Defines reference
Browse every HOI4 v1.19 defines section — 3231 constants across 28 sections, mined directly from the game files.
| Section | Entries | Sample |
|---|---|---|
| NGame | 26 | MAP_SCALE_PIXEL_TO_KM: Yes, we did the math |
| NGeography | 1 | MEDITERRANEAN_SEA_REGIONS: The sea regions that are considered as part of the Mediterranean sea |
| NDiplomacy | 217 | BASE_SURRENDER_LEVEL: Surrender when level reached. valid 0-1 |
| NCountry | 179 | EVENT_PROCESS_OFFSET: Events are checked every X day per country or state (1 is ideal, but CPU heavy) |
| NResistance | 60 | INITIAL_STATE_RESISTANCE: initial resistance percentage of a state once it is captured |
| NProduction | 70 | MAX_EQUIPMENT_RESOURCES_NEED: Max number of different strategic resources an equipment can be dependent on. |
| NMarket | 18 | PURCHASE_CONTRACT_DELIVERY_TOTAL_DAYS: Number of days between purchase contract deliveries |
| NTechnology | 11 | MAX_SUBTECHS: Max number of sub technologies a technology can have. |
| NPolitics | 14 | BASE_LEADER_TRAITS: Base amount of leader traits. |
| NBuildings | 20 | ANTI_AIR_SUPERIORITY_MULT: How much air superiority reduction to the enemy does our AA guns? Normally each building level = -1 reduction. With this multiplier. |
| NDeployment | 1 | BASE_DEPLOYMENT_TRAINING: Base training done each day during deployment. |
| NMilitary | 381 | COMBAT_VALUE_ORG_IMPORTANCE: Multiplier on TotalOrganisation when determining the combat value of a division |
| NAir | 176 | AIR_INVASION_PREPARE_DAYS: base days needed to prepare an airborne invasion |
| NNavy | 414 | WAR_SCORE_GAIN_FOR_SUNK_SHIP_MANPOWER_FACTOR: war score gained for every manpower killed when sinking a ship |
| NRailwayGun | 24 | RAILWAY_GUN_POSSIBLE_RANGES: Possible values for railway gun range in pixel. |
| NTrade | 13 | DISTANCE_TRADE_FACTOR: Trade factor is modified by distance times this |
| NAI | 946 | PEACE_TIME_NAVY_FUEL_FACTOR: Percentage of fuel available to navy that is allowed to use for missiosn during peace time |
| NFocus | 4 | FOCUS_POINT_DAYS: Each point takes a week |
| NOperatives | 125 | AGENCY_CREATION_DAYS: Number of days needed to create an intelligence agency |
| NIntel | 223 | COUNTRY_LEVEL_INTEL_MAXIMUMS: The maximum intel a country can have over another |
| NCharacter | 13 | OFFICER_CORP_HIGH_COMMAND_SLOTS_IN_MENU: For Alert manager to count the number of High Command Slots in the UI |
| NSupply | 103 | MAX_RAILWAY_LEVEL: update railway texture as well, each frame corresponds to a level |
| NAITheatre | 16 | AI_THEATRE_GENERATION_HOME_THEATRE_DEPTH_RESTRICTION: The home theatre is generated based off a initial depth restriction |
| NIndustrialOrganisation | 17 | ASSIGN_DESIGN_TEAM_PP_COST_PER_DAY: Cost in Political Power daily generation when one MIO is assigned to a research slot. If 0, cost is entirely disabled. |
| NProject | 33 | FACILITY_SUPPLY_WARNING_RED_RATIO: 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. |
| NRaids | 37 | BASE_DAYS_TO_PREPARE: Base number of days required to complete raid preparation phase |
| NFactions | 76 | FACTION_INITIATIVE_CHANGE_RULE_COST: Cost of changing a faction rule (FI points) |
| NDoctrines | 13 | DEFAULT_REWARD_MASTERY: How much mastery is required for unlocking a doctrine reward, if no override is set |