NSupply

All 103 NSupply constants from HOI4 v1.19 — datamined values with the developers' own comments.

NSupply defines (103 entries)
KeyValueComment
MAX_RAILWAY_LEVEL 5 update railway texture as well, each frame corresponds to a level
CAPITAL_SUPPLY_BASE
defines to calculate the capitals supply. This will be also used for max supply of other nodes depending on how well they are connected to capital. Using the formula:
CapitalSupply = CAPITAL_SUPPLY_BASE + (NumberOfCivilianFactories * CAPITAL_SUPPLY_CIVILIAN_FACTORIES) + (NumberOfMilitaryFactories * CAPITAL_SUPPLY_MILITARY_FACTORIES) + (NumberOfDockyards * CAPITAL_SUPPLY_DOCKYARDS)
5 base supply for capital
CAPITAL_SUPPLY_CIVILIAN_FACTORIES 0.3 supply from one civilian factory
CAPITAL_SUPPLY_MILITARY_FACTORIES 0.6 supply from one military factory
CAPITAL_SUPPLY_DOCKYARDS 0.4 supply from one naval factory
CAPITAL_INITIAL_SUPPLY_FLOW
defines that are used for supply reach for capital
supply flow will start from INITIAL_SUPPLY_FLOW and will be reduced by a penalty on each province it travels (which depends on how far we are from our origin, terrain etc)
a supply reach >= 1.0 considered "perfect" and will be able to fully support units on that particular province (assuming you are not over capacity)
5 starting supply from
CAPITAL_STARTING_PENALTY_PER_PROVINCE 0.5 starting penalty that will be added as supply moves away from its origin (modified by stuff like terrain)
CAPITAL_ADDED_PENALTY_PER_PROVINCE 1.2 added penalty as we move away from origin
NODE_INITIAL_SUPPLY_FLOW
defines that are used for supply reach for built nodes
2.8
NODE_STARTING_PENALTY_PER_PROVINCE 0.5
NODE_ADDED_PENALTY_PER_PROVINCE 0.7
NODE_FLOW_BONUS_PER_RAIL_LEVEL
Node Flow (i.e. province caps) increase by this amount per railway level of the node's bottleneck
0.34
RIVER_RAILWAY_LEVEL
rivers will transfer in between nodes as if they were this level
1
FLOATING_HARBOR_INITIAL_SUPPLY_FLOW
defines that are used for supply reach for floating harbors
2.6
FLOATING_HARBOR_STARTING_PENALTY_PER_PROVINCE 0.8
FLOATING_HARBOR_ADDED_PENALTY_PER_PROVINCE 0.8
FLOATING_HARBOR_BASE_SUPPLY 15 supply given by a floating harbor
FLOATING_HARBOR_BASE_DURATION 21 duration of a full hp floating harbor
FLOATING_HARBOR_DURATION_RATIO_AT_MIN_HP 0 duration mult for a harbor that was reduced to 0 hp
FLOATING_HARBOR_MIN_DECAY 0.2 Always reduce Floating Harbor longevity by this many "hours" per hour
FLOATING_HARBOR_DECAY_MAX_AIR_BONUS -0.1 At 100% Friendly Air superiourity, change decay rate by this many "hours" per hour
FLOATING_HARBOR_DECAY_MAX_AIR_PENALTY 0.4 At 100% Enemy Air superiourity, change decay rate by this many "hours" per hour
FLOATING_HARBOR_DECAY_MAX_NAVAL_BONUS -0.2 At 100% Friendly naval superiourity, change decay rate by this many "hours" per hour
FLOATING_HARBOR_DECAY_MAX_NAVAL_PENALTY 0.5 At 100% Enemy Naval superiourity, change decay rate by this many "hours" per hour
FLOATING_HARBOR_DECAY_NO_CONTROL_PENALTY 1 If adjacent land province is not held, change decay rate by this many "hours" per hour
SUPPLY_FLOW_DROP_REDUCTION_AT_MAX_INFRA 0.3 max infrastructure level will reduce the supply flow drop off by this ratio
SUPPLY_FLOW_PENALTY_CROSSING_RIVERS 0.2 crossing rivers introduces additional penalty
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_K
node flow terrain falloff is scaled by logistics curve based on distance(d) (scalar / (1+e^(-k(d-midpoint))))
1.3 How steep the curve is
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_MIDPOINT 2.3 sigmoid inflection point
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_SCALAR 0.9 Max Penalty adjustment due to distance
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_MIN_PENALTY_SCALE 0.25 Logistics curve never reduces penalty facor below this limit
SUPPLY_HUB_FULL_MOTORIZATION_BONUS
The range bonus added to a fully motorized hub. This supply is added on top of the XXX_INITIAL_SUPPLY_FLOW defined above.
