钢铁雄心 IV 中文离线资料库

定义文件

原页面:Defines

本页中文翻译进度 15%,未译部分暂保留英文原文。

Defines 是游戏公开的常量,用于控制游戏的几乎每一个方面。它们让模组作者能够影响那些没有直接脚本组件的系统。

Defines 在 /Hearts of Iron IV/common/defines/*.lua 文件中定义。

覆写

由于 Defines 是 Lua 代码,而不是由 PDXscript 解析的文件,因此其中可以放入任何 Lua 代码,但无法使用能够跳出此目录的模块。因此,无需复制整个文件即可进行编辑。Defines(包括图形 Defines)只是一个由 Lua 包含的数组,可以用 Lua 修改数组中的单个成员,例如 NDefines.NGame.START_DATE = "1936.1.2.12"。这些行各自独占一行,且 它们之间没有用逗号分隔,如下所示:

NDefines.NGame.START_DATE = "1936.1.2.12" -- 多余的逗号会导致游戏在启动时崩溃。
NDefines.NGraphics.COUNTRY_FLAG_TEX_MAX_SIZE = 2048 -- 它们之所以出现在基础游戏的 defines 文件中,是因为 NDefines 是一个单一的大数组,而在定义带成员的数组时,成员之间用逗号分隔。但是,命令之间不用逗号分隔。

这些内容放入一个单独的文件,并设置为在基础游戏 defines 之后求值,该文件按文件名使用 ASCII 字符 ID 排序。由于 0 的 ID 属于最早的字符之一——排在字母、其他数字和下划线之前——几乎任何文件名都可以。在基础游戏文件中,图形 defines 被设置为在基础游戏文件的最后一行合并进 NDefines。但是,由于 Lua 默认不会创建表的副本,基础游戏的 NDefines 中存放的是指向实际元素的指针,而这些元素无论如何都包含在 NDefines_Graphics 中。因此,修改 NDefines 或 NDefines_Graphics 都可以更改图形 defines。模组应绝不自身包含 00_defines.lua 和 00_graphics.lua 文件:这些文件即使在小型游戏更新中也常被改动,而文件中缺失某个 define 会导致模组不稳定,甚至可能在启动时崩溃。

NGame

名称 默认值 开发者注释 用法
START_DATE "1936.1.1.12" 默认开始日期,某些时长的基准(例如生产许可费用、AI 建造策略)
END_DATE "1949.1.1.1" 决定最终计分板显示的日期,除非正在进行一场足够重大的战争
MAP_SCALE_PIXEL_TO_KM 7.114 是的,我们算过了 把世界地图位图中的像素距离换算为游戏内距离,例如用于单位速度
SAVE_VERSION 25 1.16.0(Countenance) 存档文件的兼容版本
CHECKSUM_SALT "zwOdv5d9wm9uDSOT" 当游戏二进制文件发生变化但内容文件未变时,用于修改生成校验和的数据。
LAG_DAYS_FOR_LOWER_SPEED 10 降低游戏速度所需的客户端延迟天数
LAG_DAYS_FOR_PAUSE 25 暂停游戏速度所需的客户端延迟天数。
GAME_SPEED_SECONDS { 2.0, 0.5, 0.2, 0.1, 0.0 } 每一档的游戏速度。必须有 5 个条目,最后一项为 0 表示不设上限 对多人游戏模组很有用
MAJOR_PARTICIPANTS_FOR_MAJOR_WAR 3 一场战争被视为足够重大、即使已到结束日期也不结束游戏所需的最少主要国家参战数。
TRADE_ROUTE_RECALCULATE_FREQUENCY_DAYS 30 所有贸易路线的最大重新计算时间(0 表示不周期性重新计算贸易路线)
COMBAT_LOG_MAX_MONTHS 12 非空战战斗日志数据在此时长后被清除
MESSAGE_TIMEOUT_DAYS 60 在运行观战(handsoff)游戏时很有用。不需要玩家响应的弹出消息会在一段超时后自动隐藏。
INFO_MESSAGE_TIMEOUT_DAYS 3 同上,但针对不重要的消息。
AIR_LOG_TIMEOUT_HOURS 24 存储数据的数据 空战战斗日志数据在此时长后被清除
EVENT_TIMEOUT_DEFAULT 13 若未脚本设定,事件超时前的默认天数
MISSION_REMOVE_FROM_INTERFACE_DEFAULT 13 任务失败或完成后从界面移除前的默认天数
DECISION_ALERT_TIMEOUT_DAYS 30 玩家会收到事件或决议即将超时提醒时剩余的天数
FUEL_RESOURCE "oil" 为国家提供燃料的资源 If changed, localisation may need to be updated to make the icon show the new resource. The default values that can be 替换 are FUEL_DAILY_GAIN_FROM_OIL:0 "From $OIL$£resources_strip|1 : $NUM|H$"和FUEL_DAILY_GAIN_OIL_ONLY:0 "Daily Gain: $NUM|H$ (from $OIL|H$£resources_strip|1 )". £resources_strip|1 is a 文本图标 which may need to be updated, and $OIL$ shouldn't be changed.
MAX_EFFECT_ITERATION 1000 循环效果允许的最大迭代次数
MAX_SCRIPTED_LOC_RECURSION 30 脚本化本地化的最大递归次数
HANDS_OFF_START_TAG "HAI" 用于 -hands_off 运行时玩家国家的 tag。请使用一个现有的、较不可能影响游戏的 tag
ALERT_SFX_COOLDOWN_DAYS 14 播放一次警报音效后,在 XXX 天内不再播放同一音效,即使它再次触发。
MUSIC_PLAYER_RECENTLY_PLAYED_SIZE 10 音乐播放器会记录最近播放过的音乐,以尽量避免过于频繁地播放同一首曲子。此项决定最近播放列表中的最大曲目数。

NGeography

名称 默认值 开发者注释 用法
MEDITERRANEAN_SEA_REGIONS { 29, 68, 69, 168, 169, 202 } 被视为地中海一部分的海域

NDiplomacy

名称 默认值 开发者注释 用法
DIPLOMACY_REQUEST_EXPIRY_DAYS 30
BASE_SURRENDER_LEVEL 1.0 达到该等级时投降。有效值 0-1
MAX_TRUST_VALUE 100 信任值上限。
MIN_TRUST_VALUE -100 信任值下限。
MAX_OPINION_VALUE 100 好感度上限。
MIN_OPINION_VALUE -100 好感度下限。
BASE_TRUCE_PERIOD 180 基础停战期,单位为天。
TRUCE_PERIOD_AFTER_KICKING_FROM_FACTION 60 将某国踢出阵营后的停战期,单位为天。
NUM_DAYS_TO_ENABLE_KICKING_NEW_MEMBERS_OF_FACTION 90 可以踢出新加入的阵营成员所需的天数
NUM_DAYS_TO_ENABLE_REINVITE_KICKED_NATIONS 90 可以重新邀请被踢出的国家加入你的阵营所需的天数
BASE_NEGATIVE_OPINION_AFTER_BEING_KICKED 20 踢出一个国家后将获得的负面好感度
DECAY_RATE_OF_NEGATIVE_OPINION_AFTER_BEING_KICKED 1 负面好感度的每周衰减率
TRUCE_BREAK_COST_PP 200 通过加入战争或接受参战号召来打破停战的基础政治点数花费(在停战期结束前你不能自行宣战),该花费随后乘以停战剩余时间(因此停战过半后只需花费其中的 50%)
BASE_PEACE_PUPPET_FACTOR 100 建立傀儡国的基础系数,单位为 %。
BASE_PEACE_LIBERATE_FACTOR 100 解放的基础系数,单位为 %。
BASE_PEACE_TAKE_UNCONTROLLED_STATE_FACTOR 10.0 夺取你未控制的州的基础系数
BASE_PEACE_TAKE_FACTION_CONTROLLED_STATE_FACTOR 0.5 夺取你未控制、但阵营中其他国家控制的州的基础系数
BASE_PEACE_FORCE_GOVERNMENT_COST 100 迫使一个国家更换政府的基础花费。
PEACE_COST_FACTOR_CONTESTED_MAX 15 在和平会议中,花费根据该州被争夺的次数以及(对其他所有国家而言)无人争夺的时长来计算系数。为防止指数增长导致溢出,将争夺系数上限设为此值
PEACE_COST_FACTOR_UNCONTESTED_MAX 15 为防止指数增长导致溢出,将无争夺系数上限设为此值
PEACE_COST_FACTOR_CONTESTED_BID 1.20 对该州每一次被争夺的出价所计的花费系数。
PEACE_COST_FACTOR_UNCONTESTED_BID_MIN 1.15 出价在该州无人争夺的每一回合的最小花费系数。
PEACE_COST_FACTOR_UNCONTESTED_BID_MAX 1.60 出价在该州无人争夺的每一回合的最大花费系数。
PEACE_COST_FACTOR_UNCONTESTED_BID_STEP 0.15 无争夺花费系数每回合增加这么多。
PEACE_COST_FACTOR_CAPITAL_SHIP_IC 0.005 在和平会议中,每点 IC 夺取一艘主力舰的花费
PEACE_COST_FACTOR_SCREENING_SHIP_IC 0.005 在和平会议中,每点 IC 夺取一部分护航舰船的花费
PEACE_INCREASE_COST_FACTOR_PER_MISSING_PERCENT_FOR_CAPITULATION 0.0012 若败方尚未投降,则对投降等级与 BASE_SURRENDER_LEVEL 之间相差的每个百分点提高系数
PEACE_COST_FACTOR_COMPLIANCE_STEPS { 0, 1.0,
30, 0.9,
70, 0.8 }
如果和平行动发起方占领了该州,则根据顺从度获得折扣:这是一个表,第一个值是顺从度等级,第二个是顺从度在 0% 到 30% 之间时的系数,30% 到 70% 之间系数为 1.0,70% 以上
PEACE_COST_FACTOR_STACK_DEMILITARIZED_ZONE 0.25 在和平会议中,为和平行动添加一个可叠加项会使花费按百分比增加
PEACE_COST_FACTOR_STACK_WAR_REPARATION 0.25
PEACE_COST_FACTOR_STACK_RESOURCE_RIGHTS 0.25
PEACE_COST_FACTOR_STACK_DISMANTLE_INDUSTRY 0.25
PEACE_TIMED_EFFECT_LENGTH_DEMILITARIZED_ZONE 1825 和平会议可以设置限时效果,以天为单位设定时长,5 年
PEACE_TIMED_EFFECT_LENGTH_WAR_REPARATION 1825
PEACE_TIMED_EFFECT_LENGTH_RESOURCE_RIGHTS 1825
PEACE_TIMED_EFFECT_RATIO_CIVILIAN_FACTORY_WAR_REPARATION 0.5 通过可叠加的战争赔款夺取的民用工厂比例
INFLUENCE_NEUTRAL_DIST_CAPITAL 30.0 影响力花费修正基本上与距离成反比。附近的州更便宜,偏远的州更昂贵。我们基本上做两段线性插值:如果距离在 [0, NEUTRAL_DIST] 之间,则在 [MIN_DIST_COST_MODIFIER, 1.0] 之间对花费修正做线性插值;如果距离在 [NEUTRAL_DIST, MAX_DIST] 之间,则在 [1.0, MAX_DIST_COST_MODIFIER] 之间对花费修正做线性插值。下面的数值表示(像素距离 / INFLUENCE_DISTANCE_DIVISOR)到首都的距离,其花费修正为 1.0
INFLUENCE_MAX_DIST_CAPITAL 45.0 到首都的距离达到此值时花费修正为 INFLUENCE_MAX_DIST_COST_MODIFIER
INFLUENCE_NEUTRAL_DIST_CORE 6.0 到最近核心州的距离达到此值时花费修正为 1.0
INFLUENCE_MAX_DIST_CORE 13.0 到最近核心州的距离达到此值时花费修正为 INFLUENCE_MAX_DIST_COST_MODIFIER
INFLUENCE_NEUTRAL_DIST_CONTROLLED 14.0 到最近受控州的距离达到此值时花费修正为 1.0
INFLUENCE_MAX_DIST_CONTROLLED 20.0 到最近受控州的距离达到此值时花费修正为 INFLUENCE_MAX_DIST_COST_MODIFIER
INFLUENCE_MIN_DIST_COST_MODIFIER 0.70 最小(零)距离处的花费修正
INFLUENCE_MAX_DIST_COST_MODIFIER 1.00 最大距离处的花费修正
INFLUENCE_RATIO_CAPITAL 0.05 基于到首都距离的影响力占比
INFLUENCE_RATIO_CORE 0.45 基于到最近核心领土距离的影响力占比
INFLUENCE_RATIO_CONTROLLED 0.5 基于到最近受控领土距离的影响力占比(包括和平会议中无人争夺的出价)
INFLUENCE_DISTANCE_DIVISOR 22.0 在确定到首都 / 核心 / 受控州的距离时,用此值除像素距离。这只是缩放距离数值的一种任意方式。
INFLUENCE_PER_ADJACENCY 0.05 在和平会议中每个无人争夺的相邻州增加多少影响力(连成一片,不要蛇形延伸)
INFLUENCE_MAJOR_FACTOR 1.0 AI 主要国家获得多少影响力折扣(反向)
INFLUENCE_MINOR_FACTOR 1.0 AI 小国获得多少影响力折扣(反向)
PEACE_TRIGGER_AI_MAX_INFLUENCE_VALUE 0.99 pc_is_state_outside_influence_for_winner 触发器的最大影响力值
BASE_IMPROVE_RELATION_COST 10 发起改善关系所需的政治点数花费
BASE_IMPROVE_RELATION_SAME_IDEOLOGY_GROUP_MAINTAIN_COST 0.2 与同一意识形态国家提升关系时每次更新所需的政治点数花费
BASE_IMPROVE_RELATION_DIFFERENT_IDEOLOGY_GROUP_MAINTAIN_COST 0.4 与不同意识形态国家提升关系时每次更新所需的政治点数花费
BASE_SEND_ATTACHE_COST 100 派遣武官所需的政治点数花费
BASE_SEND_ATTACHE_CP_COST 50.0 派遣武官消耗的指挥点数
BASE_GENERATE_WARGOAL_DAILY_PP 0.2 制造战争目标的每日政治点数花费
WARGOAL_VERSUS_MAJOR_AT_WAR_REDUCTION -0.75 针对处于战争状态的主要国家制造战争目标的政治点数花费减免。
WARGOAL_WORLD_TENSION_REDUCTION -0.5 在世界紧张度 100% 时战争目标政治点数花费的减免,线性缩放
WARGOAL_JUSTIFY_TENSION_FROM_PRODUCTION 30.0 基础值,按该国相对最大国家的生产能力缩放
MIN_WARGOAL_JUSTIFY_COST 2.0 制造战争目标始终至少需要 10 天
WARGOAL_PER_JUSTIFY_AND_WAR_COST_FACTOR 1.5 每有一个与之交战或对其制造战争目标的国家所计的花费系数
WARGOAL_THREAT_MAX_TIME_RATIO 1.0 制造战争目标产生的威胁会缓慢累积,在完成进度达到此比例时达到 100%
BASE_BOOST_PARTY_POPULARITY_DAILY_PP 0.25 提升政党支持率的每日政治点数花费
BASE_BOOST_PARTY_POPULARITY_DAILY_DRIFT 0.1 该行动每日增加的支持率数值。
BASE_STAGE_COUP_DAILY_PP 0.5 策划政变的每日政治点数花费
BASE_STAGE_COUP_TOTAL_COST 200 策划政变的装备消耗系数。
NAP_EXPIRY_MONTHS 48 互不侵犯条约在此月数后到期
NAP_UNBREAKABLE_MONTHS 12 互不侵犯条约在此月数内不可打破
NAP_FORCE_BALANCE_RULE_MONTHS 6 互不侵犯条约的边境兵力平衡规则按此间隔变化
NAP_BREAK_FORCE_BALANCE_1 2.0 打破互不侵犯条约所需的边境旅比例 2-1
NAP_BREAK_FORCE_BALANCE_2 1.0 打破互不侵犯条约所需的边境旅比例 1-1
NAP_BREAK_FORCE_BALANCE_3 0.5 打破互不侵犯条约所需的边境旅比例 1-2
VERY_GOOD_OPINION 50 一个国家对你好感极佳的阈值。
VERY_BAD_OPINION -50 一个国家对你好感极差的阈值。
DIPLOMACY_HOURS_BETWEEN_REQUESTS 24 一个国家在发送新的外交请求前必须等待的时长。
TROOP_FEAR 1 在决定一国贸易意愿时,边境驻军带来的影响
FLEET_FEAR 1 在决定一国贸易意愿时,边境驻军带来的影响
IC_TO_EQUIPMENT_COUP_RATIO 0.1 计算策划政变花费的比例
VOLUNTEERS_PER_TARGET_PROVINCE 0.05 目标国家拥有的每个省份为此上限贡献这么多志愿军。
VOLUNTEERS_PER_COUNTRY_ARMY 0.05 来源国家拥有的每支陆军单位为此上限贡献这么多志愿军。
VOLUNTEERS_RETURN_EQUIPMENT 0.95 志愿军返回时保留这么多装备
VOLUNTEERS_TRANSFER_SPEED 14 将一支部队移交给另一国家所需的天数
VOLUNTEERS_DIVISIONS_REQUIRED 30 国家需要拥有这么多师才能派遣志愿军。
TENSION_STATE_VALUE 2 吞并一个州所获得的紧张度数值
TENSION_CIVIL_WAR_IMPACT 0.2 内战对紧张度的倍率。
TENSION_NO_CB_WAR 10 无开战理由的战争目标产生的紧张度数值
TENSION_CB_WAR 7 带有开战理由的战争产生的紧张度数值
TENSION_ANNEX_NO_CLAIM 2 吞并一个你未宣称的州所产生的紧张度数值
TENSION_ANNEX_CLAIM 0.5 吞并一个你确实已宣称的州所产生的紧张度数值
TENSION_ANNEX_CORE 0 吞并一个属于你核心的州所产生的紧张度数值
TENSION_PUPPET 1.25 建立傀儡国所产生的紧张度数值(每州)
TENSION_FORCE_GOVERNMENT 0.75 迫使更换政府所产生的紧张度数值(每州)
TENSION_VOLUNTEER_FORCE_DIVISION 0.2 每派遣一个师所产生的紧张度数值
TENSION_DECAY_DAILY 0.005 对于不再相关的威胁来源,紧张度每天衰减这么多。自 1.12.0 起取代 TENSION_DECAY
TENSION_SIZE_FACTOR 1.0 所有行动的紧张度数值都乘以该值
TENSION_TIME_SCALE_START_DATE "1936.1.1.12" 从该日期起,紧张度数值将被缩小(在此之前等于 1)
TENSION_TIME_SCALE_MONTHLY_FACTOR -0.005 从 TENSION_TIME_SCALE_START_DATE 开始,限时紧张度缩放将按此数值修改
TENSION_TIME_SCALE_MIN 0.25 限时紧张度缩放不会降到该值以下
TENSION_GUARANTEE -5
TENSION_FACTION_JOIN 4
TENSION_JOIN_ATTACKER 2 国家加入进攻方时增加的紧张度数值的缩放
TENSION_PEACE_FACTOR 0.25 和平达成时(宣战产生的)紧张度数值减少的缩放。
TENSION_LIBERATE -1 解放一个国家所产生的紧张度数值。
TENSION_TAKE_ONE_CAPITAL_SHIP 0.25 1 次夺取海军和平行动所产生的紧张度数值
TENSION_DEMILITARIZE_ZONE 0.25 在 1 个州上叠加非军事区所产生的紧张度数值,与该州基础威胁相乘
TENSION_WAR_REPARATION 0.25 在 1 个州上叠加战争赔款所产生的紧张度数值,与该州基础威胁相乘
TENSION_RESOURCE_RIGHTS 0.25 在 1 个州上叠加资源开采权所产生的紧张度数值,与该州基础威胁相乘
TENSION_DISMANTLE_INDUSTRY 0.25 在 1 个州上叠加拆除军事工业所产生的紧张度数值,与该州基础威胁相乘
TENSION_CAPITULATE 0.40 一个国家投降所产生紧张度数值的缩放。
GUARANTEE_COST 25 随已保障独立的国家数量缩放。
REVOKE_GUARANTEE_COST 25
BASE_CONDITIONAL_PEACE_WARESCORE_RATIO 0.5 败方能够投降所需的战争贡献比例。
BASE_CONDITIONAL_PEACE_MONTHS 3 战争持续时间必须达到此值才可能投降。
JOINING_NAP_WAR_PENALTY 0.2 打破不可打破的互不侵犯条约的战争支持度惩罚
BREAKING_GUARANTEE_PENALTY 0.2 违背保障独立的战争支持度惩罚
PEACE_SCORE_TRANSFERRED_TO_FACTION_LEADER 0.1 警告!如果你修改以下数值,应同步更新 games_rules_l_english.yml 中对应的本地化键。从阵营成员转移给阵营领袖的部分和平会议分数(若启用游戏规则)
PEACE_SCORE_RESET_LOW_SCORE_THRESHOLD 0.05 战争参与度低于此比例的胜方会把全部分数交给其他玩家
PEACE_SCORE_RESET_LOW_SCORE_MINIMUM_FOR_RECEIVER 0.1 如果没有胜方达到至少此战争参与度比例,则禁用上一条
PEACE_SCORE_SCALE_FACTOR 1.35 败方的总价值乘以该系数,即成为分配给胜方的默认和平会议总分。
PEACE_SCORE_MINOR_BOOST_FRACTION 0.05 分数较低的胜方会通过更早获得更多分数而得到加成。该值乘以本回合分配的总分数,即为他们将获得的最低分数(直到其分配到的总分用完为止)。
PEACE_SCORE_DISTRIBUTION { 0.2, 0.2, 0.2, 0.2, 0.2 } 示例:如果本回合向胜方分配 2000 分,且该值设为 0.05,则每个胜方至少获得 100 分(受其在会议期间将获得的最大分数限制)。你在前 n 回合中获得和平会议总分的多少。
PEACE_CONTEST_REFUND_FACTOR { 1.0, 0.92, 0.84, 0.76 } 对上文和平分数分配的进一步说明:{1.0} 会在第一回合就给你全部分数。{0.5, 0.5, 0.5} 会在前三个回合各给你总分的 50 %(此情况下共获得总分的 150 %)。争夺中已花费的和平会议分数有多少会被退还。第一个元素适用于第一轮冲突,第二个元素适用于第二轮冲突,依此类推。最后一个元素用于其后每一回合,因此将其设为例如 0.7 意味着此后每回合你可拿回已花费分数的 70 %。
PEACE_PLAY_SOUND_ON_NEW_TURN true 是否调用 'peace_conference_new_turn' 音频钩子
PEACE_PLAY_NEW_TURN_SOUND_ONLY_IF_NOT_ALREADY_PLAYING true 是否仅在 'peace_conference_new_turn' 音频钩子尚未播放时才播放(当玩家反复点击跳过/提交按钮时相关)
MAX_REMEMBERED_LEASED_IC 1000 为好感度加成而记住的租借装备价值上限
MAX_OPINION_FOR_LEASED_IC 30 记住 MAX_REMEMBERED_LEASED_IC 价值的装备时获得的好感度
MONTHLY_LEASED_IC_DECAY 35 每月「遗忘」多少租借装备
OPINION_PER_VOLUNTEER 3 每派遣一个志愿军师所获得的好感度加成
MAX_OPINION_FROM_VOLUNTEERS 30 每派遣一个志愿军师所获得的好感度加成
OPINION_FOR_DEMO_FROM_WT_GENERATION -2.0 如果我们制造世界紧张度,民主国家会对我们少多少好感
NOT_READY_FOR_WAR_BASE -50 如果尚未做好与相关敌人开战的准备,AI 应不愿接受参战号召。
FRONT_IS_DANGEROUS -100 如果前线过于危险,AI 应不愿接受参战号召。
NOT_READY_FOR_WAR_VAL_PER_DAY_SINCE_CALL 1 随时间修改「未准备好」基础值的数值。
PEACE_ACTION_MAX_COST 9999 和平行动花费的最大值(所有修正之后)
RESOURCE_SENT_AUTONOMY_DAILY_BASE 0.0 如果傀儡国向其宗主提供资源,其自治度至少增加这么多
RESOURCE_SENT_AUTONOMY_DAILY_FACTOR 0.005 如果傀儡国向其宗主提供资源,其自治度增加量按资源量乘以该系数计算
WAR_SCORE_AUTONOMY_BASE 0.0 傀儡国贡献任何战争贡献时增加的数值
WAR_SCORE_AUTONOMY_FACTOR 0.6 如果傀儡国产生战争贡献,其独立倾向会获得提升
LL_TO_OVERLORD_AUTONOMY_DAILY_BASE 0.0 如果傀儡国向宗主租借科技等级至少与自己相同的装备,则获得自治度
LL_TO_OVERLORD_AUTONOMY_DAILY_FACTOR 0.05 如果傀儡国向宗主租借科技等级至少与自己相同的装备,则获得自治度
LL_TO_PUPPET_AUTONOMY_DAILY_BASE 0.0 如果宗主向傀儡国租借科技等级高于自己的装备,傀儡国失去自治度
LL_TO_PUPPET_AUTONOMY_DAILY_FACTOR -0.01 如果宗主向傀儡国租借科技等级高于自己的装备,傀儡国失去自治度
AUTONOMY_FREEDOM_FROM_CAPITULATE 0.5 如果宗主投降,你获得此值
ATTACHE_TO_SUBJECT_EFFECT -0.05 如果宗主向附庸派遣武官,附庸失去自治度
ATTACHE_TO_OVERLORD_EFFECT 0.05 如果附庸向宗主派遣武官,附庸获得自治度
AUTONOMY_LEVEL_CHANGE_SANCTUARY 30 自治度等级变化后的天数,在此期间双方都不能提高或降低自治度等级。
AUTONOMY_LEVEL_CHANGE_PP_COST_BASE 50.0 改变自治度等级的基础花费
AUTONOMY_LEVEL_CHANGE_PP_ANNEX 300 吞并花费
AUTONOMY_LEVEL_CHANGE_PP_FREE 300 获得独立的花费
MAX_SCORE_DIFF_TO_CHANGE_AUTONOMY 10 允许变更时,当前自由分数与上一级或下一级上限之间的最大差值
MASTER_BUILD_AUTONOMY_FACTOR -0.7 建造带来的自治度增长按此缩放
VICTORY_POINT_WORTH_FACTOR 10 计算省份价值(投降)时的倍率
VICTORY_POINT_WORTH_FACTOR_WARSCORE 0.2 计算战争贡献的省份价值时每个胜利点的倍率
PROVINCE_WORTH_FROM_STATE_VALUE_FACTOR_WARSCORE 0.2 省份从州获得的、用于战争贡献的平均价值的倍率
CAPITAL_CAPITULATE_BONUS_SCORE 150 决定向谁投降时的额外加成(应用于首都持有者)
CAPITAL_CAPITULATE_BONUS_SCORE_MUL 1.5 决定向谁投降时的额外加成倍率(应用于首都持有者)
IDEOLOGY_JOIN_FACTION_MIN_LEVEL 0.3 加入阵营所需的意识形态门槛
JOIN_FACTION_LIMIT_CHANGE_AT_WAR 0.5 如果处于防御战争,此值或你的修正会被计入加入阵营的门槛(因此若你的加入门槛为 80%,现在意味着 50% 即可加入)
LICENSE_ACCEPTANCE_OPINION_FACTOR 0.4 生产许可请求接受度所受的好感度修正。
LICENSE_ACCEPTANCE_PUPPET_BASE 15 傀儡国请求生产许可时的接受度修正。
LICENSE_ACCEPTANCE_TECH_DIFFERENCE 2 每相差一年科技时的接受度修正。
LICENSE_ACCEPTANCE_TECH_DIFFERENCE_BASE 10 科技差距的接受度基础值
LICENSE_ACCEPTANCE_SAME_FACTION 20 处于同一阵营时的接受度修正
WARGOAL_COST_LEND_LEASE -0.25 租借(LL)对战争目标制造的花费修正
WARGOAL_COST_DOCKING_RIGHTS -0.2 停靠权对战争目标制造的花费修正
WARGOAL_COST_VOLUNTEERS -0.5 志愿军对战争目标制造的花费修正
ASSUME_FACTION_LEADERSHIP_PP_COST 200 接任阵营领袖所需的政治点数花费
ASSUME_FACTION_LEADERSHIP_MIN_MANPOWER_RATIO 2 一国为接任领袖,其人力相对于现任领袖必须达到的最低比例。
ASSUME_FACTION_LEADERSHIP_MIN_FACTORY_RATIO 1.5 一国为接任领袖,其工厂相对于现任领袖必须达到的最低比例。
ASSUME_FACTION_LEADERSHIP_COOLDOWN_DAYS 180 阵营成立或领袖变更后,其他国家被允许接任领袖所需经过的天数。
ASSUME_FACTION_SPYMASTER_COOLDOWN_DAYS 180 特工大师变更后,其他国家被允许成为特工大师所需经过的天数。
FACTION_LEADERSHIP_CHANGE_ALERT_THRESHOLD 0.8 当某阵营成员接近能够接任玩家当前领导的阵营领袖时显示警报的阈值。
FACTION_LEADERSHIP_CHANGE_NOT_SUBJECT_WEIGHT 2 在判断阵营成员距接任领袖有多近时,附庸地位的权重。
FACTION_LEADERSHIP_CHANGE_NOT_CAPITULATED_WEIGHT 2 在判断阵营成员距接任领袖有多近时,投降状态的权重。
FACTION_LEADERSHIP_CHANGE_IN_ALL_WARS_WEIGHT 1 在判断阵营成员距接任领袖有多近时,未参与阵营领袖全部战争的权重。
FACTION_LEADERSHIP_CHANGE_COOLDOWN_WEIGHT 1 在判断阵营成员距接任领袖有多近时,领袖变更冷却的权重。
FACTION_LEADERSHIP_CHANGE_MANPOWER_WEIGHT 2 在判断阵营成员距接任领袖有多近时,前线人力的权重。
FACTION_LEADERSHIP_CHANGE_FACTORY_WEIGHT 2 在判断阵营成员距接任领袖有多近时,工厂数量的权重。
EMBARGO_COST 100 一次性花费
REVOKE_EMBARGO_COST 0 解除已有禁运的花费
EMBARGO_THREAT_THRESHOLD 30 允许实施禁运的目标产生威胁阈值(受修正影响)
EMBARGO_SAME_IDEOLOGY_AI_WEIGHT -20 相同意识形态的 AI 权重
EMBARGO_DIFFERENT_IDEOLOGY_AI_WEIGHT 15 不同意识形态的 AI 权重
EMBARGO_DIFFERENT_IDEOLOGY_AT_OFFENSIVE_WAR_AI_WEIGHT 10 不同意识形态且处于进攻战争中的 AI 权重(与上一条叠加)
EMBARGO_RECIPIENT_IS_MAJOR_AI_WEIGHT 10 接收方为主要国家的 AI 权重
EMBARGO_NEIGHBOUR_AI_WEIGHT -10 对邻国实施禁运的 AI 权重(邻国又大又可怕,我们应考虑不要这么做)
EQUIPMENT_PURCHASE_ACCEPTANCE_OPINION 1.1 好感度的接受度系数
EQUIPMENT_PURCHASE_ACCEPTANCE_SAME_IDEOLOGY 15 相同意识形态时增加的接受度数值
EQUIPMENT_PURCHASE_ACCEPTANCE_SCRIPTED_IDEOLOGY_ACCEPTANCE 1.0 脚本化意识形态接受度修正的接受度系数
EQUIPMENT_PURCHASE_ACCEPTANCE_TRADE_INFLUENCE 0.70 贸易影响力的接受度系数(由基础值调整而来)
EQUIPMENT_PURCHASE_ACCEPTANCE_COMPETING_FACTIONS -30 两国都处于阵营且阵营不同时增加的接受度数值
EQUIPMENT_PURCHASE_ACCEPTANCE_EMBARGO -200 任一方对另一方实施禁运时增加的接受度数值
EQUIPMENT_PURCHASE_ACCEPTANCE_NON_AGGRESSION_PACT 25 两国之间存在互不侵犯条约时增加的接受度数值
MARKET_ACCESS_ACCEPTANCE_OPINION 1.1 好感度的接受度系数
MARKET_ACCESS_ACCEPTANCE_SAME_IDEOLOGY 15 相同意识形态时增加的接受度数值
MARKET_ACCESS_ACCEPTANCE_SCRIPTED_IDEOLOGY_ACCEPTANCE 1.0 脚本化意识形态接受度修正的接受度系数
MARKET_ACCESS_ACCEPTANCE_TRADE_INFLUENCE 0.70 贸易影响力的接受度系数(由基础值调整而来)
MARKET_ACCESS_ACCEPTANCE_COMPETING_FACTIONS -30 两国都处于阵营且阵营不同时增加的接受度数值
MARKET_ACCESS_ACCEPTANCE_EMBARGO -200 任一方对另一方实施禁运时增加的接受度数值
MARKET_ACCESS_ACCEPTANCE_NO_TRADE_ROUTE -100 两国之间没有有效贸易路线时增加的接受度数值
MARKET_ACCESS_ACCEPTANCE_NON_AGGRESSION_PACT 25 两国之间存在互不侵犯条约时增加的接受度数值

