NNavy
All 414 NNavy constants from HOI4 v1.19 — datamined values with the developers' own comments.
| Key | Value | Comment |
|---|---|---|
WAR_SCORE_GAIN_FOR_SUNK_SHIP_MANPOWER_FACTORPeace 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 |
NAVAL_HEADQUARTER_ADJACENCY |
2 |
How many extra steps of strategic regions from the first the naval headquarter provides benefits. |
CONVOY_BLOCKED_BY_ENEMY_CONTROLLED_REGIONHaving Naval Dominance will provide the following benefits: |
true |
If an enemy control a sea region, consider that region as blocked |
NAVAL_DOMINANCE_STRIKE_FORCE_FRACTION |
0.0006 |
How much dominance points goes into one percent of the multiplier from strike force missions. ( e.g. a taskforce of 1000 dominance generates a 60% multiplier ) |
NAVAL_DOMINANCE_STRIKE_FORCE_MULTIREGION_DECAY |
0.05 |
Percentage that the strike force mission's naval dominance multiplier decreases with for each additional assigned region |
NAVAL_DOMINANCE_SPOTTING_BONUS |
0.05 |
|
NAVAL_DOMINANCE_ORG_RECOVERY |
0.1 |
|
NAVAL_DOMINANCE_SHIP_RECOVERY_CHANCE |
0.1 |
|
NAVAL_DOMINANCE_MINES_PLANTING_BONUS |
0.2 |
Naval planting bonus when having naval dominance in the region |
NAVAL_DOMINANCE_MINES_SWEEPING_BONUS |
0.2 |
Naval sweeping bonus when having naval dominance in the region |
NAVAL_DOMINANCE_CHANCE_OF_ACCIDENT_REDUCTION |
0.25 |
The chance to encounter an accident during naval training would be reduced when having naval dominance in the region |
NAVAL_INVASION_PRIORITYConvoy Priorities START |
1 |
Default convoy priority for naval invasions |
NAVAL_TRANSFER_PRIORITY |
1 |
Default convoy priority for naval transports |
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 |
NAVAL_HOMEBASE_CALCULATION_DISTANCE_CUTOFFTuning parameters for homebase calculation |
550 |
Distance to normalize against. Everything above said value will be treated as score = 0. |
NAVAL_HOMEBASE_BUILDING_SCORE_FACTOR |
0.035 |
Multiplier for how much the level of the naval base impacts its total score. |
NAVAL_HOMEBASE_OWNERSHIP_BONUS |
0.04 |
Adds to total score based on if the base is owned by the country doing the calculation. |
NAVAL_MISSION_AI_RANGE_THRESHOLD_EPSILON |
0.25 |
Epsilon tolerance for AI naval range threshold checks. |
NAVAL_MISSION_AI_CONVOY_NORMALIZATION_TARGET |
150 |
Number of convoys to normalize against when scoring convoy raiding missions. |
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. |
NAVY_MAX_XP |
100 |
|
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 |
NAVY_EXPENSIVE_IC |
5500 |
How much IC is considering the fleet to be expensive. Those expensive will triger the alert, when are on low STR. |
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 |
|
NAVAL_HEADQUARTERS_EXPERIENCE_SCALE |
0.125 |
Characters assigned to a naval HQ will gain 15% of all experience from taskforces in their regions |
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 |
NAVAL_SPEED_MODIFIER |
0.1 |
basic speed control |
NAVAL_RANGE_TO_INGAME_DISTANCE |
0.12 |
Scale the ship stats "naval_range" to the ingame distance |
NAVAL_INVASION_PREPARE_DAYS |
60 |
base days needed to prepare a naval invasion |
NAVAL_INVASION_PLAN_CAP |
1 |
base cap of naval invasions can be planned at the same time |
BASE_NAVAL_INVASION_DIVISION_CAP |
4 |
base cap of divisions that can be assigned in a naval invasion |
NAVAL_COMBAT_RESULT_TIMEOUT_YEARS |
2 |
after that many years, we clear the naval combat results, so they don't get stuck forever in the memory. |
