NResistance

All 60 NResistance constants from HOI4 v1.19 — datamined values with the developers' own comments.

NResistance defines (60 entries)
KeyValueComment
INITIAL_STATE_RESISTANCE 1 initial resistance percentage of a state once it is captured
INITIAL_STATE_COMPLIANCE 0 initial compliance percentage of a state once it is captured
COMPLIANCE_FACTOR_ON_STATE_CONTROLLER_CHANGE -0.5 compliance factor that applies when the state controller changes (in between allies, compliance is zeroed if it is taken by original country)
RESISTANCE_COOLDOWN_WHEN_DISABLED -0.25 resistance cooldown when the state is taken back by its original owner (compliance is zeroed in that case)
RESISTANCE_TARGET_BASE 35 base resistance target percentage
RESISTANCE_TARGET_MODIFIER_HAS_CLAIM -5 resistance target modifier in % for states we have claim
RESISTANCE_TARGET_MODIFIER_PER_STABILITY_LOSS 0.2 resistance target modifier per stability below 100%
RESISTANCE_TARGET_MODIFIER_PER_COMPLIANCE -0.5 resistance target modifier per compliance %
RESISTANCE_TARGET_MODIFIER_IS_AT_PEACE -10 resistance target modifier when we are at peace
RESISTANCE_TARGET_MODIFIER_STATE_VP { 0, 0, 5, 5, 20, 10, 50, 20 } resistance target modifier pairs for vp. first entry is total vp in state and second entry is amount of target modifier that applies for that threshold
  1. 0 — 0 - 5
  2. 0 — 0 - 5
  3. 5 — 5 - 20
  4. 5 — 5 - 20
  5. 20 — 20 - 50
  6. 10 — 20 - 50
  7. 50 — 50 - ...
  8. 20 — 50 - ...
RESISTANCE_TARGET_MODIFIER_OCCUPIED_CAPITULATED 10 resistance target modifier when the enemy is capitulated
RESISTANCE_TARGET_MODIFIER_OCCUPIED_IS_EXILE_MIN 2 min & max resistance target modifier resistance target modifier for exile countries. interpolated using legitimacy
RESISTANCE_TARGET_MODIFIER_OCCUPIED_IS_EXILE_MAX 20
RESISTANCE_TARGET_MODIFIER_POP_LOW -20 how much we reduce the resistance target
RESISTANCE_TARGET_MODIFIER_POP_VERY_LOW -50 resistance target modifier in % for states we have claim
RESISTANCE_POP_LOW_CUTOFF 10000
RESISTANCE_POP_VERY_LOW_CUTOFF 1000
RESISTANCE_TARGET_MIN_CAP_FOR_NON_COMPLIANCE 10 min resistance target will be capped to this percentage for non-compliance sources
RESISTANCE_DECAY_BASE 0.1 base resistance decay
RESISTANCE_DECAY_MIN 0.01 min resistance decay
RESISTANCE_DECAY_MAX 100 nax resistance decay
RESISTANCE_DECAY_MODIFIER_HAS_CLAIM 25 resistance decay modifier for our claims
RESISTANCE_DECAY_MODIFIER_FACTORS { 10, -50, 20, -25 } resistance decay modifier when resistance hits a certain percentage
  1. 10 — below 10% it has a -50% modifier on decay
  2. -50 — below 10% it has a -50% modifier on decay
  3. 20 — below 20% it has a -25% modifier on decay
  4. -25 — below 20% it has a -25% modifier on decay
MIN_DAMAGE_TO_GARRISONS_MODIFIER 0.1 modifier that applies to losses from resistance attack to garrisons at most can be reduced to this amount
RESISTANCE_GROWTH_BASE 0.2 base resistance grow
RESISTANCE_GROWTH_MIN 0.01 min resistance grow
RESISTANCE_GROWTH_MAX 100 max resistance grow
COMPLIANCE_GROWTH_BASE 0.075 base compliance grow
COMPLIANCE_GROWTH_MIN -100 min compliance grow
COMPLIANCE_GROWTH_MAX 100 max compliance grow
COMPLIANCE_GROWTH_IS_AT_PEACE 10 compliance growth buff at peace
COMPLIANCE_GROWTH_HAS_CLAIM 5 compliance growth buff if state has a claim
COMPLIANCE_DECAY_AT_MAX_COMPLIANCE -0.083 as compliance increases, it gets a decay rate depending on its value. compliance should stabilize at some value until its growth changes
COMPLIANCE_DECAY_PER_EXILE_LEGITIMACY -0.015 higher legitimacy will give higher decay to compliance
RESISTANCE_RATIO_DIFF_TO_SPREAD 0.5 resistance diff between two neighbour states will spread by this ratio ( from highest resistance states to lower ones and it will only spread once to a state)
RESISTANCE_ACTIVITY_CHANCE_AT_MAX_RESISTANCE 0.312
RESISTANCE_ACTIVITY_MIN_GARRISON_PENETRATE_CHANCE 0.02
RESISTANCE_TARGET_TO_REENABLE_RESISTANCE 10 resistance will be disabled once it reaches zero and will not be reenabled until resistance target reaches above this value
GARRISON_LOG_MAX_MONTHS 12
NO_COMPLIANCE_GAIN_ENABLE_LIMIT 0.5 at least this ratio of no garrison law should be active in order to no compliance gain to take effect
GARRISON_MANPOWER_MIN_DELIVERY_SPEED 0.7 Minimum base delivery speed if the chunk can't be calculated.
