NNavy

All 414 NNavy constants from HOI4 v1.19 — datamined values with the developers' own comments.

NNavy defines (414 entries)
KeyValueComment
WAR_SCORE_GAIN_FOR_SUNK_SHIP_MANPOWER_FACTOR
Peace Conference
0.004 war score gained for every manpower killed when sinking a ship
WAR_SCORE_GAIN_FOR_SUNK_SHIP_PRODUCTION_COST_FACTOR 0.05 war score gained for every IC of the sunk ship
WAR_SCORE_GAIN_FOR_SUNK_CONVOY 0.05 war score gained for every sunk convoy
PEACE_ACTION_TRANSFER_NAVY_EXPERIENCE_RETAINED 0.25 % of experience to retain after being transferred in a peace conference
CARRIER_OFFENSIVE_STANCE_SORTIE_RATIO { 0, 0.25, 0.5, 0.75, 1 } The defensive stance sortie is 1.0 - value in index so their sum equals 1
CARRIER_OFFENSIVE_STANCE_DEFAULT_INDEX 2 The default offensive sortie index in CARRIER_OFFENSIVE_STANCE_SORTIE_RATIO
SELECTED_SORTIE_INITIAL_TIME 24 Amount of hours from combat start where the selected sortie will override the default one
SHIP_SUPPORT_NEED_FACTOR 0.1 The support need for a ship. This factor is multiplied with the ships dominance value
MAX_ADMIRAL_HEADQUARTER_ASSIGNMENTS 3 Max amount of admirals that can be assigned to naval headquarters
CONVOY_BLOCKED_BY_ENEMY_CONTROLLED_REGION
Having Naval Dominance will provide the following benefits:
true If an enemy control a sea region, consider that region as blocked
SUPPLY_PRIORITY 2 Default convoy priority for supplying units via sea
RESOURCE_LENDLEASE_PRIORITY 3 Default convoy priority for export lend lease
RESOURCE_EXPORT_PRIORITY 4 Default convoy priority for export trade
RESOURCE_ORIGIN_PRIORITY 5 Default convoy priority for resources shipped internally
RESOURCE_PURCHASE_PRIORITY 6 Default convoy priority for export equipment purchase
UNDERWAY_REPLENISHMENT_PRIORITY 7 Default convoy priority for underway replenishment
ADMIRAL_TASKFORCE_CAP 10 admirals will start getting penalties after this amount of taskforces
DETECTION_CHANCE_MULT_BASE 0.1 base multiplier value for detection chance. Later the chance is an average between our detection and enemy visibility, mult by surface/sub detection chance in the following defines.
DETECTION_CHANCE_MULT_RADAR_BONUS 0.1 detection chance bonus from radars.
DETECTION_CHANCE_MULT_AIR_SUPERIORITY_BONUS 0.25 bonus from air superiority.
MAX_CAPITALS_PER_AUTO_TASK_FORCE 5 maximum number of capital ships the auto-task force creation will put together when designing SurfaceActionGroup
MAX_SUBMARINES_PER_AUTO_TASK_FORCE 30 maximum number of submarines the auto-task force creation will put together when designing wolfpack
BEST_CAPITALS_TO_CARRIER_RATIO 1 capitals / carriers ratio used when auto-task force creation designs CarrierTaskForce
BEST_CAPITALS_TO_SCREENS_RATIO 0.25 capitals / screens ratio used for creating FEX groups in naval combat
COMBAT_BASE_HIT_CHANCE 0.1 base chance for hit (in percent)
COMBAT_MIN_HIT_CHANCE 0.005 never less hit chance then this (in percent)
COMBAT_EVASION_TO_HIT_CHANCE 0.007 we take ship evasion stats, and mult by this value, so it gives hit chance reduction. So if reduction is 0.025 and ship evasion = 10, then there will be 0.25 (25%) lower hit chance. (Fe. 50% base -25% from evasion +10% bcoz it's very close).
COMBAT_EVASION_TO_HIT_CHANCE_TORPEDO_MULT 10 the above evasion hit chance is multiplied by 400% if shooting with torpedoes. Torpedoes are slow, so evasion matters more.
MIN_HIT_PROFILE_MULT 0 largest hit profile penalty to hitting
COMBAT_LOW_ORG_HIT_CHANCE_PENALTY -0.5 % of penalty applied to hit chance when ORG is very low.
COMBAT_LOW_MANPOWER_HIT_CHANCE_PENALTY -0.25 % of penalty applied to hit chance when manpower is very low.
COMBAT_DAMAGE_RANDOMNESS 0.5 random factor in damage. So if max damage is fe. 10, and randomness is 30%, then damage will be between 7-10.
COMBAT_TORPEDO_CRITICAL_CHANCE 0.1 chance for critical hit from torpedo.
COMBAT_TORPEDO_CRITICAL_DAMAGE_MULT 2 multiplier to damage when got critical hit from torpedo. (Critical hits are devastating as usualy torpedo_attack are pretty high base values).
COMBAT_DAMAGE_TO_STR_FACTOR 0.6 casting damage value to ship strength multiplier. Use it ot balance the game difficulty.
COMBAT_DAMAGE_TO_ORG_FACTOR 1 casting damage value to ship organisation multiplier. Use it to balance the game difficulty.
COMBAT_ON_THE_WAY_INIT_DISTANCE_BALANCE 0.25 Value to balance initial distance to arrive for ships that are "on the way"
COMBAT_CHASE_RESIGNATION_HOURS 8 Before we resign chasing enemy, give them some minimum time so the combat doesn't end instantly.
COMBAT_MAX_GROUPS 1 Max amount of "Fire Exchange" groups (FEX).
COMBAT_MIN_DURATION 8 Min combat duration before we can retreat. It's a balancing variable so it's not possible to always run with our weak ships agains big flotillas.
COMBAT_INITIAL_DURATION 6 Number of hours that is considered the "initial phase" of naval combat, used for modifiers like surprise attack during "initial combat"
COMBAT_RETREAT_DECISION_CHANCE 0.2 There is also random factor in deciding if we should retreat or not. That causes a delay in taking decision, that sooner or later will be picked. It's needed so damaged fast ships won't troll the combat.
COMBAT_DETECTED_CONVOYS_FROM_SURFACE_DETECTION_STAT 0.1 Each 1.0 of surface_detection that ship has (equipment stat), gives x% of convoys discovered from total travelling along the route.
