NProduction

All 70 NProduction constants from HOI4 v1.19 — datamined values with the developers' own comments.

NProduction defines (70 entries)
KeyValueComment
MAX_EQUIPMENT_RESOURCES_NEED 3 Max number of different strategic resources an equipment can be dependent on.
MAX_CIV_FACTORIES_PER_LINE 15 Max number of factories that can be assigned a single production line.
DEFAULT_MAX_NAV_FACTORIES_PER_LINE 10
FLOATING_HARBOR_MAX_NAV_FACTORIES_PER_LINE 5
CONVOY_MAX_NAV_FACTORIES_PER_LINE 15
CAPITAL_SHIP_MAX_NAV_FACTORIES_PER_LINE 5
MAX_MIL_FACTORIES_PER_LINE 150
MAX_MIL_FACTORIES_VISIBLE_FOR_MIL_EQUIPMENT_LINE 15
RAILWAY_GUN_MAX_MIL_FACTORIES_PER_LINE 5
RAILWAY_GUN_REPAIR_SPEED 8 Railway gun strength repair speed per factory
EFFICIENCY_LOSS_PER_UNUSED_DAY 1 Daily loss of efficiency for unused factory slots ( efficiency is tracked per factory slot in the production line )
RESOURCE_PENALTY_WARNING_CRITICAL_RATIO 0.8 Switch to red progress bar if penalty is over threshold
RESOURCE_TO_ENERGY_COEFFICIENT 9 How much energy per coal produces
BASE_COUNTRY_ENERGY_PRODUCTION 10 The base energy production of a country
ENERGY_SCALING_COST_BY_FACTORY_COUNT 0.0225 Scales energy cost based on the total number of factories
BASE_ENERGY_COST 0.25 How much energy per factory consumes
ENERGY_COST_CAP 6.6 Maximum energy cost per factory
ENERGY_SCALE_PER_TRADE_FACTORY_EXPORT 0.25 Factor of how many of the factories gained from trade is affects the energy cost scaling
BASE_FACTORY_SPEED 4 Base factory speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_SPEED_MIL 3.5 Base factory speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_SPEED_NAV 2 Base factory speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_START_EFFICIENCY_FACTOR 10 Base start efficiency for factories expressed in %.
POWERED_FACTORY_SPEED 5 Powered factory speed multiplier.
POWERED_FACTORY_SPEED_MIL 4.5 Powered factory speed multiplier.
POWERED_FACTORY_SPEED_NAV 2.5 Powered factory speed multiplier.
BASE_FACTORY_MAX_EFFICIENCY_FACTOR 50 Base max efficiency for factories expressed in %.
BASE_FACTORY_EFFICIENCY_GAIN 1 Base efficiency factor.
BASE_FACTORY_EFFICIENCY_BALANCE_FACTOR 0.1 Factory efficiency balancing factor
BASE_FACTORY_EFFICIENCY_VARIANT_CHANGE_FACTOR 90 Base factor for changing production variants in %.
BASE_FACTORY_EFFICIENCY_PARENT_CHANGE_FACTOR 30 Base factor for changing production parent<->children in %.
BASE_FACTORY_EFFICIENCY_FAMILY_CHANGE_FACTOR 70 Base factor for changing production with same family in %.
BASE_FACTORY_EFFICIENCY_ARCHETYPE_CHANGE_FACTOR 20 Base factor for changing production with same archetype in %.
EQUIPMENT_BASE_LEND_LEASE_WEIGHT 1 Base equipment lend lease weight
EQUIPMENT_LEND_LEASE_WEIGHT_FACTOR 0.01 Base equipment lend lease factor
LEND_LEASE_DELIVERY_TOTAL_DAYS 30 Nr of days between lend lease deliveries
ANNEX_STOCKPILES_RATIO 1 How much stockpiled equipment will be transferred on annexation
ANNEX_FIELD_EQUIPMENT_RATIO 0.25 How much equipment from deployed divisions will be transferred on annexation
ANNEX_FUEL_RATIO 0.25 How much fuel will be transferred on annexation
ANNEX_CONVOYS_RATIO 0.15 How many convoys will be transferred on annexation
MIN_POSSIBLE_TRAINING_MANPOWER 100000 How many deployment lines minimum can be training
MIN_FIELD_TO_TRAINING_MANPOWER_RATIO 0.75 Ratio which % of army in field can be trained
CAPITULATE_STOCKPILES_RATIO 0.5 How much equipment from deployed divisions will be transferred on capitulation
CAPITULATE_FUEL_RATIO 0.5 How much fuel will be transferred on capitulation
INFRA_MAX_CONSTRUCTION_COST_EFFECT 1 Building in a state with higher infrastructure will reduce the cost of shared buildings.