GARRISON_MANPOWER_REINFORCEMENT_SPEED 2000 Modifier for garrison manpower reinforcement. This value is the maximum to be delivered which is then modified by distance
GARRISON_EQUIPMENT_DELIVERY_SPEED 4 Modifier for garrison equipment reinforcement speed
GARRISON_STR_POW_MANPOWER 2 Scales impact of manpower deficiency by raising that deficiency to the number here. Formula: efficiency = 1.0 - manpower_deficiency^GARRISON_STR_POW_MANPOWER
GARRISON_STR_POW_EQUIPMENT 3 Scales impact of euqipment deficiency by raising that deficiency to the number here. Formula: efficiency = 1.0 - equipment_deficiency^GARRISON_STR_POW_EQUIPMENT
SUPPRESSION_NEEDED_BY_RESISTANCE_POINT 0.75 Number of suppression point we need for each 1% of resistance
SUPPRESSION_NEEDED_LOWER_CAP 10 if resistance is lower than this value then we always act as though it is at the define for the purpose of suppresion requirements
SUPPRESSION_NEEDED_UPPER_CAP 50 if resistance is greater than this value then we always act as though it is at the define for the purpose of suppresion requirements
GARRISON_MANPOWER_LOST_BY_ATTACK 0.016 Ratio of manpower lost by garrison at each attack on garrison (this number will be reduced by the hardness of garrison template)
GARRISON_EQUIPMENT_LOST_BY_ATTACK 0.02 Ratio of equipment lost by garrison at each attack on garrison (this number will be reduced by the hardness of garrison template)
MAXIMUM_GARRISON_HARDNESS_WHEN_ATTACKED 0.9 Cap to be sure that garrison will suffer lost in attack, even with a almost 100% hardness
FOREIGN_MANPOWER_MIN_THRESHOLD 5000 The minimum number of Manpower that AI will accept to give at once, in order to avoid many weird little transfer.
MANPOWER_BUFFER_TO_NOT_GIVE_MINOR 0.3 To determine how much AI can give as foreign manpower, we calculate how much manpower we use, and add this buffer. The result is what we want to keep, for minor countries. So higher this number is, lower we will give Manpower.
MANPOWER_BUFFER_TO_NOT_GIVE_MAJOR 0.6 To determine how much AI can give as foreign manpower, we calculate how much manpower we use, and add this buffer. The result is what we want to keep, for major countries. So higher this number is, lower we will give Manpower.
MAX_GARRISON_RATIO_WE_AGREE_TO_SUPPORT 3 The part of the manpower needed by the foreign garrison, that AI will agree to support with our manpower. If negative number, AI will not take into consideration the need, and just calculate how much they can give.
FOREIGN_MANPOWER_AI_COOLDOWN_DAYS 30 Number of days after an AI give us manpower before the AI accept to give more.
INITIAL_HISTORY_RESISTANCE 0 resistance value for initial colony states
INITIAL_HISTORY_COMPLIANCE 70 compliance value for initial colony states
INITIAL_GARRISON_STRENGTH 1 garrison value for initial colony states
STATE_COMPLIANCE_DECAY_FOR_LOST_STATES 0.05 daily compliance decay for the states you lost control of