COMBAT_BASE_CRITICAL_CHANCE 0.05 Base chance for receiving a critical chance. It get's scaled down with ship reliability.
COMBAT_CRITICAL_DAMAGE_MULT 5 Multiplier for the critical damage. Scaled down with the ship reliability.
COMBAT_ARMOR_PIERCING_CRITICAL_BONUS 1 Bonus to critical chance when shooter armor piercing is higher then target armor.
COMBAT_ARMOR_PIERCING_DAMAGE_REDUCTION 0 All damage reduction % when target armor is >= then shooter armor piercing. (depricated)
REPAIR_AND_RETURN_PRIO_LOW 0.45 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_MEDIUM 0.65 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_HIGH 0.9 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_LOW_COMBAT 0.9 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_PRIO_MEDIUM_COMBAT 0.6 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_PRIO_HIGH_COMBAT 0.4 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_AMOUNT_SHIPS_LOW 0.2 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_AMOUNT_SHIPS_MEDIUM 0.2 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_AMOUNT_SHIPS_HIGH 0.2 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_UNIT_DYING_STR 0.2 Str below this point is considering a single ship "dying", and a high priority to send to repair.
CAPITAL_SHIP_COMBAT_RETREAT_MULT 0.5 Multiplier on combat retreat threshold for capital ships and carriers (they can take more punishment)
AI_MAX_TASKFORCES_PER_TRAINING_OBJECTIVE 5 Max number of taskforces we desire for AI to put in each fleet that is training.
EXPERIENCE_LOSS_FACTOR 1 percentage of experienced solders who die when manpower is removed
MISSION_MAX_REGIONS 0 Limit of the regions that can be assigned to naval mission. Set to 0 for unlimited.
CONVOY_EFFICIENCY_LOSS_MODIFIER 1.25 How much efficiency drops when losing convoys. If modifier is 0.5, then losing 100% of convoys in short period, the efficiency will drop by 50%.
CONVOY_EFFICIENCY_REGAIN_AFTER_DAYS 7 Convoy starts regaining it's efficiency after X days without any convoys being sink.
CONVOY_EFFICIENCY_REGAIN_BASE_SPEED 0.04 How much efficiency regains every day.
CONVOY_EFFICIENCY_MIN_VALUE 0.05 To avoid complete 0% efficiency, set the lower limit.
CONVOY_ROUTE_SIZE_CONVOY_SCALE 0.5 scales impact of convoy route size (0 to turn off)
ANTI_AIR_TARGETTING_TO_CHANCE 0.2 Balancing value to convert averaged equipment stats (anti_air_targetting and naval_strike_agility) to probability chances of airplane being hit by navies AA.
ANTI_AIR_ATTACK_TO_AMOUNT 0.01 Balancing value to convert equipment stat anti_air_attack to the random % value of airplanes being hit.
CONVOY_SINKING_SPILLOVER 0.5 Damaged convoys roll for if they sink in the end of combat by accumulating the damage. This scales that chance.
UNIT_EXPERIENCE_PER_COMBAT_HOUR 10
UNIT_EXPERIENCE_SCALE 1
EXPERIENCE_FACTOR_CONVOY_ATTACK 0.04
EXPERIENCE_FACTOR_NON_CARRIER_GAIN 0.04 Xp gain by non-carrier ships in the combat
EXPERIENCE_FACTOR_CARRIER_GAIN 0.08 Xp gain by carrier ships in the combat
FIELD_EXPERIENCE_SCALE 0.075
FIELD_EXPERIENCE_MAX_PER_DAY 50 Most xp you can gain per day
LEADER_EXPERIENCE_SCALE 1
BATTLE_NAME_VP_FACTOR 100 Name is given by ((VP value) * BATTLE_NAME_VP_FACTOR) / (Distance VP -> battle)
BATTLE_NAME_VP_CUTOFF 1 If best score of above calculation is below this, name will be that of region.
AMPHIBIOUS_LANDING_PENALTY -0.5 amphibious landing penalty
AMPHIBIOUS_INVADE_SPEED_BASE 0.5 every hour movement progress on amphibious invasion
AMPHIBIOUS_INVADE_MOVEMENT_COST 24 total progress cost of movement while amphibious invading
AMPHIBIOUS_INVADE_ATTACK_LOW 0.2 low and high cap of attack modifier scale. Scale interpolated by invasion progress.
AMPHIBIOUS_INVADE_ATTACK_HIGH 1
AMPHIBIOUS_INVADE_DEFEND_LOW 1.5 low and high cap of defend modifier scale. Scale interpolated by invasion progress.
AMPHIBIOUS_INVADE_DEFEND_HIGH 1
AMPHIBIOUS_INVADE_LANDING_PENALTY_DECREASE 3.5 scale of bonus that decreases "amphibious penalty" during combat, relative to invading transporter tech.
BASE_CARRIER_SORTIE_EFFICIENCY 0.5 factor of planes that can sortie by default from a carrier
CONVOY_ATTACK_BASE_FACTOR 0.15 base % of convoys that get intercepted
BASE_NAVAL_INVASION_DIVISION_CAP 4 base cap of divisions that can be assigned in a naval invasion
CONVOY_LOSS_HISTORY_TIMEOUT_MONTHS 24 after this many months remove the history of lost convoys to not bloat savegames and memory since there is no way to see them anyway
SHIP_SILHOUETTE_VALUE_PLANES_CAPITAL 10 For dynamic plane efficacy, silhouette value (nominally in planes, but very abstract)
SHIP_SILHOUETTE_VALUE_PLANES_SCREEN 5 As Above. This one would be nice to split by type, but that's problematic.