NCountry

名称 默认值 开发者注释 用法
EVENT_PROCESS_OFFSET 20 每个国家或州每 X 天检查一次事件(1 最理想,但占用 CPU 较多)
BASE_RESEARCH_SLOTS 2 每个国家的基础科研槽数量。
POPULATION_YEARLY_GROWTH_BASE 0.015 每年基础人口增长,用于计算每月人力增长
RESISTANCE_STRENGTH_FROM_VP 0.001 每点胜利点分数带来多少抵抗强度增长速率。
RESISTANCE_STRENGTH_FROM_NEIGHBORS 0.5 乘以抵抗度从一个州向其邻州扩散的量。一个州会扩散其胜利点带来的抵抗度增长与任一邻州扩散量的一半中较高的那个,再乘以该值
RESISTANCE_DECAY_WHEN_NO_GROWTH 0.005 如果没有任何因素使其增长(没有胜利点,也没有来自邻州的扩散),抵抗度每天下降这么多
REINFORCEMENT_DIVISION_PRIORITY_COUNT 3 师编制中有多少个优先级别?0)预备役,1)普通,2)精锐。
REINFORCEMENT_DIVISION_PRIORITY_DEFAULT 1 每个编制默认为 1)普通
REINFORCEMENT_THEATER_GROUP_PRIORITY_DEFAULT 1 每个战区集群默认为 1)普通
REINFORCEMENT_THEATRE_PRIORITY_COUNT 3 与师的情况相同……
REINFORCEMENT_THEATRE_PRIORITY_DEFAULT 1
REINFORCEMENT_AIRBASE_PRIORITY_COUNT 3
REINFORCEMENT_AIRBASE_PRIORITY_DEFAULT 1
REINFORCEMENT_DELIVERY_SPEED_MIN 0.6 从补给区域到首都的距离应对速度只有很小影响。惩罚的主要因素是过度拥挤的区域,而不是路线长度。
REINFORCEMENT_EQUIPMENT_DELIVERY_SPEED 0.3 陆军装备补充速度的修正
REINFORCEMENT_MANPOWER_DELIVERY_SPEED 10.0 陆军人力补充投送速度(行进时间)的修正
REINFORCEMENT_MANPOWER_CHUNK 0.1 人力补充投送的批量大小,以编制所需总人力的 % 表示。
EQUIPMENT_UPGRADE_CHUNK_MAX_SIZE 10 每次更新时装备升级分配的最大批量。
COUNTRY_SCORE_MULTIPLIER 1.0 国家分数的权重。
ARMY_SCORE_MULTIPLIER 0.15 基于陆军数量。
AIR_SCORE_MULTIPLIER 0.1 基于飞机数量(通常很多)。
INDUSTRY_SCORE_MULTIPLIER 1.0 基于工厂数量。
PROVINCE_SCORE_MULTIPLIER 0.1 基于控制的省份数量。
NUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_INFRA 0.2 对省份实施核打击时降低敌方国家战争支持度,该数值随基础设施缩放,最高为此数值
NUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_VP 3 如果该省份的胜利点少于该值,战争支持度效果将按比例缩小
THERMONUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_INFRA 0.2 对省份实施核打击时降低敌方国家战争支持度,该数值随基础设施缩放,最高为此数值
THERMONUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_VP 3 如果该省份的胜利点少于该值,战争支持度效果将按比例缩小
WEEKLY_STABILITY_GAIN 0.0
WEEKLY_WAR_SUPPORT_GAIN 0.0
SUPPLY_CONVOY_FACTOR 0.25 每单位补给需要多少运输船队
CONVOY_RANGE_FACTOR 1 航程对资源贸易和补给的运输船队需求影响有多大
CONVOY_LENDLEASE_RANGE_FACTOR 1 航程对租借的运输船队需求影响有多大
CONVOY_INTERNATIONAL_MARKET_RANGE_FACTOR 1 航程对国际市场的运输船队需求影响有多大
LOCAL_MANPOWER_ACCESSIBLE_NON_CORE_FACTOR 0.02 可征募人力系数基础值
MAX_NON_CORE_MANPOWER_FACTOR 1.0 各州可征募本地非核心人力系数的最大值上限
DEFAULT_STABILITY 0.5 若未脚本另行设定,则为默认稳定度。 Also used for calculating the modifiers applied to the country with the stability_good_modifier和stability_bad_modifier 静态修正, multiplying the relevant modifiers by \frac |Current Stability-DEFAULT STABILITY|DEFAULT STABILITY. Highly unstable on the low values and completely disables the modifier if set to 0.
DEFAULT_WAR_SUPPORT 0.5 若未脚本另行设定,则为默认战争支持度。 Also used for calculating the modifiers applied to the country with the war_support_good_modifier和war_support_bad_modifier 静态修正, multiplying the relevant modifiers by \frac |Current War Support-DEFAULT WAR SUPPORT|DEFAULT WAR SUPPORT. Highly unstable on the low values and completely disables the modifier if set to 0.
BASE_STABILITY_WAR_FACTOR -0.2 默认稳定度战争系数
BASE_STABILITY_PARTY_POPULARITY_FACTOR 0.15 默认稳定度执政党支持率系数
MIN_COUP_STABILITY_FACTOR 0.0 稳定度中政变系数的最小值
MAX_COUP_STABILITY_FACTOR 2.0 稳定度中政变系数的最大值
MIN_COUP_SUCCESS_STABILITY 0.8 会发动政变时的最高稳定度
WAR_SUPPORT_OFFNSIVE_WAR -0.2 处于进攻战争中的影响
WAR_SUPPORT_DEFENSIVE_WAR 0.2 处于防御战争中的影响
WAR_SUPPORT_TENSION_IMPACT 0.4 世界紧张度的总影响
MIN_STABILITY 0.0
MAX_STABILITY 1.0
MIN_WAR_SUPPORT 0.0
MAX_WAR_SUPPORT 1.0
FRONT_PROVINCE_SCORE 20 一条前线上单个省份的最高分数。用于敌方部队警报
MAJOR_IC_RATIO 3 相对于其他国家被认定为主要国家所需的工厂总数差值
MAJOR_MIN_FACTORIES 35 至少需要这么多工厂才能成为主要国家
MAX_INTELLIGENCE_DIFFERENCE 10.0 (旧情报系统)国家之间情报等级的最大差值
INTEL_FROM_ALLIANCE_FACTOR 0.3 乘以某国情报值与阵营内最高值之间的差值,以计算从阵营流入该国的情报量。0 表示阵营不提供任何贡献,1 表示该国情报值与阵营内最高值相同。
MAX_INTELLIGENCE_DATA_DEVIATION 1.0 (旧情报系统)估算默认间谍活动数值时的最大偏差( 0.0 - 1.0 )
MAX_INTELLIGENCE_MILITARY_DATA_DEVIATION 1.0 (旧情报系统)估算敌方军事单位数量时的最大偏差( 0.0 - 1.0 )
MAX_INTELLIGENCE_NAVY_DATA_DEVIATION 0.3 (旧情报系统)估算敌方舰船数量时的最大偏差( 0.0 - 1.0 )
MAX_INTELLIGENCE_AIR_DATA_DEVIATION 1.0 (旧情报系统)估算敌方飞机数量时的最大偏差( 0.0 - 1.0 )
MAX_INTELLIGENCE_CONVOY_DATA_DEVIATION 0.3 (旧情报系统)估算敌方运输船队数量时的最大偏差( 0.0 - 1.0 )
MAX_INTELLIGENCE_MANPOWER_DATA_DEVIATION 0.4 (旧情报系统)估算敌方总人力数量时的最大偏差( 0.0 - 1.0 )
MAX_INTELLIGENCE_FIELDED_MANPOWER_DATA_DEVIATION 0.35 (旧情报系统)估算敌方在编人力数量时的最大偏差( 0.0 - 1.0 )
MAX_INTELLIGENCE_INDUSTRY_DATA_DEVIATION 0.4 (旧情报系统)估算敌方工业总量时的最大偏差
MIN_MANPOWER_RATIO 0.15 显示人力警报所需的最低人力比例
ARMY_IMPORTANCE_FACTOR 5.0 用于 AI 与计算的陆军系数
TERRAIN_IMPORTANCE_FACTOR 5.0 州战略价值的地形基础系数
VICTORY_POINTS_IMPORTANCE_FACTOR 5.0 用于 AI 与计算的州胜利点重要度系数
BUILDING_IMPORTANCE_FACTOR 3.0 用于 AI 与计算的州建筑重要度系数
RESOURCE_IMPORTANCE_FACTOR 1.0 用于 AI 与计算的州资源重要度系数
INTERPOLATED_FRONT_STEPS_SHORT 2 性能优化——插值前线的步数。非 AI 国家获得完整插值前线,其余国家使用其优化版本。
MIN_AIR_RESERVE_RATIO 0.33 显示空军预备役警报所需的最低人力比例
POLITICAL_POWER_LOWER_CAP -500.0 国家应拥有的政治点数下限
POLITICAL_POWER_UPPER_CAP 2000.0 国家应拥有的政治点数上限
RESISTANCE_IMPORTANT_LEVEL 0.25 抵抗度达到该等级时变得危险
RESISTANCE_IMPORTANT_COUNTRY_LEVEL 0.25 一国平均抵抗度达到该等级时变得危险
MIN_MAJOR_COUNTRIES 7 MIN_MAJOR_COUNTRIES 个工厂最多的国家将被视作主要国家
ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO 0.7 当某国工厂数超过工厂数排名前 MIN_MAJOR_COUNTRIES 的国家平均值乘以 ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO 时,该国也会被视作主要国家
BASE_TENSION_MAJOR_COUNTRY_INDEX 1 缩放产生的世界紧张度时,哪一个主要国家应被视为基准国家。0 表示工厂最多的国家,1 表示工厂数第二多的国家,依此类推。该数值必须小于 MIN_MAJOR_COUNTRIES
MIN_NAVAL_SUPPLY_EFFICIENCY 0.1 补给被视为经由海上路线从首都送达所需的最低比例
PARADROP_AIR_SUPERIORITY_RATIO 0.7 执行空降所需的制空权最低比例
STATE_VALUE_BASE 10.0 州的基础价值(该价值用于确定和平会议等场合的花费)
STATE_VALUE_BUILDING_SLOTS_MULT 4.0 一个州中每个建筑槽位的价值
STATE_VALUE_MANPOWER_FACTOR 0.1 每 10k 人口按此提高州花费(因此 3.1M 变为 310,再乘以该值)
INVASION_REPORT_EXPERATION_DAYS 30 登陆作战报告的有效天数
MIN_FOCUSES_FOR_CONTINUOUS 10 解锁持续性焦点所需的焦点数量
AUTONOMOUS_TOTAL_SCORE 5000 自治度等级的总分数
AUTONOMOUS_SPILLOVER 0.025 可结转到下一等级的总分数
CIVIL_WAR_INVOLVEMENT_MIN_TENSION 0.5 使其他国家卷入内战的世界紧张度基础值
UNCAPITULATE_LEVEL 0.1 若我们夺回这一比例的领土以及首都,则重置投降状态
BASE_SURRENDER_LIMIT 0.8 国家投降所需的基础占领比例
SURRENDER_LIMIT_MULT_FOR_COUNTRIES_WITH_NO_CORES 0.7 不拥有核心领土的国家,其投降界限将乘以该数值
MIN_SURRENDER_LIMIT 0.2 最低非强制投降界限。有效值 0-1
BASE_MOBILIZATION_SPEED 0.01 人力动员的基础速度 #以 1% 的 1/1000 为单位(即 0.001%)
INTERCEPTION_WAR_SUPPORT_SCALE 0.00001 拦截对战争支持度影响的缩放系数
INTERCEPTION_BOMBING_WAR_SUPPORT_IMPACT 0.3 拦截对战争支持度的最大影响
BOMBING_WAR_SUPPORT_PENALTY_SCALE -0.00015 轰炸机造成的破坏对战争支持度影响的缩放系数,将每周作为战争支持度惩罚累加
MAX_BOMBING_WEEKLY_WAR_SUPPORT_PENALTY -0.006 每周因轰炸机造成的破坏而获得的最大惩罚
BOMBING_WEEKLY_WAR_SUPPORT_PENALTY_DECAY 0.001 轰炸机破坏所致的战争支持度惩罚的每周衰减
MAX_BOMBING_WAR_SUPPORT_IMPACT -0.3 轰炸机造成的破坏带来的最大总惩罚
HEROES_BEING_KILLED_WAR_SUPPORT_PENALTY_SCALE -0.03 战斗英雄人力损失对战争支持度影响的缩放系数,将每周作为战争支持度惩罚累加
MAX_HEROES_BEING_KILLED_WEEKLY_WAR_SUPPORT_PENALTY -0.006 每周因战斗英雄人力损失而获得的最大惩罚
HEROES_BEING_KILLED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY 0.001 战斗英雄人力损失所致的战争支持度惩罚的每周衰减
MAX_HEROES_BEING_KILLED_WAR_SUPPORT_IMPACT -0.3 战斗英雄人力损失带来的最大总惩罚
WAR_SUPPORT_FROM_CASUALTIES 0.025 计算战斗英雄阵亡的基础值(取倒数)
CONVOYS_BEING_RAIDED_WAR_SUPPORT_PENALTY_SCALE -0.05 贸易运输船队遭袭对战争支持度影响的缩放系数,将每周作为战争支持度惩罚累加
MAX_CONVOYS_BEING_RAIDED_WEEKLY_WAR_SUPPORT_PENALTY -0.006 每周因贸易运输船队遭袭而获得的最大惩罚
CONVOYS_BEING_RAIDED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY 0.001 贸易运输船队遭袭所致的战争支持度惩罚的每周衰减
MAX_CONVOYS_BEING_RAIDED_WAR_SUPPORT_IMPACT -0.5 贸易运输船队遭袭带来的最大总惩罚
FEMALE_UNIT_LEADER_BASE_CHANCE { 0.5, 0.5, 0.5, 0.5, 0.5 } 作为系数作用于女性部队指挥官随机化,如果你实际上没有随机头像国家领导人陆军将领海军将领空军将领特工,该值需为零
CONVOYS_SUNK_MULTIPLIER_FOR_WAR_SUPPORT 0.2 一旦贸易运输船队被击沉,你的战争支持度将受到更大的负面影响
CONVOYS_BEING_RAIDED_DAILY_WAR_SUPPORT_IMPACT_FROM_OVERSEA_STATES 0.2 资源运输船队中来自我方各州的运输船队遭袭时,将根据该资源的重要程度以及运输船队的低效程度给予每日战争支持度惩罚
CONVOYS_SUNK_MULTIPLIER_FOR_WAR_SUPPORT_FROM_OVERSEA_STATES 0.2 一旦来自我方各州的资源运输船队被击沉,你的战争支持度将受到更大的负面影响
CONVOYS_BEING_RAIDED_DAILY_WAR_SUPPORT_IMPACT 0.2 贸易运输船队遭袭时,将根据该资源的重要程度以及运输船队的低效程度给予每日战争支持度惩罚
MAX_PROPAGANDA_STABILITY_IMPACT -0.2 特工在他国执行宣传任务造成的最大总惩罚
MAX_PROPAGANDA_WAR_SUPPORT_IMPACT -0.2 特工在他国执行宣传任务造成的最大总惩罚
PROPAGANDA_STABILITY_DAILY_DECAY 0.001 宣传行动每天恢复的稳定度
PROPAGANDA_WAR_SUPPORT_DAILY_DECAY 0.001 战争支持度行动每天恢复的战争支持度
NUM_DAYS_TO_FULLY_DELETE_STOCKPILED_EQUIPMENT 90 从库存中完全删除装备所需的天数。当你删除装备时,它们会进入一个临时的隐藏池,该池仍可被缴获
AIR_SUPPLY_CONVERSION_SCALE 0.01 飞机转换为空中补给的换算系数
AIR_SUPPLY_DROP_EXPIRATION_HOURS 168 空投后补给的持续小时数
STARTING_COMMAND_POWER 0.0 每个国家的初始指挥点数
BASE_MAX_COMMAND_POWER 80.0 指挥点数上限的基础值
BASE_COMMAND_POWER_GAIN 0.4 每日指挥点数获取的基础值
AIR_VOLUNTEER_PLANES_RATIO 0.2 可派出志愿飞机数量与派出国空军规模之比
AIR_VOLUNTEER_BASES_CAPACITY_LIMIT 0.1 可派出志愿飞机数量与接收国空军基地容量之比
ATTACHE_XP_SHARE 0.15 国家从武官处获得的经验
SPECIAL_FORCES_CAP_BASE 0.05 特种部队营的最大数量,等于非特种部队营总数乘以该值,并受国家修正影响
SPECIAL_FORCES_CAP_MIN 24 无论你拥有多少非特种部队营,你都至少可以拥有这么多特种部队营,该值同样可受国家修正影响
DAYS_OF_WAR_BEFORE_SURRENDER 7 一场战争必须持续多少天后,其中任何一方才能投降
FUEL_LEASE_CONVOY_RATIO 0.0005 每单位燃料租借所需的运输船队数量
STARTING_FUEL_RATIO 0.25 各国初始燃料与最大燃料之比
BASE_FUEL_GAIN_PER_OIL 2 每份过剩石油每小时提供的基础燃料量
BASE_FUEL_GAIN 2.0 每小时获得的基础燃料量,与过剩石油无关
BASE_FUEL_CAPACITY 50000 燃料容量的基础值
SCORCHED_EARTH_STATE_COST 5 焦土化一个州的政治点数花费
COUNTRY_MANPOWER_CAPITULATED_FREE_POOL_FACTOR 0.1 无领土的流亡国家所保留的常规人力数量的系数。
COUNTRY_MANPOWER_CAPITULATED_CORE_GAIN_FACTOR 0.001 流亡国家获得的常规人力数量的系数。来自被敌方控制的己方拥有的州。代码中州人力按 1000 的系数缩减。
COUNTRY_MANPOWER_CAPITULATED_NON_CORE_GAIN_FACTOR 0.001 流亡国家获得的常规人力数量的系数。来自被敌方控制的己方拥有的州。代码中州人力按 1000 的系数缩减。
GIE_MAX_LEGITIMACY 100 流亡政府的合法性上限
GIE_CAPITULATE_MAX_STOCKPILE_TRANSFER 0.1 0-1 库存转移比例。投降时根据初始合法性从 0 到该值。
GIE_CAPITULATE_MIN_LEGIT_FOR_TRANSFER 5 0-100 初始合法性至少达到该值才会转移任何装备。
GIE_CAPITULATION_LEGITIMACY_WARSCORE_FACTOR 0.5 将战争贡献百分比乘以该系数,作为初始合法性的一部分。(0.5 表示 50 % 的战争贡献可带来 25 点额外合法性)
GIE_CAPITULATION_LEGITIMACY_WARLENGTH_FACTOR 1.0 将战争持续时间(周数)乘以该系数,作为初始合法性的一部分。(1.0 表示 30 周的战争可带来 30 点额外合法性)
GIE_WARSCORE_GAIN_LEGITIMACY_FACTOR 1 流亡政府部队获得的战争贡献转化为合法性的系数。
GIE_HOST_CIC_FROM_LEGITIMACY_MAX 5 东道国将获得 0 到该值之间的 CIC。
GIE_HOST_MIC_FROM_LEGITIMACY_MAX 5 东道国将获得 0 到该值之间的 MIC。
GIE_HOST_DOCKYARDS_FROM_LEGITIMACY_MAX 0 东道国将获得 0 到该值之间的船坞。
GIE_VETERAN_MANPOWER_NON_CORE_GAIN_FACTOR 0.005 从被敌方控制的己方拥有的州获得的人力数量的系数。代码中州人力按 1000 的系数缩减。
GIE_VETERAN_MANPOWER_CORE_GAIN_FACTOR 0.01 从被敌方控制的己方拥有的州获得的人力数量的系数。代码中州人力按 1000 的系数缩减。
GIE_MANPOWER_TOTAL_MAX_FACTOR 0.5 可从己方拥有的州获得的流亡人力上限的系数。接近该上限时收益递减。代码中按 100 的系数缩减。
GIE_MANPOWER_RATO_OF_MAX_START_PENALTY 0.5 当已征召人力达到最大人力的这一比例时,开始施加惩罚。
GIE_MANPOWER_GAIN_PENALTY_MAX 0.95 流亡人力增长的最大惩罚。
GIE_EXILE_AIR_RECRUITMENT_LEGITIMACY 50 招募流亡航空队所需的合法性
GIE_EXILE_AIR_START_EXPERIENCE 3 流亡航空队的初始经验
GIE_EXILE_TROOP_RECRUITMENT_LEGITIMACY 25 招募流亡部队所需的合法性
GIE_EXILE_TROOPS_DEPLOY_TRAINING_MAX_LEVEL 2 流亡部队可通过训练获得的最大经验
GIE_EXILE_ARMY_LEADER_LEGITIMACY_LEVELS { 30, 60, 90 } 获得新陆军将领的合法性等级。
GIE_EXILE_ARMY_LEADER_START_LEVEL 3 流亡将领的初始等级
GIE_ESCAPING_DIVISIONS_TRANSFER_DAYS 30 将逃离的师移交给东道国所需的天数
GIE_ESCAPING_DIVISIONS_XP_BOOST 0.4 逃离的师会获得经验加成。只有最顽强的硬汉才会团结起来活下来,让我割下一百张纳粹头皮……或者死而后已……
GIE_DIVISION_ATTACK_BONUS_AGAINST_OCCUPIER 0.1 对占领你核心领土者的进攻加成系数。
GIE_DIVISION_DEFENSE_BONUS_AGAINST_OCCUPIER 0.1 对占领你核心领土者的进攻加成系数。
GIE_DIVISION_ATTACK_BONUS_ON_CORE 0.1 在核心领土上作战时的进攻加成系数。
GIE_DIVISION_DEFENSE_BONUS_ON_CORE 0.1 在核心领土上作战时的防御加成系数。
GIE_ESCAPING_DIVISIONS_EQUIPMENT_RATIO 0.2 逃离部队的基础装备比例。
GIE_ESCAPING_DIVISIONS_AMOUNT_RATIO 0.1 成功逃离的师数量比例。随初始合法性缩放
GIE_LIBERATED_NATION_DAILY_LEGITIMACY_CHANGE -1.5 未投降的流亡政府若被完全解放,其合法性将每天按该数值变化。当合法性降至 0 时将自动复国。
GIE_EXILE_TRANSFER_ON_LEADER_CAPITULATION_MANPOWER_FACTOR 0.1 当阵营领袖投降、受庇护的流亡政府被移交时,所保留流亡人力的系数。
GIE_CONVOY_ON_CREATION 10 流亡政府成立时获得的运输船队数量。
SURRENDER_LIMIT_REDUCTION_PER_COLLABORATION 0.3 每 1% 的合作度将按该百分比降低投降界限
SURRENDER_RECIPIENT_SCORE_PER_COLLABORATION 1.0 在游戏计算敌方向哪一国家投降时,拥有合作度的国家将获得加成
COMPLIANCE_PER_COLLABORATION 1.0 每 1% 的合作度将在投降时转换为该数量的顺从度
WILL_LEAD_TO_WAR_FOCUS_PERSISTENCE 60 已导致战争的已点选焦点在被点选后仍会让 AI 按这么多天进行战争准备
WILL_LEAD_TO_WAR_DECISION_PERSISTENCE 30 已导致战争的决议在被点选/冷却/超时后仍会让 AI 按这么多天进行战争准备
ARMY_COUNT_DAILY_LERP_FOR_TRAINING_XP 0.002 训练经验计算中使用的军队数量每日向实际数量插值逼近(若实际数量更低)
ARMY_COUNT_DAILY_DECREASE_FOR_TRAINING_XP 0.1 训练经验计算中使用的军队数量每日线性逼近该数值(若实际数量更低)

NResistance

名称 默认值 开发者注释 用法
INITIAL_STATE_RESISTANCE 1.0 州被占领后的初始抵抗度百分比
INITIAL_STATE_COMPLIANCE 0.0 州被占领后的初始顺从度百分比
COMPLIANCE_FACTOR_ON_STATE_CONTROLLER_CHANGE -0.5 当州的控制者变更时适用的顺从度系数(在盟友之间转移时适用;若被原属国夺回,则顺从度归零)
RESISTANCE_COOLDOWN_WHEN_DISABLED -0.25 当州被其原属主夺回时的抵抗度冷却(此时顺从度归零)
RESISTANCE_TARGET_BASE 35.0 基础抵抗度目标百分比
RESISTANCE_TARGET_MODIFIER_HAS_CLAIM -5.0 我们拥有宣称的州的抵抗度目标修正,单位为 %
RESISTANCE_TARGET_MODIFIER_PER_STABILITY_LOSS 0.2 稳定度每低于 100% 时的抵抗度目标修正
RESISTANCE_TARGET_MODIFIER_PER_COMPLIANCE -0.5 每 1% 顺从度的抵抗度目标修正
RESISTANCE_TARGET_MODIFIER_IS_AT_PEACE -10.0 处于和平状态时的抵抗度目标修正
RESISTANCE_TARGET_MODIFIER_STATE_VP { 0, 0.0, 5, 5.0, 20, 10.0, 50, 20.0 } 胜利点的抵抗度目标修正数值对。第一项为州内胜利点总数,第二项为该阈值所适用的目标修正量 0 - 5 5 - 20 20 - 50 50 - ...
RESISTANCE_TARGET_MODIFIER_OCCUPIED_CAPITULATED 10.0 敌方已投降时的抵抗度目标修正
RESISTANCE_TARGET_MODIFIER_OCCUPIED_IS_EXILE_MIN 2.0 流亡国家抵抗度目标修正的最小值与最大值。使用合法性进行插值
RESISTANCE_TARGET_MODIFIER_OCCUPIED_IS_EXILE_MAX 20.0
RESISTANCE_TARGET_MODIFIER_POP_LOW -20.0 我们将抵抗度目标降低多少
RESISTANCE_TARGET_MODIFIER_POP_VERY_LOW -50.0 我们拥有宣称的州的抵抗度目标修正,单位为 %
RESISTANCE_POP_LOW_CUTOFF 10000
RESISTANCE_POP_VERY_LOW_CUTOFF 1000
RESISTANCE_TARGET_MIN_CAP_FOR_NON_COMPLIANCE 10 对于非顺从度来源,最低抵抗度目标将被限制到该百分比
RESISTANCE_DECAY_BASE 0.1 基础抵抗度衰减
RESISTANCE_DECAY_MIN 0.01 最小抵抗度衰减
RESISTANCE_DECAY_MAX 100.0 最大抵抗度衰减
RESISTANCE_DECAY_MODIFIER_HAS_CLAIM 25.0 我方宣称的抵抗度衰减修正
RESISTANCE_DECAY_MODIFIER_FACTORS { 10, -50, 20, -25 } 抵抗度衰减修正:当抵抗度低于 10% 时衰减获得 -50% 修正,低于 20% 时衰减获得 -25% 修正
MIN_DAMAGE_TO_GARRISONS_MODIFIER 0.1 适用于抵抗度攻击对驻军造成的损失的修正,最多可降低到该数值
RESISTANCE_GROWTH_BASE 0.2 基础抵抗度增长
RESISTANCE_GROWTH_MIN 0.01 最小抵抗度增长
RESISTANCE_GROWTH_MAX 100.0 最大抵抗度增长
COMPLIANCE_GROWTH_BASE 0.075 基础顺从度增长
COMPLIANCE_GROWTH_MIN -100.0 最小顺从度增长
COMPLIANCE_GROWTH_MAX 100.0 最大顺从度增长
COMPLIANCE_GROWTH_IS_AT_PEACE 10 和平时期的顺从度增长加成
COMPLIANCE_GROWTH_HAS_CLAIM 5 州拥有宣称时的顺从度增长加成
COMPLIANCE_DECAY_AT_MAX_COMPLIANCE -0.083 随着顺从度提高,其衰减速度取决于其数值。顺从度应在某个数值上稳定下来,直到其增长发生变化
COMPLIANCE_DECAY_PER_EXILE_LEGITIMACY -0.015 合法性越高,顺从度的衰减越大
RESISTANCE_RATIO_DIFF_TO_SPREAD 0.5 两个相邻州之间的抵抗度差值将按该比例扩散(从抵抗度最高的州向较低的州扩散,且每个州只会被扩散一次)
RESISTANCE_ACTIVITY_CHANCE_AT_MAX_RESISTANCE 0.312
RESISTANCE_ACTIVITY_MIN_GARRISON_PENETRATE_CHANCE 0.02
RESISTANCE_TARGET_TO_REENABLE_RESISTANCE 10 抵抗度降至零后将被停用,直到抵抗度目标升到该数值以上才会重新启用
GARRISON_LOG_MAX_MONTHS 12
NO_COMPLIANCE_GAIN_ENABLE_LIMIT 0.5 至少要有该比例的无驻军法令处于生效状态,无顺从度增长才会生效
GARRISON_MANPOWER_MIN_DELIVERY_SPEED 0.7 无法计算该批次时的最低基础投送速度。
GARRISON_MANPOWER_REINFORCEMENT_SPEED 2000.0 驻军人力补充的修正。该值为可投送的最大值,之后会按距离进行修正
GARRISON_EQUIPMENT_DELIVERY_SPEED 4.0 驻军装备补充速度的修正
GARRISON_STR_POW_MANPOWER 2 通过将人力缺额提升到该数值的幂来缩放人力缺额的影响。公式:efficiency = 1.0 - manpower_deficiency^GARRISON_STR_POW_MANPOWER
GARRISON_STR_POW_EQUIPMENT 3 通过将装备缺额提升到该数值的幂来缩放装备缺额的影响。公式:efficiency = 1.0 - equipment_deficiency^GARRISON_STR_POW_EQUIPMENT
SUPPRESSION_NEEDED_BY_RESISTANCE_POINT 0.75 每 1% 抵抗度所需的镇压点数
SUPPRESSION_NEEDED_LOWER_CAP 10.0 若抵抗度低于该数值,则在计算镇压需求时始终视其处于该 define 值
SUPPRESSION_NEEDED_UPPER_CAP 50.0 若抵抗度高于该数值,则在计算镇压需求时始终视其处于该 define 值
GARRISON_MANPOWER_LOST_BY_ATTACK 0.016 驻军每次遭袭时损失的人力比例(该数值会被驻军编制的硬度降低)
GARRISON_EQUIPMENT_LOST_BY_ATTACK 0.02 驻军每次遭袭时损失的装备比例(该数值会被驻军编制的硬度降低)
MAXIMUM_GARRISON_HARDNESS_WHEN_ATTACKED 0.90 用于确保驻军在遭袭时仍会遭受损失的上限,即使硬度接近 100%
FOREIGN_MANPOWER_MIN_THRESHOLD 5000 AI 一次性愿意提供的最少人力数量,以避免许多奇怪的小额转移。
MANPOWER_BUFFER_TO_NOT_GIVE_MINOR 0.3 为确定 AI 可以提供多少外国人力,我们计算自身使用的人力并加上该缓冲值。其结果是我们希望保留的人力,适用于小国。因此该数值越高,我们提供的人力越少。
MANPOWER_BUFFER_TO_NOT_GIVE_MAJOR 0.6 为确定 AI 可以提供多少外国人力,我们计算自身使用的人力并加上该缓冲值。其结果是我们希望保留的人力,适用于主要国家。因此该数值越高,我们提供的人力越少。
MAX_GARRISON_RATIO_WE_AGREE_TO_SUPPORT 3.0 外国驻军所需人力中,AI 同意用我们的人力支援的部分。若为负数,AI 将不考虑该需求,只计算自己能提供多少。
FOREIGN_MANPOWER_AI_COOLDOWN_DAYS 30 AI 向我们提供人力后,需经过多少天 AI 才会同意提供更多。
INITIAL_HISTORY_RESISTANCE 0.0 初始殖民地州的抵抗度数值
INITIAL_HISTORY_COMPLIANCE 70.0 初始殖民地州的顺从度数值
INITIAL_GARRISON_STRENGTH 1 初始殖民地州的驻军数值
STATE_COMPLIANCE_DECAY_FOR_LOST_STATES 0.05 失去控制的州的每日顺从度衰减

NProduction

名称 默认值 开发者注释 用法
MAX_EQUIPMENT_RESOURCES_NEED 3 一种装备可以依赖的不同战略资源的最大数量。
MAX_CIV_FACTORIES_PER_LINE 15 可分配给单条生产线的工厂最大数量。
DEFAULT_MAX_NAV_FACTORIES_PER_LINE 10
FLOATING_HARBOR_MAX_NAV_FACTORIES_PER_LINE 5
CONVOY_MAX_NAV_FACTORIES_PER_LINE 15
CAPITAL_SHIP_MAX_NAV_FACTORIES_PER_LINE 5
MAX_MIL_FACTORIES_PER_LINE 150
RAILWAY_GUN_MAX_MIL_FACTORIES_PER_LINE 5
RAILWAY_GUN_REPAIR_SPEED 8.0 每个工厂的列车炮兵力修复速度
EFFICIENCY_LOSS_PER_UNUSED_DAY 1 未使用工厂槽位的每日效率损失(效率是按生产线中的每个工厂槽位追踪的)
RESOURCE_PENALTY_WARNING_CRITICAL_RATIO 0.8 若惩罚超过阈值,进度条将切换为红色
BASE_FACTORY_SPEED 5 基础工厂速度倍率(每个工厂提供多少 hoi3 式 IC)。
BASE_FACTORY_SPEED_MIL 4.50 基础工厂速度倍率(每个工厂提供多少 hoi3 式 IC)。
BASE_FACTORY_SPEED_NAV 2.5 基础工厂速度倍率(每个工厂提供多少 hoi3 式 IC)。
BASE_FACTORY_START_EFFICIENCY_FACTOR 10 工厂的基础初始效率,以 % 表示。
BASE_FACTORY_MAX_EFFICIENCY_FACTOR 50 工厂的基础最大效率,以 % 表示。
BASE_FACTORY_EFFICIENCY_GAIN 1 基础效率系数。
BASE_FACTORY_EFFICIENCY_BALANCE_FACTOR 0.1 工厂效率平衡系数
BASE_FACTORY_EFFICIENCY_VARIANT_CHANGE_FACTOR 90 切换生产改型的基础系数,以 % 表示。
BASE_FACTORY_EFFICIENCY_PARENT_CHANGE_FACTOR 30 切换生产父代<->子代的基础系数,以 % 表示。
BASE_FACTORY_EFFICIENCY_FAMILY_CHANGE_FACTOR 70 切换为同一系列生产的基础系数,以 % 表示。
BASE_FACTORY_EFFICIENCY_ARCHETYPE_CHANGE_FACTOR 20 切换为同一原型生产的基础系数,以 % 表示。
EQUIPMENT_BASE_LEND_LEASE_WEIGHT 1.0 基础装备租借权重
EQUIPMENT_LEND_LEASE_WEIGHT_FACTOR 0.01 基础装备租借系数
LEND_LEASE_DELIVERY_TOTAL_DAYS 30 租借交付之间的间隔天数
ANNEX_STOCKPILES_RATIO 1.0 吞并时将转移多少库存装备
ANNEX_FIELD_EQUIPMENT_RATIO 0.25 吞并时将从已部署的师转移多少装备
ANNEX_FUEL_RATIO 0.25 吞并时将转移多少燃料
ANNEX_CONVOYS_RATIO 0.15 吞并时将转移多少运输船队
MIN_POSSIBLE_TRAINING_MANPOWER 100000 最少可有多少条部署线在进行训练
MIN_FIELD_TO_TRAINING_MANPOWER_RATIO 0.75 在外陆军可接受训练的比例 %
CAPITULATE_STOCKPILES_RATIO 0.5 投降时将从已部署的师转移多少装备
CAPITULATE_FUEL_RATIO 0.5 投降时将转移多少燃料
INFRA_MAX_CONSTRUCTION_COST_EFFECT 1 在基础设施更高的州建造将降低共用建筑的花费。
PRODUCTION_RESOURCE_LACK_PENALTY -0.05 每个工厂缺乏资源时的惩罚降低量
CIC_BANK_SPEED_BOOST_FACTOR 0.25 CIC 储备可按该系数提升生产速度(0.5 表示 50 %)
MIN_LICENSE_ACTIVE_DAYS 30 许可生效的最少天数
BASE_LICENSE_IC_COST 1 租借许可的基础 IC 花费
LICENSE_IC_COST_YEAR_INCREASE 1 装备年份在 1936 年之后每过一年装备的 IC 花费
LICENSE_EQUIPMENT_BASE_SPEED -0.25 授权装备的基础 MIC 速度修正
LICENSE_EQUIPMENT_TECH_SPEED_PER_YEAR -0.05 实际装备与最新装备每相差一年时,授权装备的 MIC 速度修正
LICENSE_EQUIPMENT_TECH_SPEED_MAX_YEARS 4 MIC 速度修正适用的最大年数
LICENSE_EQUIPMENT_SPEED_NOT_FACTION -0.10 不处于同一阵营时授权装备的 MIC 速度修正
LICENSE_EQUIPMENT_UPGRADE_XP_FACTOR 2.0 升级授权装备的经验花费
LICENSE_EQUIPMENT_SPEED_NO_LICENSE -0.50 生产无授权装备的惩罚
CONVERSION_SPEED_BONUS 0 改装装备时生产速度的修正
EQUIPMENT_MODULE_ADD_XP_COST 5.0 创建装备改型时,在空槽位中添加新装备模块的经验花费。
EQUIPMENT_MODULE_REPLACE_XP_COST 6.0 创建装备改型时,用一个不相关模块替换某个装备模块的经验花费。
EQUIPMENT_MODULE_CONVERT_XP_COST 3.0 创建装备改型时,将某个装备模块转换为相关模块的经验花费。
EQUIPMENT_MODULE_REMOVE_XP_COST 1.0 创建装备改型时,移除某个装备模块并让槽位空置的经验花费。
BASE_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR 0.2 始终计入改装花费的船体工业花费比例。
BASE_LAND_EQUIPMENT_CONVERSION_IC_COST_FACTOR 0.9 始终计入改装花费的底盘工业花费比例。
MIN_NAVAL_EQUIPMENT_CONVERSION_RESOURCE_COST_FACTOR 0.2 任何改装都至少需要花费的海军装备战略资源花费的最低比例。
MIN_LAND_EQUIPMENT_CONVERSION_RESOURCE_COST_FACTOR 0 任何改装都至少需要花费的陆军装备战略资源花费的最低比例。
SHIP_REFIT_MAX_PROGRESS_TO_CANCEL 0.2 在无需自沉舰船的情况下仍允许取消改装的最大改装进度 %。
SHIP_REFIT_DAMAGE_TO_PROGRESS_FACTOR 0.5 当舰船在改装期间受损(例如港口打击)时,伤害会转而计入生产线进度。该变量用于平衡这一效果。
MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_VALUE 1 我们必须投入消费品生产的工厂数量下限,按数值计。
MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT 0.1 我们必须投入消费品生产的工厂数量下限,按百分比计。
INITIAL_ALLOWED_FACTORY_RATIO_FOR_REPAIRS 1.0 允许用于自动修复的工厂最大百分比

NMarket

名称 默认值 开发者注释 用法
PURCHASE_CONTRACT_DELIVERY_TOTAL_DAYS 30 采购合同交付之间的间隔天数
IC_TO_CIC_FACTOR 2.0 用于将 IC 花费映射为 CIC 花费的系数。应为正数。
MAX_CIV_FACTORIES_PER_CONTRACT 15 可用于支付单份合同的工厂最大数量。
LOW_PRICE_LEVEL_FACTOR 0.75 低价位等级的装备基础价格系数。应处于 (0,1] 区间内
HIGH_PRICE_LEVEL_FACTOR 1.25 高价位等级的装备基础价格系数。应大于 1。
MIN_DELIVERY_LIMIT_WARNING_UI 0.8 低于该交付百分比时,我们希望让玩家知道该合同效率低下。[0,1]
PURCHASE_CONTRACT_SUBSIDY_BONUS_SPEED_FACTOR 1.0 补贴带来的速度加成系数
CONVOY_WEIGHT_OVERRIDE 0.0 覆盖国际市场中运输船队的默认租借权重
REQUEST_AUTOMATION_AUTO_ACCEPT_MARKET_ACCESS_DEFAULT true 默认是否应接受其他国家的市场准入请求。
REQUEST_AUTOMATION_AUTO_SEND_MARKET_ACCESS_DEFAULT true 默认是否应向其他国家发送市场准入请求。
REQUEST_AUTOMATION_AUTO_ACCEPT_PURCHASE_DEFAULT false 默认是否应接受其他国家的采购请求。
CONTRACT_ESTIMATE_AVERAGE_CONVOY_COUNT_ALPHA 0.5 每日运输船队数量对平均值的影响强度(1.0 表示只使用新数值作为平均值)
CONTRACT_ESTIMATE_AVERAGE_DAILY_PRODUCTION_ALPHA 0.5 每日产量对平均值的影响强度(1.0 表示只使用新数值作为平均值)
CONTRACT_ESTIMATE_AVERAGE_CONVOY_COUNT_SNAP_LIMIT 0.3 若当前可用运输船队数量与估算值之差小于该数值,我们将使用当前值进行计算。
CONTRACT_ESTIMATE_AVERAGE_DAILY_PRODUCTION_SNAP_LIMIT 1.5 若当前每日产量与估算值之差小于该数值,我们将使用当前值进行计算。
CONTRACT_ESTIMATE_AVERAGE_CONVOY_SUNK_MULTIPLIER_ALPHA 0.5 每日被击沉效率对平均值的影响强度(1.0 表示只使用新数值作为平均值)
CONTRACT_ESTIMATE_AVERAGE_CONVOY_SUNK_MULTIPLIER_SNAP_LIMIT 0.05 若当前被击沉效率对应的运输船队数量与估算值之差小于该数值,我们将使用当前值进行计算。
WARNING_CONVOYS_SUNK_MAX_DAYS 30 若在这么多天内出现运输船队被击沉,合同将显示运输船队被击沉消息

NTechnology

名称 默认值 开发者注释 用法
MAX_SUBTECHS 3 一项科技可以拥有的子科技最大数量。
BASE_RESEARCH_POINTS_SAVED 30.0 每个科研槽国家可保存的基础科研点数。
BASE_YEAR_AHEAD_PENALTY_FACTOR 2 基础超前研究惩罚
BASE_TECH_COST 110 一项科技的基础花费。会乘以科技花费与超前研究惩罚
MAX_TECH_SHARING_BONUS 0.5 可立即应用的最大科技共享加成
LICENSE_PRODUCTION_TECH_BONUS 0.2 许可生产技术加成
DEFAULT_XP_UNLOCK_RESEARCH_COST 0 直接解锁一项科研的默认经验花费
DEFAULT_XP_BOOST_RESEARCH_COST 0 加速科研进程的默认经验花费
DEFAULT_XP_BOOST_RESEARCH_BONUS 0 使用经验研究某个项目时获得的默认研究加成
MIN_RESEARCH_SPEED 0.1 科研速度不能低于该数值
USE_BONUS_REGRET_TIMER 3 玩家在使用了有限科技加成后可以反悔的天数

NPolitics

名称 默认值 开发者注释 用法
BASE_LEADER_TRAITS 3 将领特质的基础数量。
MAX_RANDOM_LEADERS 1 每个政党可拥有的随机领导人最大数量。
BASE_POLITICAL_POWER_INCREASE 2 每周政治点数增长量。
ARMY_LEADER_COST 5 招募新将领的指挥点数花费,即「该数值」 * number_of_existing_leaders_of_type
ARMY_LEADER_MAX_COST 80 修正之前的花费上限
LEADER_TRAITS_XP_SHOW 0.05 特质需要在将领提示框中显示所需的经验值。
REVOLTER_PARTY_POPULARITY 0.4 内战爆发时叛军政党失去 80% 支持率
MIN_OVERTHROWN_GOVERNMENT_SUPPORT_RATIO 0.4 傀儡化政府后新政府可获得的最低支持率
NUM_OCCUPATION_POLICIES 4 可能的占领政策数量
DEFAULT_OCCUPATION_POLICY 1 占领政策的默认值
INSTANT_WIN_REVOLTER_POPULARITY_RATIO 0.4 在单省份州中立即获胜所需的最低政党支持率
INSTANT_WIN_POPULARITY_WIN 50 新的政党支持率

NBuildings

名称 默认值 开发者注释 用法
ANTI_AIR_SUPERIORITY_MULT 5.0 我方防空炮能降低敌方多少制空权?通常每级建筑 = -1 削减。乘以该系数。
SAM_MISSION_SUPERIORITY 5.0 每支执行 SAM 任务的火箭航空队提供多少制空权。
MAX_BUILDING_LEVELS 15 建筑可拥有的最大等级。
AIRBASE_CAPACITY_MULT 200 空军基地每级乘以该值即为容量(最大运作值)。值为整数,每架飞机为 1。
ROCKETSITE_CAPACITY_MULT 100 火箭基地每级乘以该值即为容量(最大运作值)。值为整数,每枚火箭为 1。
RADAR_RANGE_BASE 20 雷达范围基准值:1 级雷达为该值 + 最小值,最高级雷达为该值 + 最大值。
RADAR_RANGE_MIN 20 雷达范围(从州中心到省份中心),以地图像素为单位。不含科技加成。
RADAR_RANGE_MAX 200 范围在建筑 1-15 级之间按插值计算。
RADAR_INTEL_EFFECT 40 被雷达覆盖的省份情报 +10(最大值为 255)。省份可被多部雷达覆盖,此时数值累加。
SABOTAGE_FACTORY_DAMAGE 100.0 州被占领时,工厂建筑在破坏活动中受到的伤害。伤害乘以 (1 + 抵抗度强度),即最高为基础值的 2 倍。
BASE_FACTORY_REPAIR 1.0 未计入工厂加成前的默认修复速率(百分比,1.0 等于 1%)。
BASE_FACTORY_REPAIR_FACTOR 2.0 修复时的工厂速度修正。
SUPPLY_PORT_LEVEL_THROUGHPUT 3 海军基地每级的补给吞吐量。
MAX_SHARED_SLOTS 25 工厂共享的最大槽位数。
OWNER_CHANGE_EXTRA_SHARED_SLOTS_FACTOR 1 州所有权变更时额外共享槽位的缩放系数。
DESTRUCTION_COOLDOWN_IN_WAR 30 战时拆除建筑之间的冷却天数。
INFRASTRUCTURE_RESOURCE_BONUS 0.2 每级(未受损)基础设施提供的乘算资源加成。
SUPPLY_ROUTE_RESOURCE_BONUS 0.2 与首都保持铁路/海运连接时提供的乘算资源加成。
INFRASTRUCTURE_MUD_EFFECT -0.8 满级基础设施对泥泞增长的乘算影响。

