |
1 |
fuel consumption ratio in combat (plus ARMY_MOVEMENT_FUEL_MULT if you are also moving. ie offensive combat) |
ARMY_TRAINING_FUEL_MULT |
1 |
fuel consumption ratio while training |
ARMY_MOVEMENT_FUEL_MULT |
1 |
fuel consumption ratio while moving |
ARMY_NAVAL_TRANSFER_FUEL_MULT |
0 |
fuel consumption ratio while naval transferring |
ARMY_STRATEGIC_DEPLOYMENT_FUEL_MULT |
0 |
fuel consumption ratio while doing strategic deployment |
ARMY_IDLE_FUEL_MULT |
0 |
fuel consumption ratio while just existing |
FUEL_EFFICIENCY_RAID_MULTIPLIER |
1 |
convoy raid multiplier for fuel sunk |
FUEL_FLOW_PENALTY_FOR_SUPPLY_CHUNK_EDGE_RATIO |
0.5 |
supply flow that is limited by control of incoming edge provinces will have lesser effect on fuel flow |
OUT_OF_FUEL_EQUIPMENT_MULT |
0.1 |
ratio of the stats that you get from equipments that uses fuel and you lack it |
OUT_OF_FUEL_SPEED_MULT |
0.4 |
speed mult that armies get when out of fuel |
OUT_OF_FUEL_TRAINING_XP_GAIN_MULT |
0 |
xp gain mult from training when a unit is out of fuel |
FUEL_CAPACITY_DEFAULT_HOURS |
96 |
default capacity if not specified |
MAX_ESTIMATED_PLAN_UNITS_NOT_IN_PLACE_FACTOR |
-0.6 |
Scaled by % of units not in place. Used to be a flat -50% |
DAMAGE_SPLIT_ON_FIRST_TARGET |
0.35 |
% of damage dealt to the first target in a combat. The rest will be split amongst subsequent targets. Modifiers can affect this up to a maximum of 0.9. That value must not be exposed as a define. |
NEW_ARMY_LEADER_LEVEL_CHANCES0% for level three to ten |
{ 0.95, 0.05 } |
chances for new army leaders to start at a given level
|
FIGHTING_STRENGTH_DEATH_THRESHOLD |
0.001 |
fighting strength below which divisions die from attrition |
FIGHTING_STRENGTH_HQ_ALERT_THRESHOLD |
0.2 |
fighting strength below which deployed leader have an alert glow on their portrait |
COMMANDER_ABILITY_BASE_RANGE |
20 |
Base radius range of commander abilities |
COMMS_MAX_DISTANCE |
4 |
If N is >= the size of the below arrays, the last value will be considered repeated |
PLANNING_CAP_COMMS_SCALING |
{ 1, 0.95, 0.9, 0.85, 0.8 } |
Value at index J is the scaling applied to planning cap when HQ is J provinces behind the frontline |
PLANNING_CAP_NO_HQ_SCALING |
0.8 |
Scaling applied to planning cap when there's no HQ (no leader or leader not deployed or not the same root order) |
PLANNING_SPEED_COMMS_SCALING |
{ 1, 0.95, 0.9, 0.85, 0.8 } |
Same as PLANNING_CAP_COMMS_SCALING but for planning speed |
PLANNING_SPEED_NO_HQ_SCALING |
0.8 |
Same as PLANNING_CAP_NO_HQ_SCALING but for planning speed |
LEADER_MOD_COMMS_SCALING |
{ 1.06, 1.04, 1.02, 1.01, 1 } |
Same as PLANNING_CAP_COMMS_SCALING but for leader modifiers |
LEADER_MOD_NO_HQ_SCALING |
1 |
Same as PLANNING_CAP_NO_HQ_SCALING but for leader modifiers |
ABILITY_COMMS_SCALING |
{ 1.06, 1.04, 1.02, 1.01, 1 } |
Same as PLANNING_CAP_COMMS_SCALING but for active abilities |
ABILITY_NO_HQ_SCALING |
1 |
Same as PLANNING_CAP_NO_HQ_SCALING but for active abilities |
GENERAL_PROXIMITY_CLOSE |
1 |
At the "close" proximity setting, the general should stay this many provinces behind the frontline |
GENERAL_PROXIMITY_MEDIUM |
2 |
At the "medium" proximity setting, the general should stay this many provinces behind the frontline |
GENERAL_PROXIMITY_FAR |
3 |
At the "far" proximity setting, the general should stay this many provinces behind the frontline |
GENERAL_PROXIMITY_DEFAULT |
1 |
The default proximity setting for a deployed general. This number should correspond to one of the values above |
GENERAL_RANK_TO_ARMY_HQ_EXP_LEVEL_FACTOR |
0.5 |
The general's rank is multiplied by this factor (rounded up) to determine the spawned Army HQ division's experience level |
ARMY_HQ_REQUISITION_MINIMUM_REMAINING_PERCENTAGE |
10 |
When deploying an Army HQ, divisions will not have their equipment or manpower requisitioned below this percentage of their target manpower or equipment |
PREFERRED_PRISON_VP |
5 |
When capturing a general, try to find a province with at least that much VP to imprison them. The effective prison VP can be lower than that, if the capturing country doesn't have any province with at least this amount of VP |