SHIP_SILHOUETTE_VALUE_PLANES_CARRIER 16 As Above
SHIP_SILHOUETTE_VALUE_PLANES_SUPPORT 3 As Above
SHIP_SILHOUETTE_VALUE_PLANES_CONVOY 4 As Above
SHIP_SILHOUETTE_VALUE_PLANES_SUBMARINE 7 As Above
SCREEN_CAP_REDUCTION_FACTOR 0.02 Reduces screen silhouette weight if there are caps present, screenval * 1/(1+caps*weight)
SHORE_BOMBARDMENT_CAP 0.33
ANTI_AIR_TARGETING 0.9 how good ships are at hitting aircraft
MIN_TRACTED_ASSIST_DAMAGE_RATIO 0.05 How much damage counts as assist damage
SUPPLY_NEED_FACTOR 1 multiplies supply usage
DECRYPTION_SPOTTING_BONUS 0.2
DISBAND_MANPOWER_LOSS 0
MANPOWER_LOSS_RATIO_ON_SUNK 0.5 sunk ships will lose this ratio of their current manpower
MANPOWER_LOSS_RATIO_ON_STR_LOSS 0.5 losing strength will make you also lose manpower at this ratio of total manpower
MIN_MANPOWER_RATIO_TO_DROP 0.1 ships will not lose man power to below this ratio
DAILY_MANPOWER_GAIN_RATIO 0.05 the ships not in combat will be able to gain this ratio of their max manpower
PRIDE_OF_THE_FLEET_UNASSIGN_COST 100 cost to unassign/replace pride of the fleet
PRIDE_OF_THE_FLEET_LOST_TEMP_MODIFIER_DURATION 30 duration for temp modifiers that you get when you lose your pride of the fleet
XP_GAIN_FACTOR 1 xp gain factor for navy
CARRIER_ONLY_COMBAT_ACTIVATE_TIME 0 hours from start of combat when carriers get to fight
CAPITAL_ONLY_COMBAT_ACTIVATE_TIME 6 hours from start of combat when only carriers, capitals and subs get to attack
ALL_SHIPS_ACTIVATE_TIME 8 hours where all get to attack
MINIMUM_SHIP_SPEED 1 slowest speed a ship can have
REPAIR_SPLIT_TASKFORCE_SIZE 5 if a country does not have empty naval naval bases for repairs, it will split ships with this sizes and distribute them around
CONVOY_SPOTTING_COOLDOWN 0.3 % of travel time
CONVOY_SPOTTING_COOLDOWN_MIN 36 minimum cooldown time
CONVOY_SPOTTING_COOLDOWN_MAX 168 maximum cooldown time
CONVOY_SPOTTING_COOLDOWN_MIN_FROM_EFFICIENCY 15 clamped min value after screening efficiency has been applied
AIR_BASE_DOMINANCE_FACTOR 0.02 Percentage factor per air base level in region towards naval dominance target value
RADAR_DOMINANCE_FACTOR 0.05 Percentage factor per radar level in region towards naval dominance target value
DOMINANCE_CONTROLLED_THRESHOLD_RATIO 0.6 Percentage of needed dominance control over enemies for you and friendlies to control a strategic sea region
MISSION_FUEL_COSTS { 0, 1, 1, 1, 1, 1, 1, 0.6, 0, 1 } fuel cost for each mission
  1. 0 — HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
  2. 1 — PATROL
  3. 1 — STRIKE FORCE (does not cost fuel at base, and uses IN_COMBAT_FUEL_COST in combat. this is just for the movement in between)
  4. 1 — CONVOY RAIDING
  5. 1 — CONVOY ESCORT
  6. 1 — MINES PLANTING
  7. 1 — MINES SWEEPING
  8. 0.6 — TRAIN
  9. 0 — RESERVE_FLEET (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
  10. 1 — NAVAL_INVASION_SUPPORT (does not cost fuel at base, only costs while doing bombardment and escorting units)
MISSION_FUEL_COSTS_PRIO_FACTOR { 0, 1, 1, 0.6, 0.6, 0.5, 0.3, 0.6, 0, 1 } Prio fuel cost ratio for each mission. Highet value means that mission is more important to perform with regards to fuel usage
  1. 0 — HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
  2. 1 — PATROL
  3. 1 — STRIKE FORCE (does not cost fuel at base, and uses IN_COMBAT_FUEL_COST in combat. this is just for the movement in between)
  4. 0.6 — CONVOY RAIDING
  5. 0.6 — CONVOY ESCORT
  6. 0.5 — MINES PLANTING
  7. 0.3 — MINES SWEEPING
  8. 0.6 — TRAIN
  9. 0 — RESERVE_FLEET (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
  10. 1 — NAVAL_INVASION_SUPPORT (does not cost fuel at base, only costs while doing bombardment and escorting units)
HOLD_MISSION_MOVEMENT_COST 1 ships on hold cost this much fuel while moving
ON_BASE_FUEL_COST 0 ships that waits at naval bases cost this ratio
STRIKE_FORCE_ON_BASE_FUEL_COST_FACTOR 0.25 fuel cost for naval strike mission in port
IN_COMBAT_FUEL_COST 2 ships in combat will get this ratio for fuel cost
TRAINING_FUEL_COST_FOR_ESCORT_SHIPS 0.15 ships that are on training mission but not training (ie they are at max xp and training will cancel at max xp) will consume this ratio of fuel
MAX_FUEL_FLOW_MULT 2 max fuel flow ratio for ships, which will be multiplied by supply
FUEL_COST_MULT 0.1 fuel multiplier for all naval missions
OUT_OF_FUEL_SPEED_FACTOR -0.75
OUT_OF_FUEL_RANGE_FACTOR 0
OUT_OF_FUEL_ATTACK_FACTOR -0.5
OUT_OF_FUEL_TORPEDO_FACTOR -0.8
UNDERWAY_REPLENISHMENT_RANGE_FACTOR 0.4 bonus factor applied to task force's range when underway replenishment is activated (e.g. 0.2 means +20%)
UNDERWAY_REPLENISHMENT_CONVOY_COST_PER_FUEL 0.28 Cost in convoys for underway replenishment multiplied by max daily fuel consumption (rounded up)
MISSION_SPREADS { 0, 0, 0, 0, 0, 0.7, 0.7, 0.5, 0, 0 } mission spreads in the case a ship join combat, which is calculated for number of ships that will be in combat. 1 means no ship will be at start
  1. 0 — HOLD
  2. 0 — PATROL
  3. 0 — STRIKE FORCE
  4. 0 — CONVOY RAIDING
  5. 0 — CONVOY ESCORT
  6. 0.7 — MINES PLANTING
  7. 0.7 — MINES SWEEPING
  8. 0.5 — TRAINING
  9. 0 — RESERVE_FLEET
  10. 0 — NAVAL_INVASION_SUPPORT
MISSION_DEFAULT_SPREAD_BASE 1 multiplier for mission spreads. higher = less ships on start
AGGRESSION_SETTINGS_VALUES { 0, 0.6, 1.25, 2, 10000 } ships will use this values while deciding to attack enemies
  1. 0 — do not engage
  2. 0.6 — low
  3. 1.25 — medium
  4. 2 — high
  5. 10000 — I am death incarnate!
AGGRESSION_LEVEL_BY_MISSION_WEAKER
-- values correspond to the indexes of the AGGRESSION_SETTINGS_VALUES. 0 = do not engage, 1 = low, 2 = medium, etc.