NDeployment

名称 默认值 开发者注释 用法
BASE_DEPLOYMENT_TRAINING 1 部署期间每天完成的基础训练。

NMilitary

名称 默认值 开发者注释 用法
COMBAT_VALUE_ORG_IMPORTANCE 1 判定师战斗价值时对总组织度的乘数。
COMBAT_VALUE_STR_IMPORTANCE 1 判定师战斗价值时对总兵力的乘数。
SOFT_ATTACK_TARGETING_FACTOR 1.0 评估优先打击目标时对潜在软攻的重视程度。
HARD_ATTACK_TARGETING_FACTOR 1.2 评估优先打击目标时对潜在硬攻的重视程度。
CASUALTIES_WS_P_PENALTY_DIVISOR 200 伤亡造成的战争支持度惩罚的除数。
CASUALTIES_WS_A_PENALTY_DIVISOR 600 伤亡造成的战争支持度惩罚的除数。
PIERCING_THRESHOLDS { 1.00, 0.75, 0.50, 0.00 } 我方穿甲 / 敌方装甲需达到该数值,才能造成与下方数组索引相等的伤害比例[数值越高 = 穿透越强]。若装甲为 0,则返回 1.00。将其设为大于 0 没有太大意义。
PIERCING_THRESHOLD_DAMAGE_VALUES { 1.00, 0.80, 0.65, 0.50 } 装甲为 0 时始终受到最大伤害(因此加入过度穿透后果自负)。系统至少需要 2 个数值,没有上限。
DIVISIONAL_COMMANDER_TRAIT_XP_REQUIREMENT 400.0 若存在可用选项且获得经验 >= 该值,则获得一个特质。
NUM_DAYS_FOR_OPERATION_ENTRY 60 单位必须在某个生效的命令实例上停留的天数,才能获得一条历史记录。
MAX_LEADERS_TO_SHOW 50 野战军官列表中显示的最大军官数,按野战经验排序。拥有可授勋记录的单位可能突破该上限。
BASE_FEMALE_DIVISIONAL_COMMANDER_CHANCE 0 获得女性师级指挥官的几率。原版游戏将其设为 0,因为许多美术文化组没有通用的女性立绘。该值应在 0 到 1 之间,并由 female_divisional_commander_chance 追加。若未定义通用女性立绘,你——会——得到剪影。
DIVISIONAL_COMMANDER_RANK_XP_THRESHOLD { 0, 100.0, 200.0, 400.0, 800.0 } 师级指挥官军衔的经验阈值。[TAG]_DIVISION_EXPERIENCE_TITLE_ARMY_EXPERIENCE_[数组索引]
USE_MULTIPLICATIVE_ORG_LOSS_WHEN_MOVING true org_loss_when_moving 修正以加法还是乘法方式应用(2021 年前硬编码为乘法)。
HOURLY_ORG_MOVEMENT_IMPACT -0.2 集团军移动时每小时损失的组织度。
ZERO_ORG_MOVEMENT_MODIFIER -0.8 组织度为 0 时的速度影响。
INFRA_ORG_IMPACT 0.5 基础设施对组织度恢复的缩放系数。
ENGAGEMENT_WIDTH_PER_WIDTH 2.0 我方每点战斗宽度可交战多少敌方战斗宽度。
INFRASTRUCTURE_MOVEMENT_SPEED_IMPACT -0.05 基础设施每低于满级一级的速度惩罚。
VPS_FOR_HISTORY_ENTRY 3 在师历史中获得一条记录所需的最低胜利点。
VPS_FOR_HIGH_HISTORY_ENTRY 8 获得高级历史记录所需的胜利点。
ENTRIES_TO_CHECK_FOR_DUPLICATE 2 回溯检查是否被授予相同记录的最大历史记录数。
COST_INCREASE_PER_ACTIVE_MEDAL 0.25 每枚生效勋章带来的额外花费系数。
MAX_ENTRY_ELISION_COUNT 4 若连续做同类事情,每条记录最多累积的地点数量。
GENERATE_AI_DIV_COMMAND_HISTORY_ENTRIES true 是否为 AI 生成历史记录(可能导致存档膨胀)。
FIELD_EXPERIENCE_ON_DIVISION_MULT 0.04 将获得的野战经验应用于师级指挥官时乘以该值。
MAX_FIELD_EXPERIENCE_ON_DIVISION 8000 师级指挥官可获得的经验上限。
FIELD_EXPERIENCE_ON_DIVISION_PER_MEDAL_MULT 0.1 应用时,军官野战经验获取乘以该值 × 师勋章数量。
HISTORY_OPERATION_RANDOM_MAX 24 判定是否为作战行动授予可授勋记录时掷出的最大随机整数。几率为 1/N。
CASUALTY_COUNT_FOR_HISTORY_ENTRY 40000 获得一条历史记录所需的伤亡人数(仅一条)。
FIELD_OFFICER_PROMOTION_PENALTY 0.25 晋升指挥官时损失的师经验量(受修正降低)。
HISTORICAL_ORDER_NAME_EXHAUSTION false 历史上选定的命令实例是否会耗尽各自的名称?若为 false,例如「巴巴罗萨行动」会出现在德国任何满足条件的命令上。
WAR_SCORE_LOSSES_RATIO 0.5 每 1000 人伤亡获得的战争贡献。
WAR_SCORE_LOSSES_MULT_IF_CAPITULATED 0.25 已投降时对伤亡所得战争贡献应用的系数。
WAR_SCORE_STRATEGIC_BOMBING_FACTOR 0.02 战略轰炸对敌方建筑每造成一点伤害获得的战争贡献。
WAR_SCORE_STRAT_BOMBING_DECAY_PER_CIVILIAN_FACTORY 0.10 被轰炸的敌方每有一间在运转的民用工厂,每月从战略轰炸所得中扣除的战争贡献。
WAR_SCORE_AIR_IC_LOSS_FACTOR 0.08 对敌方空中任务每造成 1 点 IC 伤害获得的战争贡献。
WAR_SCORE_LAND_DAMAGE_FACTOR 0.1 对敌方陆军每造成一点兵力伤害获得的战争贡献。
WAR_SCORE_ATTACKER_AND_WINNER_FACTOR 1.2 作为进攻方且获胜时,对兵力伤害所得战争贡献应用的系数。
WAR_SCORE_LAND_IC_LOSS_FACTOR 0.08 对敌方陆军每造成 1 点 IC 伤害获得的战争贡献。
WAR_SCORE_PROVINCE_FACTOR 4.0 首次占领省份时获得的战争贡献,乘以该省份的价值。
WAR_SCORE_LEND_LEASE_GIVEN_IC_FACTOR 0.003 每向盟友送出 1 点 IC 的租借获得的战争贡献。
WAR_SCORE_LEND_LEASE_GIVEN_FUEL_FACTOR 0.003 每向盟友送出 100 单位燃料租借获得的战争贡献。
WAR_SCORE_LEND_LEASE_RECEIVED_IC_FACTOR 0.002 每从盟友接收 1 点 IC 的租借扣除的战争贡献。
WAR_SCORE_LEND_LEASE_RECEIVED_FUEL_FACTOR 0.002 每从盟友接收 100 单位燃料租借扣除的战争贡献。
CORPS_COMMANDER_DIVISIONS_CAP 24 军级指挥官最多可指挥的师数。0 = 无限,< 0 = 禁用。
DIVISION_SIZE_FOR_XP 8 计算经验相关数值时,师需拥有多少营才算作满编师。
CORPS_COMMANDER_ARMIES_CAP -1 军级指挥官最多可指挥的集团军数。0 = 无限,< 0 = 禁用。
FIELD_MARSHAL_DIVISIONS_CAP 24 元帅最多可指挥的师数。0 = 无限,< 0 = 禁用。
FIELD_MARSHAL_ARMIES_CAP 5 元帅最多可指挥的集团军数。0 = 无限,< 0 = 禁用。
UNIT_LEADER_GENERATION_CAPITAL_CONTINENT_FACTOR 100 用于乘以人力的整数系数。
RECON_SKILL_IMPACT 5 选择战术时,侦察优势价值多少技能点。
MAX_DIVISION_BRIGADE_WIDTH 5 师编制器中团的最大宽度。
MAX_DIVISION_BRIGADE_HEIGHT 5 师编制器中团的最大高度。
MIN_DIVISION_BRIGADE_HEIGHT 4 师编制器中团的最小高度。
MAX_DIVISION_SUPPORT_WIDTH 1 师编制器中支援连的最大宽度。
MAX_DIVISION_SUPPORT_HEIGHT 5 师编制器中支援连的最大高度。
BASE_DIVISION_BRIGADE_GROUP_COST 20 解锁一个团槽位的基础花费。
BASE_DIVISION_BRIGADE_CHANGE_COST 5 更换团列的基础花费。
BASE_DIVISION_SUPPORT_SLOT_COST 10 解锁一个支援连槽位的基础花费。
MAX_ARMY_EXPERIENCE 500 国家可储存的陆军经验上限。
MAX_NAVY_EXPERIENCE 500 国家可储存的海军经验上限。
MAX_AIR_EXPERIENCE 500 国家可储存的空军经验上限。
COMBAT_MINIMUM_TIME 4 一场战斗可能的最短时间(小时)。
SPOTTING_QUALITY_DROP_HOURS 4 单位被发现后,每 X 小时情报质量下降一次。
LEADER_GROUP_MAX_SIZE 1000 5, -- 将领编组的最大槽位数。
MIN_SUPPLY_CONSUMPTION 0.05 单位可获得的最低补给消耗值。
LAND_COMBAT_ORG_DICE_SIZE 4 伤害骰数量。
LAND_COMBAT_STR_DICE_SIZE 2 伤害骰数量。
LAND_COMBAT_STR_DAMAGE_MODIFIER 0.060 全局伤害修正……但部分装备会在战斗结束时返还,参见:EQUIPMENT_COMBAT_LOSS_FACTOR
LAND_COMBAT_ORG_DAMAGE_MODIFIER 0.053 全局伤害修正。
LAND_AIR_COMBAT_STR_DAMAGE_MODIFIER 0.05 空中全局伤害修正。
LAND_AIR_COMBAT_ORG_DAMAGE_MODIFIER 0.10 全局伤害修正。
LAND_AIR_COMBAT_MAX_PLANES_PER_ENEMY_WIDTH 3 根据敌方宽度,可进入一场战斗的 CAS/TAC 数量。
LAND_COMBAT_STR_ARMOR_ON_SOFT_DICE_SIZE 2 我方装甲压制敌方时获得的额外伤害骰。
LAND_COMBAT_ORG_ARMOR_ON_SOFT_DICE_SIZE 6 我方装甲压制敌方时获得的额外伤害骰。
LAND_COMBAT_STR_ARMOR_DEFLECTION_FACTOR 0.5 装甲压制敌方时的伤害减免。
LAND_COMBAT_ORG_ARMOR_DEFLECTION_FACTOR 0.5 装甲压制敌方时的伤害减免。
LAND_COMBAT_COLLATERAL_FORT_FACTOR 0.005 附带伤害对要塞的缩放系数。
LAND_COMBAT_COLLATERAL_INFRA_FACTOR 0.0022 附带伤害对基础设施的缩放系数。
LAND_COMBAT_FORT_DAMAGE_CHANCE 5 命中并损伤要塞的几率(满值 100)。
ATTRITION_DAMAGE_ORG 0.08 损耗对组织度造成的伤害。
ATTRITION_EQUIPMENT_LOSS_CHANCE 0.1 遭受损耗时损失装备的几率。损耗越强,几率越高;随后按装备可靠性降低。
ATTRITION_EQUIPMENT_PER_TYPE_LOSS_CHANCE 0.1 遭受损耗时损失装备的几率。损耗越强,几率越高;随后按装备可靠性降低。
ATTRITION_WHILE_MOVING_FACTOR 1
RELIABILITY_ORG_REGAIN -0.3 可靠性对组织度恢复的影响程度。
RELIABILITY_ORG_MOVING -1.0 可靠性对移动时组织度损失的影响程度。
RELIABILITY_WEATHER 3.0 可靠性对天气影响的作用程度。
RELIABILTY_RECOVERY 0.4 影响有多少装备「起死回生」的系数。
BASE_CHANCE_TO_AVOID_HIT 90 仍有防御时避免被命中的基础几率。
CHANCE_TO_AVOID_HIT_AT_NO_DEF 60 防御耗尽时避免被命中的几率。
COMBAT_MOVEMENT_SPEED 0.33 战斗中速度削减的基础修正。 限制在 0.01 到 1 之间。
TACTIC_SWAP_FREQUENCEY 12 战术切换之间的间隔小时数。
PREFERRED_TACTIC_CHARACTER_SKILL_LEVEL_REQUIRED 5 元帅或将领需达到多少级才能选择其偏好战术。
COUNTRY_PREFERRED_TACTIC_WEIGHT_FACTOR 0.25 进行加权随机时,国家偏好战术的额外权重乘数。
ARMY_GENERAL_PREFERRED_TACTIC_WEIGHT_FACTOR 0.5 进行加权随机时,陆军将领偏好战术的额外权重乘数。
FIELD_MARSHAL_PREFERRED_TACTIC_WEIGHT_FACTOR 0.25 进行加权随机时,元帅偏好战术的额外权重乘数。
PREFERRED_TACTIC_COMMAND_POWER_COST 20 更换偏好战术的指挥点数花费。
INITIATIVE_PICK_COUNTER_ADVANTAGE_FACTOR 0.35 每级指挥官等级在选择克制战术时提供的优势。
AMPHIBIOUS_INVADE_MOVEMENT_COST 24.0 两栖登陆时移动的总进度花费。
LAND_SPEED_MODIFIER 0.05 基础速度控制。
RIVER_CROSSING_PENALTY -0.3 渡越小河。
RIVER_CROSSING_PENALTY_LARGE -0.6 渡越大河。
RIVER_CROSSING_SPEED_PENALTY -0.25 渡越小河。
RIVER_CROSSING_SPEED_PENALTY_LARGE -0.5 渡越大河。
RIVER_SMALL_START_INDEX 0 河流的颜色索引。
RIVER_SMALL_STOP_INDEX 6
RIVER_LARGE_STOP_INDEX 11
BASE_FORT_PENALTY -0.15 要塞惩罚。
MULTIPLE_COMBATS_PENALTY -0.5 防御方遭多方向进攻时的惩罚。
DIG_IN_FACTOR 0.02 每级构筑工事的加成系数。
ARMY_LEADER_XP_GAIN_PER_UNIT_IN_COMBAT 0.1 战斗中每个单位提供的经验获取。
CONSTANT_XP_RATIO_FOR_MULTIPLE_LEADERS_IN_SAME_COMBAT 0.5 若同一场战斗中有多名指挥官,每人获得 thisratio + (1-thisratio)/指挥官数量。每位将领获得的经验量按 1、0.75、0.66 等比例缩放,对应 1、2、3 名将领。
BASE_LEADER_TRAIT_GAIN_XP 0.45 集团军每小时获得特质的基础经验。
MAX_NUM_TRAITS -1 不能超过该值,-1 表示禁用。
ENEMY_AIR_SUPERIORITY_IMPACT -0.35 敌方制空权对防御的影响。
ENEMY_AIR_SUPERIORITY_DEFENSE 0.70 防空攻击越高,提供的帮助越接近该值(收益递减)。
ENEMY_AIR_SUPERIORITY_DEFENSE_STEEPNESS 112 防御接近最大影响递减曲线的速度。
ENEMY_AIR_SUPERIORITY_SPEED_IMPACT -0.3 敌方制空权对速度的影响。
ANTI_AIR_TARGETTING_TO_CHANCE 0.07 用于确定地面防空命中来袭飞机的几率的平衡值,同时影响防空对飞机的有效平均伤害,以及防空支援对飞机伤害的削减。
ANTI_AIR_ATTACK_TO_AMOUNT 0.005 用于将装备属性 anti_air_attack 转换为飞机被命中随机百分比值的平衡值。
ENCIRCLED_PENALTY -0.3 被完全包围时的惩罚。
UNIT_EXPERIENCE_PER_COMBAT_HOUR 0.0001
UNIT_EXPERIENCE_SCALE 1.0
UNIT_EXPERIENCE_PER_TRAINING_DAY 0.0015
TRAINING_MAX_LEVEL 2
DEPLOY_TRAINING_MAX_LEVEL 1
TRAINING_EXPERIENCE_SCALE 62.0
TRAINING_ORG 0.2
ARMY_EXP_BASE_LEVEL 1
UNIT_EXP_LEVELS { 0.1, 0.3, 0.75, 0.9 } 升到下一级所需的经验。
FIELD_EXPERIENCE_SCALE 0.0015
FIELD_EXPERIENCE_MAX_PER_DAY 1.2 每天可获得的经验上限。
EXPEDITIONARY_FIELD_EXPERIENCE_SCALE 0.3 远征军带来的经验削减系数。
LEND_LEASE_FIELD_EXPERIENCE_SCALE 0.0005 战斗中使用的租借装备的经验缩放。
LEADER_EXPERIENCE_SCALE 1.0
SLOWEST_SPEED 4
REINFORCEMENT_REQUEST_MAX_WAITING_DAYS 14 每 X 天发送一次装备,无论是否已生产完所有请求的装备。
REINFORCEMENT_REQUEST_DAYS_FREQUENCY 7 需经过多少天才能再次发出补充请求。
EXPERIENCE_COMBAT_FACTOR 0.25
UNIT_DIGIN_CAP 5 可挖掘的「深度」上限,达到后获得最大加成。
UNIT_DIGIN_SPEED 1 每天可挖掘的「深度」。
PARACHUTE_FAILED_EQUIPMENT_DIV 50.0 运输机被击落时,空投的单位几乎没有装备。
PARACHUTE_FAILED_MANPOWER_DIV 100.0 运输机被击落时,空投的单位几乎没有人力。
PARACHUTE_FAILED_STR_DIV 10.0 运输机被击落时,空投的单位几乎没有兵力。
PARACHUTE_DISRUPTED_EQUIPMENT_DIV 1.5 运输机被命中时,空投单位的装备减少。被命中次数越多,惩罚越重(且该州有防空炮时同样如此)。
PARACHUTE_DISRUPTED_MANPOWER_DIV 1.9 运输机被命中时,空投单位的人力减少。被命中次数越多,惩罚越重(且该州有防空炮时同样如此)。
PARACHUTE_DISRUPTED_STR_DIV 2.2 运输机被命中时,空投单位的兵力减少。被命中次数越多,惩罚越重(且该州有防空炮时同样如此)。
PARACHUTE_PENALTY_RANDOMNESS 0.1 兵力、人力、装备惩罚的随机系数。
PARACHUTE_DISRUPTED_AA_PENALTY 1 该州的防空值(由防空建筑等级 × air_defence 得出)对总体打乱程度(装备、人力、兵力)的影响缩放程度。
PARACHUTE_COMPLETE_ORG 0.4 单位空投后的组织度(百分比),无论失败、被打乱还是成功。
PARACHUTE_ORG_REGAIN_PENALTY_DURATION 120 空降后组织度恢复所受的惩罚。单位为小时。
PARACHUTE_ORG_REGAIN_PENALTY_MULT -0.8 空降后组织度恢复的惩罚。
SHIP_MORALE_TO_ORG_REGAIN_BASE 0.2 每小时基础组织度恢复量。
BASE_NIGHT_ATTACK_PENALTY -0.5
EXILE_EQUIPMENT 1.0 保留的装备数量。
EXILE_ORG 0.0 保留的组织度数量。
EXPERIENCE_LOSS_FACTOR 1.00 人力被移除时有经验的士兵阵亡的百分比。
EQUIPMENT_COMBAT_LOSS_FACTOR 0.70 战斗中按兵力比例损失的装备百分比,因此若低于 1 会返还一定百分比。
SUPPLY_USE_FACTOR_MOVING 1.5 已废弃/未使用。
SUPPLY_USE_FACTOR_INACTIVE 0.95 已废弃/未使用。
SUPPLY_GRACE 72 部队始终携带 3 天的食物与补给。
SUPPLY_GRACE_MAX_REDUCE_PER_HOUR 2 补给宽限被临时加成后又移除加成时,不会立即下降。
SUPPLY_ORG_MAX_CAP 0.35 完全断供时,最大组织度按此值折算。
MAX_OUT_OF_SUPPLY_DAYS 30 补给恶劣多少天后达到最大惩罚。
OUT_OF_SUPPLY_ATTRITION 0.2 断供时的最大损耗。
OUT_OF_SUPPLY_SPEED -0.8 补给造成的最大速度削减。
NON_CORE_SUPPLY_SPEED -0.5 我们并非依靠自身胜利点补给,因此需要沿途抢夺物资。
NON_CORE_SUPPLY_AIR_SPEED -0.25 我们并非依靠自身胜利点补给,因此需要沿途抢夺物资;由于有空运补给,影响略小。
OUT_OF_SUPPLY_MORALE -0.2 补给造成的组织度恢复最大削减。
TRAINING_ATTRITION 0.05 处于训练状态带来的额外损耗量。
TRAINING_MIN_STRENGTH 0.1 若兵力低于该值,单位将暂停训练,直至得到补充。
TRAINING_MAX_DAILY_COUNTRY_EXP 0.08 每天通过训练可获得的陆军经验上限。
AIR_SUPPORT_BASE 0.25 战斗中陆军单位空中支援修正的近距空中支援加成系数。
LOW_SUPPLY 0.99 当单位的补给状态变为低时。
BORDER_WAR_ATTRITION_FACTOR 0.1 边境冲突的力量对比有多少转化为损耗。
BORDER_WAR_VICTORY 0.8 边境冲突力量对比达到该值时判定胜利。
REINFORCE_CHANCE 0.02 后方战线空缺时加入战斗的基础几率。
SPEED_REINFORCEMENT_BONUS 0.01 每比步兵基准大 100% 获得的加入战斗几率加成(最高 200%)。
OVERSEAS_LOSE_EQUIPMENT_FACTOR 0.75 在海外解散时损失的装备百分比。
ENCIRCLED_DISBAND_MANPOWER_FACTOR 0.2 被包围的单位解散时返还的人力百分比。
ORG_LOSS_FACTOR_ON_CONQUER 0.2 攻占敌方省份时损失(最大)组织度的百分比。
LOW_ORG_FOR_ATTACK 0.3 进行敌对移动时,组织度低于该百分比即开始影响速度。按 ZERO_ORG_MOVEMENT_MODIFIER 缩减。
PLANNING_DECAY 0.01
PLAYER_ORDER_PLANNING_DECAY 0.03 玩家手动下令损失的计划量。
PLANNING_GAIN 0.02
PLANNING_MAX 0.3 可通过科技获得更多。
CIVILWAR_ORGANIZATION_FACTOR 0.3 内战时双方组织度的乘数。
PLAN_CONSIDERED_GOOD 0.25 计划评估高于该值时视为大体安全。
PLAN_CONSIDERED_BAD -0.25 计划评估低于该值时视为不安全。
PLAN_MIN_AUTOMATED_EMPTY_POCKET_SIZE 2 作战计划系统只会自动进攻无抵抗且省份数不超过该值的口袋区域内的省份。
PLAN_SPREAD_ATTACK_WEIGHT 12.0 该值越高,越不会让多个进攻挤在同一省份。
PLAN_NEIGHBORING_ENEMY_PROVINCE_FACTOR 0.7 计算省份重要性时会计入敌方省份数量,并按此系数折算。
PLAN_PROVINCE_BASE_IMPORTANCE 2.0 用于作战计划系统计算前线与防御区域省份的价值。
PLAN_PROVINCE_LOW_VP_IMPORTANCE_AREA 2.0 用于作战计划系统计算防御区域的价值。
PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_AREA 5.0 用于作战计划系统计算防御区域的价值。
PLAN_PROVINCE_HIGH_VP_IMPORTANCE_AREA 10.0 用于作战计划系统计算防御区域的价值。
PLAN_PROVINCE_CAPITAL_IMPORTANCE_AREA 50.0 用于作战计划系统计算防御区域的价值。
MIN_VP_NEEDED_FOR_DEFENSE_ORDER_ASSIGNMENTS 1.0 若某省份的胜利点高于该值,单位控制器会尝试为其分配单位。
PLAN_PROVINCE_LOW_VP_IMPORTANCE_FRONT 2.0 用于作战计划系统计算前线的价值。
PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_FRONT 2.25 用于作战计划系统计算前线的价值。
PLAN_PROVINCE_HIGH_VP_IMPORTANCE_FRONT 2.75 用于作战计划系统计算前线的价值。
PLAN_SHARED_FRONT_PROV_IMPORTANCE_FACTOR 0.8 若多条前线命令共用端点省份,因共用缘故,各自的优先级都应有所降低。
PLAN_PORVINCE_PORT_BASE_IMPORTANCE 12.0 带港口的区域防御省份的额外重要性。
PLAN_PORVINCE_PORT_LEVEL_FACTOR 1.5 港口等级的加成系数。
PLAN_PORVINCE_AIRFIELD_BASE_IMPORTANCE 3.0 带机场的区域防御省份的额外重要性。
PLAN_PORVINCE_AIRFIELD_POPULATED_FACTOR 1.5 机场上停有飞机时的加成系数。
PLAN_PORVINCE_AIRFIELD_LEVEL_FACTOR 0.25 机场等级的加成系数。
PLAN_PORVINCE_RESISTANCE_BASE_IMPORTANCE 10.0 用于作战计划系统计算防御区域省份的价值(按抵抗度等级折算)。
PLAN_PROVINCE_VP_PORT_FACTOR 0.25
PLAN_AREA_DEFENSE_ENEMY_CONTROLLER_SCORE 25.0 需使省份价值 > 1.0 才会生效。应用于敌方控制的防御区域命令省份的评分。
PLAN_AREA_DEFENSE_ENEMY_UNIT_FACTOR -2.0 区域防御命令中,该省份每有一个敌方单位便对省份评分应用的系数。
PLAN_AREA_DEFENSE_FORT_IMPORTANCE 0.25 用于作战计划系统计算防御区域省份的价值,对其它项起乘数作用。
PLAN_AREA_DEFENSE_COASTAL_FORT_IMPORTANCE 3.0 用于作战计划系统计算防御区域省份的价值。
PLAN_AREA_DEFENSE_COAST_NO_FORT_IMPORTANCE 1.1 用于作战计划系统计算防御区域省份的价值。
PLAN_AREA_DEFENSE_HAS_RAIL_IMPORTANCE 1.5 用于作战计划系统计算防御区域省份的价值。
PLAN_AREA_DEFENSE_HAS_SUPPLY_NODE 20.0 用于作战计划系统计算防御区域省份的价值。
PLAN_STICKINESS_FACTOR 100.0 单位控制器为地点排定单位优先级时使用的系数。
PLAN_PROVINCE_PRIO_DISTRIBUTION_MIN 0.7 按省份优先级分配师的最低比例。
PLAN_PROVINCE_PRIO_DISTRIBUTION_MAX 1.0 按省份优先级分配师的最高比例。
PLAN_PROVINCE_PRIO_DISTRIBUTION_DPP_HIGH 3.0 每省师数达到多少时应使用 PLAN_PROVINCE_PRIO_DISTRIBUTION_MIN。
PLAN_PROVINCE_PRIO_DISTRIBUTION_DPP_LOW 2.0 每省师数达到多少时应使用 PLAN_PROVINCE_PRIO_DISTRIBUTION_MAX。
PLAN_EXECUTE_CAREFUL_LIMIT 25 寻找进攻目标时,作战计划中需达到该评分上限才考虑进攻该省份。
PLAN_EXECUTE_BALANCED_LIMIT 0 寻找进攻目标时,作战计划中需达到该评分上限才考虑进攻该省份。
PLAN_EXECUTE_RUSH -200 寻找进攻目标时,作战计划中需达到该评分上限才考虑进攻该省份。
PLAN_EXECUTE_CAREFUL_MAX_FORT 5 若执行模式设为谨慎,单位不会进攻要塞等级大于或等于该值的省份。
PLAN_EXECUTE_SUPPLY_CHECK { 1.0, 0.0, 0.0, 1.0, 0.0 } 按 EExecutionType 排序:careful、balanced、rush、<skip>、rush_weak;每种执行模式对补给的谨慎程度(1.0 表示所需补给已全部到位,0 表示不限)。
PLAN_MAX_PROGRESS_TO_JOIN 0.50 若进度低于该值,可能需要支援。
PLAN_COHESION_WEIGHTS { 1.0, 40.0, 80.0 } 每种凝聚力设置下,从远处调动的意愿有多高?(默认 1.0)权重越高 = 最大距离越短。
PLAN_COHESION_DISTANCE_MAX_WHEN_LEFT_BEHIND 38 未使用且已废弃——将在下个大版本中移除。
PLAN_BLITZ_OPTIMISM 0.2 考虑目标时偏向闪击一方的额外战斗平衡值(不是战斗加成,只影响计划权衡)。
MIN_BALANCE_SCORE_TO_PROCEED_ATTACK 0.2 战斗平衡评分低于该值将不会自动进攻。
DYNAMIC_MODIFIER_ATTACK_BIAS 1.0 该值对动态进攻修正的权重偏置进行折算。
FLANKED_PROVINCES_COUNT 3 进攻方需从这么多省份发起进攻,才视为侧翼攻击。
NUKE_MIN_DAMAGE_PERCENT 0.1 核弹造成的最小伤害,按当前兵力/组织度的百分比计。
NUKE_MAX_DAMAGE_PERCENT 0.9 核弹造成的最小伤害,按当前兵力/组织度的百分比计。
EQUIPMENT_REPLACEMENT_RATIO 0.1 封锁该装备类型后的装备最低比例。
NUKE_DELAY_HOURS 2 核弹投下需要多少小时。
PARADROP_PENALTY -0.3 近期伞降后的战斗惩罚。
PARADROP_HOURS 48 伞兵在战斗中承受惩罚的时间。
COMBAT_SUPPLY_LACK_ATTACKER_ATTACK -0.25 断供时进攻方的进攻战斗惩罚。
COMBAT_SUPPLY_LACK_ATTACKER_DEFEND -0.65 断供时进攻方的防御战斗惩罚。
COMBAT_SUPPLY_LACK_DEFENDER_ATTACK -0.35 断供时防御方的进攻战斗惩罚。
COMBAT_SUPPLY_LACK_DEFENDER_DEFEND -0.15 断供时防御方的防御战斗惩罚。
COMBAT_STACKING_START 5 达到多少师时开始出现堆叠惩罚。
COMBAT_STACKING_EXTRA 3 来自多方向的额外堆叠。
COMBAT_STACKING_PENALTY -0.02 每个师带来的堆叠惩罚。
COMBAT_OVER_WIDTH_PENALTY -1 每超出 1% 战斗宽度的惩罚。
COMBAT_OVER_WIDTH_PENALTY_MAX -0.33 超出战斗宽度上限(超过后无法再加入)。
RETREAT_SPEED_FACTOR 0.25 撤退时的速度加成。
WITHDRAWING_SPEED_FACTOR 0.15 后撤时的速度加成。
STRATEGIC_SPEED_INFRA_BASE 5.0 不在铁路上时战略调动的基准速度。
STRATEGIC_SPEED_INFRA_MAX 10.0 满级基础设施上战略调动的额外速度。
STRATEGIC_SPEED_RAIL_BASE 15.0 在铁路上时战略调动的基准速度。
STRATEGIC_SPEED_RAIL_MAX 25.0 满级铁路上战略调动的额外速度。
STRATEGIC_REDEPLOY_ORG_RATIO 0.1 战略调动时的最大组织度比例。
BATALION_NOT_CHANGED_EXPERIENCE_DROP 0.0 单位营编制不变时师经验的下降量。
BATALION_CHANGED_EXPERIENCE_DROP 0.5 单位营编制改变时师经验的下降量。
ARMOR_VS_AVERAGE 0.4 最高装甲与穿甲相对于师平均值的权重方式。
PEN_VS_AVERAGE 0.4
LAND_EQUIPMENT_BASE_COST 10 将一件装备升级一级的经验花费为 base + ( 总级数 * ramp )。
LAND_EQUIPMENT_RAMP_COST 5
AIR_EQUIPMENT_BASE_COST 25
AIR_EQUIPMENT_RAMP_COST 5
FASTER_ORG_REGAIN_LEVEL 0.25
FASTER_ORG_REGAIN_MULT 1.0
SLOWER_ORG_REGAIN_LEVEL 0.80
SLOWER_ORG_REGAIN_MULT -0.5
DISBAND_MANPOWER_LOSS 0.0
MIN_DIVISION_DEPLOYMENT_TRAINING 0.2 师训练的最低等级。
FRONTLINE_EXPANSION_FACTOR 0.6 沿前线进攻时,单位推进过程中应分散到什么程度。0.0 表示(大致)直奔所画前线,不受干扰。
FRONT_MIN_PATH_TO_REDEPLOY 8 若单位到达其前线位置的路径至少有这么长,它将进行战略调动。
ARMY_INITIATIVE_REINFORCE_FACTOR 0.25 按主动性缩放增援几率。
BASE_CAPTURE_EQUIPMENT_RATIO 0.0 陆战获胜后,从敌方损失装备中缴获/回收的装备比例。
ACCLIMATIZATION_IN_COMBAT_SPEED_FACTOR 3 战斗中气候适应的速度乘数。
ACCLIMATIZATION_SPEED_GAIN 0.15 用于平衡气候适应总体获取速度的变量。
ACCLIMATIZATION_LOSS_SPEED_FACTOR 2.0 在相反气候影响下损失一级气候适应时,其下降速度应远快于获取速度。
PROMOTE_LEADER_CP_COST 40.0 晋升指挥官的指挥点数花费。
FIELD_MARSHAL_ARMY_BONUS_RATIO 0.5 将常规加成与元帅加成应用于集团军的比例。
FIELD_MARSHAL_XP_RATIO 0.3 集团军群指挥官的经验获取比例。
GARRISON_ORDER_ARMY_CAP_FACTOR 3.0 集团军执行驻防时获得提高的上限。
COMMANDER_LEVEL_UP_STAT_COUNT 3 升级时获得的属性点数量。
COMMANDER_LEVEL_UP_STAT_WEIGHTS { 5, 5, 5, 5 } 升级属性随机基础权重:攻击、防御、计划、后勤。
UNIT_LEADER_INITIAL_TRAIT_SLOT { 1.0, 0.0, 1.0, 0.0 } 0 级指挥官的初始特质槽位:元帅、军级指挥官、海军将领、特工。
UNIT_LEADER_TRAIT_SLOT_PER_LEVEL { 0.5, 0.5, 0.5, 0.0 } 每级获得的额外特质数:元帅、军级指挥官、海军将领、特工。
UNIT_LEADER_USE_NONLINEAR_XP_GAIN true 指挥官经验获取是否按 1/<nr_of_traits> 缩放。
HOURS_REQ_REJOIN_BORDER_WAR_FOR_INJURED_UNITS 1 单位重新加入边境冲突所需的最少小时数,小于 0 的值会使单位永不返回。
NEW_COMMANDER_RANDOM_PERSONALITY_TRAIT_CHANCES { 0.5, 0.15 } 新将领获得性格特质的几率:第一个特质 50%,之后每多一个特质 15%。
NEW_COMMANDER_RANDOM_BASIC_TRAIT_CHANCES { } 新将领获得基础特质的几率。
NEW_COMMANDER_RANDOM_STATUS_TRAIT_CHANCES { } 新将领获得状态特质的几率。
NEW_OPERATIVE_RANDOM_PERSONALITY_TRAIT_CHANCES { 0.5, 0.1 } 新特工获得性格特质的几率:第一个特质 50%,之后每多一个特质 10%。
NEW_OPERATIVE_RANDOM_BASIC_TRAIT_CHANCES { 0.25, 0.05 } 新特工获得基础特质的几率:第一个特质 25%,之后每多一个特质 5%。
NEW_OPERATIVE_RANDOM_STATUS_TRAIT_CHANCES { } 新特工获得状态特质的几率。
NEW_COMMANDER_RANDOM_SKILL_CHANCES { } 为新特工赋予随机属性技能的几率?
NEW_NAVY_LEADER_RANDOM_SKILL_CHANCES { } 为新海军上将赋予随机属性技能点的几率。
UNIT_LEADER_MODIFIER_COOLDOWN_ON_GROUP_CHANGE 15 指挥官重新获得其修正所需的天数。
UNIT_LEADER_ASSIGN_TRAIT_COST 15.0 为指挥官指派新特质的花费。
ATTACHED_WINGS_ORDER_UPDATE_DAYS 5 附属航空队更新命令所需的天数。
BORDER_WAR_WIN_DAYS_AGAINST_EMPTY_OPPONENTS 14 若在该时间内没有对手出现,边境冲突将自动获胜。
MAX_RELATIVE_COMBAT_DAMAGE_TO_MODIFY_XP 4.0 相对敌方造成的伤害越高,获得的经验越多;这是按下列比例获得加成所需的最大相对伤害量。
XP_GAIN_FACTOR_FOR_MAX_RELATIVE_COMBAT_DAMAGE 4.0 最大相对战斗伤害的经验系数缩放。
XP_DECAY_RATE_PER_HOUR_IN_COMBAT 0.03 战斗拖延越久,获得的经验越少。
MIN_XP_RATE_TO_DECAY 0.1 拖延战斗的最低经验系数。
XP_GAIN_PER_OVERRUN_UNIT 35.0 每个被击溃单位提供的固定经验。
XP_GAIN_FOR_SHATTERING 35.0 每个被粉碎单位提供的固定经验。
UNIT_UPKEEP_ATTRITION 0.00 施加于集团军的固定损耗值。
FUEL_PENALTY_START_RATIO 0.25 集团军开始受到惩罚的燃料比例。
SURPLUS_SUPPLY_RATIO_FOR_ZERO_FUEL_FLOW 0.5 若某个补给区块所需的补给超过其最大补给流量 × (该比例 + 1),该区块内的单位将得不到燃料。
ARMY_MAX_FUEL_FLOW_MULT 2.0 集团军每小时可获得的最大燃料比例,乘以补给状况。
ARMY_FUEL_COST_MULT 0.5 所有与集团军相关内容的燃料消耗乘数。
ARMY_COMBAT_FUEL_MULT 1.0 战斗中的燃料消耗比例(若同时移动,即进攻性战斗,则再加上 ARMY_MOVEMENT_FUEL_MULT)。
ARMY_TRAINING_FUEL_MULT 1.0 训练时的燃料消耗比例。
ARMY_MOVEMENT_FUEL_MULT 1.0 移动时的燃料消耗比例。
ARMY_NAVAL_TRANSFER_FUEL_MULT 0.0 海上运输时的燃料消耗比例。
ARMY_STRATEGIC_DEPLOYMENT_FUEL_MULT 0.0 进行战略部署时的燃料消耗比例。
ARMY_IDLE_FUEL_MULT 0.0 仅待命存在时的燃料消耗比例。
FUEL_EFFICIENCY_RAID_MULTIPLIER 1.0 燃料被击沉时的运输船队袭击乘数。
FUEL_FLOW_PENALTY_FOR_SUPPLY_CHUNK_EDGE_RATIO 0.5 受入境边缘省份控制权限制的补给流量对燃料流量的影响将更小。
OUT_OF_FUEL_EQUIPMENT_MULT 0.1 使用燃料的装备在缺燃料时你获得的属性比例。
OUT_OF_FUEL_SPEED_MULT 0.4 集团军缺燃料时获得的速度乘数。
OUT_OF_FUEL_TRAINING_XP_GAIN_MULT 0.0 单位缺燃料时训练获得经验的乘数。
FUEL_CAPACITY_DEFAULT_HOURS 96 未指定时的默认容量。
MAX_ESTIMATED_PLAN_UNITS_NOT_IN_PLACE_FACTOR -0.6 Scaled by % of units not in place. Used to be a flat -50%
DAMAGE_SPLIT_ON_FIRST_TARGET 0.35 % of damage dealt to the first target in a combat. The rest will be split amongst subsequent targets. Modifiers can affect this up to a maximum of 0.9. That value must not be exposed as a define.
NEW_ARMY_LEADER_LEVEL_CHANCES { 0.95, 0.05 } chances for new army leaders to start at a given level
95% for level one
5% for level two
0% for level three to ten