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 |
NAVAL_TRANSFER_BASE_SPEED |
6 |
base speed of units on water being transported |
NAVAL_TRANSFER_BASE_NAVAL_DIST_ADD |
100 |
Extra cost for naval movement ( compared to land movement ) when deciding what ports to use for a naval transfer |
NAVAL_TRANSFER_BASE_NAVAL_DIST_MULT |
20 |
Multiplier for the cost of naval movement ( compared to land movement ) when deciding what ports to use for naval transfer |
NAVAL_COMBAT_PLANE_MIN_STACKING_PENALTY |
80 |
How many planes flying in a naval combat before penalties are introduced |
NAVAL_COMBAT_PLANE_STACKING_PENALTY_EFFECT |
0.005 |
Each plane above the optimal amount decreases the amount of airplanes being able to takeoff by such %. Subject to diminishing returns |
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 |
NAVAL_TRANSFER_DAMAGE_REDUCTION |
0.25 |
its hard to specifically balance 1-tick naval strikes vs unit transports so here is a factor for it |
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 |
NAVY_REPAIR_BASE_SEARCH_SCORE_PER_SHIP_WAITING_EXTRA_SHIP |
5 |
if a naval base has more ships than it can repair, it will get penalties |
NAVY_REPAIR_BASE_SEARCH_SCORE_PER_SLOT |
2.5 |
while searching for a naval base for repairs, the bases gets a bonus to their scores per empty slot they have |
NAVY_REPAIR_BASE_SEARCH_BOOST_FOR_SAME_COUNTRY |
5 |
while searching for a naval base for repairs, your own bases gets a bonus |
NAVY_REPAIR_BASE_SEARCH_NON_OPERATIONAL_STR |
0.75 |
strength factor at or below which a fleet is considered non-operational by the AI, causing it to cancel the mission and send the fleet to repair |
NAVY_REPAIR_BASE_PRIORITY_THRESHOLD_LOW |
2 |
bases with a level above this value will be set to low prio (bases between these levels will get medium prio) |
NAVY_REPAIR_BASE_PRIORITY_THRESHOLD_HIGH |
7 |
bases with a level above this value will be set to high prio (bases between these levels will get medium prio) |
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
|
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
|
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
|
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
|
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
|
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
|
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_RATIOSsubs 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 } |
|
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
|
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
|
ORG_COST_WHILE_MOVING_IN_MISSION_ZONE |
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } |
org cost while moving in mission zone
|
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
|
MISSION_DOMINANCE_RATIOS |
{ 0, 1, 1, 0.5, 0.5, 0.3, 0.3, 0, 0, 1 } |
dominance multipliers for different mission types
|
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 |
NAVAL_MINES_IN_REGION_MAX |
1000 |
Max number of mines that can be layed by the ships. The value should be hidden from the user, as we present % so it's an abstract value that should be used for balancing. |
NAVAL_MINES_PLANTING_SPEED_MULT |
0.01 |
Value used to overall balance of the speed of planting naval mines |
NAVAL_MINES_SWEEPING_SPEED_MULT |
0.009 |
Value used to overall balance of the speed of sweeping naval mines |
NAVAL_MINES_DECAY_AT_PEACE_TIME |
0.25 |