-- If set to (-1), will use the hardcoded behavior (low if navy is generally weaker than opponent, medium if stronger)
{ -1, 0, 3, 2, 1, -1, -1, -1, -1, 2 } the aggression level per mission when the AI has a weaker navy than its opponent
  1. -1 — HOLD
  2. 0 — PATROL
  3. 3 — STRIKE FORCE
  4. 2 — CONVOY RAIDING
  5. 1 — CONVOY ESCORT
  6. -1 — MINES PLANTING
  7. -1 — MINES SWEEPING
  8. -1 — TRAINING
  9. -1 — RESERVE_FLEET
  10. 2 — NAVAL_INVASION_SUPPORT
AGGRESSION_LEVEL_BY_MISSION_STRONGER_OR_EQUAL
-- values correspond to the indexes of the AGGRESSION_SETTINGS_VALUES. 0 = do not engage, 1 = low, 2 = medium, etc.
-- If set to (-1), will use the hardcoded behavior (low if navy is generally weaker than opponent, medium if stronger)
{ -1, 0, 4, 2, 2, -1, -1, -1, -1, 3 } the aggression level per mission when the AI has a stronger navy than its opponent
  1. -1 — HOLD
  2. 0 — PATROL
  3. 4 — STRIKE FORCE
  4. 2 — CONVOY RAIDING
  5. 2 — CONVOY ESCORT
  6. -1 — MINES PLANTING
  7. -1 — MINES SWEEPING
  8. -1 — TRAINING
  9. -1 — RESERVE_FLEET
  10. 3 — NAVAL_INVASION_SUPPORT
AGGRESION_MULTIPLIER_FOR_COMBAT 1 ships are more aggresive in combat
AGGRESSION_ARMOR_EFFICIENCY_MULTIPLIER 1 armor to enemy piercing ratio is multiplied by this value, which will increase the strength of ships while considering them for aggression
AGGRESSION_MIN_ARMOR_EFFICIENCY 0.5 armor multiplier has a min and max caps while being factored in aggression
AGGRESSION_MAX_ARMOR_EFFICIENCY 1.5 armor multiplier has a min and max caps while being factored in aggression
AGGRESSION_LIGHT_GUN_EFFICIENCY_ON_LIGHT_SHIPS 1 ratio for scoring for different gun types against light ships
AGGRESSION_HEAVY_GUN_EFFICIENCY_ON_LIGHT_SHIPS 0.25 ratio for scoring for different gun types against light ships
AGGRESSION_TORPEDO_EFFICIENCY_ON_LIGHT_SHIPS 0.2 ratio for scoring for different gun types against light ships
AGGRESSION_LIGHT_GUN_EFFICIENCY_ON_HEAVY_SHIPS 0.1 ratio for scoring for different gun types against heavy ships
AGGRESSION_HEAVY_GUN_EFFICIENCY_ON_HEAVY_SHIPS 1 ratio for scoring for different gun types against heavy ships
AGGRESSION_TORPEDO_EFFICIENCY_ON_HEAVY_SHIPS 1.5 ratio for scoring for different gun types against heavy ships
AGGRESSION_CONVOY_STRENGTH_FACTOR 0.3 convoys in combat gets a penalty to their strength in aggression calculations
SUBMARINE_ESCAPE_RATIOS
subs will escape battle in convoy raid if there are enemies that can attack
example if value is 3.0, if I have 10 subs, then I will retreat if there are 3.33 ships that can hit subs
{ 1000, 3, 1, 0.5, 0.1 }
  1. 1000 — do not engage
  2. 3 — low
  3. 1 — medium
  4. 0.5 — high
  5. 0.1 — I am death incarnate!
MIN_REPAIR_FOR_JOINING_COMBATS { 0, 0.5, 0.7, 0.9, 0 } strikeforces/patrol forces will not join combats if they are not repaired enough
  1. 0 — do not repair
  2. 0.5 — low
  3. 0.7 — medium
  4. 0.9 — high
  5. 0 — on order (AI-managed, engagement uses same threshold as "do not repair")
ORG_COST_WHILE_MOVING { 0.3, 0.2, 0.25, 0.2, 0.2, 0.2, 0.2, 0.2, 0.3, 0.2 } org cost while the ships are moving
  1. 0.3 — HOLD
  2. 0.2 — PATROL
  3. 0.25 — STRIKE FORCE
  4. 0.2 — CONVOY RAIDING
  5. 0.2 — CONVOY ESCORT
  6. 0.2 — MINES PLANTING
  7. 0.2 — MINES SWEEPING
  8. 0.2 — TRAIN
  9. 0.3 — RESERVE_FLEET
  10. 0.2 — NAVAL_INVASION_SUPPORT
ORG_COST_WHILE_MOVING_IN_MISSION_ZONE { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } org cost while moving in mission zone
  1. 0 — HOLD
  2. 0 — PATROL
  3. 0 — STRIKE FORCE
  4. 0 — CONVOY RAIDING
  5. 0 — CONVOY ESCORT
  6. 0 — MINES PLANTING
  7. 0 — MINES SWEEPING
  8. 0 — TRAIN
  9. 0 — RESERVE_FLEET
  10. 0 — NAVAL_INVASION_SUPPORT
MAX_ORG_ON_MANUAL_MOVE 0.66 org will clamped to this ratio on manual move
MIN_ORG_ON_MANUAL_MOVE 0.1 org will clamped to this ratio on manual move
INITIAL_ALLOWED_DOCKYARD_RATIO_FOR_REPAIRS 0.25 initially countries will allocate this ratio of dockyards for repairs
FIELD_EXPERIENCE_FACTOR 0.7 Factor all naval experience gain from missions by this
MISSION_DAILY_EXP_GAIN_PER_SHIP 0.3 Amount of exp each ship gain every 24h while training (before modifiers)
MISSION_DAILY_COUNTRY_EXP_FACTOR 0.01 Factor used to scale the Daily Country Navy XP gain
MISSION_DAILY_COUNTRY_EXP_MANPOWER_FACTOR 0.006 Factor used to scale the sum of the on mission manpower for the Daily Country Navy XP gain
MISSION_DAILY_COUNTRY_EXP_MANPOWER_RATIO_FACTOR 0.01 Factor used to scale the sum of the manpower divided by the country's number of ship for the Daily Country Navy XP gain
MISSION_DAILY_COUNTRY_EXP_SHIP_RATIO_FACTOR 300 Factor used to scale the ratio of ships on mission for the Daily Country Navy XP gain
MISSION_EXP_RATIOS { 0, 0.2, 0.05, 0.2, 0.2, 0.2, 0.2, 1, 0, 0.005 } experience multipliers for different mission types
  1. 0 — HOLD
  2. 0.2 — PATROL
  3. 0.05 — STRIKE FORCE
  4. 0.2 — CONVOY RAIDING
  5. 0.2 — CONVOY ESCORT
  6. 0.2 — MINES PLANTING
  7. 0.2 — MINES SWEEPING
  8. 1 — TRAIN
  9. 0 — RESERVE_FLEET
  10. 0.005 — NAVAL_INVASION_SUPPORT
MISSION_DOMINANCE_RATIOS { 0, 1, 1, 0.5, 0.5, 0.3, 0.3, 0, 0, 1 } dominance multipliers for different mission types
  1. 0 — HOLD
  2. 1 — PATROL
  3. 1 — STRIKE FORCE
  4. 0.5 — CONVOY RAIDING
  5. 0.5 — CONVOY ESCORT
  6. 0.3 — MINES PLANTING
  7. 0.3 — MINES SWEEPING
  8. 0 — TRAIN
  9. 0 — RESERVE_FLEET
  10. 1 — NAVAL_INVASION_SUPPORT