NAir

名称 默认值 开发者注释 用法
AIR_WING_FLIGHT_SPEED_MULT 0.02 Global speed multiplier for airplanes (affects fe.transferring to another base)
AIR_WING_MAX_STATS_ATTACK 100 Max stats
AIR_WING_MAX_STATS_DEFENCE 100
AIR_WING_MAX_STATS_AGILITY 100
AIR_WING_MAX_STATS_SPEED 800
AIR_WING_MAX_STATS_BOMBING 100
AIR_WING_MAX_SIZE 1000 Max amount of airplanes in wing
AIR_WING_AVERAGE_SIZE 100 Eyeballed average amount of airplanes in wing. Used when calculating air volunteer.
AIR_WING_BOMB_DAMAGE_FACTOR 2 Used to balance the damage done while bombing.
BIGGEST_AGILITY_FACTOR_DIFF 4.0 biggest factor difference in agility for doing damage (caps to this)
BIGGEST_SPEED_FACTOR_DIFF 3.5 biggest factor difference in speed for doing damage (caps to this)
TOP_SPEED_DAMAGE_BONUS_FACTOR 0.025 A factor for scaling the top speed of a plane into damage buff. If an attacking wing has a speed advantage of any form their speed value will be converted into a percentage bonus with this modifier
COMBAT_DAMAGE_STATS_MULTILPIER 0.2
COMBAT_BETTER_AGILITY_DAMAGE_REDUCTION 0.45 How much the better agility (than opponent's) can reduce their damage to us.
COMBAT_BETTER_SPEED_DAMAGE_INCREASE 0.65 How much the better Speed (than opponent's) can reduce increase our damage to them.
Both of these defines are combined with their sister FACTOR_DIFF defines to create defense or offensive buffs
In both cases the maximum bonus or reduction is (BIGGEST_X_FACTOR_DIFF - 1) * COMBAT_BETTER_X_DAMAGE_Y * Damage
COMBAT_MAX_WINGS_AT_ONCE 10000 Max amount of air wings in one combat simulation. The higher value, the quicker countries may loose their wings. It's a gameplay balance value. 已废弃/未使用。
COMBAT_MAX_WINGS_AT_GROUND_ATTACK 10000 we can really pounce a land strike and escalate 已废弃/未使用。
COMBAT_MAX_WINGS_AT_ONCE_PORT_STRIKE 10000 we can really pounce a naval strike and escalate 已废弃/未使用。
AIR_REGION_SUPERIORITY_PIXEL_SCALE 0.04 air superiority scale = superiority/(pixels*this)
COMBAT_MULTIPLANE_CAP 3.0 How many planes can shoot at each plane on other side ( if there are 100 planes we are atttacking COMBAT_MULTIPLANE_CAP * 100 of our planes can shoot )
COMBAT_DAMAGE_SCALE 1 Higher value = more shot down planes
COMBAT_DAMAGE_SCALE_CARRIER 5 same as above but used inside naval combat for carrier battles
DETECT_CHANCE_FROM_OCCUPATION 0.10 How much the controlled provinces in area affects the air detection base value.
DETECT_CHANCE_FROM_RADARS 0.5 How much the radars in area affects detection chance.
DETECT_CHANCE_FROM_AIRCRAFTS_EFFECTIVE_COUNT 3000 Max amount of aircrafts in region to give full detection bonus.
DETECT_CHANCE_FROM_AIRCRAFTS 0.8 How much aircrafts in region improves air detection (up to effective count).
DETECT_CHANCE_FROM_NIGHT -0.2 How much the night can reduce the air detection. (see static modifiers to check how weather affects it too.)
DETECT_EFFICIENCY_BASE 0.1 Base value for detection efficiency (once something detected, efficiency says how many airplanes was detected).
DETECT_EFFICIENCY_FROM_RADAR 0.7 How much radars affect the efficiency.
DETECT_EFFICIENCY_RANDOM_FACTOR 0.1 How much randomness is in amount of detected aircrafts.
DAY_NIGHT_COVERAGE_FACTOR 0.5 The max night coverage in a region that is still considered to be day-time when determining if day/night air missions shall run.
HOURS_DELAY_AFTER_EACH_COMBAT 4 How many hours needs the wing to be ready for the next combat. Use for tweaking if combats happens too often. (generally used as double because of roundtrip)
PORT_STRIKES_DELAY_MULTIPLIER 2 multplies HOURS_DELAY_AFTER_EACH_COMBAT if port strikes
CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT 3 how often carrier planes do battle inside naval combat
CARRIER_SIZE_STAT_INCREMENT 10 Each Point of carrier_size state adds capacity for this many planes
FIELD_EXPERIENCE_SCALE 0.0004
FIELD_EXPERIENCE_MAX_PER_DAY 2 每天可获得的经验上限。
CLOSE_AIR_SUPPORT_EXPERIENCE_SCALE 0.0005 How much the experinence gained by CAS is scaled
PARADROP_EXPERIENCE_SCALE 0.03 How much the experinence gained by paradropping is scaled
BOMBING_DAMAGE_EXPERIENCE_SCALE 0.0002 How much the experinence gained by bombing is scaled
EXPERIENCE_SCALE_ATTACK_LOGISTICS_NO_TRUCK_CONSUMERS 0.0001 How much country experinence gained by attacking consumers who aren't motorized
EXPERIENCE_SCALE_ATTACK_LOGISTICS_NODE_AND_TRAINS 0.0002 How much country experinence gained by attacking node/trains
EXPERIENCE_SCALE_ATTACK_LOGISTICS_TRUCKS 0.0002 How much country experinence gained by attacking trucks
FIELD_EXPERIENCE_FACTOR 0.7 Factor all air experience gain from missions by this
AI_ALLOWED_PLANES_KEPT_IN_RESERVE 0.10 AI allowed planes is reduced by this percentage. Overflow will be distributed to the next valid order. Worst case, this will result in this % of planes no being assigned any order.
ACCIDENT_CHANCE_BASE 0.1 Base chance % (0 - 100) for accident to happen. Reduced with higher reliability stat.
ACCIDENT_CHANCE_CARRIER_MULT 1.5 The total accident chance is scaled up when it happens on the carrier ship.
ACCIDENT_CHANCE_BALANCE_MULT 0.10 Multiplier for balancing how often the air accident really happens. The higher mult, the more often.
ACCIDENT_CHANCE_RELIABILITY_MULT 2.0 Multiplier to accident chance per point of missing reliability.
ACCIDENT_EFFECT_MULT 0.007 Multiplier for balancing the effect of accidents
ACE_DEATH_CHANCE_BASE 0.005 Base chance % for ace pilot die when an airplane is shot down in the Ace wing.
ACE_DEATH_BY_OTHER_ACE_CHANCE 1.0 chance to an ace dying by another ace if it was hit by ace in combat
ACE_DEATH_CHANCE_PLANES_MULT 0.001 The more airplanes was lost in a single airplanes (more bloody it was) the higher chance of Ace to die.
AIR_AGILITY_TO_NAVAL_STRIKE_AGILITY 0.02 conversion factor to bring agility in line with ship AA
ACE_EARN_CHANCE_BASE 0.01 Base chance % for ace pilot creation roll to happen. Happens only when successfully kill airplane/ship or damage the buildings.
ACE_EARN_CHANCE_PLANES_MULT 0.005 Ace generation chance per aircraft. Chance is rolled twice because decimal numbers can't be small enough
AIR_DAMAGE_TO_DIVISION_LOSSES 1.0 factor for conversion air damage to division losses for details statistics of air wings
AIR_NAVAL_KAMIKAZE_DAMAGE_MULT 20.0 Balancing value to increase usual damage to Strength for Kamikaze
AIR_NAVAL_KAMIKAZE_LOSSES_MULT 4.0 Balancing value to increase usual losses if Kamikaze participating in the battle
BASE_KAMIKAZE_DAMAGE 2.0 Base Kamikaze death rate
BASE_KAMIKAZE_TARGETING 2.0 Kamikaze can't be a bad target
BASE_STRATEGIC_BOMBING_HIT_SHIP_CHANCE 0.01 Chance to hit a ship in port when it is bombed.
BASE_STRATEGIC_BOMBING_HIT_SHIP_DAMAGE_FACTOR 50
BASE_STRATEGIC_BOMBING_HIT_PLANE_CHANCE 0.5 Chance to hit a plane in airbase when it is bombed.
BASE_STRATEGIC_BOMBING_HIT_PLANE_DAMAGE_FACTOR 0.2
STRATEGIC_BOMBER_NUKE_AIR_SUPERIORITY 0.75 How much air superiority is needed for a tactical bomber to be able to nuke a province
AGGRESSION_THRESHOLD { 0.0, 0.25, 0.5 } Threshold levels for mission aggressivity for air
ACE_WING_SIZE 100 size of wing ace bonuses are set up for. if lower more bonus, if higher less bonus
ACE_WING_SIZE_MAX_BONUS 2 biggest bonus we can get from having a small wing with an ace on
NO_SEARCH_MISSION_DETECT_FACTOR -0.5 value of planes not on active search missions for detection
SUPPLY_NEED_FACTOR 0.28 multiplies supply usage
SUPPLY_PRIO_FACTOR 100.0 Effect of supply need per unit for target province picking for air supply
CAPACITY_PENALTY 2 scales penalty of having overcrowded bases.
AIR_COMBAT_FINAL_DAMAGE_SCALE 0.015 % how many max disrupted only planes are alloed to die in a single combat
AIR_COMBAT_FINAL_DAMAGE_PLANES 50 scaling/control for when only very few planes exist to stop roundoff issues
AIR_COMBAT_FINAL_DAMAGE_PLANES_FACTOR 0.1
AA_INDUSTRY_AIR_DAMAGE_FACTOR -0.12 5x levels = 60% defense from bombing
LEND_LEASED_EQUIPMENT_EXPERIENCE_GAIN 0.5 Value used for equipment
ANTI_AIR_PLANE_DAMAGE_FACTOR 0.8 Anti Air Gun Damage factor
ANTI_AIR_PLANE_DAMAGE_CHANCE 0.1 Anti Air Gun hit chance
ANTI_AIR_ATTACK_TO_DAMAGE_REDUCTION_FACTOR 1.0 Balancing value to convert equipment stat anti_air_attack to the damage reduction modifier apply to incoming air attacks against units with AA.
ANTI_AIR_MAXIMUM_DAMAGE_REDUCTION_FACTOR 0.75 Maximum damage reduction factor applied to incoming air attacks against units with AA.
AIR_DEPLOYMENT_DAYS 2 Days to deploy one air wing
AIR_MORE_GROUND_CREWS_COST 20.0 CP cost to maintain more ground crews
AIR_MORE_GROUND_CREWS_BOOST 0.1 Efficienct boost for more ground crews
EFFICIENCY_REGION_CHANGE_PENALTY_FACTOR 0.9 Penalty applied for changing region
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_DEFAULT 1 Gain should be changed in increments of 0.024 due to precision.
Default how much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_CAS 0.888 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_NAVAL_BOMBER 0.192 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_TACTICAL_BOMBER 0.192 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_FIGHTER 0.888 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_STRATEGIC_BOMBER 0.072 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_MARITIME_PATROL_PLANE 1
AIR_WING_XP_MAX 1000.0 Per plane XP.
AIR_WING_XP_LEVELS { 100, 300, 700, 900 } 升到下一级所需的经验。
AIR_WING_XP_LOSS_WHEN_KILLED 300 if a plane dies, the game assumes that a pilot with this amount of xp died and recalcs average.
AIR_WING_XP_TRAINING_MAX 300.0 Max average XP achieved with training.
AIR_WING_XP_TRAINING_MISSION_GAIN_DAILY 7.0 Daily gain when running training exercise mission
AIR_WING_XP_AIR_VS_AIR_COMBAT_GAIN 0.8 Wings in combat gain extra XP
AIR_WING_XP_GROUND_MISSION_COMPLETED_GAIN 0.28 Bombers bombing, CAS cassing, NBs nbing, kamikazees kamikazeeing, etc.
AIR_WING_XP_RECON_MISSION_COMPLETED_GAIN 0.05 recon mission
AIR_WING_COUNTRY_XP_FROM_TRAINING_FACTOR 0.003 Factor on country Air XP gained from wing training
AIR_WING_XP_TRAINING_MISSION_ACCIDENT_FACTOR 0.2 Training exercises cause more accidents
AIR_WING_XP_LOSS_REDUCTION_OVER_FRIENDLY_TERRITORY_FACTOR 0.3 Reduction on XP loss over friendly territory
DISRUPTION_FACTOR 4.0 multiplier on disruption damage to scale its effects on planes
DISRUPTION_FACTOR_CARRIER 6.0 multiplier on disruption damage to scale its effects on carrier vs carrier planes
DISRUPTION_SPEED_FACTOR 1.0
DISRUPTION_AGILITY_FACTOR 0.0
DISRUPTION_ATTACK_FACTOR 0.0
DISRUPTION_DETECTION_FACTOR 1.0
ESCORT_FACTOR 2.0
ESCORT_SPEED_FACTOR 1.0
ESCORT_AGILITY_FACTOR 1.0
ESCORT_ATTACK_FACTOR 1.0
DISRUPTION_DEFENCE_DEFENCE_FACTOR 0.5
DISRUPTION_DEFENCE_SPEED_FACTOR 1.0
DISRUPTION_DEFENCE_ATTACK_FACTOR 0.5
CARRIER_PLANES_AMOUNT_FOR_POSITIONING 50 below this amount of planes on a carrier we no longer get max benefit on enemy positioning
CAS_NIGHT_ATTACK_FACTOR 0.1 CAS damaged get multiplied by this in land combats at night
AIR_WING_ATTACK_LOGISTICS_NO_TRUCK_DISRUPTION_FACTOR 0.02 If a unit isn't motorized, still disrupt its supply by damage * this
AIR_WING_ATTACK_LOGISTICS_TRUCK_DAMAGE_FACTOR 0.27
AIR_WING_ATTACK_LOGISTICS_INFRA_DAMAGE_SPILL_FACTOR 0.0016 Portion of truck damage to additionally deal to infrastructure
AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_FACTOR 0.040
AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_DISRUPTION_MITIGATION 6.0 Multiply Train Damage by (Smooth / (Smooth + (Disruption * Mitigation)))
AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_DISRUPTION_SMOOTHING 5.0
AIR_WING_ATTACK_LOGISTICS_RAILWAY_DAMAGE_SPILL_FACTOR 0.006 Portion of train damage to additionally deal to railways
AIR_WING_ATTACK_LOGISTICS_DISRUPTION_MIN_DAMAGE_FACTOR 0.1 Multiply train damage by this factor, scale from 1.0 at 0 disruption to this at AIR_WING_ATTACK_LOGISTICS_MAX_DISRUPTION_DAMAGE_TO_CONSIDER
AIR_WING_ATTACK_LOGISTICS_MAX_DISRUPTION_DAMAGE_TO_CONSIDER 15.0 see above
AIR_WING_ATTACK_LOGISTICS_DIRECT_DISRUPTION_DAMAGE_FACTOR 0.01 Disruption damage to supply throughput done by bombing damage, not dependant on killing trains which also causes diruption.
AIR_WING_ATTACK_LOGISTICS_TRUCK_MAX_FACTOR 0.3 max trucks we can destroy in one instance of a logistics strike
SECONDARY_DAMAGE_STRAT 0.2 how much damage gets translated to railway guns for strat bombing
SECONDARY_DAMAGE_LOGISTICS 1.0 how much damage gets translated to railway guns for logistic strike
INTERCEPTION_DISTANCE_SCALE 50 At this many pixels of path length, full interception efficiency is applied to air missions. Lerp from 0.
INTERCEPTION_DAMAGE_SCALE 0.3 Multiply the interception damage with this value. Works as a cap when interception distance is at maximum.
MIN_PLANE_COUNT_PARADROP 50
MIN_PLANE_COUNT_AIR_SUPPLY 1
BASE_UNIT_WEIGHT_IN_TRANSPORT_PLANES 45.0
MANPOWER_LOSS_RATIO_PLANE_SHOT 0.10 The loss ratio of manpower for a shot plane.
MISSION_COMMAND_POWER_COSTS { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.05, 0.0, 0.0, 0.0, 0.0, 0.0 } command power cost per plane to create a mission
AIR_SUPERIORITY
CAS
INTERCEPTION
STRATEGIC_BOMBER
NAVAL_BOMBER
DROP_NUKE
PARADROP
NAVAL_KAMIKAZE
PORT_STRIKE
ATTACK_LOGISTICS
AIR_SUPPLY
TRAINING
NAVAL_MINES_PLANTING
NAVAL_MINES_SWEEPING
RECON
NAVAL_PATROL
MISSION_FUEL_COSTS { 1.0, 1.0, 0.2, 1.0, 1.0, 1.0, 1.0, 0.75, 1.2, 1.2, 1.0, 0.6, 1.0, 1.0, 1.0, 1.0 } fuel cost per plane for each mission
AIR_SUPERIORITY
CAS
INTERCEPTION
STRATEGIC_BOMBER
NAVAL_BOMBER
DROP_NUKE
PARADROP
NAVAL_KAMIKAZE
PORT_STRIKE
ATTACK_LOGISTICS
AIR_SUPPLY
TRAINING
NAVAL_MINES_PLANTING
NAVAL_MINES_SWEEPING
RECON
NAVAL_PATROL
MAX_FUEL_FLOW_MULT 1.0 max fuel flow ratio for planes, which will be multiplied by supply
FUEL_COST_MULT 0.35 fuel multiplier for all air missions
MISSION_EFFICIENCY_MULT_AT_LACK_OF_FUEL 0.25 multiplier for mission efficiency when a base lacks fuel
BOMBING_TARGETING_RANDOM_FACTOR 0.25 % of picking the wrong target
BOMBING_PROV_BUILD_PRIO_SCALE 1.5 Scale of the selected priority for provincial buildings
BOMBING_STATE_BUILD_PRIO_SCALE 1.5 Scale of the selected priority for state buildings
BOMBING_INFRA_PRIO_SCALE 0.7 Scale of the selected priority for infastryctyre
NON_CORE_STRATEGIC_IMPACT 0.5 multiplier for strategic impact of non-core bombing
RECON_LAND_SPOT_CHANCE 0.02 scale factor on spotting lan
REINFORCEMENT_DISABLING_DURATION_IN_LAND_CARRIER_TRANSFER 48 The reinforcement disabling duration in hours when transfering from land to carrier and vice versa
THRUST_WEIGHT_AGILITY_FACTOR 0.5 For plane designs, additive agility bonus per point of thrust exceeding weight
MAX_QUICK_WING_SELECTION 3 Max possible selection for airwing quick deploy
USE_SINGLE_NAVAL_ARMAMENT_CATEGORY true If true, only the armament module category that inflicts the greatest damage to naval targets will contribute naval strike and port strike mission specific stats. Only modules with both naval_strike_attack and naval_strike_targetting are considered. This is used to prevent torpedo_mounting and bomb_locks stats from stacking.
PORT_STRIKE_DAMAGE_FACTOR 1.0 How much damage is dealt to ports during a port strike (per plane damage [complex number] * num flying planes * define)

NNavy

名称 默认值 开发者注释 用法
WAR_SCORE_GAIN_FOR_SUNK_SHIP_MANPOWER_FACTOR 0.004 和平会议
war score gained for every manpower killed when sinking a ship
WAR_SCORE_GAIN_FOR_SUNK_SHIP_PRODUCTION_COST_FACTOR 0.020 war score gained for every IC of the sunk ship
WAR_SCORE_GAIN_FOR_SUNK_CONVOY 0.08 war score gained for every sunk convoy
WAR_SCORE_DECAY_FOR_BUILT_CONVOY 0.01 war score deducted when convoy-raided enemy produces one new convoy
PEACE_ACTION_TRANSFER_NAVY_EXPERIENCE_RETAINED 0.25 % of experience to retain after being transferred in a peace conference
SUPPLY_PRIORITY 2 Default convoy priority for supplying units via sea
RESOURCE_LENDLEASE_PRIORITY 3 Default convoy priority for export lend lease
RESOURCE_EXPORT_PRIORITY 4 Default convoy priority for export trade
RESOURCE_ORIGIN_PRIORITY 5 Default convoy priority for resources shipped internally
RESOURCE_PURCHASE_PRIORITY 6 Default convoy priority for export equipment purchase
ADMIRAL_TASKFORCE_CAP 10 Convoy Priorities END
admirals will start getting penalties after this amount of taskforces
DETECTION_CHANCE_MULT_BASE 0.1 base multiplier value for detection chance. Later the chance is an average between our detection and enemy visibility, mult by surface/sub detection chance in the following defines.
DETECTION_CHANCE_MULT_RADAR_BONUS 0.1 detection chance bonus from radars.
DETECTION_CHANCE_MULT_AIR_SUPERIORITY_BONUS 0.25 bonus from air superiority.
MAX_CAPITALS_PER_AUTO_TASK_FORCE 5 maximum number of capital ships the auto-task force creation will put together when designing SurfaceActionGroup
MAX_SUBMARINES_PER_AUTO_TASK_FORCE 30 maximum number of submarines the auto-task force creation will put together when designing wolfpack
BEST_CAPITALS_TO_CARRIER_RATIO 1 capitals / carriers ratio used when auto-task force creation designs CarrierTaskForce
BEST_CAPITALS_TO_SCREENS_RATIO 0.25 capitals / screens ratio used for creating FEX groups in naval combat
COMBAT_BASE_HIT_CHANCE 0.1 base chance for hit
COMBAT_MIN_HIT_CHANCE 0.05 never less hit chance then this?
COMBAT_EVASION_TO_HIT_CHANCE 0.007 we take ship evasion stats, and mult by this value, so it gives hit chance reduction. So if reduction is 0.025 and ship evasion = 10, then there will be 0.25 (25%) lower hit chance. (Fe. 50% base -25% from evasion +10% bcoz it's very close).
COMBAT_EVASION_TO_HIT_CHANCE_TORPEDO_MULT 10.0 the above evasion hit chance is multiplied by 400% if shooting with torpedoes. Torpedoes are slow, so evasion matters more.
MIN_HIT_PROFILE_MULT 0.0 largest hit profile penalty to hitting
COMBAT_LOW_ORG_HIT_CHANCE_PENALTY -0.5 % of penalty applied to hit chance when ORG is very low.
COMBAT_LOW_MANPOWER_HIT_CHANCE_PENALTY -0.25 % of penalty applied to hit chance when manpower is very low.
COMBAT_DAMAGE_RANDOMNESS 0.5 random factor in damage. So if max damage is fe. 10, and randomness is 30%, then damage will be between 7-10.
COMBAT_TORPEDO_CRITICAL_CHANCE 0.1 chance for critical hit from torpedo.
COMBAT_TORPEDO_CRITICAL_DAMAGE_MULT 2.0 multiplier to damage when got critical hit from torpedo. (Critical hits are devastating as usualy torpedo_attack are pretty high base values).
COMBAT_DAMAGE_TO_STR_FACTOR 0.6 casting damage value to ship strength multiplier. Use it ot balance the game difficulty.
COMBAT_DAMAGE_TO_ORG_FACTOR 1.0 casting damage value to ship organisation multiplier. Use it to balance the game difficulty.
COMBAT_ON_THE_WAY_INIT_DISTANCE_BALANCE 0.25 Value to balance initial distance to arrive for ships that are "on the way"
COMBAT_CHASE_RESIGNATION_HOURS 8 Before we resign chasing enemy, give them some minimum time so the combat doesn't end instantly.
COMBAT_MAX_GROUPS 1 Max amount of "Fire Exchange" groups (FEX).
COMBAT_MIN_DURATION 8 Min combat duration before we can retreat. It's a balancing variable so it's not possible to always run with our weak ships agains big flotillas.
COMBAT_INITIAL_DURATION 6 Number of hours that is considered the "initial phase" of naval combat, used for modifiers like surprise attack during "initial combat"
COMBAT_RETREAT_DECISION_CHANCE 0.22 There is also random factor in deciding if we should retreat or not. That causes a delay in taking decision, that sooner or later will be picked. It's needed so damaged fast ships won't troll the combat.
COMBAT_DETECTED_CONVOYS_FROM_SURFACE_DETECTION_STAT 0.1 Each 1.0 of surface_detection that ship has (equipment stat), gives x% of convoys discovered from total travelling along the route.
COMBAT_BASE_CRITICAL_CHANCE 0.05 Base chance for receiving a critical chance. It get's scaled down with ship reliability.
COMBAT_CRITICAL_DAMAGE_MULT 5.0 Multiplier for the critical damage. Scaled down with the ship reliability.
COMBAT_ARMOR_PIERCING_CRITICAL_BONUS 1.0 Bonus to critical chance when shooter armor piercing is higher then target armor.
COMBAT_ARMOR_PIERCING_DAMAGE_REDUCTION 0 All damage reduction % when target armor is >= then shooter armor piercing. (depricated)
REPAIR_AND_RETURN_PRIO_LOW 0.2 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_MEDIUM 0.5 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_HIGH 0.9 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_LOW_COMBAT 0.6 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_PRIO_MEDIUM_COMBAT 0.3 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_PRIO_HIGH_COMBAT 0.1 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_AMOUNT_SHIPS_LOW 0.2 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_AMOUNT_SHIPS_MEDIUM 0.4 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_AMOUNT_SHIPS_HIGH 0.8 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_UNIT_DYING_STR 0.2 Str below this point is considering a single ship "dying", and a high priority to send to repair.
EXPERIENCE_LOSS_FACTOR 1.00 人力被移除时有经验的士兵阵亡的百分比。
MISSION_MAX_REGIONS 0 Limit of the regions that can be assigned to naval mission. Set to 0 for unlimited.
CONVOY_EFFICIENCY_LOSS_MODIFIER 1.25 How much efficiency drops when losing convoys. If modifier is 0.5, then losing 100% of convoys in short period, the efficiency will drop by 50%.
CONVOY_EFFICIENCY_REGAIN_AFTER_DAYS 7 Convoy starts regaining it's efficiency after X days without any convoys being sink.
CONVOY_EFFICIENCY_REGAIN_BASE_SPEED 0.04 How much efficiency regains every day.
CONVOY_EFFICIENCY_MIN_VALUE 0.05 To avoid complete 0% efficiency, set the lower limit.
CONVOY_ROUTE_SIZE_CONVOY_SCALE 0.5 scales impact of convoy route size (0 to turn off)
ANTI_AIR_TARGETTING_TO_CHANCE 0.2 Balancing value to convert averaged equipment stats (anti_air_targetting and naval_strike_agility) to probability chances of airplane being hit by navies AA.
ANTI_AIR_ATTACK_TO_AMOUNT 0.01 用于将装备属性 anti_air_attack 转换为飞机被命中随机百分比值的平衡值。
CONVOY_SINKING_SPILLOVER 0.5 Damaged convoys roll for if they sink in the end of combat by accumulating the damage. This scales that chance.
UNIT_EXPERIENCE_PER_COMBAT_HOUR 10
UNIT_EXPERIENCE_SCALE 1
EXPERIENCE_FACTOR_CONVOY_ATTACK 0.04
EXPERIENCE_FACTOR_NON_CARRIER_GAIN 0.04 Xp gain by non-carrier ships in the combat
EXPERIENCE_FACTOR_CARRIER_GAIN 0.08 Xp gain by carrier ships in the combat
FIELD_EXPERIENCE_SCALE 0.075
FIELD_EXPERIENCE_MAX_PER_DAY 50 每天可获得的经验上限。
LEADER_EXPERIENCE_SCALE 1.0
BATTLE_NAME_VP_FACTOR 100 Name is given by ((VP value) * BATTLE_NAME_VP_FACTOR) / (Distance VP -> battle)
BATTLE_NAME_VP_CUTOFF 1.0 If best score of above calculation is below this, name will be that of region.
AMPHIBIOUS_LANDING_PENALTY -0.7 amphibious landing penalty
AMPHIBIOUS_INVADE_SPEED_BASE 0.5 every hour movement progress on amphibious invasion
AMPHIBIOUS_INVADE_MOVEMENT_COST 24.0 两栖登陆时移动的总进度花费。
AMPHIBIOUS_INVADE_ATTACK_LOW 0.2 low and high cap of attack modifier scale. Scale interpolated by invasion progress.
AMPHIBIOUS_INVADE_ATTACK_HIGH 1.0
AMPHIBIOUS_INVADE_DEFEND_LOW 1.5 low and high cap of defend modifier scale. Scale interpolated by invasion progress.
AMPHIBIOUS_INVADE_DEFEND_HIGH 1.0
AMPHIBIOUS_INVADE_LANDING_PENALTY_DECREASE 3.5 scale of bonus that decreases "amphibious penalty" during combat, relative to invading transporter tech.
BASE_CARRIER_SORTIE_EFFICIENCY 0.5 factor of planes that can sortie by default from a carrier
CONVOY_ATTACK_BASE_FACTOR 0.15 base % of convoys that get intercepted
CONVOY_LOSS_HISTORY_TIMEOUT_MONTHS 24 after this many months remove the history of lost convoys to not bloat savegames and memory since there is no way to see them anyway
CARRIER_STACK_PENALTY 4 The most efficient is 4 carriers in combat. 5+ brings the penalty to the amount of wings in battle.
CARRIER_STACK_PENALTY_EFFECT 0.2 Each carrier above the optimal amount decreases the amount of airplanes being able to takeoff by such %.
SHORE_BOMBARDMENT_CAP 0.33
ANTI_AIR_TARGETING 0.9 how good ships are at hitting aircraft
MIN_TRACTED_ASSIST_DAMAGE_RATIO 0.05 How much damage counts as assist damage
SUPPLY_NEED_FACTOR 4 multiplies supply usage
DECRYPTION_SPOTTING_BONUS 0.2
DISBAND_MANPOWER_LOSS 0.0
MANPOWER_LOSS_RATIO_ON_SUNK 0.5 sunk ships will lose this ratio of their current manpower
MANPOWER_LOSS_RATIO_ON_STR_LOSS 0.5 losing strength will make you also lose manpower at this ratio of total manpower
MIN_MANPOWER_RATIO_TO_DROP 0.1 ships will not lose man power to below this ratio
DAILY_MANPOWER_GAIN_RATIO 0.05 the ships not in combat will be able to gain this ratio of their max manpower
PRIDE_OF_THE_FLEET_UNASSIGN_COST 100 cost to unassign/replace pride of the fleet
PRIDE_OF_THE_FLEET_LOST_TEMP_MODIFIER_DURATION 30 duration for temp modifiers that you get when you lose your pride of the fleet
XP_GAIN_FACTOR 1.0 xp gain factor for navy
CARRIER_ONLY_COMBAT_ACTIVATE_TIME 0 hours from start of combat when carriers get to fight
CAPITAL_ONLY_COMBAT_ACTIVATE_TIME 6 hours from start of combat when only carriers, capitals and subs get to attack
ALL_SHIPS_ACTIVATE_TIME 8 hours where all get to attack
MINIMUM_SHIP_SPEED 1.0 slowest speed a ship can have
REPAIR_SPLIT_TASKFORCE_SIZE 5 if a country does not have empty naval naval bases for repairs, it will split ships with this sizes and distribute them around
CONVOY_SPOTTING_COOLDOWN 0.3 % of travel time
CONVOY_SPOTTING_COOLDOWN_MIN 36 minimum cooldown time
CONVOY_SPOTTING_COOLDOWN_MAX 168 maximum cooldown time
CONVOY_SPOTTING_COOLDOWN_MIN_FROM_EFFICIENCY 15 clamped min value after screening efficiency has been applied
MISSION_FUEL_COSTS { 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.6, 0.0, 1.0 } fuel cost for each mission
HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
PATROL
STRIKE FORCE (does not cost fuel at base, and uses IN_COMBAT_FUEL_COST in combat. this is just for the movement in between)
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
NAVAL_INVASION_SUPPORT (does not cost fuel at base, only costs while doing bombardment and escorting units)
HOLD_MISSION_MOVEMENT_COST 1.0 ships on hold cost this much fuel while moving
ON_BASE_FUEL_COST 0.0 ships that waits at naval bases cost this ratio
IN_COMBAT_FUEL_COST 2.0 ships in combat will get this ratio for fuel cost
TRAINING_FUEL_COST_FOR_ESCORT_SHIPS 0.15 ships that are on training mission but not training (ie they are at max xp and training will cancel at max xp) will consume this ratio of fuel
MAX_FUEL_FLOW_MULT 2.0 max fuel flow ratio for ships, which will be multiplied by supply
FUEL_COST_MULT 0.10 fuel multiplier for all naval missions
OUT_OF_FUEL_SPEED_FACTOR -0.75
OUT_OF_FUEL_RANGE_FACTOR -0.75
OUT_OF_FUEL_ATTACK_FACTOR -0.5
OUT_OF_FUEL_TORPEDO_FACTOR -0.8
MISSION_SPREADS { 0.0, 0.0, 0.0, 0.0, 0.0, 0.7, 0.7, 0.5, 0.0, 0.0 } mission spreads in the case a ship join combat, which is calculated for number of ships that will be in combat. 1 means no ship will be at start
HOLD
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL_INVASION_SUPPORT
MISSION_DEFAULT_SPREAD_BASE 1.0 multiplier for mission spreads. higher = less ships on start
AGGRESSION_SETTINGS_VALUES { 0, 0.5, 0.9, 2.0, 10000 } ships will use this values while deciding to attack enemies
do not engage
low
medium
high
I am death incarnate!
AGGRESION_MULTIPLIER_FOR_COMBAT 1.2 ships are more aggresive in combat
AGGRESSION_ARMOR_EFFICIENCY_MULTIPLIER 1.0 armor to enemy piercing ratio is multiplied by this value, which will increase the strength of ships while considering them for aggression
AGGRESSION_MIN_ARMOR_EFFICIENCY 0.5 armor multiplier has a min and max caps while being factored in aggression
AGGRESSION_MAX_ARMOR_EFFICIENCY 1.5 armor multiplier has a min and max caps while being factored in aggression
AGGRESSION_LIGHT_GUN_EFFICIENCY_ON_LIGHT_SHIPS 1.0 ratio for scoring for different gun types against light ships
AGGRESSION_HEAVY_GUN_EFFICIENCY_ON_LIGHT_SHIPS 0.25 ratio for scoring for different gun types against light ships
AGGRESSION_TORPEDO_EFFICIENCY_ON_LIGHT_SHIPS 0.1 ratio for scoring for different gun types against light ships
AGGRESSION_LIGHT_GUN_EFFICIENCY_ON_HEAVY_SHIPS 0.1 ratio for scoring for different gun types against heavy ships
AGGRESSION_HEAVY_GUN_EFFICIENCY_ON_HEAVY_SHIPS 1.0 ratio for scoring for different gun types against heavy ships
AGGRESSION_TORPEDO_EFFICIENCY_ON_HEAVY_SHIPS 1.1 ratio for scoring for different gun types against heavy ships
AGGRESSION_CONVOY_STRENGTH_FACTOR 0.3 convoys in combat gets a penalty to their strength in aggression calculations
SUBMARINE_ESCAPE_RATIOS { 1000, 15, 3.0, 1.0, 0.1 } subs will escape battle in convoy raid if there are enemies that can attack
do not engage
low
medium
high
I am death incarnate!
MIN_REPAIR_FOR_JOINING_COMBATS { 0.0, 0.5, 0.7, 0.9 } strikeforces/patrol forces will not join combats if they are not repaired enough
do not repair
low
medium
high
ORG_COST_WHILE_MOVING { 0.3, 0.2, 0.25, 0.2, 0.2, 0.2, 0.2, 0.2, 0.3, 0.2 } org cost while the ships are moving
HOLD
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL_INVASION_SUPPORT
ORG_COST_WHILE_MOVING_IN_MISSION_ZONE { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 } org cost while moving in mission zone
HOLD
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL_INVASION_SUPPORT
MAX_ORG_ON_MANUAL_MOVE 0.66 org will clamped to this ratio on manual move
MIN_ORG_ON_MANUAL_MOVE 0.1 org will clamped to this ratio on manual move
INITIAL_ALLOWED_DOCKYARD_RATIO_FOR_REPAIRS 0.25 initially countries will allocate this ratio of dockyards for repairs
MISSION_SUPREMACY_RATIOS { 0.0, 1.0, 1.0, 0.5, 0.5, 0.3, 0.3, 0.0, 0.0, 1.0 } supremacy multipliers for different mission types
HOLD
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL_INVASION_SUPPORT
SUPREMACY_PER_SHIP_PER_MANPOWER 0.05 supremacy of a ship is calculated using its IC, manpower and a base define
SUPREMACY_PER_SHIP_PER_IC 0.005
SUPREMACY_PER_SHIP_BASE 0
ATTRITION_WHILE_MOVING_FACTOR 1.5 attrition multiplier while moving & doing missions
ATTRITION_DAMAGE_ORG 0.01 damage from attrition to Organisation (relative to max org)
ATTRITION_DAMAGE_STR 0.03 damage from attrition to str (relative to max str)
ATTRITION_STR_DAMAGE_CHANCE 0.2 chance to get damaged at highest attrition
TRAINING_ACCIDENT_CHANCES 0.02 Chances one ship get damage each hour while on training
TRAINING_ACCIDENT_CRITICAL_HIT_CHANCES 0.3 If an accident happens, how likely it is to be a critical hit
TRAINING_ACCIDENT_CRITICAL_HIT_DAMAGE_SCALE 4.0 Scale the value below in case of critical hit
TRAINING_ACCIDENT_STRENGTH_LOSS 4.0 Amount of strength loss in a training accident
TRAINING_ACCIDENT_STRENGTH_LOSS_FACTOR 0.05 Amount of strength loss in a training accident, propotional to the maximum strength of the ship
TRAINING_ACCIDENT_ORG_LOSS_FACTOR 0.3 Amount of current organization the ship lose
ACCIDENTS_CHANCE_BALANCE_FACTOR 0.04 General chance for naval accidents for balancing the gameplay.
TRAINING_EXPERIENCE_FACTOR 0.3 The Formula: Min( TRAINING_MAX_DAILY_COUNTRY_EXP * Ratio, TRAINING_DAILY_COUNTRY_EXP_FACTOR * ( TRAINING_DAILY_COUNTRY_EXP_SHIP_RATIO_FACTOR * TrainingShipCount / CountryShipCount
+ TRAINING_DAILY_COUNTRY_EXP_MANPOWER_FACTOR * Manpower + TRAINING_DAILY_COUNTRY_EXP_MANPOWER_RATIO_FACTOR * Manpower / CountryShipCount ) )
Amount of exp each ship gain every 24h while training (before modifiers)
TRAINING_DAILY_COUNTRY_EXP_FACTOR 0.001 Factor used to scale the Daily Country Navy XP gain
TRAINING_DAILY_COUNTRY_EXP_MANPOWER_FACTOR 0.006 Factor used to scale the sum of the training manpower for the Daily Country Navy XP gain
TRAINING_DAILY_COUNTRY_EXP_MANPOWER_RATIO_FACTOR 0.01 Factor used to scale the sum of the manpower divided by the country's number of ship for the Daily Country Navy XP gain
TRAINING_DAILY_COUNTRY_EXP_SHIP_RATIO_FACTOR 300.0 Factor used to scale the ratio of training ships for the Daily Country Navy XP gain
TRAINING_MAX_DAILY_COUNTRY_EXP 3.5 Maximum navy XP daily gain
TRAINING_MIN_STRENGTH 0.1 if strength is less than this, the unit will not contribute to training and cant be damaged by training
TRAINING_ORG 0.2 max organization on traiaing mission
BASE_SPOTTING 1 base spotting percentage for navy
BASE_SPOTTING_FROM_RADAR 5 base spotting percentage that comes from full radar coverage
BASE_SPOTTING_FROM_NAVY 10 base spotting percentage that comes from task forces in area
AIR_SPOTTER_NORMALIZED_AIRWING_SIZE 100 each plane will contribute 1/this of the air-wing's detection stat
AIR_SPOTTER_DETECTION_FACTOR 0.025 multiplier for air-wings' detection value before logistic transform
BASE_SPOTTING_FROM_AIR 20 base spotting percentage that comes from air-wings in area
BASE_SPOTTING_FROM_DECRYPTION 10 base spotting percentage that comes from decryption, can go negative (enemy decryption is subtracted)
MIN_SPOTTING_PROGRESS 0.01 Minimum spotting progress (in percent) per hourly tick
AIR_MISSION_SPOTTING_FACTORS { 0.50, 0, 0.25, 0, 0.50, 0, 0, 0.25, 0, 0, 0, 0, 0.25, 0.50, 1.00, 1.50 } Multiplier for air-wings' spotting contribution per mission type
AIR_SUPERIORITY
CAS
INTERCEPTION
STRATEGIC_BOMBER
NAVAL_BOMBER
DROP_NUKE
PARADROP
NAVAL_KAMIKAZE
PORT_STRIKE
ATTACK_LOGISTICS
AIR_SUPPLY
TRAINING
NAVAL_MINES_PLANTING
NAVAL_MINES_SWEEPING
RECON
NAVAL_PATROL
MIN_HOURS_TO_SHUFFLE_NEWLY_ASSIGNED_PATROLS 7*24 if a fleet has less patrol than it needs to cover all of it areas, it will shuffle the patrols around. it will wait this much hour before shuffling a task force to new area
SPOTTING_ENEMY_SPOTTING_MULTIPLIER_FOR_RUNNING_AWAY 0.80 enemy spotting is multiplied by this value to simulate running away
SPOTTING_MULTIPLIER_FOR_SURFACE 1.0 task force surface spotting value is multiplied by this and added to spotting percentage every hour
SPOTTING_MULTIPLIER_FOR_SUB 1.0 task force sub spotting value is multiplied by this and added to spotting percentage every hour
SPOTTING_SPEED_MULT_FOR_RUNNING_AWAY 0.5 task forces that does not want to engage will reduce enemy spotting rate every hour by speed diff mult this ratio
SPOTTING_SPEED_MULT_FOR_CATCHING_UP 0.2 speed diff bonus rate that is added to spotting every hour
SPOTTING_MISSION_DETECTION_THRESHOLD_LOW 10.0 value between 0 and 100 above which to show very coarse information about the spotted task force
SPOTTING_MISSION_DETECTION_THRESHOLD_MEDIUM 70.0 value between 0 and 100 above which to show coarse information about the spotted task force. Note: accurate information are shown when spotting reach 100.
VISIBILITY_MULTIPLIER_FOR_SPOTTING 0.1 multiplier for visibility stat
INTEL_LEVEL_LOW_HALF_RANGE_PERCENTAGE 10 Integer representing the maximum offset of the displayed value to the original, in percentage (divided by 100 in code). For spotting level "low".
INTEL_LEVEL_MEDIUM_HALF_RANGE_PERCENTAGE 5 Same as above but for the spotting level "medium"
INTEL_LEVEL_LOW_HALF_RANGE_MIN_SHIPS 3 If the percentage of the value is lower than this, use this value instead. For spotting level "low"
INTEL_LEVEL_LOW_HALF_RANGE_MIN_CAPITALS 1 Same as above but for capital ships
INTEL_LEVEL_MEDIUM_HALF_RANGE_MIN_SHIPS 1 If the percentage of the value is lower than this, use this value instead. For spotting level "medium"
INTEL_LEVEL_MEDIUM_HALF_RANGE_MIN_CAPITALS 1 Same as above but for capital ships. NOTE: overriden to 0 if the total number of ships in the task force is less than four.
INTEL_LEVEL_LOW_STRENGTH_ESTIMATE_HALF_RANGE_PERCENTAGE 20 Integer representing the maximum offset of the estimated enemy strength to the original, in percentage (divided by 100 in code). For spotting level "low".
INTEL_LEVEL_MEDIUM_STRENGTH_ESTIMATE_HALF_RANGE_PERCENTAGE 10 Same as above for spotting level "medium"
BASE_SPOTTING_SPEED 0.0 daily base spotting speed
BASE_ESCAPE_SPEED 0.045 daily base escape speed (gained as percentagE)
SPEED_TO_ESCAPE_SPEED 0.95 ratio to converstion from ship speed to escape speed (divided by hundred)
ESCAPE_SPEED_PER_COMBAT_DAY 0.01 daily increase in escape speed during combat duration
MAX_ESCAPE_SPEED_FROM_COMBAT_DURATION 0.15 max escape speed that will be gained from combat duration
ESCAPE_SPEED_SUB_BASE 0.08 subs get faster escape speed. gets replaced by hidden version below if hidden
ESCAPE_SPEED_HIDDEN_SUB 0.18 hidden subs get faster escape speed
SUB_DETECTION_CHANCE_BASE 5 to start spotting a submarine, a dice is rolled and checked if it succeeds this percentage. if not, that enemy sub force won't be spotted on this tick
SUB_DETECTION_CHANCE_BASE_SPOTTING_EFFECT 0.5 effect of base spotting for initial spotting of pure submarine forces. this along with next value is added together and rolled against a random to start spotting
SUB_DETECTION_CHANCE_SPOTTING_SPEED_EFFECT 2.0 effect of spotting speed for initial spotting of pure submarine forces. this along with prev value is added together and rolled against a random to start spotting
SUB_DETECTION_CHANCE_BASE_SPOTTING_POW_EFFECT 1.5 effect of spotting speed will be powered by this for initial spotting of pure submarine forces. this along with prev value is added together and rolled against a random to start spotting
BASE_CONVOY_SPOTTING_SPEED 0.0 daily base spotting speed against convoys
BASE_UNIT_TRANSFER_SPOTTING_SPEED 0.0 daily base spotting speed against unit trans
BASE_NAVAL_INVASION_SPOTTING_SPEED 0.0 daily base spotting speed against unit transfers
CONVOY_SPOTTING_SPEED_MULT 1.0 spotting speed mult against convoys
UNIT_TRANSFER_SPOTTING_SPEED_MULT 5.0 spotting speed mult against unit transfers
CONVOY_DETECTION_CHANCE_BASE 4.12 regular convoy base chance detection percentage (if this fails, no detection is done on that tick)
BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING 0.05 effect of base convoy spotting for initial spotting of regular convoys. this along with next value is added together and rolled a random once for every convoy to check for spotting
SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING 0.50 effect of convoy spotting speed for initial spotting of regular convoys. this along with prev value is added together and rolled a random once for every convoy to check for spotting
SPOTTING_MOD_FOR_CONVOY_COUNT 0.2 a modifier for scaling the count of convoys on a parabolic curve (counvoy_count ^ SPOTTING_MOD_FOR_CONVOY_COUNT)
UNIT_TRANSFER_DETECTION_CHANCE_BASE 8.0 unit transfer and naval invasion base chance detection percentage (if this fails, no detection is done on that tick)
BASE_SPOTTING_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING 2.4 same as BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys
SPOTTING_SPEED_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING 0.12 same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys
BASE_SPOTTING_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING 2.4 same as BASE_SPOTTING_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys
SPOTTING_SPEED_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING 0.12 same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys
MIN_GUN_COOLDOWN 0.1 minimum cooldown for a gun
BASE_GUN_COOLDOWNS { 1.0, 4.0, 1.0 } number of hours for a gun to be ready after shooting
big guns
torpedoes
small guns
BASE_JOIN_COMBAT_HOURS 2 the taskforces that wants to join existing combats will wait for at least this amount
LOW_ORG_FACTOR_ON_JOIN_COMBAT_DURATION 4.0 low org of the ships will be factored in when a taskforce wants to join combat
BASE_POSITIONING 1.0 base value for positioning
RELATIVE_SURFACE_DETECTION_TO_POSITIONING_FACTOR 0.01 multiples the surface detection difference between two sides. the side with higher detection will get a bonus of this value
MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION 0.0 will clamp the bonus that you get from detection
HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR 0.25 if one side has more ships than the other, that side will get this penalty for each +100% ship ratio it has
MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO 0.75 maximum penalty to get from larger fleets
HIGHER_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR 0.2 penalty if other side has stronger carrier air force
MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR 0.2 max penalty from stronger carrier air force
POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS 0.01 each ship that joins the combat will have this penalty to be added into positioning
MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS 0.25 the accumulated penalty from new ships will be clamped to this value
POSITIONING_PENALTY_HOURLY_DECAY_FOR_NEWLY_JOINED_SHIPS 0.05 the accumulated penalty from new ships will decay hourly by this value
DAMAGE_PENALTY_ON_MINIMUM_POSITIONING 0.5 damage penalty at 0% positioning
SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING 0.5 screening efficiency (screen to capital ratio) at 0% positioning
AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING 0.7 AA penalty at 0% positioning
SUBMARINE_REVEAL_ON_MINIMUM_POSITIONING 2.0 submarine reveal change on 0% positioning
SHIP_TO_FLEET_ANTI_AIR_RATIO 0.25 total sum of fleet's anti air will be multiplied with this ratio and added to calculations anti-air of individual ships while air damage reduction
ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE 0.225 received air damage is calculated using following: 1 - ( (ship_anti_air + fleet_anti_air * SHIP_TO_FLEET_ANTI_AIR_RATIO )^ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE ) * ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE
ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE 0.18
MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE 0.75 damage reduction for incoming air attacks is clamped to this value at maximum.
CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT 0.1 the game will roll between 0-1 and will damage a random part if below this val on naval critical hits
CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT_FROM_AIR 0.1 the game will roll between 0-1 and will damage a random part if below this val on air critical hits
SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CAPITALS 3.0 this screen ratio to num capital/carriers is needed for full screening beyond screen line
SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS 0.5 this screen ratio to num convoys is needed for full screening beyond screen line
CAPITAL_RATIO_FOR_FULL_SCREENING_FOR_CARRIERS 1.0 this capital ratio to num carriers is needed for full screening beyond screen line
CAPITAL_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS 0.25 this capital ratio to num convoys is needed for full screening beyond screen line
TASK_FORCE_ROLE_TO_INSIGNIA { 6, 15, 22, 26, 16, 17, 29, 1 } define the index of the insignia to use for a task force designed for a specific role
Role undefined
Wolfpack
Carrier task force
Surface action group
Mine layers
Mine sweepers
Patrol task force
Convoy escort
MIN_SHIP_COUNT_FOR_TASK_FORCE_ROLE_ASSIGNMENT 4 NOTE: you can see the effect of changing the values down below by running the command tfria with a task force selected
define the minimum number of ship that should be in a task force for it to be considered a patrol or an escort task force (used to the insignia assignment, see TASK_FORCE_ROLE_TO_INSIGNIA)
SURFACE_DETECTION_STAT_FOR_SHIP_TO_BE_PATROL 16 amount of surface detection required for a ship to be considered as part of a patrol task force
DEPTH_CHARGE_STAT_FOR_SHIP_TO_BE_SUB_HUNTER 15 amount of depth charge required for a ship to be considred a sub hunter and so good for convoy escort
SUB_DETECTION_STAT_FOR_SHIP_TO_BE_SUB_HUNTER 2 amount of sub detection required for a ship to be considered a sub hunter
HEAVY_GUN_ATTACK_TO_SHORE_BOMBARDMENT 0.05 heavy gun attack value is divided by this value * 100 and added to shore bombardment modifier
LIGHT_GUN_ATTACK_TO_SHORE_BOMBARDMENT 0.025 light gun attack value is divided by this value * 100 and added to shore bombardment modifier
GUN_HIT_PROFILES { 80.0, 100.0, 45.0 } hit profiles for guns, if target ih profile is lower the gun will have lower accuracy
big guns
torpedoes
small guns
DEPTH_CHARGES_HIT_CHANCE_MULT 1.1 multiplies hit chance of small guns
DEPTH_CHARGES_DAMAGE_MULT 0.7 multiplies damage of depth charges
DEPTH_CHARGES_HIT_PROFILE 100.0 hit profile for depth charges
CONVOY_HIT_PROFILE 85.0 convoys has this contant hit profile
HIT_PROFILE_MULT 100.0 multiplies hit profile of every ship
HIT_PROFILE_SPEED_FACTOR 0.5 factors speed value when determining it profile (Vis * HIT_PROFILE_MULT * Ship Hit Profile Mult)
HIT_PROFILE_SPEED_BASE 20 Base value added to hitprofile speed calulation
CONVOY_RAID_MAX_REGION_TO_TASKFORCE_RATIO 1.5 each taskforce in convoy raid mission can at most cover this many regions without losing efficiency
CONVOY_DEFENSE_MAX_CONVOY_TO_SHIP_RATIO 12.0 each ship in convoy defense mission can at most cover this many convoys without losing efficiency
CONVOY_DEFENSE_MAX_REGION_TO_TASKFORCE_RATIO 5.0 each taskforce in convoy defense mission can at most cover this many regions without losing efficiency
MINE_SWEEPING_SUPREMACY_EFFICIENCY_MAX_REGION_TO_TASKFORCE_RATIO 1.0 mine missions will get lower supremacies if they are assigned more regions than this
MINE_PLANTING_SUPREMACY_EFFICIENCY_MAX_REGION_TO_TASKFORCE_RATIO 1.0 mine missions will get lower supremacies if they are assigned more regions than this
EFFICIENCY_TO_JOIN_COMBAT_RATIO_PENALTY 1.0 at lower efficiencies less ships will be able to join combat
EFFICIENCY_TO_TIME_TO_JOIN_COMBAT_PENALTY 100.0 at lower efficiencies less time to join combat hour will be increased
COORDINATION_EFFECT_ON_CONVOY_RAID_EFFICIENCY 1.5 coordination will increase the number of areas you can cover in convoy raid
COORDINATION_EFFECT_ON_CONVOY_DEFENSE_EFFICIENCY 1.5 coordination will increase the number of convoys you can cover in convoy defense
COORDINATION_EFFECT_ON_TIME_TO_JOIN_COMBAT 1.0 coordination will reduce the time to join combat penalties
COORDINATION_EFFECT_ON_MINE_LAYING_SPEED 0.5 affect of coordination modifier in mine laying speed
COORDINATION_EFFECT_ON_MINE_SWEEPING_SPEED 0.5 affect of coordination modifier in mine sweeping speed
COORDINATION_EFFECT_ON_PATROL_SPOTTING 1.0 affect of coordination modifier in spotting speed
COORDINATION_EFFECT_ON_MINE_SWEEPING_SUPREMACY_EFFICIENCY 1.0 mine missions supremacy can be buffed by coordination
COORDINATION_EFFECT_ON_MINE_PLANTING_SUPREMACY_EFFICIENCY 1.0 mine missions supremacy can be buffed by coordination
MISSION_EFFICIENCY_POW_FACTOR 1.7 mission efficiencies will be powered up by this to further penalize low efficiencies
SUBMARINE_HIDE_TIMEOUT 20 Amount of in-game-hours that takes the submarine (with position unrevealed), to hide.
SUBMARINE_REVEALED_TIMEOUT 16 Amount of in-game-hours that makes the submarine visible if it is on the defender side.
SUBMARINE_REVEAL_BASE_CHANCE 11 Base factor for submarine detection. It's modified by the difference of a spotter's submarines detection vs submarine visibility. Use this variable for game balancing. setting this too low will cause bad spotting issues.
SUBMARINE_REVEAL_POW 3.0 A scaling factor that is applied to the reveal chance in order to make large differences in detection vs visibility more pronounced
SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE 0.035 Chance of a submarine being revealed when it fires. 1.0 is 100%. this chance is then multiplied with modifier created by comparing firer's visibiility and target's detection
MAX_NUM_HOURS_TO_WAIT_AT_ALLY_DOCKYARDS_FOR_REPAIRS 48 taskforces will wait at most this amount of hours in ally bases for repairs before switching to another base for repairs
COMBAT_RESULT_PRIORITY_THRESHOLDS { 0, 4000, 20000 } the game will use this thresholds to define importance of a naval combat result. it will use the highest level that has higher threshold than the amount of production lost in combat
low (keep at zero)
medium
high
COMBAT_RESULT_PRIORITY_DAY_TO_LIVE { 7, 30, 120 } the game will delete the combat results after some duration depending on its importance
NEW_NAVY_LEADER_LEVEL_CHANCES { 0.95, 0.05 } chances for new navy leaders to start at a given level
95% for level one
5% for level two
0% for level three to ten