2.2
SUPPLY_HUB_FULL_MOTORIZATION_TRUCK_COST
How many trucks does it cost to fully motorize a hub
60
SUPPLY_HUB_MOTORIZATION_MARGINAL_EFFECT_DECAY
For each additional level of motorization on a hub (i.e. contry with set motoriazation) reduce max bonus for next level by this amount
1.6
RAILWAY_BASE_FLOW
used for calculating "flow" for railways.
10 how much base flow railway gives when a node connected to its capital/a naval node by a railway
RAILWAY_FLOW_PER_LEVEL 5 how much additional flow a railway level gives
RAILWAY_FLOW_PENALTY_PER_DAMAGED 5 penalty to flow per damaged railway
RAILWAY_MIN_FLOW 5 minimum railway flow can be reduced to
SUPPLY_NODE_MIN_SUPPLY_THRESHOLD 1 if supply of a node is below this value it will be set to 0 -- Currently unused? This should happen when enough damage occurs
INFRA_TO_SUPPLY 0.3 each level of infra gives this many supply
VP_TO_SUPPLY_BASE 0.2 Bonus to supply from a VP, no matter the level
VP_TO_SUPPLY_BONUS_CONVERSION 0.05 Bonus to supply local supplies from Victory Points, multiplied by this aspect and rounded to closest integer
SUPPLY_FROM_DAMAGED_INFRA 0.15 damaged infrastructure counts as this in supply calcs
SUPPLY_BASE_MULT 0.2 multiplier on supply base values
SUPPLY_DISRUPTION_DAILY_RECOVERY 1.5 every day nodes recover this much of their accumulated disruption.
RAILWAY_CONVERSION_COOLDOWN 10 railways will be put on cooldown when they are captured by enemy and will not be usable during the cooldown
RAILWAY_CONVERSION_COOLDOWN_CORE 5
RAILWAY_CONVERSION_COOLDOWN_CIVILWAR 0
DEFAULT_STARTING_TRUCK_RATIO 1.5 countries get this ratio of starting truck in their buffers compared to their need
DEFAULT_STARTING_TRAIN_RATIO 1 countries get this ratio of starting trains in their buffers compared to their need
SUPPLY_POINTS_PER_TRAIN 1 old default 1.25 -- Amount of supply that can fit in a train. (Trains distribute supply from capital to a supply node.)
NUM_RAILWAYS_TRAIN_FACTOR 0.03 the train usage is scaled by railway distance between the supply node and the capital multiplied by this factor
BASE_SUPPLY_MULT_FOR_TRUCK_DEFAULT_BUFFER 1 initial value for wanted buffers over potential truck usage
BASE_SUPPLY_MULT_FOR_TRUCK_MIN_BUFFER 0 min and max values for buffer ratio
BASE_SUPPLY_MULT_FOR_TRUCK_MAX_BUFFER 100
TRUCK_ATTRITION 0.003 base truck attrition
TRUCK_ATTRITION_FACTOR 0.65 a scale on total truck attrition
BASE_TRUCK_HP 100
TRUCK_HP_PER_ARMOR 2
BASE_TRAIN_HP 100
TRAIN_ARMOR_TARGETING_WEIGHT 0.01 For each health point gained by armor_value, enemy bombers are this much more likely to target
TRAIN_ANTI_AIR_HIT_CHANCE 0.07 Balancing value to determine the chance of train anti-air hitting an attacking airwing.
TRAIN_ANTI_AIR_HIT_ROLL_COUNT 12 The air_attack of all attacked trains are accumulated, and then we do this many random rolls each with the hit chance set above to determine the fraction of the accumulated air_attack that hits.
TRAIN_ANTI_AIR_ATTACK_TO_AMOUNT 0.001 Balancing value to convert the hitting air_attack to a percentage value of the attacking planes that are killed.