DOMINANCE_PER_SHIP_PER_RANGE_NEUTRAL 2000 ship range where there is no penalty nor bonus to naval dominance, below or above this will be scaled accordingly with penalty or bonus, min value is 0
DOMINANCE_PER_SHIP_PER_SPEED_NEUTRAL 20 ship speed where there is no penalty nor bonus to naval dominance, below or above this will be scaled accordingly with penalty or bonus, min value is 0
DOMINANCE_PER_SHIP_PER_CARRIER_SIZE 0.1 bonus to dominance based on the carrier size - e.g. regular carrier hangar has carrier_size of 2, so it would be a bonus of 2 * DOMINANCE_PER_SHIP_PER_CARRIER_SIZE, min value is 0
DOMINANCE_PER_SHIP_PER_HEAVY_GUN_ATTACK 0.01 bonus to dominance based on the heavy attack, min value is 0
ATTRITION_WHILE_MOVING_FACTOR 1.2 attrition multiplier while moving & doing missions
ATTRITION_DAMAGE_ORG 0.01 damage from attrition to Organisation (relative to max org)
ATTRITION_DAMAGE_STR 0.03 damage from attrition to str (relative to max str)
ATTRITION_STR_DAMAGE_CHANCE 0.2 chance to get damaged at highest attrition
TRAINING_ACCIDENT_CHANCES 0.02 Chances one ship get damage each hour while on training
TRAINING_ACCIDENT_CRITICAL_HIT_CHANCES 0.3 If an accident happens, how likely it is to be a critical hit
TRAINING_ACCIDENT_CRITICAL_HIT_DAMAGE_SCALE 4 Scale the value below in case of critical hit
TRAINING_ACCIDENT_STRENGTH_LOSS 4 Amount of strength loss in a training accident
TRAINING_ACCIDENT_STRENGTH_LOSS_FACTOR 0.05 Amount of strength loss in a training accident, propotional to the maximum strength of the ship
TRAINING_ACCIDENT_ORG_LOSS_FACTOR 0.3 Amount of current organization the ship lose
ACCIDENTS_CHANCE_BALANCE_FACTOR 0.04 General chance for naval accidents for balancing the gameplay.
TRAINING_EXPERIENCE_FACTOR
The Formula: Min( TRAINING_MAX_DAILY_COUNTRY_EXP * Ratio, TRAINING_DAILY_COUNTRY_EXP_FACTOR * ( TRAINING_DAILY_COUNTRY_EXP_SHIP_RATIO_FACTOR * TrainingShipCount / CountryShipCount
+ TRAINING_DAILY_COUNTRY_EXP_MANPOWER_FACTOR * Manpower + TRAINING_DAILY_COUNTRY_EXP_MANPOWER_RATIO_FACTOR * Manpower / CountryShipCount ) )
0.3 Amount of exp each ship gain every 24h while training (before modifiers)
TRAINING_DAILY_COUNTRY_EXP_FACTOR 0.001 Factor used to scale the Daily Country Navy XP gain from training
TRAINING_DAILY_COUNTRY_EXP_MANPOWER_FACTOR 0.006 Factor used to scale the sum of the training manpower for the Daily Country Navy XP gain
TRAINING_DAILY_COUNTRY_EXP_MANPOWER_RATIO_FACTOR 0.01 Factor used to scale the sum of the manpower divided by the country's number of ship for the Daily Country Navy XP gain
TRAINING_DAILY_COUNTRY_EXP_SHIP_RATIO_FACTOR 300 Factor used to scale the ratio of training ships for the Daily Country Navy XP gain
TRAINING_MAX_DAILY_COUNTRY_EXP 1 Maximum navy XP daily gain
TRAINING_MIN_STRENGTH 0.1 if strength is less than this, the unit will not contribute to training and cant be damaged by training
TRAINING_ORG 0.2 max organization on traiaing mission
BASE_SPOTTING 1 base spotting percentage for navy
BASE_SPOTTING_FROM_RADAR 5 base spotting percentage that comes from full radar coverage
BASE_SPOTTING_FROM_NAVY 10 base spotting percentage that comes from task forces in area
AIR_SPOTTER_NORMALIZED_AIRWING_SIZE 100 each plane will contribute 1/this of the air-wing's detection stat
AIR_SPOTTER_DETECTION_FACTOR 0.025 multiplier for air-wings' detection value before logistic transform
BASE_SPOTTING_FROM_AIR 20 base spotting percentage that comes from air-wings in area
BASE_SPOTTING_FROM_DECRYPTION 10 base spotting percentage that comes from decryption, can go negative (enemy decryption is subtracted)
MIN_SPOTTING_PROGRESS 0.01 Minimum spotting progress (in percent) per hourly tick
AIR_MISSION_SPOTTING_FACTORS { 0.5, 0, 0.25, 0, 0.5, 0, 0, 0.25, 0, 0, 0, 0, 0.25, 0.5, 1, 1.5, 0, 0 } Multiplier for air-wings' spotting contribution per mission type
  1. 0.5 — AIR_SUPERIORITY
  2. 0 — CAS
  3. 0.25 — INTERCEPTION
  4. 0 — STRATEGIC_BOMBER
  5. 0.5 — NAVAL_BOMBER
  6. 0 — DROP_NUKE
  7. 0 — PARADROP
  8. 0.25 — NAVAL_KAMIKAZE
  9. 0 — PORT_STRIKE
  10. 0 — ATTACK_LOGISTICS
  11. 0 — AIR_SUPPLY
  12. 0 — TRAINING
  13. 0.25 — NAVAL_MINES_PLANTING
  14. 0.5 — NAVAL_MINES_SWEEPING
  15. 1 — RECON
  16. 1.5 — NAVAL_PATROL
  17. 0 — BARRAGE
  18. 0 — SAM
MIN_HOURS_TO_SHUFFLE_NEWLY_ASSIGNED_PATROLS 168 if a fleet has less patrol than it needs to cover all of it areas, it will shuffle the patrols around. it will wait this much hour before shuffling a task force to new area
SPOTTING_ENEMY_SPOTTING_MULTIPLIER_FOR_RUNNING_AWAY 0.8 enemy spotting is multiplied by this value to simulate running away
SPOTTING_MULTIPLIER_FOR_SURFACE 1 task force surface spotting value is multiplied by this and added to spotting percentage every hour
SPOTTING_MULTIPLIER_FOR_SUB 1 task force sub spotting value is multiplied by this and added to spotting percentage every hour
SPOTTING_SPEED_MULT_FOR_RUNNING_AWAY 0.5 task forces that does not want to engage will reduce enemy spotting rate every hour by speed diff mult this ratio
SPOTTING_SPEED_MULT_FOR_CATCHING_UP 0.2 speed diff bonus rate that is added to spotting every hour
SPOTTING_MISSION_DETECTION_THRESHOLD_LOW 10 value between 0 and 100 above which to show very coarse information about the spotted task force