NRailwayGun

名称 默认值 开发者注释 用法
RAILWAY_GUN_POSSIBLE_RANGES { 30, 15, 45 } 铁道炮射程(以像素为单位)的可能取值。

-- For optimization reasons, they are listed here and equipment DB must use one of those.

-- when writing railway gun in equipment, use the index in this array

-- the first value in array is the default value

ATTACK_TO_FORTS_MODIFIER_FACTOR 1.333 Forts modifier is calculated by multiplying railway gun attack value with this and dividing by 100
ATTACK_TO_ENTRENCHMENT_MODIFIER_FACTOR 0.8 Entrenchment modifier is calculated by multiplying railway gun attack value with this and dividing by 100
ATTACK_TO_BOMBARDMENT_MODIFIER_FACTOR 0.4 Bombardment modifier is calculated by multiplying railway gun attack value with this and dividing by 100
DAILY_MANPOWER_GAIN_RATIO 0.05 Railway Guns will be able to gain this ratio of their max manpower daily
DISBAND_MANPOWER_LOSS 0.0 The ration of manpower lost on disbanding railway guns
ENCIRCLED_DISBAND_MANPOWER_FACTOR 0.2 The percentage of manpower returned when an encircled unit is disbanded
OUT_OF_SUPPLY_SPEED -0.8 Max speed reduction from supply for railway guns
BASE_CAPTURE_CHANCE 0.2 The base chance of railway guns being captured during an overrrun. Will be further modified by the equipment capture chance of the capturing unit.
ANNEX_RATIO 0.5 How many railway guns will be transferred on annexation
HOURS_BETWEEN_REDISTRIBUTION 24 Number of hours between redistribution of attached railway guns, tracked per army
DISTRIBUTION_RAILWAY_GUN_PRESENCE_SCORE -100 Score for Railway Guns in nearby provs. x3 if on that province. x2 if adjacent. x1 if 2 away.
DISTRIBUTION_OUR_UNITS_PRESENCE_SCORE 1 Score for our units in province when distributing Railway Guns
DISTRIBUTION_FRIENDLY_UNITS_PRESENCE_SCORE 0 Score for friendly units in province when distributing Railway Guns
DISTRIBUTION_HOSTILE_UNITS_PRESENCE_SCORE -45 Score for hostile units in province when distributing Railway Guns
DISTRIBUTION_COMBATS_PRESENCE_SCORE -30 Score for combats in province when distributing Railway Guns
DISTRIBUTION_COMBATS_INRANGE_SCORE 15 Score for combats in range when distributing Railway Guns
DISTRIBUTION_OUR_UNITS_INRANGE_SCORE 2.5 Score for our units in range when distributing Railway Guns
DISTRIBUTION_FRIENDLY_UNITS_INRANGE_SCORE 1.5 Score for friendly units in range when distributing Railway Guns
DISTRIBUTION_HOSTILE_UNITS_INRANGE_SCORE 6 Score for hostile units in range when distributing Railway Guns
DISTRIBUTION_DISTANCE_SCORE -0.08 Score for distance to province when distributing Railway Guns
DISTRIBUTION_PROVINCE_CONTROLLED_BY_ENEMY_SCORE -3 Score for staying in province controlled by enemy
DISTRIBUTION_PROVINCES_CONTROLLED_BY_ENEMY_INRANGE_SCORE 15 Score for provinces controlled by enemy in range when distributing Railway Guns
DISTRIBUTION_HOLD_POSITION_SCORE 30 Score for staying in the same province when distributing Railway Guns
DISTRIBUTION_NO_RAILWAY_SCORE -500 Score for provinces with no railways (need to be low, but we allow RG to enter port provinces without railways)
DISTRIBUTION_SUPPLY_DEFICIT_SCORE -100 Score for provinces without sufficient supply cap

NTrade

名称 默认值 开发者注释 用法
DISTANCE_TRADE_FACTOR -0.02 Trade factor is modified by distance times this
RELATION_TRADE_FACTOR 1 Trade factor is modified by Opinion value times this
ALLOW_TRADE_CUT_OFF 0 If trade factor is less than this, no trade will be allowed
MONTH_TRADE_FACTOR 2 Each month a trade gets this much boost to it's trade factor
MAX_MONTH_TRADE_FACTOR 50 This is the maximum bonus that can be gained from time
BASE_TRADE_FACTOR 150 This is the base trade factor
PUPPET_MASTER_TRADE_FACTOR 400 This is priority for puppet master
PUPPET_TRADE_FACTOR 0 This is unpriority for puppets
BASE_LAND_TRADE_RANGE 1000
PARTY_SUPPORT_TRADE_FACTOR 50 Trade factor bonus at the other side having 100 % party popularity for my party
ANTI_MONOPOLY_TRADE_FACTOR_THRESHOLD 0.5 What percentage of resources has to be sold to the buyer for the anti-monopoly factor to take effect
ANTI_MONOPOLY_TRADE_FACTOR -100 This is added to the factor value when anti-monopoly threshold is exceeded