MIN_TRAIN_SUPPLY_FACTOR 0.5 Having 0 trains in stockpile only applies this penalty factor, scaling up to 1.0 when need is met
MIN_TRAIN_REQUIREMENT 2 If total train need <= this, then don't apply any supply penalty, even if stockpile is insufficient
SUPPLY_FLOW_REDUCTION_THRESHOLD 0.1 if supply flow is lower than this, it is not applied
BASE_AIR_SUPPLY_MULT_FOR_TRUCK_BUFFER
following values are used for calculating potential truck usage
generally potential is ~= current usage but as units moves along the map
they are assigned to different nodes which adds slightly higher usage due to minimum truck needed being 1
1
BASE_ARMY_SUPPLY_MULT_FOR_TRUCK_BUFFER 1
BASE_NAVY_SUPPLY_MULT_FOR_TRUCK_BUFFER 1
CAPITAL_NODE_BASE_SUPPLY_ADD 0
BUILT_NODE_BASE_SUPPLY_ADD 0.6
LOCAL_NODE_BASE_SUPPLY_ADD 0.5
ARMY_SUPPLY_RATIO_STARTING_GAIN
armies slowly gains and buffers supply above >100% up to their supply grace if they have efficent supply flow
otherwuse they will lose up to 100% supply every day depending on how bad supply flow is
0
ARMY_SUPPLY_RATIO_SPEED_GAIN_PER_HOUR 0.01
ARMY_MAX_SUPPLY_RATIO_GAIN_PER_HOUR 0.15
MIN_SURRENDER_LIMIT_TO_MOVE_SUPPLY_CAPITAL 0.15 country needs to be above thos surrender ratio to be able to move its capital
COOLDOWN_DAYS_AFTER_MOVING_SUPPLY_CAPITAL 30 cooldown for moving supply again after last move
DAYS_TO_START_GIVING_SUPPLY_AFTER_MOVING_SUPPLY_CAPITAL 7 the country will start gaining supply after this many days moving its capital
DAYS_TO_START_GIVING_FULL_SUPPLY_AFTER_MOVING_SUPPLY_CAPITAL 21 the country will reach max supply after this many days moving its capital
MIN_DIFF_FOR_AUTO_UPDATING_EXISTING_RAILWAYS 5 while building railways, the system will prefer updating existing railway if new railway is close enough to existing one
SUPPLY_PATH_MAX_DISTANCE
reinforcements depends on distance to capital and following defines are used for calculating reinforcement time
15 max time it can take
RAILWAY_DISTANCE_FACTOR_FOR_REINFORCEMENT_SPEED 0.3 time factor for total railway distance
TRUCK_DISTANCE_FACTOR_FOR_REINFORCEMENT_SPEED 0.01 time factor for total truck distance
ALERT_VERY_LOW_SUPPLY_LEVEL 0.2 At which point we show up the low and very low supply level alert. Value is in % of supplies supported vs required.
ALERT_LOW_SUPPLY_LEVEL 0.5
AI_FRONT_MINIMUM_UNITS_PER_PROVINCE_FOR_SUPPLY_CALCULATIONS 1 AI will try to keep this amount of divisions per province as a minimum when evaluating supply limitations for war fronts
AI_FRONT_DIVISIONS_PER_SUPPLY_POINT 1 How many divisions should the AI consider it can supply per available supply point
AI_FRONT_MAX_UNITS_ENEMY_COUNT_FACTOR 1.2 Make sure AI front MaxNrUnits is at least EnemyCount multiplied by this factor
SUPPLY_THRESHOLD_FOR_ARMY_ATTRITION 0.35 armies will only get attrition below this supply
NUMBER_OF_SHOWN_SUPPLY_SOURCES_IN_SUPPLY_MAPMODE 3 number of supply flow sources shown in breakdown tooltip
ESTIMATED_DIVISION_WEIGHT_FOR_SUPPLY_ESTIMATIONS_GUI 1 Division supply consumption used for estimating frontline weight for order tooltips
AVAILABLE_MANPOWER_STATE_SUPPLY 0.18 Factor for state supply from max manpower (population)
NON_CORE_MANPOWER_STATE_SUPPLY 0.2 Factor for population sttate supply when controlled by an occupier (NO TAKE FOOD)
STORED_SUPPLY_CONSUMPTION_RATE_FACTOR 0.75 Multiplies consumption rate of stored supply (more/less easement)