NProject

All 33 NProject constants from HOI4 v1.19 — datamined values with the developers' own comments.

NProject defines (33 entries)
KeyValueComment
FACILITY_SUPPLY_WARNING_RED_RATIO 0.66 When lacking supply for a facility it will be a yellow icon shown until the supply is less than this value, where it will turn red.
DEFAULT_COMPLEXITY 100 Default special project prototype phase to only require one iteration.
DEFAULT_EMPTY_REWARD_WEIGHT 1 The weight for no reward being given after a prototype iteration.
DEFAULT_STOP_PROJECT_DAYS 10 The amount of days it takes for a cancelled project to be stopped.
DAYS_TO_REMOVE_SCIENTIST 10 Amount of days needed for a scientist to be unassigned.
DISMANTLE_FACILITY_DAYS 100 Amount of days needed to dismantle a facility.
PROTOTYPE_PHASE_MAX_PROGRESS 100 the number of progress points needed to finish the prototype phase and complete the project
MINIMUM_PROJECT_SPEED_FACTOR_FROM_SUPPLY 0.2 Minimum special project research speed based on supply
NEEDED_SUPPLY_FOR_FULL_SPEED_PROJECT 3 Supply needed in province to get full research speed for special project
MINIMUM_PROJECT_SPEED_FACTOR_FROM_RESOURCE_SHORTAGE 0.2 Minimum special project research speed factor based on resource shortage^M
ITERATION_REWARD_DEFAULT_WEIGHT 1 If no weight is specified, set it to 1.0
DEFAULT_PROJECT_COMPLETION_SCIENTIST_EXPERIENCE_GAIN 192 Default experience gain for assigned scientist when a project is completed
SCIENTIST_INJURED_FACTOR 0 A factor to reduce the amount of progress gained in a program with attached injured scientist. E.g. 0.5 reduces the progress by 50%
RECRUIT_SCIENTIST_ONE_TRAIT_CHANCE 0.35 Chance to get one trait when creating a scientist. E.g. 0.35 = 35% chance to get a trait
SCIENTIST_BASIC_RESEARCH_DAILY_XP_GAIN 0.28 Daily experience gain for doing basic research
RECRUIT_SCIENTIST_COST { 25, 50, 75, 100 } Amount of pp to hire a scientist based on available scientist
  1. 25 — pp cost if no available scientist
  2. 50 — pp cost if 1 available scientist
  3. 75 — pp cost if 2 available scientist
  4. 100 — pp cost if more than 2 available scientist
SCIENTIST_SKILL_LEVEL_THRESHOLDS { 100, 100, 300, 700, 1500 } Threshold for scientist to level up
  1. 100 — to go from level 0 to level 1
  2. 100 — to go from level 1 to level 2
  3. 300 — to go from level 2 to level 3
  4. 700 — ...
  5. 1500 — Max level = Array size
SCIENTIST_SKILL_LEVEL_SPEED_MODIFIER { -1, -0.05, 0.05, 0.1, 0.15, 0.25 } Bonus to apply to daily phase progress according to the skill level of the scientist
  1. -1 — -1.0 means -100% also name loc key is SCIENTIST_SKILL_LEVEL_NAME_0
  2. -0.05 — -0.05 means -5% also name loc key is SCIENTIST_SKILL_LEVEL_NAME_1
  3. 0.05 — 0 means no change also name loc key is SCIENTIST_SKILL_LEVEL_NAME_2
  4. 0.1 — 0.15 means +15% ...
  5. 0.15
  6. 0.25 — Size MUST be SCIENTIST_SKILL_LEVEL_THRESHOLDS's size + 1
PROJECT_LOSS_FACTOR_ON_CAPTURE 0.2 Factor of lost progress on project when facility is captured
PROJECT_CAPTURE_GAIN_RATIO 0.2 Ratio of difference from captured facilities ongoing project to receive to the captors' progress
PROJECT_CAPTURE_BREAKTHROUGH_PROGRESS 0.1 Ratio of breakthrough progress on capture to the captor for the facilities specialization
PROJECT_CAPTURE_DIMINISHING_RETURN 0.6 Reduced amount of gain when capturing a facility with a project you already gained. Will apply the factor each time a capture occurs. 0.6 means a reduction of 60% on next project capture.
BASIC_RESEARCH_TECHNOLOGY_BONUS_FACTOR 0.02 Bonus research factor applied to technologies per scientist skill level when performing basic research in a matching facility.
BASIC_RESEARCH_TECHNOLOGY_BONUS_DIMINISHING_RETURN_FACTOR 0.5 Diminishing return on BASIC_RESEARCH_TECHNOLOGY_BONUS_FACTOR for each extra scientist performing basic research for multiple facilities.
BREAKTHROUGH_DAILY_TECHNOLOGY_GAIN 12 Amount in 1/100th percentage. E.g. 25 = 0.25%
BREAKTHROUGH_DAILY_SCIENTIST_SKILL_GAIN 5 Amount in 1/100th percentage gained per skill when doing basic research. E.g. 5 = 0.05% per skill level.
BREAKTHROUGH_DAILY_ROCKET_SITE_GAIN 1 Amount in 1/100th percentage gained per rocket site level. E.g. 1 = 0.01% per rocket site level.
BREAKTHROUGH_DAILY_NUCLEAR_REACTOR_GAIN 1 Amount in 1/100th percentage gained per nuclear reactor. E.g. 2 = 0.02% per nuclear reactor.
BREAKTHROUGH_GAIN_ANIMATION_SPEED_MAX 1 The animation for gaining breakthrough progress is a ratio of this value and current daily gain.
AMOUNT_OF_SUPPORTIVE_SCIENTISTS 3 The amount of supportive scientists a facility can have
SUPPORTIVE_SCIENTISTS_FRACTION 0.25 how effective supportive scientists are compared to how strong they would be on default
SUPPORTIVE_SCIENITST_PROGRESS_BONUS 0.1 How much of the progress will be given to the additional scientist countries project. percentage of how much the current project got from its iteration
SUPPORTIVE_SCIENTISTS_SHARING_BONUS 0.05 Research sharing % per supportive scientist. Global per faction.