NAI

名称 默认值 开发者注释 用法
GARRISON_FRACTION 0.0 How large part of a front should always be holding the line rather than advancing at the enemy
THEORIST_SCALING_WEIGHT_FACTOR_PER_NON_POLITICAL_ADVISORS 0.15 Scale theorist weight by this * num non political advisors
DIPLOMATIC_ACTION_GOOD_BAD_RATIO_THRESHOLD 1
BASE_RELUCTANCE 20 Base reluctance applied to all diplomatic offers
DIPLOMATIC_ACTION_RANDOM_FACTOR 0.5 How much of the AI diplomatic action scoring is randomly determined (1.0 = half random, 2.0 = 2/3rd random, etc)
DIPLOMATIC_ACTION_PROPOSE_SCORE 50 AI must score a diplomatic action at least this highly to propose it themselves
DILPOMATIC_ACTION_DECLARE_WAR_WARGOAL_BASE 50 Base diplomatic action score bonus to go to war per wargoal
DIPLOMATIC_ACTION_BREAK_SCORE -10 AI must score a diplomatic action less than this to break it off
DIPLOMACY_CREATE_FACTION_FACTOR 0.75 Factor for AI desire to create a new faction. Val < 1.0 makes it less likely to create than to join.
DIPLOMACY_FACTION_WRONG_IDEOLOGY_PENALTY 60 AI penalty for diplomatic faction acitons between nations of different ideologies
DIPLOMACY_FACTION_SAME_IDEOLOGY_MAJOR 10 AI bonus acceptance when being asked about faction is a major of the same ideology
DIPLOMACY_FACTION_NEUTRALITY_PENALTY 50 Neutral nations have a separate penalty, not wanting to get involved at all, rather than caring much about the difference in ideology
DIPLOMACY_FACTION_GLOBAL_TENSION_FACTOR 0.2 How much the AI takes global tension into account when considering faction actions
DIPLOMACY_FACTION_WAR_RELUCTANCE -50 Penalty to desire to enter a faction with a country that we are not fighting wars together with.
DIPLOMACY_FACTION_TAKE_OVER_RELUCTANCE_VERSUS_HUMAN 2.0 Multiplier penalty for how much stronger than a human faction member an AI country must be to choose to assume faction leadership.
DIPLOMACY_SCARED_MINOR_EXTRA_RELUCTANCE -50 extra reluctance to join stuff as scared minor
DIPLOMACY_FACTION_PLAYER_JOIN 20 Bonus for human players asking to join a faction.
DIPLOMACY_BOOST_PARTY_COST_FACTOR 100.0 Desire to boost party popularity subtracts the daily cost multiplied by this
DIPLOMACY_IMPROVE_RELATION_COST_FACTOR 5.0 Desire to boost relations subtracts the cost multiplied by this
DIPLOMACY_IMPROVE_RELATION_PP_FACTOR 0.1 Desire to boost relations adds total PP multiplied by this
DIPLOMACY_SEND_ATTACHE_COST_FACTOR 5.0 Desire to send attache substracts the cost multiplied by this
DIPLOMACY_SEND_ATTACHE_PP_FACTOR 0.1 Desire to send attache adds total PP multiplied by this
DIPLOMACY_REJECTED_WAIT_MONTHS_BASE 4 AI will not repeat offers until at least this time has passed, and at most the double
DIPLOMACY_LEND_LEASE_MONTHS_TO_CANCEL 1 AI will not cancel a lend lease offer until this time has passed
DIPLOMACY_CALL_ALLY_VALIDITY_DURATION 1 Overwrite above value for CallAlly and JoinAlly diplo action. This is however fixed, and is not subject to randomness. Also, this is the time the AI will keep the action in its incoming queue without declining it.
DIPLOMACY_PURCHASE_EQUIPMENT_MONTHS 2 AI will not ask to purchase equipment more often than this
DIPLOMACY_SEND_MAX_FACTION 0.75 Country should not send away more units than this as expeditionaries
DIPLOMACY_ACCEPT_VOLUNTEERS_BASE 50 Base value of volunteer acceptance (help is welcome)
DIPLOMACY_ACCEPT_ATTACHE_BASE 50 Base value of attache acceptance (help is welcome)
DIPLOMACY_ACCEPT_ATTACHE_OPINION_TRASHHOLD 20 Value of opinion that will remove accepting penalty for receiveing the attache
DIPLOMACY_ACCEPT_ATTACHE_OPINION_PENALTY -100 Value of acceptance penalty if the opinion too low
DIPLOMACY_FACTION_MAJOR_AT_WAR 1000.0 Factor that will be multiplied with the surrender level in the desire to offer to the other ai to join a faction
DIPLOMACY_FACTION_SURRENDER_LEVEL 20 How much the recipient nation losing matters for joining a faction
DIPLO_PREFER_OTHER_FACTION -200 The country has yet to ask some other faction it would prefer to be a part of.
DIPLO_DISTANCE_BETWEEN_CAPITALS -340 Max scaled malus from distance between capitals
DIPLO_ACCEPTABLE_DISTANCE_BETWEEN_CAPITALS 1000.0 When scaled distance malus begins to kick in. At double this value, max penalty (above) is achieved
DIPLO_SHOW_FACTION_JOIN_WARNING_THRESHOLD -20 Show warning if declare-war target is this close to accepting or being sent a faction invitiation
DIPLO_MAX_CONTAINMENT_ACCEPTANCE 100 Max value for 'wants to contain' diplo acceptance
RESEARCH_DAYS_BETWEEN_WEIGHT_UPDATE 7 Refreshes need scores based on country situation.
RESEARCH_WEIGHT_TRUNCATION_THRESHOLD 0.75 When choosing a tech to research, use this truncation selection threshold. (for example, if the top score is 10, a threshold of 0.75 will pick randomly from anything above 7.5 score)
RESEARCH_LAND_DOCTRINE_NEED_GAIN_FACTOR 0.15 Multiplies value based on relative military industry size / country size.
RESEARCH_NAVAL_DOCTRINE_NEED_GAIN_FACTOR 0.05 Multiplies value based on relative naval industry size / country size.
RESEARCH_AIR_DOCTRINE_NEED_GAIN_FACTOR 0.07 Multiplies value based on relative number of air base / country size.
RESEARCH_NEW_DOCTRINE_RANDOM_FACTOR 0.05 How much randomness is allowed to contribute to do new research expressed as a factor of total tech weights. Higher means more random exploration.
RESEARCH_AHEAD_BONUS_FACTOR 4.0 To which extent AI should care about ahead of time bonuses to research
RESEARCH_BONUS_FACTOR 5.0 To which extent AI should care about research speed bonuses
RESEARCH_YEARS_BEHIND_FACTOR 0.2 To which extent AI should care about not falling behind (i.e. increase weight for old tech)
RESEARCH_NEEDS_FACTOR 0.01 To which extent AI should care about its research needs (research needs are matched against the tech category)
RESEARCH_LENGTH_FACTOR 3 To which extent AI should care about how long it takes to research something (it prefers short research times)
MAX_AHEAD_RESEARCH_PENALTY 3 Max ahead of time penalty AI will ever consider (this also includes BASE_YEAR_AHEAD_PENALTY_FACTOR, so not the raw time)
RESEARCH_AHEAD_OF_TIME_FACTOR 4.0 To which extent AI should care about ahead of time penalties to research
RESEARCH_BASE_DAYS 60 AI adds a base number of days when weighting completion time for techs to ensure it doesn't only research quick techs
DECLARE_WAR_RELATIVE_FORCE_FACTOR 0.5 Weight of relative force between nations that consider going to war
TRADEABLE_FACTORIES_FRACTION 0.8 Will at most trade away this fraction of factories.
MIN_DELIVERED_TRADE_FRACTION 0.8 AI will cancel trade deals that are not able to deliver more than this fraction of the agreed amount
SEA_PATH_LENGTH_SCORE_BASE -30 scoring reduction from naval paths for AI when picking trade partners
MINIMUM_GOOD_TRADE_RATIO_PER_CIV 0.005 for each civ factory we have mul with this we are allowed to trade under % of resource on a trade
PRODUCTION_EQUIPMENT_SURPLUS_FACTOR 0.5 Base value for how much of currently used equipment the AI will at least strive to have in stock
PRODUCTION_EQUIPMENT_SURPLUS_FACTOR_GARRISON 0.3 Base value for how much of currently used equipment the AI will at least strive to have in stock for garrison forces
AIR_SUPERIORITY_FACTOR 2.5 Factor for air superiority score
ROCKET_MIN_ASSIGN_SCORE 10 Minimum total score for region to be considered for rocket air missions
ROCKET_MIN_PRIO_ASSIGN_SCORE 50 Minimum total score for region to be considered for critical rocket air missions
ROCKET_ASSIGN_SCORE_REDUCTION_PER_ASSIGNMENT 0.5 each assigned rocket reduces the score of a region by this amount
MAX_VOLUNTEER_ARMY_FRACTION 0.25 Countries will not send more than their forces time this number to aid another country
DEPLOY_MIN_TRAINING_SURRENDER_FACTOR 0.5 Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime while surrender progress is higher than 0
DEPLOY_MIN_EQUIPMENT_SURRENDER_FACTOR 0.90 Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime while surrender progress is higher than 0
DEPLOY_MIN_TRAINING_PEACE_FACTOR 0.98 Required percentage of training (1.0 = 100%) for AI to deploy unit in peacetime
DEPLOY_MIN_EQUIPMENT_PEACE_FACTOR 0.98 Required percentage of equipment (1.0 = 100%) for AI to deploy unit in peacetime
DEPLOY_MIN_TRAINING_WAR_FACTOR 0.95 Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime
DEPLOY_MIN_EQUIPMENT_WAR_FACTOR 0.95 Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime
DEPLOY_MIN_EQUIPMENT_CAP_DEPLOY_FACTOR 0.85 If training is capped by equipment deficit and we have reached that cap, deploy unit anyway if percentage is above this (reinforce in field instead).
DYNAMIC_STRATEGIES_THREAT_FACTOR 4.0 How much threat generated by other countries effects generated strategies
LOCATION_BALANCE_TO_ADVANCE 0.0 Limit on location strength balance between country and enemy for unit to dare to move forward.
EQUIPMENT_MARKET_UPDATE_FREQUENCY_DAYS 11 How often the AI runs its market logic
EQUIPMENT_MARKET_MAX_CIVS_FOR_PURCHASES_RATIO 0.1 Ratio of available civilian factories to max use for equipment purchases (0.2 = 20 %, so 50 available civs would mean max ca 10 civs to spend on purchases at any one time). Gets modified by equipment_market_spend_factories AI strategy.
EQUIPMENT_MARKET_BASE_MARKET_RATIO 0.2 The AI tries to keep ca this ratio of equipment surplus for sale on the market. Gets modified by equipment_market_for_sale_factor AI strategy.
EQUIPMENT_MARKET_DEFAULT_CIC_CHUNK_FOR_SALE 150.0 When putting things up for sale on the market, this determines the default "chunk" size of equipment the AI puts up. Gets overridden by equipment_market_min_for_sale AI strategy. (If one equipment is worth 5 CIC, a value of 150 would result in chunk sizes of 150/5 = 30 units)
EQUIPMENT_MARKET_NR_DELIVERIES_SOFT_MAX 10 AI tries to adjust assigned factories and amount of equipment to keep nr deliveries at max this
EQUIPMENT_MARKET_EXTRA_CONVOYS_OVERRIDE 2 Makes the AI able to buy convoys even if they are lacking free convoys. 0 will make them stop this behavior, anything > 0 will allow overriding the perceived nr of free convoys. Only if convoy equipment has a non-zero weight does the actual value matter.
EQUIPMENT_MARKET_WANTED_CONVOY_USAGE_RATIO 0.3 If the AI's available/free/unused convoys is reduced to this ratio (0.3 = 30 %), start buying convoys.
EQUIPMENT_MARKET_CONTRACT_DURATION_ACCEPTANCE -10 If expected contract duration is longer than EQUIPMENT_MARKET_NR_DELIVERIES_SOFT_MAX deliveries, then add this to the PurchaseContract AI acceptance score per nr overdue deliveries
EQUIPMENT_MARKET_CONTRACT_EFFICIENCY_TO_CANCEL 0.1 If contract efficiency stays below this, the AI will cancel the contract
EQUIPMENT_MARKET_EQUIPMENT_SUNK_TO_CANCEL 0.5 If more equipment is sunk then the given percentage, the AI will cancel the contract
EQUIPMENT_MARKET_SHORTAGE_DAYS_TO_CANCEL 30 If equipment deficit will take more than these many days to fix, the AI will cancel the contract
EQUIPMENT_MARKET_MAX_CONVOY_RATIO_FOR_MARKET_PEACE 0.5 Max ratio of total convoys to use for equipment trade while at peace
EQUIPMENT_MARKET_MAX_CONVOY_RATIO_FOR_MARKET_WAR 0.25 Max ratio of total convoys to use for equipment trade while at war
EQUIPMENT_MARKET_SCORE_FACTOR_VARIANT_SCORE 5.0 Score coefficient for VariantScore (high is good)
EQUIPMENT_MARKET_SCORE_FACTOR_CIC_VALUE_NEEDED 8.0 Score coefficient for CicValueNeeded (high is prio)
EQUIPMENT_MARKET_SCORE_FACTOR_SUBSIDY_VALUE 2.0 Score coefficient for SubsidyValue (high is good)
EQUIPMENT_MARKET_SCORE_FACTOR_COST_PER_UNIT -5.0 Score coefficient for SubsidizedCostPerUnit (low is good)
EQUIPMENT_MARKET_SCORE_FACTOR_AI_STRAT_WEIGHT 50.0 Score coefficient for AiStratWeight (high is prio)
EQUIPMENT_MARKET_SCORE_FACTOR_DIPLO_OPINION 1.0 Score coefficient for DiploOpinion, mainly used as tie breaker (high is good)
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_MANPOWER_IN_FIELD -20 Scale multiplied by difference in manpower in field
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_GLOBAL_TENSION -10 Multiplied by WT
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_WAR_SUPPORT -10 Multiplied by recipient WS
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_EMBARGO 2 Multiplied by num embargo, max 5 embargo
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_OWN_SURRENDER_LIMIT 20 Multiplied by recipient nation's surrender level
DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_MINOR_WAR 10 Applied if recipient is a minor nation (and therefore there are no majors in this war)
MIN_POLITICAL_POWER_MONTHLY_GAIN_FOR_IMPROVE_RELATIONS 0.50 If country makes less than this PP per month, they won't improve relations
NUM_RESOURCES_TO_ALLOW_MINOR_EMBARGO 69 If we or any of our puppets have more total resources of a single category that this, we will consider embargoing countries
EMBARGO_WORLD_TENSION_THREAT_DIVISOR 2.5 A divisor to generated world tension when applying how much we care about it in AI desire
OPINION_CUTOFF_FOR_IMPROVE_RELATIONS 80 AI will never consider improving relations if above this opinion with target.
DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_LAND 35 Army XP needed before attempting to create a variant of a type that uses the tank designer (the tank designer DLC feature must be active).
DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_NAVY 50 Same as above but for the ship designer.
DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_AIR 25 Same as above but for the plane designer.
DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_LAND 35 Army XP needed before attempting to create a variant of a type that uses the legacy upgrades system. ai_strategy supports land_xp_spend_priority upgrade_xp_cutoff. If none is set, this define is used instead.
DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_NAVY 25 Same as above but for navy XP and navy_xp_spend_priority.
DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_AIR 25 Same as above but for air XP and air_xp_spend_priority.
VARIANT_CREATION_XP_RESERVE_LAND 50 If the AI lacks army XP to create a variant it will reserve this much XP for variant creation so that it will eventually be able to create a variant.
VARIANT_CREATION_XP_RESERVE_NAVY 50 Same as above but for navy XP.
VARIANT_CREATION_XP_RESERVE_AIR 50 Same as above but for air XP.
LAND_DESIGN_ALTERNATIVE_ABSENT 1000000 The AI uses the below values when selecting which design to make among the types that use the tank designer
(the tank designer DLC feature must be active). For each role, the highest priority AI design that can be
created, if any, is assigned a weight. Any design with a weight of zero or a weight that falls below the
cutoff is dropped. A random design is then picked from the remaining.
Weight is calculated as AlternativeFactor * DemandFactor.
An "alternative" is a producible design of the same archetype (each specialized type is its own archetype).
LAND_DESIGN_ALTERNATIVE_OF_LESSER_TECH 10000
LAND_DESIGN_ALTERNATIVE_OF_EQUAL_TECH 100
LAND_DESIGN_ALTERNATIVE_OF_GREATER_TECH 1
LAND_DESIGN_DEMAND_FIELD_DIVISION 20 If a template may be reinforced with the archetype it's considered to be "demanded". If multiple conditions
are met, e.g. it's both in the field and in training, the largest value is used.
LAND_DESIGN_DEMAND_TRAINING_DIVISION 15
LAND_DESIGN_DEMAND_GARRISON_DIVISION 10
LAND_DESIGN_DEMAND_UNUSED_TEMPLATE 1
LAND_DESIGN_DEMAND_ABSENT 0
LAND_DESIGN_CUTOFF_AS_PERCENTAGE_OF_MAX 0.25 If a design with a weight when divided by the largest weight falls below this value it's excluded from the
selection. Valid values are in the range [0, 1] inclusive.
AIR_DESIGN_ALTERNATIVE_ABSENT 1000000 See above documentation.
AIR_DESIGN_ALTERNATIVE_OF_LESSER_TECH 10000
AIR_DESIGN_ALTERNATIVE_OF_EQUAL_TECH 100
AIR_DESIGN_ALTERNATIVE_OF_GREATER_TECH 1
AIR_DESIGN_DEMAND_MAX 33 The AI desires to produce equipment at a certain rate per archetype, and demand is determined per archetype
relative to the least and most desired counts.
AIR_DESIGN_DEMAND_MIN 1
AIR_DESIGN_DEMAND_ABSENT 0
AIR_DESIGN_CUTOFF_AS_PERCENTAGE_OF_MAX 0.34
DESIRE_USE_XP_TO_UNLOCK_LAND_DOCTRINE 0.5 The AI "desires" to spend XP on doctrines, templates, and equipment.
The desire is built up over time and when XP is available it spends it on the action that has the highest accumulated desire. After spending XP the desire is reset, in effect balancing the desires.
Below is the daily desire gain for each action.
How quickly is desire to unlock land doctrines accumulated?
DESIRE_USE_XP_TO_UNLOCK_NAVAL_DOCTRINE 0.5 How quickly is desire to unlock naval doctrines accumulated?
DESIRE_USE_XP_TO_UNLOCK_AIR_DOCTRINE 0.5 How quickly is desire to unlock air doctrines accumulated?
DESIRE_USE_XP_TO_UPDATE_LAND_TEMPLATE 2.0 How quickly is desire to update/create templates accumulated?
DESIRE_USE_XP_TO_UPGRADE_LAND_EQUIPMENT 1.0 How quickly is desire to update/create land equipment variants accumulated?
DESIRE_USE_XP_TO_UPGRADE_NAVAL_EQUIPMENT 1.0 How quickly is desire to update/create naval equipment variants accumulated?
DESIRE_USE_XP_TO_UPGRADE_AIR_EQUIPMENT 1.0 How quickly is desire to update/create air equipment variants accumulated?
DESIRE_USE_XP_TO_UNLOCK_ARMY_SPIRIT 0.20 How quickly is desire to unlock army spirits accumulated?
DESIRE_USE_XP_TO_UNLOCK_NAVY_SPIRIT 0.20 How quickly is desire to unlock naval spirits accumulated?
DESIRE_USE_XP_TO_UNLOCK_AIR_SPIRIT 0.25 How quickly is desire to unlock air spirits accumulated?
DAYS_BETWEEN_CHECK_BEST_DOCTRINE 7 Recalculate desired best doctrine to unlock with this many days inbetween.
DAYS_BETWEEN_CHECK_BEST_TEMPLATE 7 Recalculate desired best template to upgrade with this many days inbetween.
DAYS_BETWEEN_CHECK_BEST_EQUIPMENT 7 Recalculate desired best equipment to upgrade with this many days inbetween.
UNLOCK_SPIRIT_AI_WILL_DO_FACTOR 20 Factor for scripted ai_will_do value
UNLOCK_SPIRIT_MODIFIER_FACTOR 0.05 Factor for AI's evaluated value of the modifiers connected to the spirit
UNLOCK_SPIRIT_USE_TRUNCATION_SELECT false Whether to use truncation select or roulette-wheel select. Set threshold for truncation select below.
UNLOCK_SPIRIT_TRUNCATION_SELECT_THRESHOLD 0.8 Valid between [0.0, 1.0]. When unlocking spirits, select randomly from all spirits with AI score >= VALUE * HighestSpiritScore. To always select the best, set this value to 1.0. To select fully randomly, set this value to 0.0.
FOCUS_TREE_CONTINUE_FACTOR 1.5 Factor for score of how likely the AI is to keep going down a focus tree rather than starting a new path.
PLAN_VALUE_TO_EXECUTE -0.5 AI will typically avoid carrying out a plan it below this value (0.0 is considered balanced).
DECLARE_WAR_NOT_NEIGHBOR_FACTOR 0.25 Multiplier applied before force factor if country is not neighbor with the one it is considering going to war
CALL_ALLY_BASE_DESIRE 20 exactly what it says
CALL_ALLY_DEMOCRATIC_DESIRE 50 Desire to call ally added for democratic AI
CALL_ALLY_NEUTRAL_DESIRE 25 Desire to call ally added for neutral AI
CALL_ALLY_FASCIST_DESIRE -10 Desire to call ally added for fascist AI
CALL_ALLY_COMMUNIST_DESIRE 75 Desire to call ally added for communist AI
CALL_ALLY_PUPPET_INVITE_OVERLORD 1000 Desire for a puppet to call its overlord into the war
CALL_ALLY_OVERLORD_INVITE_PUPPET 20 Desire for an overlord to call its puppet into the war
CALL_ALLY_RELATIVE_INDUSTRY_STRENGTH_THRESHOLD 1.5 If our relative industry strength ratio is less than this (compared to all enemies), increase desire to call allies
CALL_ALLY_RELATIVE_ARMY_STRENGTH_THRESHOLD 1.5 If our relative army strength ratio is less than this (compared to all enemies), increase desire to call allies
CALL_ALLY_RELATIVE_INDUSTRY_STRENGTH_MAX 50.0 Max desire value for relative industry strength (lerping between zero and this based on the threshold)
CALL_ALLY_RELATIVE_ARMY_STRENGTH_MAX 100.0 Max desire value for relative army strength (lerping between zero and this based on the threshold)
CALL_ALLY_LOSING_WAR_THRESHOLD 0.45 If our war progress is less than this, increase desire to call allies (0.5 is stalemate)
CALL_ALLY_LOSING_WAR_MAX 100.0 Max desire value for losing war (lerping between zero and this based on the threshold)
CALL_ALLY_WAR_LENGTH_NR_MONTHS 2 For every month the war has gone on, increase desire this much
CALL_ALLY_JOINER_HAS_ENEMY_NEIGHBOR 100 If the joining country is neighbor to at least one of the enemies, increase desire this much
AI_CHAIN_CALLS_ALLIES true with this enabled the AI will automatically call AI allies when called into a war (which in turn generates a single popup, this circumvents some potential modfiable scripts with the call ally diplo action, which might be a cause to disable it in some mods
MIN_AI_UNITS_PER_TILE_FOR_STANDARD_COHESION 1.5 How many units should we have for each tile along a front in order to switch to standard cohesion (less moving around)
MIN_FRONT_SIZE_TO_CONSIDER_STANDARD_COHESION 12 How long should fronts be before we consider switching to standard cohesion (under this, standard cohesion fronts will switch back to relaxed)
JOIN_ALLY_BASE_DESIRE 20 exactly what it says
JOIN_ALLY_DEMOCRATIC_DESIRE 50 Desire to join ally added for democratic AI
JOIN_ALLY_NEUTRAL_DESIRE 25 Desire to join ally added for neutral AI
JOIN_ALLY_FASCIST_DESIRE -10 Desire to join ally added for fascist AI
JOIN_ALLY_COMMUNIST_DESIRE 75 Desire to join ally added for communist AI
JOIN_FACTION_BOTH_LOSING -300 Desire to be in a faction when both we and htey are in losing wars
LENDLEASE_FRACTION_OF_PRODUCTION 0.5 Base fraction AI would send as lendlease
LENDLEASE_FRACTION_OF_STOCKPILE 0.25 Base fraction AI would send as lendlease
MINIMUM_EQUIPMENT_TO_ASK_LEND_LEASE -100 AI will accept to lend lease this equipment only if our stockpile is less than that.
MINIMUM_CONVOY_TO_ASK_LEND_LEASE 30 AI will accept to lend lease convoys only if our stockpile is less than that (special case because convoy stockpile can't be negative).
MINIMUM_FUEL_DAYS_TO_ASK_LEND_LEASE 2 AI will accept to lend lease fuel only if the player have less fuel than this number multiply by his max daily consumption.
MINIMUM_FUEL_DAYS_TO_ACCEPT_LEND_LEASE 10 AI will accept to lend lease fuel only if they have more fuel than this number multiply by their max daily consumption. Note that for a GiE asking to its host, we divide this number by 2.
DEFAULT_SUPPLY_TRUCK_BUFFER_RATIO 1.5 ai will set to truck buffer ratio to this. can be modified by wanted_supply_trucks min_wanted_supply_trucks ai strats
DEFAULT_SUPPLY_TRAIN_NEED_FACTOR 1.2 AI multiplies current train usage by this to determine desired nr of wanted trains. Can be modified by wanted_supply_train min_wanted_supply_trains ai strats.
POLITICAL_IDEA_MIN_SCORE 0.1 Only replace or add an idea if score is above this score.
HIGH_COMMAND_ADDED_WEIGHT_FACTOR 0.25 Weight multiplier for high_command advisors over other chosen advisor or idea types
CHIEF_ADDED_WEIGHT_FACTOR 12.5 Weight multiplier for chief roles over other advisor or idea types
GARRISON_TEMPLATE_SCORE_IC_FACTOR 1.0 ai uses these defines while calculating garrison template score of a template.
GARRISON_TEMPLATE_SCORE_MANPOWER_FACTOR 0.05 formula is (template_ic * ic_factor + template_manpower * manpower_factor ) / template_supression (lower is better)
ADVISOR_SCORE_TRAIT_MODIFIER_FACTOR 0.2 When scoring advisors, factor the score contribution from the advisor's trait modifiers by this value
ADVISOR_SCORE_CHEAPER_IS_BETTER_FACTOR 0.1 When scoring advisors, this define scales how much the AI prefers cheaper advisors over more expensive ones. 0.0 means no effect, 0.15 means a cost difference of 100 PP modifies the score by 15 %.
ADVISOR_SCORE_CHEAPER_IS_BETTER_MIN 0.5 Clamps the above scoring factor to at minimum this value
EVAL_MODIFIER_NON_PERCENT_FACTOR 0.1 stuff related to how the AI evaluates/scores how useful modifiers are
Multiply non-percent-based modifiers with this to put the values in the approximately same range so they can be compared. (Why we are using 0.1 and not 0.01? No idea...)
EVAL_MODIFIER_UNSPECIFIED_CATEGORY_FACTOR 0.75 Arbitrary scoring factor for modifiers the AI doesn't know how to categorize
EVAL_MODIFIER_MAX_COMMAND_POWER_FACTOR 0.01 Increasing CP cap with x is maybe 100 times less useful than e.g. gaining x more XP per day
MIN_AI_SCORE_TO_MOBILIZATION_LAW_OVERRIDE_HARD_CODED_SCORE 0.0 for positive values of following defines, ai weights will take over of hardcoded ai scoring system
MIN_AI_SCORE_TO_ECONOMY_LAW_OVERRIDE_HARD_CODED_SCORE 0.0
MIN_AI_SCORE_TO_TRADE_LAW_OVERRIDE_HARD_CODED_SCORE 1000.0
MIN_AI_SCORE_TO_ALL_LAWS_OVERRIDE_HARD_CODED_SCORE 0.0
AT_WAR_THREAT_FACTOR 2.0 How much increase in threat does AI feel for being in war against someone
NEIGHBOUR_WAR_THREAT_FACTOR 1.10 How much increase in threat does AI feel against neighbours who are at war
POTENTIAL_ALLY_JOIN_WAR_FACTOR 100 How much increase in threat does AI feel against neighbours who are allied against one of our enemies
POTENTIAL_FUTURE_ENEMY_FACTOR 100 How much increase in threat does AI feel against neighbours who at war with our allies
NEUTRAL_THREAT_PARANOIA 10 How scared neutrals are of everyone
DIFFERENT_FACTION_THREAT 30 Threat caused by not being in the same faction
MAX_THREAT_FOR_FIRST_YEAR_CIVILIAN_MODE 60 above this threshold, ai will leave first year civilian factory mode which bumps it civilian factory scores while building
PLAN_ATTACK_MIN_ORG_FACTOR_LOW 0.85 Minimum org % for a unit to actively attack an enemy unit when executing a plan
PLAN_ATTACK_MIN_STRENGTH_FACTOR_LOW 0.60 Minimum strength for a unit to actively attack an enemy unit when executing a plan
PLAN_ATTACK_MIN_ORG_FACTOR_MED 0.7 (LOW,MED,HIGH) corresponds to the plan execution agressiveness level.
PLAN_ATTACK_MIN_STRENGTH_FACTOR_MED 0.50
PLAN_ATTACK_MIN_ORG_FACTOR_HIGH 0.45
PLAN_ATTACK_MIN_STRENGTH_FACTOR_HIGH 0.30
PLAN_FRONTUNIT_DISTANCE_FACTOR 10.0 Factor for candidate units distance to front positions.
PLAN_ATTACK_DEPTH_FACTOR 0.5 Factor applied to size or enemy being attacked.
PLAN_STEP_COST_LIMIT 9 When stepping to draw a plan this cost makes it break if it hits hard terrain (multiplied by number of desired steps)
PLAN_STEP_COST_LIMIT_REDUCTION 3 Cost limit is reduced per iteration, making hard terrain less likely to be crossed the further into enemy territory it is
PLAN_FRONT_SECTION_MAX_LENGTH 18 When a front is longer than this it will be split in two sections for the AI
PLAN_FRONT_SECTION_MIN_LENGTH 10 When two front sections together are this short they will be merged for the AI
PLAN_MIN_SIZE_FOR_FALLBACK 50 A country with less provinces than this will not draw fallback plans, but rather station their troops along the front
SEND_VOLUNTEER_EVAL_BASE_DISTANCE 175.0 How far away it will evaluate sending volunteers if not a major power
SEND_VOLUNTEER_EVAL_MAJOER_POWER 1.0 How willing major powers are to send volunteers.
SEND_VOLUNTEER_EVAL_CONTAINMENT_FACTOR 0.1 How much AI containment factors into its evaluation of sending volunteers.
GIVE_STATE_CONTROL_MIN_CONTROLLED 1 AI needs to control more than this number of states before considering giving any away
GIVE_STATE_CONTROL_MIN_CONTROL_DIFF 2 The difference in number of controlled states compared to war participation needs to be bigger than this for the AI to consider giving a state to a country
RELATIVE_STRENGTH_TO_INVADE 0.08 Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend.
RELATIVE_STRENGTH_TO_INVADE_DEFENSIVE 0.4 Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend, but while being a defensive country.
GIVE_STATE_CONTROL_BASE_SCORE 50 Base diplo score for giving away control of states
GIVE_STATE_CONTROL_DIFF_FACTOR 2.0 Diplo score multiplier for state control compared to war participation difference
GIVE_STATE_CONTROL_NEIGHBOR_SCORE 20 Diplo score for each neighboring state controlled by the target
GIVE_STATE_CONTROL_NEIGHBOR_ACTOR_SCORE -5 Diplo score for each neighboring state that is controlled by the sender
GIVE_STATE_CONTROL_NEIGHBOR_OTHER_SCORE 5 Diplo score for each neighboring state controlled by someone else
GIVE_STATE_CONTROL_MAX_SCORE_DIST 600 A State that is closer to the recipient capital than this gets a score bonus based on the below value
GIVE_STATE_CONTROL_DIST_SCORE_MULT 0.2 Multiplier for the score gained from distance ( GIVE_STATE_CONTROL_MAX_SCORE_DIST - distance ) * this
IRRATIONALITY_LAMBDA 200 Lambda given to Poisson Random function determining if a leader should act a bit irrational
GENERATE_WARGOAL_THREAT_BASELINE 1.0 Value of 200 should give 0.3% chance of Stalin going for instance crazy and conquering all of America
The baseline for what the AI considers the world is getting dangerous and we want to generate wargoals with no antagonize value
GENERATE_WARGOAL_ANTAGONIZE_SCALE 0.35 works to scale the AIs antagonize value vs the threat baseline for when it should act on existing claims: threat used for baseline is min_threat - antagonize * scale
RESERVE_TO_COMMITTED_BALANCE 0.3 How many reserves compared to number of committed divisions in a combat (1.0 = as many as reserves as committed)
DIPLOMACY_COMMUNIST_NOT_NEIGHBOUR -10 Communists want to stay consolidated with their influence
MAIN_ENEMY_FRONT_IMPORTANCE 4.0 How much extra focus the AI should put on who it considers to be its current main enemy.
EASY_TARGET_FRONT_IMPORTANCE 7.5 How much extra focus the AI should put on who it considers to be the easiest target.
AI_FRONT_MOVEMENT_FACTOR_FOR_READY 0.25 If less than this fraction of units on a front is moving, AI sees it as ready for action
MICRO_POCKET_SIZE 4 Pockets with a size equal to or lower than this will be mocroed by the AI, for efficiency.
DECLARE_WAR_MIN_FRONT_SIZE_TO_CONSIDER_FOR_NOT_READY 0.04 fronts with less armies than this ratio compared to total number of armies are ignored when ai checks if it is ready for war
POCKET_DISTANCE_MAX 40000 shortest square distance we bother about chasing pockets
VP_MAX_PROVINCE_WORTH 500 Max worth a province can have to a defensive order
VP_LEVEL_IMPORTANCE_MEDIUM 10 Victory points with values higher than or equal to this are considered to be of medium importance.
AREA_DEFENSE_CAPITAL_PEACE_VP_WEIGHT { 1.0, 1.0, 1.0 } these are all 3 numbers for min, desired, max unit need weights for area defense
AREA_DEFENSE_CAPITAL_VP_WEIGHT { 0.0, 1.0, 2.0 }
AREA_DEFENSE_HOME_VP_WEIGHT { 0.0, 0.5, 1.0 }
AREA_DEFENSE_OTHER_VP_WEIGHT { 0.0, 0.0, 1.0 }
AREA_DEFENSE_CAPITAL_PEACE_COAST_WEIGHT { 0.0, 0.0, 0.0 }
AREA_DEFENSE_CAPITAL_COAST_WEIGHT { 0.0, 0.2, 0.7 }
AREA_DEFENSE_HOME_COAST_WEIGHT { 0.0, 0.1, 0.5 }
AREA_DEFENSE_OTHER_COAST_WEIGHT { 0.0, 0.0, 0.0 }
AREA_DEFENSE_CAPITAL_PEACE_BASE_WEIGHT { 0.0, 0.0, 0.0 }
AREA_DEFENSE_CAPITAL_BASE_WEIGHT { 0.5, 1.0, 1.5 }
AREA_DEFENSE_HOME_BASE_WEIGHT { 0.5, 1.0, 1.0 }
AREA_DEFENSE_OTHER_BASE_WEIGHT { 0.5, 0.5, 1.0 }
ESTIMATED_CONVOYS_PER_DIVISION 6 Not always correct, but mainly used to make sure AI does not go crazy
ENTRENCHMENT_WEIGHT 2.0 AI should favour units with less entrenchment when assigning units around.
FRONT_TERRAIN_DEFENSE_FACTOR 3.75 Multiplier applied to unit defense modifier for terrain on front province multiplied by terrain importance
FRONT_TERRAIN_ATTACK_FACTOR 5.0 Multiplier applied to unit attack modifier for terrain on enemy front province multiplied by terrain importance
BASE_DISTANCE_TO_CARE 600.0 Countries that are too far away are less interesting in diplomacy
MIN_FORCE_RATIO_TO_PROTECT 0.5 Tiny countries should not feel protective or really large ones
ORG_UNIT_STRONG 0.75 Organization % for unit to be considered strong
STR_UNIT_STRONG 0.70 Strength (equipment) % for unit to be considered strong
ORG_UNIT_WEAK 0.25 Organization % for unit to be considered weak
STR_UNIT_WEAK 0.30 Strength (equipment) % for unit to be considered weak
ORG_UNIT_NORMAL 0.35 Organization % for unit to be considered normal
STR_UNIT_NORMAL 0.4 Strength (equipment) % for unit to be considered normal
PLAN_FACTION_STRONG_TO_EXECUTE 0.50 % or more of units in an order to consider executing the plan
PLAN_FACTION_NORMAL_TO_EXECUTE 0.65 % or more of units in an order to consider executing the plan
PLAN_FACTION_WEAK_TO_ABORT 0.65 % or more of units in an order to consider executing the plan
PLAN_AVG_PREPARATION_TO_EXECUTE 0.5 % or more average plan preparation before executing
REDEPLOY_DISTANCE_VS_ORDER_SIZE 1.0 Factor applied to the path length of a unit compared to length of an order to determine if it should use strategic redeployment
FORT_LEVEL_TO_CONSIDER_HIGHLY_FORTIFIED 1 Provinces above this level of fortification will be considered highly fortified by plan evaluation
PLAN_VALUE_FORTIFICATION_LEVEL_MAX_PENALTY -0.5 Max plan value penalty from fortification. This is scaled by number of provinces along a frontline, over the number which exceed the fort value value above
MAX_ALLOWED_NAVAL_DANGER 80 AI will ignore naval paths that has danger value of above this threshold while assigning units
TRANSFER_DANGER_HOSTILE_SHIPS 50 max danger from complete enemy naval supriority over ai in an area
EXPORT_RESOURCE_TRADE_NEED_IMPORTANCE 0.5 how important is each lost resource to overexport for trade law selection
OPERATION_EQUIPMENT_NEED_PRODUCTION_MULT 1.0 equipment requests for operations will be added the equipment needs that ai considers while assigning factories to production
MIN_FUEL_RATIO_TO_NOT_IGNORE_STRIKE_FORCE_COST 0.0 ai will still assign strike forces unless fuel ratio drops below this one
MIN_FUEL_RATIO_TO_NOT_IGNORE_INVASION_SUPPORT_COST 0.0 ai will still naval invasion support forces unless fuel ratio drops below this one
ENEMY_HOME_AREA_RATIO_TO_DISABLE_INVASIONS 0.3 if we are fighting against an enemy home area from our home area and if the enemy area is larger than this ratio, non strategy invasions are disabled
HOURS_BETWEEN_ENCIRCLEMENT_DISCOVERY 72 Per army, interval in hours between refresh of which provinces it considers make up potential encirclement points
FASCISTS_BEFRIEND_FASCISTS 10
FASCISTS_BEFRIEND_DEMOCRACIES -25
FASCISTS_BEFRIEND_COMMUNISTS -25
FASCISTS_ALLY_FASCISTS 0
FASCISTS_ALLY_DEMOCRACIES -100
FASCISTS_ALLY_COMMUNISTS -100
FASCISTS_ANTAGONIZE_FASCISTS -10
FASCISTS_ANTAGONIZE_DEMOCRACIES 100
FASCISTS_ANTAGONIZE_COMMUNISTS 100
DEMOCRACIES_BEFRIEND_FASCISTS -25
DEMOCRACIES_BEFRIEND_DEMOCRACIES 0
DEMOCRACIES_BEFRIEND_COMMUNISTS -25
DEMOCRACIES_ALLY_FASCISTS -50
DEMOCRACIES_ALLY_DEMOCRACIES 0
DEMOCRACIES_ALLY_COMMUNISTS -50
DEMOCRACIES_ANTAGONIZE_FASCISTS 0
DEMOCRACIES_ANTAGONIZE_DEMOCRACIES -25
DEMOCRACIES_ANTAGONIZE_COMMUNISTS 0
COMMUNISTS_BEFRIEND_FASCISTS -25
COMMUNISTS_BEFRIEND_DEMOCRACIES -25
COMMUNISTS_BEFRIEND_COMMUNISTS 25
COMMUNISTS_ALLY_FASCISTS -100
COMMUNISTS_ALLY_DEMOCRACIES -50
COMMUNISTS_ALLY_COMMUNISTS 0
COMMUNISTS_ANTAGONIZE_FASCISTS 100
COMMUNISTS_ANTAGONIZE_DEMOCRACIES 10
COMMUNISTS_ANTAGONIZE_COMMUNISTS -10
TENSION_MIN_FOR_GUARANTEE_VS_MINOR 10 for non faction people AI will not consider you worth guaranteeing below this
NUM_AI_MESSAGES 10 Set to whatever category has the highest number of messages
DIPLOMACY_FACTION_WAR_WANTS_HELP 50 Desire to send to nations to join a faction if you are at war
DIPLOMACY_FACTION_CIVILWAR_WANTS_HELP -50
FACTION_UNSTABLE_ACCEPTANCE -100
DIPLOMACY_AT_WAR_WITH_ALLY_RELUCTANCE -1000
DIPLOMACY_FACTION_JOIN_COUP_INITIATOR_BONUS 70 If a country initiated coup on an another country, civil war revolter is more likely to join initiator's faction
SHIPS_PRODUCTION_BASE_COST 10000 Used by the AI to normalize IC values when picking what ship to build.
NEEDED_NAVAL_FACTORIES_EXPENSIVE_SHIP_BONUS 12 Amount of naval yards you need to get a bonus to building really expensive ships
FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED 0.5 ai will consider a front fortified if this ratio of provinces has fort
HEAVILY_FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED 0.5 ai will consider a front super fortified if this ratio of provinces has lots of forts
FORTIFIED_MIN_ORG_FACTOR_TO_CONSIDER_A_FRONT_FORTIFIED 0.2 ai will treat fortified provinces as unfortified if no unit in that province has an organization factor at least this high
DESPERATE_AI_MIN_UNIT_ASSIGN_TO_ESCAPE 0 AI will assign at least this amount of units to break from desperate situations
DESPERATE_AI_WEAK_UNIT_STR_LIMIT 0.35 ai will increase number of units assigned to break from desperate situations when units are start falling lower than this str limit
DESPERATE_AI_MIN_ORG_BEFORE_ATTACK 0.3 ai will wait for this much org to attack an enemy prov in desperate situations
DESPERATE_AI_MIN_ORG_BEFORE_MOVE 0.06 ai will wait for this much org to move in desperate situations
DESPERATE_ATTACK_WITHOUT_ORG_WHEN_NO_ORG_GAIN 120 if ai can't regain enough org to attack in this many hours, it will go truly desperate and attack anyway (still has to wait for move org)
MAX_REQUEST_EXPEDITIONARIES_ARMY_RATIO 0.3 AI will not accept expeditionary requests if its expeditions are above this ratio
CASUALTY_RATIO_TO_PULL_EXPEDITIONARIES_BACK 0.1 AI will pull expeditioniries back if its casualties is aboce this ratio compared to their total deployed manpower
CASUALTY_RATIO_TO_NOT_SEND_EXPEDITIONARIES 0.05 AI will not send expeditioniries if its casualties is aboce this ratio compared to their total deployed manpower
SURRENDER_LEVEL_TO_PULL_EXPEDITIONARIES_BACK 0.3 AI will pull expeditioniries back if its surrender level is above this ratio
SURRENDER_LEVEL_TO_NOT_SEND_EXPEDITIONARIES 0.15 AI will not send expeditioniries if its surrender level is above this ratio
EXPEDITIONARY_CASUALTY_DECAY_RATIO 0.3333 expeditionary manpower lost will decay by thousands daily by this ratio (compared to deployed manpower)
NUM_DAYS_TO_PULL_EXPEDITIONARIES_BACK 14 AI will pull units back from non-ai players after waiting this days if things are not going well for its units
ACCESS_SCORE_FOR_DEMOCRATIC_COUNTRIES 500 democracies gives each other access if they have a common enemy
AI_AIR_MISSION_COVERAGE_TO_STAY_PUT 0.5 AI will not rebase air wings on missions if their new mission target exceeds this percentage of region coverage
ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS_AT_WAR 250 each access reduces the desire of next access
ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS 500 each access reduces the desire of next access
TOO_INSIGNIFICANT_ARMY_RATIO_BEGIN 0.75 if army ratio is of a country is larger than this threshold, it will be less reluctant to accept certain diplo actions
TOO_INSIGNIFICANT_MAX_PENALTY 350 max penalty that will be applied for thinking a country is too insignificant
WANTED_UNITS_INDUSTRY_FACTOR 1.60 Calculating wanted nr of divisions
How many units a country wants is partially based on how much military industry that is available
WANTED_UNITS_THREAT_BASE 0.7 If no threat, multiply min wanted units by this
WANTED_UNITS_THREAT_MAX 6.0 Normalized threat is clamped to this
WANTED_UNITS_WAR_THREAT_FACTOR 1.15 Factor threat with this if country is at war. this value is overriden by the value in ideology database if that value exceedes this.
WANTED_UNITS_DANGEROUS_NEIGHBOR_FACTOR 1.15 Factor if has dangerous neighbor
WANTED_UNITS_MANPOWER_DIVISOR 21000 Normalizing divisor for AI manpower. (for each x max available manpower, they want one division)
WANTED_UNITS_WEIGHT_FRONTS_WANT 0.35 Weight of front needs when computing final nr wanted units
WANTED_UNITS_WEIGHT_FACTORIES 0.45 Weight of military factories when computing final nr wanted units
WANTED_UNITS_WEIGHT_MANPOWER 0.3 Weight of manpower availability when computing final nr wanted units
WANTED_UNITS_MIN_DEFENCE_FACTOR 0.4 Factor on units required for min defence
WANTED_UNITS_MAX_WANTED_CAP 500 End of calculating wanted nr of divisions
Maximum wanted divisions for a country. This can be exceeded by certain hardcoded multipliers, but not by base calculation logic.
WANTED_LAND_PLANES_PER_BASE_CAPACITY_FACTOR 1 Scales how many land-based planes the AI want per air base space (excluding carriers).
WANTED_LAND_PLANES_PER_DIVISION 20 How many land-based planes the AI want for each division it wants.
WANTED_LAND_PLANES_TOTAL_MAX_PER_DIVISION 100 The max total number of land-based planes the AI want.
WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_FACTOR 1.5 Scales how many carrier planes the AI want per carrier deck space.
WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_IN_PRODUCTION_FACTOR 1 Scales how many carrier planes the AI want per deck space of carriers in production.
CARRIER_CAPACITY_IN_PRODUCTION_MAX_DAYS_LEFT_TO_INCLUDE_FACTOR 365 Carriers in production that will take more days to complete than this value will be ignored when calculating the above.
START_TRAINING_EQUIPMENT_LEVEL 0.95 ai will not start to train if equipment drops below this level
STOP_TRAINING_EQUIPMENT_LEVEL 0.90 ai will not train if equipment drops below this level
BUILD_REFINERY_LACK_OF_RESOURCE_MODIFIER 0.003 How much lack of resources are worth when evaluating what to build.
DIVISION_DESIGN_WEIGHTS { 0.5, 1.0, 1.0, 1.0, 1.2, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, -0.25, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.5, 0.0, 0.0, -0.25, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -0.5 } Base values used by AI to evaluate value of a stat
Army Values
default_morale
防御
突破
hardness
soft_attack
hard_attack
recon
entrenchment
initiative
casualty_trickleback
supply_consumption_factor
supply_consumption
suppression
suppression_factor
experience_loss_factor
equipment_capture_factor
fuel_capacity
Navy Values
surface_detection
sub_detection
surface_visibility
sub_visibility
lg attack
lg piercing
hg attack
hg piercing
torpedo
sub attack
anti air attack
amphibious_defense
naval_speed
range
mine plant
mine sweep
navy light gun hit chance
navy heavy gun hit chance
navy torpedo hit chance
navy incoming torpedo damage reduction
navy incoming torpedo crit chance
weather penalty
raiding coordination
patrol coordination
search and destroy coordination
Air Values
air_range
air_defence
air_attack
air_agility
air_bombing
air_superiority
naval_strike_attack
naval_strike_targetting
air_ground_attack
air_visibility_factor
Railway gun Values
railway_gun_attack
railway_gun_attack_range
Common Values
max_organisation
max_strength
maximum_speed
armor_value
ap_attack
可靠性
reliability_factor
重量
thrust
fuel_consumption
fuel_consumption_factor
Special Values
strategic_attack
carrier_size
acclimatization hot gain
acclimatization cold gain
night_penalty
build_cost_ic
DIVISION_DESIGN_MANPOWER_WEIGHT 0.005
DIVISION_DESIGN_STOCKPILE_WEIGHT 0.01
DIVISION_DESIGN_COMBAT_WIDTH_WEIGHT -1.0 This score is reduced the higher width is when comparing pure changes with no target
DIVISION_DESIGN_COMBAT_WIDTH_TARGET_WEIGHT -200.0 This score is reduced the farther the width is from the target width (if set)
DIVISION_DESIGN_MAX_FAILED_DAYS 60 max days we keep track of since failure of a template design update
DIVISION_MATCH_ROLE_BOOST_FACTOR 1.2 When finding closest matching existing template to a target template, boost the score by this much if the template also has the correct role
EQUIPMENT_DESIGN_MAX_FAILED_DAYS 60 max days we keep track of since failure of an equipment design update
UPGRADE_DIVISION_RELUCTANCE 7 How often to consider upgrading to new templates for units in the field
UPGRADE_PERCENTAGE_OF_FORCES 0.03 How big part of the army that should be considered for upgrading
REFIT_SHIP_RELUCTANCE 28 How often to consider refitting to new equipment variants for ships in the field
REFIT_SHIP_PERCENTAGE_OF_FORCES 0.1 How big part of the navy that should be considered for refitting
INVASION_COASTAL_PROVS_PER_ORDER 24 AI will consider one extra invasion per number of provinces stated here (num orders = total coast / this)
MIN_INVASION_AREA_SIZE_FOR_FLOATING_HARBORS 15 AI will consider using floating harbors for naval invasion if invasion area is larger than this many provinces
CONVOY_NEED_SAFETY_BUFFER 1.30 AI will try and keep 15% more convoys than what it needs.
REGION_THREAT_PER_SUNK_CONVOY 25 Threat value per convoy sunk in a region. Decays over time.
REGION_THREAT_LEVEL_TO_AVOID_REGION 25*10 How much threat must be generated in region ( by REGION_THREAT_PER_SUNK_CONVOY ) so the AI will decide to mark the region as avoid
REGION_THREAT_LEVEL_TO_BLOCK_REGION 25*100 How much threat must be generated in region ( by REGION_THREAT_PER_SUNK_CONVOY ) so the AI will decide to mark the region as avoid
REGION_CONVOY_DANGER_DAILY_DECAY 1 When convoys are sunk it generates threat in the region which the AI uses to prio nalval missions
PRODUCTION_LINE_SWITCH_SURPLUS_NEEDED_MODIFIER 0.2 Is modified by efficency modifiers.
PLAN_ACTIVATION_MAJOR_WEIGHT_FACTOR 1.5 AI countries will hold on activating plans if stronger countries have plans in the same location. Majors count extra (value of 1 will negate this)
PLAN_ACTIVATION_PLAYER_WEIGHT_FACTOR 50.0 AI countries will hold on activating plans if player controlled countries have plans in the same location.
AREA_DEFENSE_BASE_IMPORTANCE 30 Area defense order base importance value (used for determining order of troop selections)
AREA_DEFENSE_CIVIL_WAR_IMPORTANCE 30 Area defense order importance value when a country is in a civil war as target or revolter.
AREA_DEFENSE_IMPORTANCE_FACTOR 1.0 used to balance defensive area importance vs other fronts
COMBINED_ARMS_LEVEL 1 0 = Never, 1 = Infantry/Artillery, 2 = Go wild
MAX_DISTANCE_NAVAL_INVASION 200.0 AI is extremely unwilling to plan naval invasions above this naval distance limit.
ENEMY_NAVY_STRENGTH_DONT_BOTHER 2.5 If the enemy has a navy at least these many times stronger that the own, don't bother invading
MIN_SUPPLY_USE_SANITY_CAP 100 Ignore supply cap if below this value when deciding on how many divisions to produce.
MAX_SUPPLY_DIVISOR 1.75 To make sure the AI does not overdeploy divisions. Higher number means more supply per unit.
MISSING_CONVOYS_BOOST_FACTOR 50.0 The more convoys a country is missing, the more resources it diverts to cover this.
TRANSPORTS_PER_PARATROOPER 20 Currently unused.
MAX_MICRO_ATTACKS_PER_ORDER 3 AI goes through its orders and checks if there are situations to take advantage of
FALLBACK_LOSING_FACTOR 1.0 The lower this number, the longer the AI will hold the line before sending them to the fallback line
PRODUCTION_MAX_PROGRESS_TO_SWITCH_NAVAL 0.1 AI will not replace ships being built by newer types if progress is above this
PRODUCTION_WAIT_TO_FINISH_IF_EXPENSIVE 0.25 If produced item is expensive (producing less than one/week), wait to finish item if progress is above this