SPOTTING_MISSION_DETECTION_THRESHOLD_MEDIUM 70 value between 0 and 100 above which to show coarse information about the spotted task force. Note: accurate information are shown when spotting reach 100.
VISIBILITY_MULTIPLIER_FOR_SPOTTING 0.1 multiplier for visibility stat
INTEL_LEVEL_LOW_HALF_RANGE_PERCENTAGE 10 Integer representing the maximum offset of the displayed value to the original, in percentage (divided by 100 in code). For spotting level "low".
INTEL_LEVEL_MEDIUM_HALF_RANGE_PERCENTAGE 5 Same as above but for the spotting level "medium"
INTEL_LEVEL_LOW_HALF_RANGE_MIN_SHIPS 3 If the percentage of the value is lower than this, use this value instead. For spotting level "low"
INTEL_LEVEL_LOW_HALF_RANGE_MIN_CAPITALS 1 Same as above but for capital ships
INTEL_LEVEL_MEDIUM_HALF_RANGE_MIN_SHIPS 1 If the percentage of the value is lower than this, use this value instead. For spotting level "medium"
INTEL_LEVEL_MEDIUM_HALF_RANGE_MIN_CAPITALS 1 Same as above but for capital ships. NOTE: overriden to 0 if the total number of ships in the task force is less than four.
INTEL_LEVEL_LOW_STRENGTH_ESTIMATE_HALF_RANGE_PERCENTAGE 20 Integer representing the maximum offset of the estimated enemy strength to the original, in percentage (divided by 100 in code). For spotting level "low".
INTEL_LEVEL_MEDIUM_STRENGTH_ESTIMATE_HALF_RANGE_PERCENTAGE 10 Same as above for spotting level "medium"
BASE_SPOTTING_SPEED 0 daily base spotting speed
BASE_ESCAPE_SPEED 0.05 daily base escape speed (gained as percentagE)
SPEED_TO_ESCAPE_SPEED 0.5 ratio to converstion from ship speed to escape speed (divided by hundred)
ESCAPE_SPEED_PER_COMBAT_DAY 0.015 daily increase in escape speed during combat duration
MAX_ESCAPE_SPEED_FROM_COMBAT_DURATION 0.5 max escape speed that will be gained from combat duration
ESCAPE_SPEED_SUB_BASE 0.1 subs get faster escape speed. gets replaced by hidden version below if hidden
ESCAPE_SPEED_HIDDEN_SUB 0.35 hidden subs get faster escape speed
SUB_DETECTION_CHANCE_BASE 5 to start spotting a submarine, a dice is rolled and checked if it succeeds this percentage. if not, that enemy sub force won't be spotted on this tick
SUB_DETECTION_CHANCE_BASE_SPOTTING_EFFECT 0.5 effect of base spotting for initial spotting of pure submarine forces. this along with next value is added together and rolled against a random to start spotting
SUB_DETECTION_CHANCE_SPOTTING_SPEED_EFFECT 2 effect of spotting speed for initial spotting of pure submarine forces. this along with prev value is added together and rolled against a random to start spotting
SUB_DETECTION_CHANCE_BASE_SPOTTING_POW_EFFECT 1.5 effect of spotting speed will be powered by this for initial spotting of pure submarine forces. this along with prev value is added together and rolled against a random to start spotting
BASE_CONVOY_SPOTTING_SPEED 0 daily base spotting speed against convoys
BASE_UNIT_TRANSFER_SPOTTING_SPEED 0 daily base spotting speed against unit trans
BASE_NAVAL_INVASION_SPOTTING_SPEED 0 daily base spotting speed against unit transfers
CONVOY_SPOTTING_SPEED_MULT 1 spotting speed mult against convoys
UNIT_TRANSFER_SPOTTING_SPEED_MULT 5 spotting speed mult against unit transfers
CONVOY_DETECTION_CHANCE_BASE 4.12 regular convoy base chance detection percentage (if this fails, no detection is done on that tick)
BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING 0.05 effect of base convoy spotting for initial spotting of regular convoys. this along with next value is added together and rolled a random once for every convoy to check for spotting
SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING 0.5 effect of convoy spotting speed for initial spotting of regular convoys. this along with prev value is added together and rolled a random once for every convoy to check for spotting
SPOTTING_MOD_FOR_CONVOY_COUNT 0.2 a modifier for scaling the count of convoys on a parabolic curve (counvoy_count ^ SPOTTING_MOD_FOR_CONVOY_COUNT)
UNIT_TRANSFER_DETECTION_CHANCE_BASE 8 unit transfer and naval invasion base chance detection percentage (if this fails, no detection is done on that tick)
BASE_SPOTTING_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING 2.4 same as BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys
SPOTTING_SPEED_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING 0.12 same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys
BASE_SPOTTING_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING 2.4 same as BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys
SPOTTING_SPEED_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING 0.12 same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys
MIN_GUN_COOLDOWN 0.1 minimum cooldown for a gun
BASE_GUN_COOLDOWNS { 1, 4, 1 } number of hours for a gun to be ready after shooting
  1. 1 — big guns
  2. 4 — torpedoes
  3. 1 — small guns
BASE_JOIN_COMBAT_HOURS 2 the taskforces that wants to join existing combats will wait for at least this amount
LOW_ORG_FACTOR_ON_JOIN_COMBAT_DURATION 4 low org of the ships will be factored in when a taskforce wants to join combat
BASE_POSITIONING 1 base value for positioning
DOMINANCE_DAILY_GAIN_FACTOR 0.02 Daily dominance gain, as a fraction of target value
DOMINANCE_DAILY_LOSS_FACTOR 0.04 Daily dominance loss, as a fraction of previous target value
SUPPORT_SHIP_RECOVERY_BASE_STRENGTH_FACTOR 0.01 Percentage of strength of max strength a recovered ship gets on recovery.