How fast mines are decaying in peace time. Planting mines in peace time may be exploitable, so it's blocked atm. That's why after war we should decay them too. |
NAVAL_MINES_SWEEPERS_REDUCTION_ON_PENALTY_EFFECT |
3.3 |
How much is the task force's sweeping attribute reducing the penalty effect. |
NAVAL_MINES_INTEL_DIFF_FACTOR |
0.5 |
Better our decryption over enemy encryption will reduce the penalties from the enemy mines in the region. This value is a factor to be used for balancing. |
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 |
NAVAL_ACCIDENT_CHANCE_REDUCTION_ON_POTF |
0.01 |
Scale of the current chance for an accident to happen, applied for the pride of the fleet. |
NAVAL_ACCIDENT_CRITICAL_HIT_CHANCE_REDUCTION_POTF |
0.01 |
Scale of the current chance for a critical hit when an accident happens, applied for the pride of the fleet. |
NAVAL_MINES_ACCIDENT_CRITICAL_HIT_CHANCES |
0.14 |
If an accident happens, how likely it is to be a critical hit (caused by naval mines) |
NAVAL_MINES_ACCIDENT_CRITICAL_HIT_DAMAGE_SCALE |
5 |
Scale the value below in case of critical hit (caused by naval mines) |
NAVAL_MINES_ACCIDENT_STRENGTH_LOSS |
50 |
Amount of strength loss when hit by naval mine |
NAVAL_MINES_ACCIDENT_ORG_LOSS_FACTOR |
0.5 |
Amount of strength loss when hit by naval mine |
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_FACTORThe 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 |
NAVY_SPOTTER_DETECTION_FACTOR |
0.1 |
multiplier for task forces' detection value before logistic transform |
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
|
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. |
NAVY_VISIBILITY_BONUS_ON_RETURN_FOR_REPAIR |
0.9 |
Multiplier for the surface/sub visiblity when the heavily damaged fleet is returning to the home base for reparation. 1.0 = no bonus. 0.0 = invisible. |
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 |
NAVAL_INVASION_SPOTTING_SPEED_MULT |
10 |
spotting speed mult against naval invasion armies |
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
|
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
|
MIN_MINE_CAPABLE_RATIO_FOR_ROLE_ASSIGNMENTNOTE: 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_PROFILEShit profiles for guns, if target ih profile is lower the gun will have lower accuracy |
{ 70, 100, 45 } |
|
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 |
NAVAL_COMBAT_MEDAL_CHANCE |
24 |
1/N chance that a ship gains a medal after participating in a battle |
NAVAL_COMBAT_MEDAL_MIN_DURATION |
48 |
Minimum hours the battle must have taken to gain a medal |
NAVAL_COMBAT_MEDAL_LAST_MEDAL_LIMIT |
30 |
Minimum days before the ship can gain a new medal |
NAVAL_COMBAT_MEDAL_ALLOW_CONVOY |
false |
Do naval attacks on convoy count for medals |
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 |
NAVAL_COMBAT_SUB_DETECTION_FACTOR |
1 |
balance value for sub detection in combat by ships |
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_VALUEreworked 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
|
COMBAT_RESULT_PRIORITY_DAY_TO_LIVE |
{ 7, 30, 120 } |
the game will delete the combat results after some duration depending on its importance |
NAVAL_ACCIDENTS_DAYS_TO_LIVE |
120 |
|
NAVAL_MINE_DANGER_RATIOS |
{ 0.1, 0.5, 1, 1, 3 } |
|
NAVAL_MINE_DANGER_TRIGGER_MIN |
0 |
|
NAVAL_MINE_DANGER_TRIGGER_MAX |
2 |
|
NAVAL_CONVOY_DANGER_RATIOS |
{ 0.1, 0.1, 0.1, 0.15, 0.15 } |
|
NAVAL_CONVOY_DANGER_TRIGGER_MIN |
0 |
|
NAVAL_CONVOY_DANGER_TRIGGER_MAX |
100 |
|
