NResistance
All 60 NResistance constants from HOI4 v1.19 — datamined values with the developers' own comments.
| Key | Value | Comment |
|---|---|---|
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
|
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
|
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 |