RELATIVE_SURFACE_DETECTION_TO_POSITIONING_FACTOR 0.01 multiples the surface detection difference between two sides. the side with higher detection will get a bonus of this value
MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION 0.15 will clamp the bonus that you get from detection
HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR 0.25 if one side has more ships than the other, that side will get this penalty for each +100% ship ratio it has
MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO 0.75 maximum penalty to get from larger fleets
MIN_SHIPS_FOR_HIGHER_SHIP_RATIO_PENALTY 4 the minimum fleet size in ships that a fleet must be before having the large fleet penalty applied to them
HIGHER_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR 0.2 penalty if other side has stronger carrier air force
MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR 0.2 max penalty from stronger carrier air force
POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS 0.01 each ship that joins the combat will have this penalty to be added into positioning
MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS 0.25 the accumulated penalty from new ships will be clamped to this value
POSITIONING_PENALTY_HOURLY_DECAY_FOR_NEWLY_JOINED_SHIPS 0.05 the accumulated penalty from new ships will decay hourly by this value
DAMAGE_PENALTY_ON_MINIMUM_POSITIONING 0.5 damage penalty at 0% positioning
SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING 0.5 screening efficiency (screen to capital ratio) at 0% positioning
AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING 0.7 AA penalty at 0% positioning
SUBMARINE_REVEAL_ON_MINIMUM_POSITIONING 1 submarine reveal change on 0% positioning
SHIP_TO_FLEET_ANTI_AIR_RATIO 0.25 total sum of fleet's anti air will be multiplied with this ratio and added to calculations anti-air of individual ships while air damage reduction
ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE 0.225 received air damage is calculated using following: 1 - ( (ship_anti_air + fleet_anti_air * SHIP_TO_FLEET_ANTI_AIR_RATIO )^ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE ) * ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE
ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE 0.18
MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE 0.75 damage reduction for incoming air attacks is clamped to this value at maximum.
CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT 0.1 the game will roll between 0-1 and will damage a random part if below this val on naval critical hits
CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT_FROM_AIR 0.1 the game will roll between 0-1 and will damage a random part if below this val on air critical hits
SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CAPITALS 3 this screen ratio to num capital/carriers is needed for full screening beyond screen line
SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS 0.5 this screen ratio to num convoys is needed for full screening beyond screen line
CAPITAL_RATIO_FOR_FULL_SCREENING_FOR_CARRIERS 1 this capital ratio to num carriers is needed for full screening beyond screen line
CAPITAL_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS 0.25 this capital ratio to num convoys is needed for full screening beyond screen line
TASK_FORCE_ROLE_TO_INSIGNIA { 6, 15, 22, 26, 30, 31, 29, 1, 5 } define the index of the insignia to use for a task force designed for a specific role
  1. 6 — Role undefined
  2. 15 — Wolfpack
  3. 22 — Carrier task force
  4. 26 — Surface action group
  5. 30 — Mine layers
  6. 31 — Mine sweepers
  7. 29 — Patrol task force
  8. 1 — Convoy escort
  9. 5 — Dominance patrol force
MIN_MINE_CAPABLE_RATIO_FOR_ROLE_ASSIGNMENT
NOTE: you can see the effect of changing the values down below by running the command tfria with a task force selected
0.6 minimum ratio of mine laying/sweeping capable ships needed for a taskforce to get that icon assigned
MAX_SHIP_COUNT_FOR_DOMINANCE_PATROL_ROLE_ASSIGNMENT 15 define the maximum number of ships that should be in a task force for it to be considered a dominance building patrol (provided they have any capitals as well)
MIN_SHIP_COUNT_FOR_TASK_FORCE_ROLE_ASSIGNMENT 2 define the minimum number of ship that should be in a task force for it to be considered a patrol or an escort task force (used to the insignia assignment, see TASK_FORCE_ROLE_TO_INSIGNIA)
SURFACE_DETECTION_STAT_FOR_SHIP_TO_BE_PATROL 16 amount of surface detection required for a ship to be considered as part of a patrol task force
DEPTH_CHARGE_STAT_FOR_SHIP_TO_BE_SUB_HUNTER 15 amount of depth charge required for a ship to be considred a sub hunter and so good for convoy escort
SUB_DETECTION_STAT_FOR_SHIP_TO_BE_SUB_HUNTER 2 amount of sub detection required for a ship to be considered a sub hunter
HEAVY_GUN_ATTACK_TO_SHORE_BOMBARDMENT 0.05 heavy gun attack value is divided by this value * 100 and added to shore bombardment modifier
LIGHT_GUN_ATTACK_TO_SHORE_BOMBARDMENT 0.025 light gun attack value is divided by this value * 100 and added to shore bombardment modifier
GUN_HIT_PROFILES
hit profiles for guns, if target ih profile is lower the gun will have lower accuracy
{ 70, 100, 45 }
  1. 70 — big guns
  2. 100 — torpedoes
  3. 45 — small guns
DEPTH_CHARGES_HIT_CHANCE_MULT 1.1 multiplies hit chance of small guns
DEPTH_CHARGES_DAMAGE_MULT 0.7 multiplies damage of depth charges
DEPTH_CHARGES_HIT_PROFILE 100 hit profile for depth charges
CONVOY_HIT_PROFILE 85 convoys has this contant hit profile
HIT_PROFILE_MULT 100 multiplies hit profile of every ship