NAVAL_COMBAT_AIR_SUB_DETECTION_MAXthose two work together in the formula f(x) = Y(x/(x+X)) where Y is MAX and X is SLOPE |
10 |
|
NAVAL_COMBAT_AIR_SUB_DETECTION_SLOPE |
10 |
lower means sharper curve (ramps up very fast, then flatten out very fast). Must be >0 |
NAVAL_COMBAT_AIR_SUB_DETECTION_EXTERNAL_FACTOR |
1 |
Factor applied to the stats of external air planes |
NAVAL_COMBAT_AIR_SUB_DETECTION_INTERNAL_EFFICIENCY_FACTOR |
1 |
Factor of Carrier's sortie efficiency on the stats bellow |
NAVAL_COMBAT_AIR_AGILITY_TO_SUB_DETECTION |
0 |
Factor to apply to the agility of air planes active in a naval combat to deduce their contibution to sub detection |
NAVAL_COMBAT_AIR_STRIKE_ATTACK_TO_SUB_DETECTION |
0 |
Same, but for strike attack (aka naval attack) |
NAVAL_COMBAT_AIR_STRIKE_TARGETING_TO_SUB_DETECTION |
0 |
Same, but for strike targeting (aka naval targeting) |
NAVAL_COMBAT_AIR_MAX_SPEED_TO_SUB_DETECTION |
0 |
Same, but for Max Speed |
NAVAL_COMBAT_AIR_PLANE_COUNT_TO_SUB_DETECTION |
1 |
Factor applied to the number of active plane in a naval combat to deduce their contribution to sub detection |
NAVAL_COMBAT_AIR_SUB_DETECTION_DECAY_RATE |
1 |
Factor to decay the value of sub detection contributed by planes on the last hour. Note: the maximum value between the decayed value and the newly computed one is taken into account. A decay rate of 1 means that nothing is carried over, the previous value is zerod out. A decay rate of 0 means that the previous value is carried over as is. |
NAVAL_COMBAT_AIR_SUB_DETECTION_FACTOR |
0 |
A global factor that applies after all others, right before the sub detection contributed by plane is added to the global sub detection of a combatant |
NAVAL_COMBAT_AIR_SUB_TARGET_BASE |
10 |
base scoring for target picking for planes inside naval combat based on screening efficency, one define per ship typ |
NAVAL_COMBAT_AIR_SCREEN_TARGET_BASE |
10 |
|
NAVAL_COMBAT_AIR_CAPITAL_TARGET_BASE |
15 |
|
NAVAL_COMBAT_AIR_CARRIER_TARGET_BASE |
25 |
|
NAVAL_COMBAT_AIR_CONVOY_TARGET_BASE |
1 |
|
NAVAL_COMBAT_AIR_SUB_TARGET_SCALE |
10 |
scaled scoring for target picking for planes inside naval combat, max value when zero screening efficency, one define per ship typ |
NAVAL_COMBAT_AIR_SCREEN_TARGET_SCALE |
10 |
|
NAVAL_COMBAT_AIR_CAPITAL_TARGET_SCALE |
50 |
|
NAVAL_COMBAT_AIR_CARRIER_TARGET_SCALE |
200 |
|
NAVAL_COMBAT_AIR_CONVOY_TARGET_SCALE |
1 |
|
NAVAL_COMBAT_AIR_STRENGTH_TARGET_SCORE |
5 |
how much score factor from low health (scales between 0->this number) |
NAVAL_COMBAT_AIR_LOW_AA_TARGET_SCORE |
5 |
how much score factor from low AA guns (scales between 0->this number) |
NAVAL_BASE_DOMINANCE_FACTOR |
0.01 |
base naval dominance buff based on naval bases in the region |
NAVAL_HEADQUARTERS_FIRST_ADJACENT_FACTOR |
0.5 |
naval dominance from naval headquarters is multiplied by this value for the first adjacent region |
NAVAL_HEADQUARTERS_SECOND_ADJACENT_FACTOR |
0.25 |
naval dominance from naval headquarters is multiplied by this value for the second adjacent region |
NEW_NAVY_LEADER_LEVEL_CHANCES0% for level three to ten |
{ 0.95, 0.05 } |
chances for new navy leaders to start at a given level
|
NAVY_PIERCING_THRESHOLDS |
{ 2, 1, 0.75, 0.5, 0.1, 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.
|
NAVY_PIERCING_THRESHOLD_CRITICAL_VALUES |
{ 2, 1, 0.75, 0.5, 0.1, 0 } |
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.
|
NAVY_PIERCING_THRESHOLD_DAMAGE_VALUES |
{ 1, 1, 0.7, 0.4, 0.3, 0.1 } |
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. |