PRODUCTION_RESOURCE_LACK_PENALTY -0.05 Penalty decrease while lack of resource per factory
CIC_BANK_SPEED_BOOST_FACTOR 0.25 The CIC bank can boost production speed with this factor (0.5 means 50 %)
MIN_LICENSE_ACTIVE_DAYS 30 Min days for license to be active
BASE_LICENSE_IC_COST 1 Base IC cost for lended license
LICENSE_IC_COST_YEAR_INCREASE 1 IC cost equipment for every year of equipment after 1936
LICENSE_EQUIPMENT_BASE_SPEED -0.25 base MIC speed modifier for licensed equipment
LICENSE_EQUIPMENT_TECH_SPEED_PER_YEAR -0.05 MIC speed modifier for licensed equipment for each year of difference between actual and latest equipment
LICENSE_EQUIPMENT_TECH_SPEED_MAX_YEARS 4 Maximum years for MIC speed modifier
LICENSE_EQUIPMENT_SPEED_NOT_FACTION -0.1 MIC speed modifier for licensed equipment for not being in faction
LICENSE_EQUIPMENT_UPGRADE_XP_FACTOR 2 XP cost for upgrading licensed equipment
LICENSE_EQUIPMENT_SPEED_NO_LICENSE -0.5 Penalty for producing non licensed equipment
CONVERSION_SPEED_BONUS 0 Modifier to the production speed when converting equipment
EQUIPMENT_MODULE_ADD_XP_COST 5 XP cost for adding a new equipment module in an empty slot when creating an equipment variant.
EQUIPMENT_MODULE_REPLACE_XP_COST 6 XP cost for replacing one equipment module with an unrelated module when creating an equipment variant.
EQUIPMENT_MODULE_CONVERT_XP_COST 3 XP cost for converting one equipment module to a related module when creating an equipment variant.
EQUIPMENT_MODULE_REMOVE_XP_COST 1 XP cost for removing an equipment module and leaving the slot empty when creating an equipment variant.
BASE_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR 0.2 Fraction of the hull industry cost which is always included in the refitting cost.
BASE_LAND_EQUIPMENT_CONVERSION_IC_COST_FACTOR 0.9 Fraction of the chassis industry cost which is always included in the conversion cost.
MIN_NAVAL_EQUIPMENT_CONVERSION_RESOURCE_COST_FACTOR 0.2 Minimum fraction of a naval equipment's strategic resource cost that any conversion will cost.
MIN_LAND_EQUIPMENT_CONVERSION_RESOURCE_COST_FACTOR 0 Minimum fraction of a land equipment's strategic resource cost that any conversion will cost.
SHIP_REFIT_MAX_PROGRESS_TO_CANCEL 0.2 Maximum refitting progress % that we still allow to cancel wihtout having to scuttle the ship.
SHIP_REFIT_DAMAGE_TO_PROGRESS_FACTOR 0.5 When a ship is being damaged (for example port strike) while refitting, the damage is transferred to the production line progress instead. This variable is used to balance it.
MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_VALUE 1 The minimum number of factories we have to put on consumer goods, by value.
MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT 0.1 The minimum number of factories we have to put on consumer goods, in percent.
INITIAL_ALLOWED_FACTORY_RATIO_FOR_REPAIRS 1 max % of factories allowed on autorepairs
MILITARY_FACTORY_COHERENCY_BONUS 250 Value we add to the weight of a production line already in progress, if we only have one military factory. (to reduce fluctuating AI production)