HIT_PROFILE_SPEED_FACTOR 0.5 factors speed value when determining it profile (Vis * HIT_PROFILE_MULT * Ship Hit Profile Mult)
HIT_PROFILE_SPEED_BASE 20 Base value added to hitprofile speed calulation
CONVOY_RAID_MAX_REGION_TO_TASKFORCE_RATIO 1.5 each taskforce in convoy raid mission can at most cover this many regions without losing efficiency
CONVOY_DEFENSE_MAX_CONVOY_TO_SHIP_RATIO 12 each ship in convoy defense mission can at most cover this many convoys without losing efficiency
CONVOY_DEFENSE_MAX_REGION_TO_TASKFORCE_RATIO 5 each taskforce in convoy defense mission can at most cover this many regions without losing efficiency
MINE_SWEEPING_REGION_TO_TASKFORCE_RATIO 1 ratio of taskforce to regions assigned ratio of efficiency, modified by coordination
MINE_PLANTING_REGION_TO_TASKFORCE_RATIO 1 ratio of taskforce to regions assigned ratio of efficiency, modified by coordination
EFFICIENCY_TO_JOIN_COMBAT_RATIO_PENALTY 1 at lower efficiencies less ships will be able to join combat
EFFICIENCY_TO_TIME_TO_JOIN_COMBAT_PENALTY 100 at lower efficiencies less time to join combat hour will be increased
COORDINATION_EFFECT_ON_CONVOY_RAID_EFFICIENCY 1.5 coordination will increase the number of areas you can cover in convoy raid
COORDINATION_EFFECT_ON_CONVOY_DEFENSE_EFFICIENCY 1.5 coordination will increase the number of convoys you can cover in convoy defense
COORDINATION_EFFECT_ON_TIME_TO_JOIN_COMBAT 1 coordination will reduce the time to join combat penalties
COORDINATION_EFFECT_ON_MINE_LAYING_SPEED 0.5 affect of coordination modifier in mine laying speed
COORDINATION_EFFECT_ON_MINE_SWEEPING_SPEED 0.5 affect of coordination modifier in mine sweeping speed
COORDINATION_EFFECT_ON_PATROL_SPOTTING 1 affect of coordination modifier in spotting speed
COORDINATION_EFFECT_ON_MINE_SWEEPING 1 modifies coordination by multiplication for mine sweeping
COORDINATION_EFFECT_ON_MINE_PLANTING 1 modifies coordination by multiplication for mine laying
DOMINANCE_EFFECT_ON_POSITIONING_FOR_CONVOY_ESCORT_MAX_RATIO 2 The ratio which gives the max possible gain of positioning bonus from dominance in region of combat (e.g. to get max bonus you need 'dominance threshold * 2.0' dominance in the region)
DOMINANCE_EFFECT_ON_POSITIONING_FOR_CONVOY_ESCORT 0.15 Increase of positioning when at max ratio (full control and dominance is >=DOMINANCE_EFFECT_ON_POSITIONING_FOR_CONVOY_ESCORT_MAX_RATIO times the competing dominance)
MISSION_EFFICIENCY_POW_FACTOR 1.7 mission efficiencies will be powered up by this to further penalize low efficiencies
SUBMARINE_HIDE_TIMEOUT 8 Amount of in-game-hours that takes the submarine (with position unrevealed), to hide.
SUBMARINE_REVEALED_TIMEOUT 12 Amount of in-game-hours that makes the submarine visible if it is on the defender side.
SUBMARINE_REVEAL_BASE_CHANCE 11 /deprecated, will be removed in the future update/ Base factor for submarine detection. It's modified by the difference of a spotter's submarines detection vs submarine visibility. Use this variable for game balancing. setting this too low will cause bad spotting issues.
SUBMARINE_REVEAL_POW 3 /deprecated, will be removed in the future update/ A scaling factor that is applied to the reveal chance in order to make large differences in detection vs visibility more pronounced
SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE 0.035 /deprecated, will be removed in the future update/ Chance of a submarine being revealed when it fires. 1.0 is 100%. this chance is then multiplied with modifier created by comparing firer's visibiility and target's detection
SUBMARINE_BASE_STEALTH_VALUE
reworked submarine detection formula, new formula is (avg. sub detection * SUBMARINE_REVEAL_DETECTION_MULTIPLIER) / MAX{( SUBMARINE_BASE_STEALTH_VALUE - sub visibility), 0.1_fixed }, for formula (with one 'hack' on the graph to avoid undefined) - https://www.desmos.com/calculator/zhbwchjblc
100 Used in the reworked formula, sub_visiblity is subtracted from SUBMARINE_BASE_STEALTH_VALUE for the divider. The higher the define, the lower the chance for detection to happen
SUBMARINE_REVEAL_DETECTION_MULTIPLIER 0.065 Used in the reworked formula, multiplies the average submarine detection. The higher the define, the higher chance for detection to happen
SUBMARINE_REVEAL_TORPEDO_FIRING_DETECTION_MULTIPLIER 1.1 used in the reworked formula when firing the torpedos to see whether it has been detected. This define is applied as multiplier to the numerator (avg. sub detection * SUBMARINE_REVEAL_DETECTION_MULTIPLIER * SUBMARINE_REVEAL_TORPEDO_FIRING_DETECTION_MULTIPLIER). define = 1, no difference, define < 0, no chance of detecting, 0 < define < 1, lowers chance of detecting comparing to passive reveal, 1 < define, increases chance to be revealed.
MAX_NUM_HOURS_TO_WAIT_AT_ALLY_DOCKYARDS_FOR_REPAIRS 48 taskforces will wait at most this amount of hours in ally bases for repairs before switching to another base for repairs
COMBAT_RESULT_PRIORITY_THRESHOLDS { 0, 4000, 20000 } the game will use this thresholds to define importance of a naval combat result. it will use the highest level that has higher threshold than the amount of production lost in combat
  1. 0 — low (keep at zero)
  2. 4000 — medium
  3. 20000 — high
COMBAT_RESULT_PRIORITY_DAY_TO_LIVE { 7, 30, 120 } the game will delete the combat results after some duration depending on its importance
NEW_NAVY_LEADER_LEVEL_CHANCES
0% for level three to ten
{ 0.95, 0.05 } chances for new navy leaders to start at a given level
  1. 0.95 — 95% for level one
  2. 0.05 — 5% for level two