PRODUCTION_WAIT_TO_FINISH_IF_CHEAP 0.75 If produced item is cheap (producing more than one/week), wait to finish item if progress is above this
STATE_CONTROL_FOR_AREA_DEFENSE 0.4 To avoid AI sending area defense to area with very little foothold
FORCE_FACTOR_AGAINST_EXTRA_MINOR 0.15 AI considers generating wargoals against minors below this % of force compared to themselves to get at a bigger enemy.
MAX_EXTRA_WARGOAL_GENERATION 2 AI may want to generate wargoals against weak minors to get at larger enemy, but never more that this at any given time.
NEW_LEADER_EXTRA_CP_FACTOR 2.0 Country must have at least this many times extra command power to get new admirals or army leaders
SCARY_LEVEL_AVERAGE_DEFENSE -0.7 average front defense modifier to make it consider it as a PITA to go for
ATTACK_HEAVILY_DEFENDED_LIMIT 0.5 AI will not launch attacks against heavily defended fronts unless they consider to have this level of advantage (1.0 = 100%)
HOUR_BAD_COMBAT_REEVALUATE 48 if we are in combat for this amount and it goes shitty then try skipping it
MIN_PLAN_VALUE_TO_MICRO_INACTIVE 0.25 The AI will not consider members of groups which plan is not activated AND evaluates lower than this.
MAX_UNITS_FACTOR_AREA_ORDER 0.75 Factor for max number of units to assign to area defense orders
DESIRED_UNITS_FACTOR_AREA_ORDER 0.7 Factor for desired number of units to assign to area defense orders
MIN_UNITS_FACTOR_AREA_ORDER 1.0 Factor for min number of units to assign to area defense orders
MAX_UNITS_FACTOR_FRONT_ORDER 1.0 Factor for max number of units to assign to area front orders
DESIRED_UNITS_FACTOR_FRONT_ORDER 1.1 Factor for desired number of units to assign to area front orders
MIN_UNITS_FACTOR_FRONT_ORDER 1.0 Factor for min number of units to assign to area front orders
MAX_UNITS_FACTOR_INVASION_ORDER 1.0 Factor for max number of units to assign to naval invasion orders
DESIRED_UNITS_FACTOR_INVASION_ORDER 1.0 Factor for desired number of units to assign to naval invasion orders
MIN_UNITS_FACTOR_INVASION_ORDER 1.0 Factor for min number of units to assign to naval invasion orders
FRONT_UNITS_CAP_FACTOR 15.0 A factor applied to total front size and supply use. Primarily effects small fronts
MAX_DIST_PORT_RUSH 20.0 If a unit is in enemy territory with no supply it will consider nearby ports within this distance.
MIN_FIELD_STRENGTH_TO_BUILD_UNITS 0.7 Cancel unit production if below this to get resources out to units in the field
MIN_MANPOWER_TO_BUILD_UNITS 0.7 Cancel unit production if below this to get resources out to units in the field
AVERAGE_SUPPLY_USE_PESSIMISM 1.5 Multiplier for when AI calculates average supply use of entire army.
PROPOSE_LEND_LEASE_AIDESIRE_SAME_IDEOLOGY 40 Added to AI desire to propose lend lease if recipent is same ideology (and AI can't declare war on recipient)
PROPOSE_LEND_LEASE_AIDESIRE_SAME_IDEOLOGY_CIVIL_WAR 25 Added to AI desire to propose lend lease if recipent is same ideology and they are currently in civil war
SEND_VOLUNTEER_AIDESIRE_SAME_IDEOLOGY 40 Added to AI desire to send volunteers if recipent is same ideology (and AI can't declare war on recipient)
SEND_VOLUNTEER_AIDESIRE_SAME_IDEOLOGY_CIVIL_WAR 25 Added to AI desire to send volunteers if recipent is same ideology and they are currently in civil war
REQUEST_LEND_LEASE_PROTECT_VALUE 75 Limit for protect enemy desire for reducing lend lease desire
REQUEST_LEND_LEASE_CONTAINS_VALUE 100 Limit of contain enemy desire for boosting friendly help
FRONT_BULGE_RATIO_UPPER_CUTOFF 1.5 If total bulginess is lower than this, the front is ignored.
FRONT_BULGE_RATIO_LOWER_CUTOFF 0.95 If local bulginess drops below this, a point of interest is found
FRONT_CUTOFF_MIN_EDGE_PROXIMITY 2 Minimum number of provinces to the front edge to determine for cutoff oportunity.
INVASION_DISTANCE_RANDOMNESS 300 This higher the value, the more unpredictable the invasions. Compares to actual map distance in pixels.
AIR_SCORE_DISTANCE_IMPACT 0.3 Effect of distance applied to the score calculations
DAYS_BETWEEN_AIR_PRIORITIES_UPDATE 4 Amount of days between air ai updates priorities for air wings ( from 1 to N )
PORT_STRIKE_PLANES_PER_SHIP 10 Amount of bombers request per enemy ship in the port
MINES_SWEEPING_PLANES_PER_MAX_MINES 150 Amount of air planes request for mines sweeping when there is max amount of mines planted by enemy in certain region
MINES_PLANTING_PLANES_PER_MAX_DESIRE 100 Amount of air planes request for mines planting when there is max desire for it.
MINES_PLANTING_DESIRE_PER_HOME_STATE 0.4 Scoring for how much do we want to plant naval mines with our air wings if the naval region is adjacent to a home state. Multiple adjacent states increases the score. Max sum of score is 1.0.
MINES_PLANTING_DESIRE_PER_ENEMY_STATE 0.1 Scoring for how much do we want to plant naval mines with our air wings if the naval region is adjacent to the enemy state. Multiple adjacent states increases the score. Max sum of score is 1.0.
MINES_PLANTING_DESIRE_PER_NAVAL_THREAT 250 How much threat must be generated in the naval region, in order to get the maximum desire to plant naval mines in there.
DEMOCRATIC_AI_FACTION_KICKING_PLAYER_THREAT_DIFFERENCE 6.0 World threat generation difference needed to kick a player from a democratic faction
BEFRIEND_FACTOR_FOR_KICKING_COUNTRIES 7.5 World threat difference addition per 100 befriend against a country, democratic leaders will forgive allies if they are befriending them
LAND_DEFENSE_AIR_SUPERIORITY_IMPORTANCE 1.0 Strategic importance of air superiority ( amount of enemy planes in area )
LAND_DEFENSE_CIVIL_FACTORY_IMPORTANCE 50 Strategic importance of civil factories
LAND_DEFENSE_MILITARY_FACTORY_IMPORTANCE 70 Strategic importance of military factories
LAND_DEFENSE_NAVAL_FACTORY_IMPORTANCE 30 Strategic importance of naval factories
LAND_DEFENSE_SUPPLY_HUB_IMPORTANCE 4 Strategic importance of supply hubs
LAND_DEFENSE_AA_IMPORTANCE_FACTOR 1.0 Factor of AA influence on strategic importance ( 0.0 - 1.0 )
LAND_DEFENSE_INFRA_IMPORTANCE_FACTOR 0.5 Factor of infrastructure influence on strategic importance ( 0.0 - 1.0 )
LAND_DEFENSE_IMPORTANCE_SCALE 3.0 Lend defence total importance scale (every land defence score get's multiplied by it)
NUM_HOURS_SINCE_LAST_COMBAT_TO_SUPPORT_UNITS_VIA_AIR 72 units will be considered in combat if they are just out of their last combat for air supporting
LAND_DEFENSE_MIN_FACTORIES_FOR_AIR_IMPORTANCE 5 If amount of factories is less importance of factories won't apply
LAND_DEFENSE_FIGHERS_PER_PLANE 1.8 Amount of air superiority planes requested per enemy plane
LAND_DEFENSE_INTERSEPTORS_PER_BOMBERS 0.8 Amount of air interceptor planes requested per enemy bomber
LAND_DEFENSE_INTERSEPTORS_PER_PLANE 0.1 Amount of air interceptor planes requested per enemy plane (non bomber)
LAND_COMBAT_AIR_SUPERIORITY_IMPORTANCE 0.40 Strategic importance of air superiority ( amount of enemy planes in area )
LAND_COMBAT_OUR_ARMIES_AIR_IMPORTANCE 20 Strategic importance of our armies
LAND_COMBAT_OUR_COMBATS_AIR_IMPORTANCE 155 Strategic importance of our armies in the combats
LAND_COMBAT_FRIEND_ARMIES_AIR_IMPORTANCE 10 Strategic importance of friendly armies
LAND_COMBAT_FRIEND_COMBATS_AIR_IMPORTANCE 8 Strategic importance of friendly armies in the combat
LAND_COMBAT_ENEMY_ARMIES_AIR_IMPORTANCE 12 Strategic importance of our armies
LAND_COMBAT_ENEMY_LAND_FORTS_AIR_IMPORTANCE 5 Strategic importance of enemy land forts in the region
LAND_COMBAT_ENEMY_COASTAL_FORTS_AIR_IMPORTANCE 3 Strategic importance of enemy coastal fronts in the region
LAND_COMBAT_IMPORTANCE_SCALE 5.0 Lend combat total importance scale (every land combat score get's multiplied by it)
LAND_COMBAT_FIGHTERS_PER_PLANE 1.0 Amount of air superiority planes requested per enemy plane
LAND_COMBAT_CAS_PLANES_PER_ENEMY_ARMY_LIMIT 200 Limit of CAS planes requested by enemy armies
LAND_COMBAT_CAS_PER_ENEMY_ARMY 30 Amount of CAS planes requested per enemy division
LAND_COMBAT_ANTI_LOGISTICS_PER_ENEMY_ARMY 0.1 Amount of CAS planes requested per enemy army for anti-logistics
LAND_COMBAT_CAS_PER_COMBAT 60 Amount of CAS requested per combat
LAND_COMBAT_BOMBERS_PER_LAND_FORT_LEVEL 6 Amount of bomber planes requested per enemy land fort level
LAND_COMBAT_BOMBERS_PER_COASTAL_FORT_LEVEL 6 Amount of bomber planes requested per enemy coastal fort level
LAND_COMBAT_MIN_EXCORT_PLANES 80 Min amount of planes requested to excort operations
LAND_COMBAT_INTERCEPT_PER_PLANE 0.25 Amount of interception planes requested per enemy plane
MIN_ALLIED_DEFENSE_FACTOR_AIRWING_REQUESTS 0.07 Airwing requests will be factored by a minimum of this when comparing own vs friendly troops in area
AIR_SUPERIORITY_FOR_FRIENDLY_CAS_RATIO 0.75 Demand at least this proportion of our cas planes as air superiority regardless of other needs
LAND_COMBAT_GUIDE_DISTANCE 290.0 Distance within whch we'll care a bit more about sending planes regardless of whether our boiz are dying
ENEMY_PASSING_THROUGH_PLANES_PER_BOMBER 0.1 Amount of planes we assign to intercept enemies en-route to a location
ENEMY_PASSING_THROUGH_PLANES_PER_FIGHTER 0.1 Amount of planes we assign to intercept enemies en-route to a location
ENEMY_PASSING_THROUGH_PLANES_PER_SUPPORT 0.1 Amount of planes we assign to intercept enemies en-route to a location
AI_FRACTION_OF_FIGHTERS_RESERVED_FOR_INTERCEPTION 0.25 Percentage of fighters we reserve for interception vs AS
MAX_AIR_REGIONS_TO_CARE_ABOUT 6 Number of regions we'll consider when trying to split planes a bit. Split is NOT equal, just a guide, leftovers still applied elsewhere if needed
ENEMY_PASSING_THROUGH_PLANES_PER_BOMBER_NAVAL_REGION 0.15 Amount of planes we assign to intercept enemies en-route to a location over a sea region
ENEMY_PASSING_THROUGH_PLANES_PER_FIGHTER_NAVAL_REGION 0.15 Amount of planes we assign to intercept enemies en-route to a location over a sea region
ENEMY_PASSING_THROUGH_PLANES_PER_SUPPORT_NAVAL_REGION 0.15 Amount of planes we assign to intercept enemies en-route to a location over a sea region
XP_RATIO_REQUIRED_TO_RESEARCH_WITH_XP 2.0 AI will at least need this amount of xp compared to cost of a tech to reserch it with XP
RESEARCH_WITH_XP_AI_WEIGHT_MULT 1.2 AI will bump score of a research with this mult if it can use XP
STR_BOMB_AIR_SUPERIORITY_IMPORTANCE 0.10 Strategic importance of air superiority ( amount of enemy planes in area )
STR_BOMB_CIVIL_FACTORY_IMPORTANCE 50 Strategic importance of enemy civil factories
STR_BOMB_MILITARY_FACTORY_IMPORTANCE 70 Strategic importance of enemy military factories
STR_BOMB_NAVAL_FACTORY_IMPORTANCE 30 Strategic importance of enemy naval factories
STR_BOMB_SUPPLY_HUB_IMPORTANCE 1 Strategic importance of enemy supply hubs
STR_BOMB_AA_IMPORTANCE_FACTOR 0.5 Factor of AA influence on strategic importance ( 0.0 - 1.0 )
STR_BOMB_INFRA_IMPORTANCE_FACTOR 0.25 Factor of infrastructure influence on strategic importance ( 0.0 - 1.0 )
STR_BOMB_IMPORTANCE_SCALE 1.0 str bombing total importance scale (every str bombing score get's multiplied by it)
STR_BOMB_MIN_ENEMY_FIGHTERS_IN_AREA 2000 If amount of enemy fighters is higher than this mission won't perform
STR_BOMB_FIGHTERS_PER_PLANE 1.1 Amount of air superiority planes requested per enemy plane
STR_BOMB_PLANES_PER_CIV_FACTORY 20 Amount of planes requested per enemy civ factory
STR_BOMB_PLANES_PER_MIL_FACTORY 25 Amount of planes requested per enemy military factory
STR_BOMB_PLANES_PER_NAV_FACTORY 15 Amount of planes requested per enemy naval factory
STR_BOMB_PLANES_PER_SUPPLY_HUB 3 Amount of planes requested per enemy supply node
STR_BOMB_MIN_EXCORT_PLANES 200 Min amount of planes requested to excort operations
RECON_PLANES_NAVAL 50 scale on recon for naval areas
RECON_PLANES_LAND_COMBAT 25 scale on recon for land combat areas
RECON_PLANES_STRATEGIC 50 scale on recon for strategic areas
ASSIGN_FRONT_ARMY_SOFT_ATTACK_FACTOR 0.1 Importance of unit's ARMY_SOFT_ATTACK stat when assigning to a front
ASSIGN_FRONT_ARMY_HARD_ATTACK_FACTOR 0.1 Importance of unit's ARMY_HARD_ATTACK stat when assigning to a front
ASSIGN_FRONT_ARMY_BREAKTHROUGH_FACTOR 0.2 Importance of unit's ARMY_BREAKTHROUGH stat when assigning to a front
ASSIGN_DEFENSE_ARMY_DEFENSE_FACTOR 3.0 Importance of unit's ARMY_DEFENSE stat when assigning to an area defense order
ASSIGN_DEFENSE_ARMY_ENTRENCHMENT_FACTOR 2.0 Importance of unit's ARMY_ENTRENCHMENT stat when assigning to an area defense order
ASSIGN_DEFENSE_TEMPLATE_CLASS_SCORE 3.0 Importance of unit's AI template class (AREA_DEFENSE, CAVALRY) when assigning to an area defense order
ASSIGN_INVASION_AMPHIBIOUS_ATTACK_FACTOR 50.0 Importance of unit's amphibious attack adjuster when assigning to an invasion order
ORDER_ASSIGNMENT_DISTANCE_FACTOR 100.0 When the AI assigns units to orders, how much should distance be taken into account?
REVISITED_PROV_BOOST_FACTOR 4 When the AI picks units for a front, it prioritises units already nearby.
UNIT_ASSIGNMENT_STATS_IMPORTANCE 3.0 Stats score for units are multiplied by this when the AI is deciding which front they should be assigned to
ASSIGN_FRONT_TERRAIN_ATTACK_FACTOR 3.0 Importance of unit's terrain adjusted attack stat when assigning to a front
ASSIGN_FRONT_TERRAIN_DEFENSE_FACTOR 1.0 Importance of unit's terrain adjusted defense stat when assigning to a front
ASSIGN_FRONT_TERRAIN_MOVEMENT_FACTOR 2.0 Importance of unit's terrain adjusted movement stat when assigning to a front
ASSIGN_DEFENSE_TERRAIN_ATTACK_FACTOR 0.5 Importance of unit's terrain adjusted attack stat when assigning to an area defense order
ASSIGN_DEFENSE_TERRAIN_DEFENSE_FACTOR 4.0 Importance of unit's terrain adjusted defense stat when assigning to an area defense order
ASSIGN_DEFENSE_TERRAIN_MOVEMENT_FACTOR 0.5 Importance of unit's terrain adjusted movement stat when assigning to an area defense order
ASSIGN_MOUNTAINEERS_TO_MOUNTAINS 10.0 factor for assigning mountaineer divisions to fronts with mountains (proportional to how much of that terrain type)
ASSIGN_TANKS_TO_MOUNTAINS -6.0 factor for assigning tank divisions to fronts with mountains (proportional to how much of that terrain type)
ASSIGN_TANKS_TO_JUNGLE -6.0 factor for assigning tank divisions to fronts with jungle (proportional to how much of that terrain type)
UNIT_ASSIGNMENT_TERRAIN_IMPORTANCE 10.0 Terrain score for units are multiplied by this when the AI is deciding which front they should be assigned to
ASSIGN_TANKS_TO_WAR_FRONT 6.0 Scoring factor for assigning divisions with 'role = armor' or 'front_role_override = offence' to active war fronts
ASSIGN_TANKS_TO_NON_WAR_FRONT 0.4 Scoring factor for assigning divisions with 'role = armor' or 'front_role_override = offence' to non-war fronts
REASSIGN_TO_ANOTHER_FRONT_FACTOR 0.5 Factor for reassigning to another front. 0.0 < X < 1.0 means reluctant, X > 1.0 means want to.
REASSIGN_TO_ANOTHER_FRONT_IF_IN_COMBAT_FACTOR 0.2 Factor for reassigning to another front if in combat. 0.0 < X < 1.0 means reluctant, X > 1.0 means want to.
ENEMY_FORTIFICATION_FACTOR_FOR_FRONT_REQUESTS 2.0 front unit request factor at max enemy fortification
ENEMY_FORTIFICATION_FACTOR_FOR_FRONT_REQUESTS_MAX 0.7 max factor that can be added by enemy fortification
MANPOWER_RATIO_CAREFULNESS_THRESHOLD 0.05 if manpower ratio (available/used-by-army) is less than this, start being more careful with plan execution (i.e. don't throw your men into the meat grinder if you're running out of manpower)
PLAN_ACTIVATION_SUPERIORITY_AGGRO 1.0 How aggressive a country is in activating a plan based on how superiour their force is.
WAIT_YEARS_BEFORE_FREER_BUILDING 3 The AI will skip considering certain buildings during the buildup phase, after htese many years it starts building them regardless of threat.
MAX_CARRIER_OVERFILL 1.85 Carriers will be overfilled to this amount if there are doctrines to justify it
FIELDED_EQUIPMENT_BUFFER_RATIO_FOR_OCCUPATION_AI 0.5 garrison ai will try to leave this ratio of buffers while assigning laws
FIELDED_MANPOWER_BUFFER_RATIO_FOR_OCCUPATION_AI 0.3 garrison ai will try to leave this ratio of buffers while assigning laws
IMPORTANT_VICTORY_POINT 15 during occupation ai will only care so much to ask for extra garrisons if VP amount is at least this
DOCKYARDS_PER_NAVAL_DESIRE_EFFECT -20.0 Effects how much AI wants to build dockyards based on how navally focused they are in general. Recommended range -100.0 to 100.0.
DECISION_PRIORITY_RANDOMIZER 0.1 random factor that is used while picking decisions. ai is able to pick a lower priority decision earler than a higher one if it is within this threshold
DESIGN_COMPANY_SCORE_MULTIPLIER 1.25 score multiplier for hiring a design company
ARMY_CHIEF_SCORE_MULTIPLIER 2.0 score multiplier for hiring an army chief
AIR_CHIEF_SCORE_MULTIPLIER 1.5 score multiplier for hiring an air chief
POLITICAL_ADVISOR_SCORE_MULTIPLIER 1.25 score multiplier for hiring political advisors
THEORIST_ACCEPTANCE_MULTIPLIER 0.7 scale the acceptance of hiring a theorist by this number times the amount of non-theorists we have, capped at one.
MIN_SCALED_IDEA_WEIGHT_TO_COMPARE_WITH_DECISIONS 100 idea scores are scaled between these two values while comparing them to decisions
MAX_SCALED_IDEA_WEIGHT_TO_COMPARE_WITH_DECISIONS 200 idea scores are scaled between these two values while comparing them to decisions
CRITICAL_DECISION_PRIORITY 200 critical ai score for decisions, ai will be able to pick decisions if it has higher prio even if it is not time to pick them (0 to disable)
CRITICAL_IDEA_PRIORITY 400 critical ai score for ideas, ai will be able to pick ideas if it has higher prio even if it is not time to pick them (0 to disable)
MAX_PP_TO_SPEND_ON_LOWER_PRIO_TASKS 25 max pp cost for ai to allow spend pp on lower prio things while a higher prio things are available
MIN_SCORE_FOR_LOWER_PRIO_TASKS 100 this is a threshold for low prio tasks that will be considered critical
LOW_PRIO_TEMPLATE_BONUS_FOR_GARRISONS 1000 bonus to make ai more likely to assign low prio units to garrisons
LOW_PRIO_TEMPLATE_PENALTY_FOR_FRONTS 500 penalty to make ai less likely to assign low prio units to fronts
DEPLOYED_UNIT_MANPOWER_RATIO_TO_BUFFER_WARTIME 0.2 deployment will try to buffer a ratio of deployed manpower (for reinforcements) during war time
DEPLOYED_UNIT_MANPOWER_RATIO_TO_BUFFER_PEACETIME 0.1 deployment will try to buffer a ratio of deployed manpower (for reinforcements) during peace time
MAX_AVAILABLE_MANPOWER_RATIO_TO_BUFFER_WARTIME 0.4 deployment will try to buffer a ratio of manpower (for reinforcements) during war time
MAX_AVAILABLE_MANPOWER_RATIO_TO_BUFFER_PEACETIME 0.2 deployment will try to buffer a ratio of manpower (for reinforcements) during peace time
MANPOWER_RATIO_REQUIRED_TO_PRIO_MOBILIZATION_LAW 0.4 percentage of manpower in field is desired to be buffered for AI when it has upcoming wars or already at war. if it has less manpower, it will prio manpower laws
UPGRADES_DEFICIT_LIMIT_DAYS 7 Ai will avoid upgrading units in the field to new templates if it takes longer than this to fullfill their equipment need
GIE_EXILE_AIR_MANPOWER_USAGE_RATIO 0.2 AI will not deploy new exile wings when this percentage of available exile manpower is already used for wing recruitment.
CARRIER_TASKFORCE_MAX_CARRIER_COUNT 4 optimum carrier count for carrier taskforces
CAPITAL_TASKFORCE_MAX_CAPITAL_COUNT 12 optimum capital count for capital taskforces
SCREEN_TASKFORCE_MAX_SHIP_COUNT 12 optimum screen count for screen taskforces
SUB_TASKFORCE_MAX_SHIP_COUNT 16 optimum sub count for sub taskforces
MIN_CAPITALS_FOR_CARRIER_TASKFORCE 6 carrier fleets will at least have this amount of capitals
CAPITALS_TO_CARRIER_RATIO 1.5 capital to carrier count in carrier taskfoces
SCREENS_TO_CAPITAL_RATIO 4.0 screens to capital/carrier count in carrier & capital taskforces
MIN_MAIN_SHIP_RATIO 0.3 if main ship ratio is below this, steal other ships.
MIN_SUPPORT_SHIP_RATIO 0.7 if support ship ratio is below this, steal other ships.
MIN_MAIN_SHIP_RATIO_TO_REINFORCE 0.5 the main ships will be tried to reinforce this level.
MIN_SUPPORT_SHIP_RATIO_TO_REINFORCE 0.9 the support ships will be tried to reinforce this level.
MIN_MAIN_SHIP_TO_SPARE 0.7 can only steal ships from a task force if their main ship ratio is above this.
MIN_SUPPORT_SHIP_TO_SPARE 1.0 can only steal ships from a task force if their support ship ratio is above this.
MIN_MAIN_SHIP_RATIO_TO_MERGE 0.7 try merge task force if main ship ratio is lower than this.
MAX_MAIN_SHIP_RATIO_TO_MERGE 1.001 if resulting main ship ratio would be at most this, allow merging into this task force.
MAIN_SHIP_RATIO_TO_SPLIT 1.8 if main ship ratio in a task force is larger than this, split it. (If a carrier TF wants 4 carriers (see defines above), but it has more than [this * 4] carriers, then we try to split the TF.)
MISSION_FLEET_ICONS { 4, 29, 21, 15, 23, 24, 5, 4, 4, 9 } HOLD
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL INVASION SUPPORT
MIN_NAVAL_MISSION_PRIO_TO_ASSIGN { 0, 200, 200, 200, 100, 200, 100, 0, 0, 100 } priorities for regions to get assigned to a mission
HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL INVASION SUPPORT
HIGH_PRIO_NAVAL_MISSION_SCORES { 0, 100000, 1000, 1500, 1000, -1, 300, 0, 0, 1000 } priorities for regions to get assigned to a mission
HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL INVASION SUPPORT
MAX_MISSION_PER_TASKFORCE { 0, 1.5, 6, 1.5, 4, 2, 2, 0, 0, 10 } max mission region/taskforce ratio
HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
PATROL
STRIKE FORCE
CONVOY RAIDING
CONVOY ESCORT
MINES PLANTING
MINES SWEEPING
TRAIN
RESERVE_FLEET
NAVAL INVASION SUPPORT
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN 0.20 all-screen taskforces will be shared between convoy defense, mine missions and patrols (in this prio)
and these ratios limits the maximum ratio of these taskforces to allocate on type
maximum ratio of all screen-ships forces to be used in convoy defense (increases up to max as AI loses convoys).
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX 0.70 maximum ratio of all screen-ships forces to be used in convoy defense (increases up to max as AI loses convoys).
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN_CONVOY_THREAT 100 AI will increase screen assignment for escort missions as threate increases
MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX_CONVOY_THREAT 1500 AI will increase screen assignment for escort missions as threate increases
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING 0.10 maximum ratio of screens forces to be used in mine sweeping
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO 0.8 if you have mines near your owned states, you will start priotize mine missions and will assign this ratio of screens
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MIN_MINES 10 lowest mine for prioing mine missions
MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MAX_MINES 1000 highest mines for highest prio for mine missions
MAX_SCREEN_TASKFORCES_FOR_MINE_LAYING 0.10 maximum ratio of screens forces to be used in mine laying
MAX_SCREEN_FORCES_FOR_INVASION_SUPPORT 0.25 max ratio of screens forces to be used in naval invasion missions
MAX_CAPITAL_FORCES_FOR_INVASION_SUPPORT 0.25 max ratio of capital forces to be used in naval invasion missions
MAX_PATROL_TO_STRIKE_FORCE_RATIO 3.0 maximum patrol/strike force ratio
CONSTRUCTION_PRIO_INFRASTRUCTURE 0.20 <start> construction prioritization
base prio for infrastructure in the construction queue
CONSTRUCTION_PRIO_CIV_FACTORY 0.80 base prio for civilian factories in the construction queue
CONSTRUCTION_PRIO_MIL_FACTORY 0.70 base prio for military factories in the construction queue
CONSTRUCTION_PRIO_RAILWAY 4.00 base prio for railways in the construction queue
CONSTRUCTION_PRIO_RAILWAY_GUN_REPAIR 15.00 base prio for railway gun repairs in the construction queue
CONSTRUCTION_PRIO_UNSPECIFIED 0.50 base prio for unspecified buildings (none of the categories above) in the construction queue
CONSTRUCTION_PRIO_FACTOR_OCCUPIED_TERRITORY 1.00 factor prio with this if occupied territory
CONSTRUCTION_PRIO_FACTOR_OWNED_NONCORE 1.50 factor prio with this if owned non-core territory
CONSTRUCTION_PRIO_FACTOR_OWNED_CORE 2.00 factor prio with this if owned core territory
CONSTRUCTION_PRIO_FACTOR_REPAIRING 0.30 factor prio with this if building is being repaired
MAX_FACTORY_TO_SPARE_FOR_MISSION_FUEL_TRADE 0.12 <end> construction prioritization
amount of factories to spend on oil trade in case of fuel need for missions
MAX_FACTORY_TO_SPARE_FOR_CRITICAL_MISSION_FUEL_TRADE 0.3 amount of factories to spend on oil trade in case of fuel need for prio missions
MAX_FACTORY_TO_TRADE_FOR_FUEL 0.5
FUEL_TRADE_PRIO_FOR_CONVOY_DEFENSE 0.3 AI will be less reluctant to cancel convoy missions if it is trading for oil
MAX_FACTORY_TO_SPARE_FOR_MISSION_FUEL_TRADE_IN_PEACE 0.03 amount of factories to spend on oil trade in case of fuel need for missions in peace time
MAX_FACTORY_TO_SPARE_FOR_CRITICAL_MISSION_FUEL_TRADE_IN_PEACE 0.1 amount of factories to spend on oil trade in case of fuel need for prio missions in peace time
MAX_FACTORY_TO_TRADE_FOR_FUEL_IN_PEACE 0.15
FUEL_REQUEST_RATIO_FOR_COMBATS 0.6 ratio of ship combat fuel cost that is to be considered in fuel usage and request system
PRIO_FUEL_REQUEST_RATIO_FOR_COMBATS 0.8 ratio of ship combat fuel cost that is to be considered in prio fuel usage and request system
FUEL_REQUEST_RATIO_FOR_MOVEMENT 0.4 ratio of ship movement fuel cost that is to be considered in fuel usage and request system
PRIO_FUEL_REQUEST_RATIO_FOR_MOVEMENT 0.2 ratio of ship movement fuel cost that is to be considered in prio fuel usage and request system
AIR_ACTUAL_FUEL_USAGE_WEIGHT_ON_OIL_REQUEST 0.5 weight of actual fuel usage of planes compared to what is being asked for missions while calculating oil needed for trade
MONTHS_TO_FILL_FUEL_BUFFER_WITH_OIL_REQUESTS 6.0 in war time, coutries will try to fill their buffer in this duration and trade for oil if necesarry
MONTHS_TO_FILL_FUEL_BUFFER_WITH_OIL_REQUESTS_IN_PEACE_TIME 10.0 in peace time, coutries will try to fill their buffer in this duration and trade for oil if necesarry
FUEL_CONSUMPTION_MULT_FOR_FUEL_SAVING_MODE 0.25 fuel consumptions will be limited by this ratio in fuel saving mode
FUEL_CONSUMPTION_MULT_REGULAR_FUEL_MODE 1.0 fuel consumptions will be limited by this ratio in regular fuel mode
FUEL_CONSUMPTION_MULT_AGRESSIVE_FUEL_MODE 3.0 fuel consumptions will be limited by this ratio in aggressive fuel usage mode
DAYS_FUEL_REMAINING_TO_ENTER_FUEL_SAVING_MODE 30 countries will enter fuel saving mode if they will be out of fuel in this number of days and their fuel ratio is below next define
DAYS_FUEL_REMAINING_TO_ENTER_FUEL_SAVING_MODE_FUEL_RATIO 0.4
FUEL_RATIO_TO_EXIST_FUEL_SAVING_MODE 0.60 countries will exit fuel saving mode if they have more fuel ratio than this
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_ARMY_MAX_CONSUMPTION 60 AI will try to buffer at least this amount of days on max consumption, will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_AIR_MAX_CONSUMPTION 60 AI will try to buffer at least this amount of days on max consumption, will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer
WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_NAVY_MAX_CONSUMPTION 60 AI will try to buffer at least this amount of days on max consumption, will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer
MIN_WANTED_MAX_FUEL 50 minimum value for wanted fuel buffers for AI (in thousands)
GIE_LEND_LEASE_TO_PLAYER_EXILE_DESIRE_BONUS 40 AI host is more likely to accept lend lease requests from a player.
MAX_FUEL_CONSUMPTION_RATIO_FOR_AIR_TRAINING 0.20 ai will use at most this ratio of affordable fuel for air training
MAX_FUEL_CONSUMPTION_RATIO_FOR_NAVY_TRAINING 0.20 ai will use at most this ratio of affordable fuel for naval training
MAX_FULLY_TRAINED_SHIP_RATIO_FOR_TRAINING 0.7 ai will not train a taskforce if fully trained ships are above this ratio
NUM_SILOS_PER_CIVILIAN_FACTORIES 0.0025 ai will try to build a silo per this ratio of civ factories
NUM_SILOS_PER_MILITARY_FACTORIES 0.012 ai will try to build a silo per this ratio of mil factories
NUM_SILOS_PER_DOCKYARDS 0.02 ai will try to build a silo per this ratio of dockyards
SHIP_STR_RATIO_PUT_ON_REPAIRS 0.8 if ships are damaged below this ratio, they are put for repairs
SHIP_STR_RATIO_EXIT_REPAIRS 1.00 the ships will leave repairs if they are >= this ratio of total str
REPAIR_TASKFORCE_SIZE 4 repair taskforce sizes are limited to this many ships
PLAN_VALUE_BONUS_FOR_MOVING_UNITS 0.35 AI plans gets a bonus when units are not moving and ready to fight
AGGRESSIVENESS_BONUS_FOR_FRONTS_THAT_ARE_ON_HIGH_AGGRESSIVENESS -0.4 AI gets a bonus to aggresiveness if it is already executing an aggressive plan (lower is more aggressive)
AGGRESSIVENESS_CHECK_BASE 1.5 front comparison where ai will consider aggressive stance, unless it is already then the number above is used
AGGRESSIVENESS_CHECK_EASY_TARGET -0.3 if target nation is flagged as easy target we also adjust down the front comparison needed
AGGRESSIVENESS_CHECK_CAREFUL 0.6 at what front strength balance do we go careful
AGGRESSIVENESS_CHECK_PARTLY_FORTIFIED 2.0 if front strength balance is at or above this value versus a party fortified enemy, we do a balanced attack
AGGRESSIVENESS_CHECK_PARTLY_FORTIFIED_WEAK_POINTS 0.75 if front strength balance is at or above this value versus a party fortified enemy, we rush attack weak points; below this value, we are careful
AGGRESSIVENESS_CHECK_FULLY_FORTIFIED 10 if front strength balance is at or above this value versus a fully fortified enemy with no weak points, we do a balanced attack instead being careful
AGGRESSIVENESS_CHECK_FULLY_FORTIFIED_POCKET 6 if front strength balance is at or above this value versus a fully fortified enemy in a pocket, we do a balanced attack instead being careful
FRONT_EVAL_UNIT_ACCURACY 1.0 scale how stupid ai will act on fronts. 0 is potato
FRONT_EVAL_UNIT_AIR_SUP_IMPACT 1.0 scale how good the AI thinks air superiority is for units
FRONT_EVAL_UNIT_SUPPLY_AND_ORG_LACK_IMPACT 1.0 scale how painful the AI thinks a combined lack of supply and organization is for units
FRONT_EVAL_PERCENT_TO_ASSIST_ALLY_FRONT 0.5 percentage of how many units the AI thinks it should have compared to an ally before considering sending units
PRODUCTION_CARRIER_PLANE_BUFFER_RATIO 1.5 in addition to total deck size of carriers, we want at least this ratio to buffer it
PRODUCTION_CARRIER_PLANE_PRODUCTION_BOOST_TO_BUFFER 4.0 production of carrier planes will go up by this ratio if we lack buffers
EXTRA_NAVY_INTEL_FOR_CONVOY_RAIDING 0.0 this amount of intel is added to navy intel while ai is assigning convoy raiding mission
INTEL_NEEDED_TO_NEGATVE_CONVOY_COUNT_REDUCTION 80.0 navy intel is divided by this ratio to negate NAVAL_CONVOY_COUNT_INTEL_DROPOFF_DUE_TO_LOW_DECYPTION
CONVOY_RAID_SCORE_FROM_CONVOY_INTELLIGENCE 2.5 each convoy intelligenge will incease raid score by this
AIR_AI_ENEMY_PROV_RATIO_FOR_COMBAT_REGION 0.15 if a region has more than this ratio of provinces controlled by enemy, AI will consider it as a combat zone while assigning planes
RESEARCH_MULTI_DOCTRINE_SCORE 0.3 score penalty to researchign multiple doctrines at once for AI
CONVOY_ESCORT_SCORE_FROM_CONVOYS 15 score for each convoy you have in area
CONVOY_ESCORT_MUL_FROM_NO_CONVOYS 0.02 score multiplier when no convoys are around
CONVOY_RAID_MIN_ENEMY_THREAT 0.05
RAILWAY_GUN_PRODUCTION_BASE_DIVISIONS_RATIO_PERCENT 0 Base ratio of desired railway guns to divisions for AI (5 means 5%). Can be modified by railway_guns_divisions_ratio AI strategy value
RAILWAY_GUN_PRODUCTION_MIN_DIVISONS 20 Minimum required number of divisions for the AI to consider producing railway guns
RAILWAY_GUN_PRODUCTION_MIN_FACTORIES 10 Minimum required number of military factories for the AI to consider producing railway guns
RAILWAY_GUN_PER_ARMY_CAP 5 Maximum railway guns assigned to one army for the AI
RAILWAY_GUN_ASSIGNMENT_SCORE_UNITCOUNT_MULTIPLIER 10.0 Score multiplier for favoring orders groups with more units when assigning railway guns
RAILWAY_GUN_ASSIGNMENT_SCORE_HOLD 20 Score for keeping current assignment when assigning railway guns
MAX_UNIT_RATIO_FOR_INVASIONS 0.4 countries won't use armies more than this ratio of total units for invasions
MIN_UNIT_RATIO_FOR_INVASIONS 0.1 don't allocate more divisions than this for naval invasions
MAX_INVASION_FRONT_SCORE 1000 max score for naval invasion front scores
MIN_FRONT_SCORE_FOR_AFTER_INVASION_AREAS 1500 min score for army fronts that are created on recently invaded regions
MIN_CONVOY_EFFICIENCY_TO_CANCEL_TRADES 0.4 min efficiency (due to convoy raid) to cancel trades
MIN_CONVOY_EFFICIENCY_TO_START_TRADES 0.6 min efficiency (due to convoy raid) to start be able to trades
MIN_CONVOY_EFFICIENCY_PER_WAR_SUPPORT_HIT 0.6 percentage of warsupport hit you get is multiplied by this value and added to min convoy efficiencies
MIN_NUM_CONQUERED_PROVINCES_TO_DEPRIO_NAVAL_INVADED_FRONTS 20 if you conquer this amount of provinces after a naval invasion, it will lose its prio status and will act as a regular front
FAILED_INVASION_AVOID_DURATION 60 after a failed invasion, AI will down-prioritize invading the same area again for this number of days
FAILED_INVASION_AREA_PRIO_FACTOR 0.5 for every failed invasion on an area, factor that area's invasion prio with this value
FAILED_INVASION_PORT_PRIO_FACTOR 0.66 for every failed invasion on a target port (province), factor the chance that we try to invade that same port again (relative to other ports)
BUILDING_TARGETS_BUILDING_PRIORITIES { "industrial_complex" } buildings in order of pirority when considering building targets strategies. First has the greatest priority, omitted has the lowest. NOTE: not all buildings are supported by building targets strategies.
MIN_INVASION_PLAN_VALUE_TO_EXECUTE 0.2 ai will only activate invasions if plan value is above this
MIN_INVASION_ORG_FACTOR_TO_EXECUTE 0.75 ai will only activate invasions if average org factor is above this
MAX_INVASION_SIZE 24 max invasion group size
MAX_PORT_STRIKE_HISTORY_TO_REMEMBER 5000 maximum port strike history to keep track (will be used to disable ports
PORT_STRIKE_HISTORY_DECAY_MIN 10 minimum decay for port strike history (<7 days since last port strike)
PORT_STRIKE_HISTORY_DECAY_MAX 400 maximum decay for port strike history (>=37 days since last port strike)
MAX_PORT_RATIO_TO_DISABLE 0.8 max ratio of ports to disable due to port strikes
PORT_STRIKE_HISTORY_VALUE_TO_DISABLE_REPAIRS 200 cut off for disabling ports above this threshold
PORT_STRIKE_HISTORY_VALUE_TO_REENABLE_REPAIRS 10 cut off for reenabling ports bloew this threshold
CURRENT_LAW_SCORE_BONUS 50.0 current score will get an additional bonus to its ai weight
OIL_WANT_PER_POTENTIAL_LAND_CONSUMPTION_K 0.05 these values are used for ai_desire_ variables that are used occupation law selection
how much extra oil requested on top of balance for country's potential oil consumptions
OIL_WANT_PER_POTENTIAL_NAVY_CONSUMPTION_K 0.03
OIL_WANT_PER_POTENTIAL_AIR_CONSUMPTION_K 0.03
OIL_WANT_PER_POTENTIAL_MISC_CONSUMPTION_K 0.1
OIL_WANT_AT_PEACE_PER_POTENTIAL_LAND_CONSUMPTION_K 0.02
OIL_WANT_AT_PEACE_PER_POTENTIAL_NAVY_CONSUMPTION_K 0.0
OIL_WANT_AT_PEACE_PER_POTENTIAL_AIR_CONSUMPTION_K 0.0
OIL_WANT_AT_PEACE_PER_POTENTIAL_MISC_CONSUMPTION_K 0.1
RESOURCE_WANT_PER_MISSING_BALANCE 0.2 negative balance increases the desire on a resource
RESOURCE_WANT_PER_CONSUMED 0.05 if resource is being used in production, increase the desire
CRYPTO_ACTIVATION_THRESHOLD 1.25 ~end
crypto ai calculates a score & a threshold for each cracked crypto
if score > crypto, it activates the crypto
will multiply crypto activation threshold. larger
CRYPTO_ACTIVATE_NUM_DAYS_DROP_OFF 0.4 longer decrypted crypto waits, lower threshold it will have. threshold will be multiplied by this value at most
CRYPTO_ACTIVATE_NUM_DAYS_DECAY 60 at this number of days, it will decay by %50 of prev define
CRYPTO_ACTIVATE_NUM_ACTIVATED_DROP_OFF 0.6 having an already activated cryptos will further multiply threshold, down to this value
CRYPTO_ACTIVATION_SCORE_ARMIES_IN_COMBAT_BONUS 0.2 having units in combat will increase the score by this ratio
CRYPTO_ACTIVATION_SCORE_OUR_CAPITAL_BONUS 0.2 fronts of our capital get a bonus by this ratio
CRYPTO_ACTIVATION_SCORE_ENEMY_CAPITAL_BONUS 0.2 fronts of enemy capital get a bonus by this ratio
CRYPTO_AFTER_SCORE_INVASION_FRONT_BONUS 1.0 a front that is naval invading will increase the score by this ratio
MAX_MODULAR_EQUIPMENT_EQUIPMENT_UPGRADE_COUNT_PER_PASS 4 ~crypto ai
the maximum number of level AI will try to add to an equipment upgrade of an equipment defined in common/ai_equipment in one pass
EQUIPMENT_UPGRADE_VARIANT_MATCH_SCORE_FACTOR 0.2 the weight of equipment upgrade level when computing the match score of a variant to an ai equipment design.
AI_UPDATE_ROLES_FREQUENCY_HOURS 48 Update the roles for a country AI this often (affects performance)
UPDATE_SUPPLY_BOTTLENECKS_FREQUENCY_HOURS 168 Check for and try to fix supply bottlenecks this often. (168 hours = 1 week)
FIX_SUPPLY_BOTTLENECK_SATURATION_THRESHOLD 0.85 Try to fix supply bottlenecks if supply node saturation exceeds this value.
UPDATE_SUPPLY_MOTORIZATION_FREQUENCY_HOURS 52 Check if activating motorization would improve supply situation this often.
AI_PREFERRED_TACTIC_WEEKLY_CHANGE_CHANCE 0.05 Chance for AI to select a new preferred tactic if they don't have one selected
ARMY_LEADER_ASSIGN_FIELD_MARSHAL_TO_ARMY -500 <start> assigning leaders to armies
Score for assigning a field marshal to a normal army (want to use them for army groups)
ARMY_LEADER_ASSIGN_KEEP_LEADER 500 Score for keeping the leader if already assigned
ARMY_LEADER_ASSIGN_EMPTYNESS_MALUS 0.2 Factor for avoiding assigning leaders that can lead large armies to small armies (a value of 0.2 reduces the score by max 20 %)
ARMY_LEADER_ASSIGN_OVERCAPACITY -200 Score for assigning leader to a too large army
ARMY_LEADER_ASSIGN_OVERALL_SKILL_FACTOR 50 This times general's overall skill is added to score
ARMY_LEADER_ASSIGN_DEFENSE_OVERALL_SKILL_FACTOR 10 If defensive army, this times general's overall skill is added to score
ARMY_LEADER_ASSIGN_DEFENSE_ATTACK_SKILL_FACTOR 3 If defensive army, this times general's attack skill is added to score
ARMY_LEADER_ASSIGN_DEFENSE_DEFENSE_SKILL_FACTOR 20 If defensive army, this times general's defense skill is added to score
ARMY_LEADER_ASSIGN_DEFENSE_LOGISTICS_SKILL_FACTOR 3 If defensive army, this times general's logistics skill is added to score
ARMY_LEADER_ASSIGN_DEFENSE_PLANNING_SKILL_FACTOR 3 If defensive army, this times general's planning skill is added to score
ARMY_LEADER_ASSIGN_INVASION_ATTACK_SKILL_FACTOR 10 If invasion army, this times general's attack skill is added to score
ARMY_LEADER_ASSIGN_INVASION_DEFENSE_SKILL_FACTOR 10 If invasion army, this times general's defense skill is added to score
ARMY_LEADER_ASSIGN_INVASION_LOGISTICS_SKILL_FACTOR 20 If invasion army, this times general's logistics skill is added to score
ARMY_LEADER_ASSIGN_INVASION_PLANNING_SKILL_FACTOR 20 If invasion army, this times general's planning skill is added to score
ARMY_LEADER_ASSIGN_ATTACK_SKILL_FACTOR 20 This times general's attack skill is added to score
ARMY_LEADER_ASSIGN_DEFENSE_SKILL_FACTOR 10 This times general's defense skill is added to score
ARMY_LEADER_ASSIGN_LOGISTICS_SKILL_FACTOR 7 This times general's logistics skill is added to score
ARMY_LEADER_ASSIGN_PLANNING_SKILL_FACTOR 7 This times general's planning skill is added to score
ARMY_LEADER_ASSIGN_NR_TRAITS 5 This times general's nr of active traits is added to score
ARMY_LEADER_ASSIGN_EXILED_LEADS_EXILED_TROOPS 10 If exiled leader, increase chance of leading army with exiled troops
ARMY_LEADER_ASSIGN_EXILED_LEADS_OWN_EXILED_TROOPS 100 If exiled leader, increase chance of leading army with exiled troops from same country as the leader
ARMY_LEADER_ASSIGN_DEFENSE_MAX_DIG_IN_FACTOR 1.0 the following defines concern the general's modifiers
If defensive army, importance of general's MAX_DIG_IN_FACTOR modifier
ARMY_LEADER_ASSIGN_DEFENSE_ARMY_ARMOR_DEFENCE_FACTOR 1.0 If defensive army, importance of general's ARMY_ARMOR_DEFENCE_FACTOR modifier (proportional to armor ratio in the army)
ARMY_LEADER_ASSIGN_PLANNING_SPEED 0.1 Importance of general's PLANNING_SPEED modifier
ARMY_LEADER_ASSIGN_MAX_PLANNING 0.1 Importance of general's MAX_PLANNING modifier
ARMY_LEADER_ASSIGN_RECON_FACTOR 2.0 Importance of general's RECON_FACTOR modifier
ARMY_LEADER_ASSIGN_OUT_OF_SUPPLY_FACTOR 1.0 Importance of general's OUT_OF_SUPPLY_FACTOR modifier
ARMY_LEADER_ASSIGN_WINTER_ATTRITION_FACTOR 1.0 Importance of general's WINTER_ATTRITION_FACTOR modifier
ARMY_LEADER_ASSIGN_ARMY_ARMOR_SPEED_FACTOR 20.0 Importance of general's ARMY_ARMOR_SPEED_FACTOR modifier (proportional to armor ratio in the army)
ARMY_LEADER_ASSIGN_ARMY_ARMOR_ATTACK_FACTOR 20.0 Importance of general's ARMY_ARMOR_ATTACK_FACTOR modifier (proportional to armor ratio in the army)
ARMY_LEADER_ASSIGN_BOOST_ARMOR_SKILL 20.0 Importance of general's trait where armor skill is boosted, e.g. armor_officer which boosts panzer_leader (proportional to armor ratio in the army)
ARMY_LEADER_ASSIGN_ARMOR_LEADER_IF_NO_ARMOR -0.5 Avoid assigning a general with armor skills to an army with no armor (can be negative)
ARMY_LEADER_ASSIGN_AMPHIBIOUS_INVASION 1.0 If involved in invasion, importance of general's AMPHIBIOUS_INVASION modifier
ARMY_LEADER_ASSIGN_NAVAL_INVASION_PREPARATION 1.0 If involved in invasion, importance of general's NAVAL_INVASION_PREPARATION modifier
ARMY_LEADER_ASSIGN_XP_GAIN_FACTOR 2.0 Importance of general's XP_GAIN_FACTOR modifier
ARMY_LEADER_ASSIGN_SUPPLY_CONSUMPTION_FACTOR 1.0 Importance of general's SUPPLY_CONSUMPTION_FACTOR modifier
ARMY_LEADER_ASSIGN_LAND_REINFORCE_RATE 1.0 Importance of general's LAND_REINFORCE_RATE modifier
ARMY_LEADER_ASSIGN_ARMY_MORALE_FACTOR 1.0 Importance of general's ARMY_MORALE_FACTOR modifier
ARMY_LEADER_ASSIGN_TERRAIN_FACTOR 0.2 Importance of general's terrain skills
AREA_DEFENSE_SETTING_VP false <end> assigning leaders to armies
Which settings will AI use for area defense by default
AREA_DEFENSE_SETTING_PORTS true
AREA_DEFENSE_SETTING_AIRBASES false
AREA_DEFENSE_SETTING_FORTS false
AREA_DEFENSE_SETTING_COASTLINES true
AREA_DEFENSE_SETTING_RAILWAYS false
AREA_DEFENSE_MINCAP_MAX_CAPITAL_DEFENSE 100 MaxUnits for capital defense is at least this. (basically use capital defense as a buffer if we have "too many units")
AREA_DEFENSE_MINCAP_DESIRED_CAPITAL_DEFENSE 5 DesiredUnits for capital defense is at least this.
AREA_DEFENSE_MINCAP_MAX_HOME_AREA 10 MaxUnits for home area is at least this.
AREA_DEFENSE_MINCAP_DESIRED_HOME_AREA 3 DesiredUnits for home area is at least this.
COMMAND_POWER_BEFORE_SPEND_ON_TRAITS 30.0
PEACE_BID_FOLD_TURNS_AGAINST_OTHER_AI 2 Resolve contests against other AIs after this many turns. Don't always contest forever, it yields the same results.
PEACE_BID_CONTEST_TIE_BREAKER_CONFERENCE_SCORE 1.0 When resolving contest against other AI, a tie breaker score is calculated and the loser folds. This is how much to weigh relative remaining peace conference score between the countries.
PEACE_BID_CONTEST_TIE_BREAKER_INFLUENCE_DISTANCE 1.0 When resolving contest against other AI, a tie breaker score is calculated and the loser folds. This is how much to weigh relative influence distance between the countries.
PEACE_BID_CONTEST_TIE_BREAKER_COUNTRY_SCORE 1.0 When resolving contest against other AI, a tie breaker score is calculated and the loser folds. This is how much to weigh relative country score between the countries.
PEACE_BID_FOLD_AGAINST_PLAYER_CHANCE 0.5 Likelihood that AI will fold in a bidding contest against human player.
PEACE_BID_FOLD_AGAINST_LIBERATE_CONTEST 1.0 Likelihood that the AI will back down against a same-ideology country performing a contesting liberate bid ##Bordergore prevention therapy
PEACE_AI_GROUP_PEACE_ACTIONS true Whether AI should group peace actions or greedily just select the most-desired peace actions
PEACE_AI_EVALUATE_FOR_SUBJECTS true Whether AI should include subjects when evaluating giving states to other winners (may affect performance on new conference turn)
PEACE_AI_EVALUATE_FOR_ALLIES true Whether AI should include allies when evaluating giving states to other winners (may affect performance on new conference turn)
PEACE_AI_EVALUATE_FOR_NON_ALLIES false Whether AI should include non-allies (not in same faction) when evaluating giving states to other winners (may affect performance on new conference turn)
PEACE_AI_EVALUATE_OTHER_IF_CORE true Whether AI should evaluate giving states to other winners if state is their core (may affect performance on new conference turn)
PEACE_AI_EVALUATE_OTHER_IF_CLAIM true Whether AI should evaluate giving states to other winners if they have a claim on the state (may affect performance on new conference turn)
PEACE_AI_EVALUATE_OTHER_ALWAYS false Whether AI should always evaluate giving states to other winners (!!! may heavily affect performance on new conference turn for large peace conferences !!!)
DIVISION_SUPPLY_RATIO_TO_MOTORIZE 0.80 If supply ratio is less than this, consider motorizing any applicable nearby supply hub
INDUSTRIAL_ORG_TRAIT_UNLOCK_RANDOMNESS 3 AI will pick a random from N top traits when choosing a trait to unlock
INDUSTRIAL_ORG_POLICY_CHANGE_RANDOMNESS 3 AI will pick a random from N top policies when choosing a policy to attach to an MIO
INDUSTRIAL_ORG_RESEARCH_ASSIGN_RANDOMNESS 3 AI will pick a random from N top MIOs when choosing an MIO to assign to a research
INDUSTRIAL_ORG_PRODUCTION_ASSIGN_RANDOMNESS 3 AI will pick a random from N top MIOs when choosing an MIO to assign to a production line
INDUSTRIAL_ORG_POLICY_CHANGE_SCALE 1.0 Policy change weight will be scaled by this value
INDUSTRIAL_ORG_TRAIT_RANK_FACTOR 0.80 When precomputing weights, traits will affect the final score less the further down the tree they are, by this factor
INDUSTRIAL_ORG_RESEARCH_BONUS_FACTOR 1.0 Research bonus will be multiplied by this factor when evaluating design teams
AI_WANTED_LAND_BASED_PLANES_FACTOR 0.50 Factor applied to desire for land based planes (total airbase space * define)
AI_WANTED_CARRIER_BASED_PLANES_FACTOR 1.0 Factor applied to desire for carrier based planes (total carrier space * define)

NFocus

名称 默认值 开发者注释 用法
FOCUS_POINT_DAYS 7 Each point takes a week
FOCUS_PROGRESS_PEACE 1 Progress during peace
FOCUS_PROGRESS_WAR 1 Progress during war
MAX_SAVED_FOCUS_PROGRESS 10 This much progress can be saved while not having a focus selected

NOperatives

名称 默认值 开发者注释 用法
AGENCY_CREATION_DAYS 30 Number of days needed to create an intelligence agency
AGENCY_UPGRADE_DAYS 30 Number of days needed to upgrade an intelligence agency
AGENCY_CREATION_FACTORIES 5 Number of factories used to create an intelligence agency
AGENCY_AI_BASE_NUM_FACTORIES 25.0 Used by AI to pace the upgrades. Formula : if( AGENCY_AI_BASE_NUM_FACTORIES <= num_civ_factories - num_upgrades * AGENCY_AI_PER_UPGRADE_FACTORIES )
AGENCY_AI_PER_UPGRADE_FACTORIES 6.0 Used by AI to pace the upgrades. Formula : if( AGENCY_AI_BASE_NUM_FACTORIES <= num_civ_factories - num_upgrades * AGENCY_AI_PER_UPGRADE_FACTORIES )
AGENCY_UPGRADE_PER_OPERATIVE_SLOT 5 Number of upgrade needed to unlock an additional operative slot
MAX_OPERATIVE_SLOT_FROM_AGENCY_UPGRADES 1 max operative slots gained from upgrades
AGENCY_OPERATIVE_RECRUITMENT_TIME 30 Number of days to wait to have operative to recruit when an operative slot first becomes available
BECOME_SPYMASTER_PP_COST 50 Number of political power used to become Spy Master
BECOME_SPYMASTER_MIN_UPGRADES 3 Number of agency upgrades you need before becoming Spy Master
BASE_COUNTER_INTELLIGENCE_RATING 0.0 Base national counter intelligence rating for all countries
AGENCY_DEFENSE_EFFECT_ON_HOSTILE_ACTION_COST 0.2 Defense factor that is responsible for multiplying the cost hostile actions against our country by its level and this value
INTEL_NETWORK_GAIN_RATE_ON_WRONG_CONTROLLER -10.0 Amount of network strength lost in a state when it does not have the right controller anymore
INTEL_NETWORK_GAIN_RATE_ON_OUT_OF_RANGE -1.75 Amount of network strength lost in a state that has the right controller but is out of range of any operative
INTEL_NETWORK_GAIN_FROM_ADJACENCY_FACTOR 0.5 Factor multiplied to the sum of the positive difference between a state's strength and its neighbors'. In other words, how strongly neighbors impact the strength gained in a state. Values greater or equal to 1 are discouraged.
INTEL_NETWORK_GAIN_DECAY_PER_STEP_FACTOR 0.5 Factor multiplied to the gain of the previous node in the netowrk initially contributed by the agent. In other words, before adjacency, the strength gain in a state would be GainFromOperative * ( INTEL_NETWORK_GAIN_DECAY_PER_STEP_FACTOR ^ NodeDepth ) where NodeDepth is the distance between the state and the operative's location.
INTEL_NETWORK_STRENGTH_TARGET_OFFSET_PER_OPERATIVE 15.0 The amount of strength each operative on build intel network mission in a sub network add to the base target network strength
INTEL_NETWORK_STRENGTH_DECAY_WHEN_ABOVE_TARGET -2.5 The amount of strength removed each tick from a state that has more strength than the target
INTEL_NETWORK_BASE_STRENGTH_TARGET_COUNTERINTELLIGENCE_FACTOR -10.0 BaseStrengthTarget = Factor * CounterIntelligenceRating + Offset
INTEL_NETWORK_BASE_STRENGTH_TARGET_COUNTERINTELLIGENCE_OFFSET 90 Offset mentioned above
INTEL_NETWORK_MIN_VP_TO_TARGET 15 The minimum value of the highest VP in a state to consider the state as a valid target to start building an intel network
INTEL_NETWORK_MIN_STRENGTH_TO_TARGET 101.0 The minimum value of the intel network in a state to consider it a valid target to deploy an operative in
INTEL_NETWORK_OPERATIVE_GAIN_STACKING_FACTOR 0.5 When multiple operative are present in the same location, this factor is applied for each operative with a lower gain than the max. So if operatives have the gain [ 3, 1, 2 ] in the same location, it is sorted to [ 1, 2, 3 ] then converted to [ 1*D^2, 2*D^1, 3 ], with D being this define, so if D=0.5 we have [ 0.25, 1, 3 ] and the final gain from operative at this location will be 4.25. Putting this define to 0 is equivalent to considering the maximum value only.
INTEL_NETWORK_MIN_STRENGTH_FOR_STATE_TO_COUNT_TOWARD_NATIONAL_COVERAGE 0.0 Amount of strength (0, 100) in a state required for it to count toward the national coverage
INTEL_NETWORK_NATIONAL_COVERAGE_CONTROLLED_STATES_WEIGHT 0.2 Weight (expected [0,1]) multiplied by the number of states covered by the network that are controlled by the target over the total number of states the target controls
INTEL_NETWORK_NATIONAL_COVERAGE_CORE_STATES_WEIGHT 0.6 Weight (expected [0,1]) multiplied by the number of states covered by the network that are core to the target over the total number of states the target has for core
INTEL_NETWORK_NATIONAL_COVERAGE_OWNED_WORTH_WEIGHT 0.2 Weight (expected [0,1]) multiplied by the value of victory points covered by the network over the total value of victory points controlled by the targets
INTEL_NETWORK_OCCUPIED_TAG_STATES_WEIGHT 0.5 Weight (expected [0,1]) multiplied to the fraction of number of state covered by the intel network divided by the number of states occupied by the target of the network, per occupied tag
INTEL_NETWORK_OCCUPIED_TAG_WORTH_WEIGHT 0.5 Weight (expected [0,1]) multiplied to the fraction of victory points worth of states covered by the intel network divided by the worth of states occupied by the target of the network, per occupied tag
INTEL_NETWORK_MIN_SUB_NETWORK_SIZE_FOR_DETECTION 0 minimum number of state of a sub-intel network before an operative on build intel network mission in this network can be detected
INTEL_NETWORK_MIN_NATIONAL_COVERAGE_FOR_DETECTION 0.02 [0, 1] minimum national coverage required for an operative on build intel network to have a chance to be discovered
INTEL_NETWORK_MIN_SUB_NETWORK_NATIONAL_COVERAGE_FOR_DETECTION 0.01 [0, 1] minimum national coverage of the network the operative on build intel network is in to have a chance to be discovered
INTEL_NETWORK_MIN_SUB_NETWORK_STRENGTH_FOR_DETECTION 10.0 [0, 100] minimum network strength of the network the operative on build intel network mission is in to have a chance to be discovered
INTEL_NETWORK_INTELLIGENCE_AGENCY_DEFENSE_TO_DETECTION_FACTOR 2.0 multiplied to the intelligence agency defense of the target of the intel network
INTEL_NETWORK_INTELLIGENCE_AGENCY_DEFENSE_DETECTION_SCALE_FACTOR 0.0 factor multiplied to the intelligence agency defense of the target of the intel network before being factored to the detection chance
INTEL_NETWORK_MAX_INTELLIGENCE_AGENCY_DEFENSE_DETECTION_SCALE_FACTOR 1.0 clamp the value from the multiplication of the above factor (expect a value greater or equal to 1)
INTEL_NETWORK_NATIONAL_COVERAGE_TO_DETECTION_CHANCE_FACTOR 1.0 multiplied to the national coverage (a value in range [0, 1]
INTEL_NETWORK_SUB_NETWORK_STRENGTH_TO_DETECTION_CHANCE_FACTOR 0.1 multiplied to the network strength (a value in range [0, 100]
INTEL_NETWORK_SUB_NETWORK_NATIONAL_COVERAGE_TO_DETECTION_CHANCE_FACTOR 3.0 multiplied to the contribution to the national coverage of the sub network (a value in range [0, 1])
INTEL_NETWORK_DETECTION_GLOBAL_FACTOR 0.01 global factor multiplied to the detection chance before it is multiplied a dice roll in the range [0,1000)
BUILD_INTEL_NETWORK_DAILY_XP_GAIN 1
QUIET_INTEL_NETWORK_DAILY_XP_GAIN 0
OPERATIVE_MISSION_DETECTION_CHANCE_FACTOR { 0.0, 1.0, 1.0, 1.0, 0.0, 3.0, 0.1, 0.1, 3.0 } Factor multiplied to the detection chance of an agent on mission before the offsets
NoMission
BuildIntelNetwork
QuietIntelNetwork
CounterIntelligence
RootOutResistance
BoostIdeology
ControlTrade
DiplomaticPressure
Propaganda
OPERATIVE_SLOTS_FROM_FACTION_MEMBERS_FOR_SPY_MASTER { 0.0, 0.0, 0.25, 10.0, 0.5, 50.0 } used for calculating how many operatives will a spy master gain from its faction members
first number in every now is number of operatives gained
second number is total factory needed (mil and civ) for giving previous ratio
0 operative for [0, 10)
0.25 operative for [10, 50)
0.5 operative for >= 50
INTEL_NETWORK_STATE_MODIFIER_STRENGTH_THRESHOLD 10 Minimum amount of strength required in a state for the intel network related modifiers to start being applied
INTEL_NETWORK_MIN_DEFAULT_FOR_SHOWING 25 default min level for networks used to filter operation requirements if not overriden
OPERATIVE_BASE_INTEL_NETWORK_GAIN 0.4 Base amount of network strength gain per day provided by an operative
OPERATIVE_MAX_INTEL_NETWORK_GAIN -1.0 Max amount of network strength gain per day provided by an operative after modifiers have been applied (negative value means no max)
COUNTER_INTELLIGENCE_FOREIGN_AGENT_FACTOR 0.0 Multiplier to the counter intelligence provided by foreign (ally) operatives
COUNTER_INTELLIGENCE_STACKING_FACTOR 0.5 Multiplier applied to each operative after the first one. So if we have the following counter intelligence rating values [ 0.1, 0.3, 0.2 ], the factor is applied twice for the lowest value and once for the 2nd lowest one as such : [ 0.3, 0.2 * D, 0.1 * D * D ] and then the result is summed up to give the final rating value
COUNTER_INTELLIGENCE_TO_DEFENSE_LOG_FACTOR 0.0 Defense = LogFactor * log( 1 + CounterIntelligence ) + CounterIntelligence / Divisor
COUNTER_INTELLIGENCE_TO_DEFENSE_DIVISOR 1.0 see above
COUNTER_INTELLIGENCE_DAILY_XP_GAIN 0.112
BOOST_IDEOLOGY_NATIONAL_COVERAGE_FACTOR 1.0 used to compute the drift factor as follow: BASE * SUB_NETWORK_NC * BOOST_IDEOLOGY_DEFENSE_FACTOR
BOOST_IDEOLOGY_MAX_DRIFT_BY_OPERATIVE 0.25 the maximum drift an operative can cause, a negative value means no maximum
BOOST_IDEOLOGY_DRIFT_STACKING_FACTOR 0.5 multiplied to the drift of an operative for each operative after the first one, with the greatest drift. So if we have the following drift values [ 0.1, 0.3, 0.2 ], the factor is applied twice for the lowest value and once for the 2nd lowest one as such : [ 0.3, 0.2 * D, 0.1 * D * D ] and then the result is summed up to give the final drift value.
BOOST_IDEOLOGY_DEFENSE_FACTOR 0.2 multiplied to the target's defense to get the amount of drift to remove from each operative's drift
BOOST_IDEOLOGY_DAILY_XP_GAIN 0.274
OPERATIVE_BASE_INTEL_AGENCY_DEFENSE 1.0 Base amount of intel agency defense contributed by an operative on counter_intelligence mission
OPERATIVE_BASE_BOOST_IDEOLOGY 0.1 Base amount of daily ideology drift provoked by an operative
OPERATIVE_BASE_PROPAGANDA_POWER 0.0005 Base amount of daily war support and stability change when an operative is assigned to propaganda
PROPAGANDA_SUB_NETWORK_STRENGTH_FACTOR 1.0 Multiplied to the network strength before being multiplied to the Stability/WarSupport drift caused by an operative
PROPAGANDA_DEFENSE_FACTOR 0.01 Multiplied to the target's defense before being subtracted from the Stability/WarSupport drift caused by an operative
PROPAGANDA_OPERATIVE_STACKING_FACTOR 0.5 Multiplied to the Stability/WarSupport drift values of each operative after the one with the greatest values. The process is done separatly for Stability and WarSupport
PROPAGANDA_COUNTRY_STACKING_FACTOR 0.5 Multiplied to the Stability/WarSupport drift values of each country after the one with the greatest values. The process is done separatly for Stability and WarSupport
PROPAGANDA_DAILY_XP_GAIN 0.350
OPERATIVE_BASE_ROOT_OUT_RESISTANCE_EFFICIENCY 1.0 The base efficiency of an operative at the RootOutResistance mission (this is a percentage, 1.0 == 100%)
ROOT_OUT_RESISTANCE_STACKING_FACTOR 0.5 Multiplied to each operative efficiency after the first one
ROOT_OUT_RESISTANCE_RANGE_STEP_FACTOR 0.5 Multiplied to the summed up efficiency from all operative operating in a same state to determine the efficiency in neighboring states
ROOT_OUT_RESISTANCE_DAILY_XP_GAIN 0.068
OPERATIVE_BASE_CONTROL_TRADE_DRIFT 0.5 The base daily drift in trade influence caused by an operative
CONTROL_TRADE_STACKING_FACTOR 0.5 Multiplied to the drift of each operative after the first one
CONTROL_TRADE_MAX_INFLUENCE 50.0 The maximum amount of trade influence that can be gained through the control trade mission
CONTROL_TRADE_INFLUENCE_DAILY_DECAY 0.1 The amount of trade influence lost when no operative are assigned to the mission
CONTROL_TRADE_DAILY_XP_GAIN 0.137
OPERATIVE_BASE_DIPLOMATIC_PRESSURE_AI_ACCEPTANCE_SCORE_DRIFT 0.4 The daily change in the amount of opinion requiered to join a faction
OPERATIVE_BASE_DIPLOMATIC_PRESSURE_TENSION_REQUIREMENTS_DRIFT 0.001 The daily change in world tension requiered to join a faction
DIPLOMATIC_PRESSURE_MAX_AI_ACCEPTANCE_SCORE_INCREASE 20.0 the maximum amount of ai acceptance score from diplomatic pressure
DIPLOMATIC_PRESSURE_MAX_TENSION_REQUIREMENTS_DECREASE 0.20 amount of tension (tensions is in range [0,1]) that can be removed from the requirements imposed by the modifier join_faction_tension_limit
DIPLOMATIC_PRESSURE_OPERATIVE_STACKING_FACTOR 0.5 The diminishing return factor to apply to operative working for the same faction after the first one. Operatives operating for a same faction are ranked by their efficiency and their opinion and tension drift are individually applyied a stacking factor like so: DRIFT * STACKING_FACTOR^RANK where RANK is a value from 0 to the number of operative -1 where the opperative with the highest drift value has rank 0
DIPLOMATIC_PRESSURE_AI_ACCEPTANCE_SCORE_DECAY 0.4 daily decay when the mission is not active
DIPLOMATIC_PRESSURE_TENSION_REQUIREMENTS_DECAY 0.001
DIPLOMATIC_PRESSURE_DAILY_XP_GAIN 0.137
MIN_NATIONAL_COVERAGE_FOR_BOOST_IDEOLOGY 0.01 Minimum network coverage required to start the mission (the code ensures that a network exists at all)
MIN_NATIONAL_COVERAGE_FOR_PROPAGANDA 0.01 Minimum network coverage required to start the mission (the code ensures that a network exists at all)
OPERATIVE_MIN_DAYS_HARMED 30 Minimum number of days an operative can be harmed. Applied after modifiers. Can be zero.
OPERATIVE_MAX_DAYS_HARMED 120 Maximum number of days an operative can be harmed. Applied after modifiers. Is ignored if negative
OPERATIVE_MIN_DAYS_FORCED_INTO_HIDING 7 Minimum number of days an operative can be forced into hiding. Applied after modifiers. Can be zero.
OPERATIVE_MAX_DAYS_FORCED_INTO_HIDING 120 Maximum number of days an operative can be forced into hiding. Applied after modifiers. Is ignored if negative
OPERATIVE_MAX_DAYS_TO_AUTO_RESUME_MISSION 30 Maximum number of days an operative has to be disabled before its mission is not automatically resumed once he is available again
MAX_RECRUITED_OPERATIVES 10
CRYPTO_BASE_CRYPTO_LEVEL 12000 base crypto strength for a country
CRYPTO_CRYPTO_LEVEL_PER_CRYPTO_UPGRADE 4250 crypto strength per crypto upgrade
CRYPTO_CRYPTO_ACTIVE_BONUS_DURATION 30 number of days the active decryption bonuses will be applied before enemy resets their intelligence
CYRPTO_ACTIVE_BONUS_ACTIVATION_PROGRESS_RATIO 0.5 once bonus is activated, decryption progress will be reduced to this ratio
OPERATION_AI_MINIMUM_SCORE 10.0 Once an operation's AI weight falls below the minimum score it will be scrapped if it is being prepared
OPERATION_COMPLETION_XP 18
OPERATIVE_CAPTURE_DURATION_IN_DAYS 9*30
DEFAULT_OPERATION_COST_MULTIPLIER 0.15 operation cost & time are increased by default this ratios for each
instance of operation that were already executed against same target.
can be overridden using time_multiplier & cost_multiplier in operation.
DEFAULT_OPERATION_TIME_MULTIPLIER 0.0
BUILD_INTEL_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 10 The following defines are multiplied to the number of operatives operating in the target country the activity level is computed for
BOOST_IDEOLOGY_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 10
PROPAGANDA_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 10
CONTROL_TRADE_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 1
DIPLOMATIC_PRESSURE_NETWORK_MISSION_ACTIVITY_INDICATOR_FACTOR 1
INTEL_NETWORK_COVERAGE_ACTIVITY_FACTOR 100 multiplied to the sum of the network coverage [0,1] all countries have over the target
INTEL_NETWORK_STRENGTH_DANGER_FACTOR 1 multiplied to the strength [0,100] of the strongest network over that country
ACTIVITY_LEVEL_PROPORTIONAL_FACTOR 0.01 Activity level PID values
ACTIVITY_LEVEL_INTEGRAL_FACTOR 0.001
ACTIVITY_LEVEL_DERIVATIVE_FACTOR 0
DANGER_LEVEL_PROPORTIONAL_FACTOR 0.01 Danger level PID values
DANGER_LEVEL_INTEGRAL_FACTOR 0.001
DANGER_LEVEL_DERIVATIVE_FACTOR 0
NUM_DAYS_BEFORE_REMOVING_PREPARED_OPERATIONS 60 num days before removing prepared operations
ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_XP_GAIN 100 Xp gain when an enemy operative is captured in the country the operative is assigned to counter intelligence to. Apply to a single randomly selected operative
ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_WEIGHT_OWN_COUNTRY_FOR_XP 2 An integer on how likely an operative operating in his own country is to get selected for the xp reward on enemy operative capture
ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_WEIGHT_DIFFERENT_COUNTRY_FOR_XP 1 same for an operative assigned to counter intelligence in a different country than his own
RISK_LEVELS { 0.1, 0.2, 0.3 } risk and outcome texts. each number array should match its labels in size, but its ok to have different amount of risk levels than outcomes
each risk level comes with a label to display for operations if it goes abve that number. If below the first it will isntead show the good outcomes
RISK_LEVELS_LABELS { "RISK_LOW", "RISK_MID", "RISK_HIGH" }
OUTCOME_LEVELS { 0.0, 0.2, 0.3 } outcome levels are shown if risk is below its first entry instead
OUTCOME_LEVELS_LABELS { "OUTCOME_BASE", "OUTCOME_GOOD", "OUTCOME_VGOOD" }
TECH_STEAL_EQUIPMENT_FACTOR 4
TECH_STEAL_YEAR_FACTOR 4

NIntel

名称 默认值 开发者注释 用法
COUNTRY_LEVEL_INTEL_MAXIMUMS { 100.0, 100.0, 100.0, 100.0 } The maximum intel a country can have over another
民用
陆军
海军
Airforce
STATIC_INTEL_SOURCE_OPERATION_TOKENS_MAXIMUMS { } Static sources:
A static source is a source that will fully decay once its origin disappear.
(e.g. radar destroyed)
MAXIMUMS:
if set to an non-empty arrays, overrides COUNTRY_LEVEL_INTEL_MAXIMUMS
for this specific source (note that COUNTRY_LEVEL_INTEL_MAXIMUMS is
applied after INTEL_SOURCE_XXX_MAXIMUMS)
STATIC_INTEL_SOURCE_BROKEN_CYPHER_MAXIMUMS { 60.0, 60.0, 60.0, 60.0 }
STATIC_INTEL_SOURCE_RADAR_MAXIMUMS { 10.0, 10.0, 20.0, 20.0 }
STATIC_INTEL_SOURCE_INTEL_NETWORK_MAXIMUMS { 30.0, 30.0, 40.0, 30.0 }
DYNAMIC_INTEL_SOURCE_EVENT_FLAT_DECAY 0.0 Dynamic intel pool can be manipulated through the following defines:
FLAT_DECAY and MULT_DECAY control the rate at which the intel decays
The formula is applied as follow (runs daily):
NextIntel = ( Intel - FLAT_DECAY ) * MULT_DECAY
AGGREGAT_LOG_FACTOR and AGGREGAT_DIVISOR control the rate at which
intel accumulates. It is applied to the sum of the intel generated
throughout the day as follow:
Aggregat = LOG_FACTOR * log( 1 + IntelOfTheDay ) + IntelOfTheDay / DIVISOR
The Aggregat is then added to the pool of intel.
If DIVISOR is zero then the division is evaluated to zero.
MAXIMUMS controls the maximum value that the pool can contribute to
the final intel values.
ABSOLUTE_MAXIMUMS defines a ceiling for the intel in the pool that
will never be exceeded. They are meant to be greater or equal to
MAXIMUMS. If the array is empty, no absolute maximum is defined.
Dynamic pool EVENT
DYNAMIC_INTEL_SOURCE_EVENT_MULT_DECAY 0.985
DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_LOG_FACTOR 0
DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_DIVISOR 1
DYNAMIC_INTEL_SOURCE_EVENT_MAXIMUMS { 40, 40, 40, 40 }
DYNAMIC_INTEL_SOURCE_EVENT_ABSOLUTE_MAXIMUMS { 50, 50, 50, 50 }
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_FLAT_DECAY 0.0 Dynamic pool LAND_COMBAT
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MULT_DECAY 0.985
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_LOG_FACTOR 0.25
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_DIVISOR 10
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MAXIMUMS { 0, 30, 5, 10 }
DYNAMIC_INTEL_SOURCE_LAND_COMBAT_ABSOLUTE_MAXIMUMS { 0, 40, 10, 15 }
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_FLAT_DECAY 0.0 Dynamic pool NAVAL_COMBAT
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MULT_DECAY 0.985
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_LOG_FACTOR 0.02
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_DIVISOR 200
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MAXIMUMS { 10, 0, 40, 20 }
DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_ABSOLUTE_MAXIMUMS { 15, 0, 45, 25 }
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_FLAT_DECAY 0.0 Dynamic pool AIR_COMBAT
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_MULT_DECAY 0.985
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_LOG_FACTOR 1
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_DIVISOR 2
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_MAXIMUMS { 0, 0, 0, 25 }
DYNAMIC_INTEL_SOURCE_AIR_COMBAT_ABSOLUTE_MAXIMUMS { 0, 0, 0, 30 }
DYNAMIC_INTEL_SOURCE_AIR_RECON_FLAT_DECAY 0.0 Dynamic pool AIR_RECON
DYNAMIC_INTEL_SOURCE_AIR_RECON_MULT_DECAY 0.995
DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_LOG_FACTOR 0.05
DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_DIVISOR 200
DYNAMIC_INTEL_SOURCE_AIR_RECON_MAXIMUMS { 25, 20, 30, 20 }
DYNAMIC_INTEL_SOURCE_AIR_RECON_ABSOLUTE_MAXIMUMS { 30, 25, 35, 25 }
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_FLAT_DECAY 0.0 Dynamic pool CAPTURED_OPERATIVE
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MULT_DECAY 0.95
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_LOG_FACTOR 1
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_DIVISOR 2
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MAXIMUMS { 50, 40, 40, 30 }
DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_ABSOLUTE_MAXIMUMS { 50, 40, 40, 30 }
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_INSTANCE 1.0 if the opponent has any division present, flat intel value generated py a participant against an opponent
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_COMITTED_DIVISIONS 0.5 multiplied to the number of comitted divisions of the opponent
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_RESERVE_DIVISIONS 0.1 same for divisions in reserve
LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_RETREATING_DIVISIONS 0.2 same for retreating divisions
LAND_COMBAT_ARMY_INTEL_FACTOR 0.01 factor applied once all values have been added together
LAND_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_INSTANCE 1.0 if the opponent has any plane active in the, flat intel value generated by a participant against that opponent
LAND_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_PLANE 0.1 multiplied to the number of plane that opponent has in the combat
LAND_COMBAT_AIR_INTEL_FACTOR 0.01 factor applied once all values have been added together
RECON_INTEL_BONUS 0.075 each recon gives this bonus to overall gathered land intel in combat
AIR_COMBAT_AIR_INTEL_PER_INSTANCE 1.0
AIR_COMBAT_AIR_INTEL_PER_OPPONENT_PLANE 0.0
AIR_COMBAT_AIR_INTEL_FACTOR 0.2
INTEL_NETWORK_NATIONAL_COVERAGE_FACTOR 2.0 multiplied to the national coverage to deduce the fraction of the maximum value listed below that will be added to the intel against the network's target
INTEL_NETWORK_NATIONAL_COVERAGE_NAVAL_BASE_FACTOR 15.0 factor used instead of above in case you dont cover naval bases etc
INTEL_NETWORK_MAX_CIVILIAN_INTEL 20.0 the maximum intel values that an intel network will provide against a target
INTEL_NETWORK_MAX_ARMY_INTEL 20.0
INTEL_NETWORK_MAX_NAVY_INTEL 25.0 only apply if the network encompass a naval base controlled by the network's target
INTEL_NETWORK_MAX_AIRFORCE_INTEL 15.0
RADAR_LEVEL_INTEL_FACTOR 1.25 Multiplied to the radar level to tell the fraction of intel per covered province we get. The radar level is computed as BuildingLevel / MaxBuildingLevel.
RADAR_INTEL_STACKING_FACTOR 0.5 Used when multiple radars cover the same province
RADAR_BASE_INTEL_VALUES_FOR_COUNTRY_COVERAGE_PERCENTAGE { 9.0, 9.0, 0.0, 18.0 } Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS
Multiplied by the total radar efficiency over the provinces of
a specific country divided by the number of provinces controlled
by that same country.
RADAR_BASE_INTEL_VALUES_FOR_COVERED_LAND_PROVINCES { 5.0, 5.0, 0.0, 12.0 } Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS
Multiplied by the total radar efficiency of the provinces of
a specific country divided by the individual radar's
percentage of covered provinces.
RADAR_BASE_INTEL_VALUES_FOR_COVERED_SEA_PROVINCES { 0.0, 0.0, 280.0, 0.0 } Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS
Multiplied by the total radar efficiency of the provinces
covered by the radar for each strategic region that has
convoy routes and multiplied by the fraction of convoy
that country has going through the region (excluding the
convoys of the radar's owner)
RADAR_NAVY_INTEL_FACTOR_PER_SHIP_TYPE { 5.0, 10.0, 20.0, 30.0 } Navy intel value factored to the fraction of the country's
ships in the sea zone covered by the radar, by ship type
潜艇
Screen ship
Capital ship
Carrier ship
CAPTURED_OPERATIVE_MAX_FACTOR 35.0 Define the maximum of the randomized factor, before the factor from operative is applied
CAPTURED_OPERATIVE_MIN_FACTOR 10.0 Define the minimum of the randomized factor, before the factor from operative is applied
CAPTURED_OPERATIVE_INTEL_YIELD { 0.3, 0.3, 0.3, 0.3 } Values are the same order as in COUNTRY_LEVEL_INTEL_MAXIMUMS
Daily base intel yield from an operative, before the
factors defined above are applied
RECON_PLANE_INTEL_BASE 0.02 intel base amount for a strategic area per plane
RECON_PLANE_LAND_DISTRIBUTION { 10.0, 6.0, 0.0, 3.0 } controls for land and sea zones how much of each intel typee is given (civ, army, navy, air)
RECON_PLANE_SEA_DISTRIBUTION { 0.0, 0.0, 10.0, 0.0 }
LAND_SPOT_DECAY 0.05
ENCRYPTION_DECRYPTION_INTEL_FACTORS { 15.0, 15.0, 15.0, 15.0 } Factored to ( 1 + A.decryption ) / ( 1 + B.encryption ) to determine the intel
A has over B when legacy encryption and decryption modifier are used.
Note that if A.decryption is zero, the result is forced to zero
In the ame order as COUNTRY_LEVEL_INTEL_MAXIMUMS
CIVILIAN_PRODUCTION_RANGE_INTEL_MIN 0.1 intel ledger defines
minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_PRODUCTION_RANGE_INTEL_MAX 0.5 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_PRODUCTION_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_FUEL_RANGE_INTEL_MIN 0.3 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_FUEL_RANGE_INTEL_MAX 0.7 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_FUEL_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_MANPOWER_RANGE_INTEL_MIN 0.1 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_MANPOWER_RANGE_INTEL_MAX 0.7 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_MANPOWER_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_CONVOYS_RANGE_INTEL_MIN 0.1 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_CONVOYS_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_TRUCKS_RANGE_INTEL_MIN 0.1 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_TRUCKS_RANGE_INTEL_MAX 0.5 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_TRUCKS_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_TRAINS_RANGE_INTEL_MIN 0.1 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_TRAINS_RANGE_INTEL_MAX 0.5 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_TRAINS_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_SUPPLY_RANGE_INTEL_MIN 0.1 minimum value to show fuzzy factory counts below this you will get ???
CIVILIAN_SUPPLY_RANGE_INTEL_MAX 0.5 maximum value to show fuzzy factory counts. above this you will get full count
CIVILIAN_SUPPLY_INTEL_RANGE_AT_LOWEST_INTEL 0.5 range of intel values at lowest intel
CIVILIAN_TRADE_SHOW_TRADE_AMOUNTS 0.0 minimum value to show how much a country trades a resource
CIVILIAN_TRADE_SHOW_TRADE_PARTNERS 0.1 minimum value to show who a country trades with
CIVILIAN_MIN_INTEL_FOR_RESOURCE_ROUTES_TOOLTIPS 0.9 minimum value to show convoy routes for resource transfer
CIVILIAN_MIN_INTEL_FOR_TRADE_ROUTES 0.7 minimum value to show trade routes on map
CIVILIAN_MIN_INTEL_FOR_RESOURCE_ORIGIN_ROUTES 0.5 minimum value to show resource transfers to mainland on map
ARMY_MIN_INTEL_FOR_SUPPLY_ROUTES 0.5 minimum value to show convoy routes for supply transfer
ARMY_MIN_INTEL_FOR_SUPPLY_ROUTES_TOOLTIPS 0.7 minimum value to show convoy route tooltips for supply transfer
CIVILIAN_INTEL_NEEDED_TO_SHOW_ANTI_AIR_REDUCTION 0.3 minimum value to show anti air damage reduction
CIVILIAN_INTEL_NEEDED_TO_SHOW_FOCUS_TREE 0.5 min required intel to focus tree with taken focuses
CIVILIAN_INTEL_NEEDED_TO_SHOW_CURRENT_FOCUS 0.7 min required intel to show currently focus
CIVILIAN_INTEL_NEEDED_TO_SHOW_CURRENT_FOCUS_PROGRESS 0.7 min required intel to show current focus progress
CIVILIAN_MIN_INTEL_TO_SHOW_INDUSTRY_GRAPH 0.30
CIVILIAN_MIN_INTEL_TO_SHOW_CONVOYS_GRAPH 0.70
CIVILIAN_MIN_INTEL_TO_SHOW_BOMBERS_GRAPH 0.8
CIVILIAN_MIN_INTEL_TO_SHOW_TRUCKS_GRAPH 0.5
CIVILIAN_MIN_INTEL_TO_SHOW_TRAINS_GRAPH 0.5
CIVILIAN_MIN_INTEL_TO_SHOW_RAIL_STAUS 0.4 when mousing over supply map mode, shows damage/construction status
OLD_TECH_COUNT_NUM_DAYS 180 num days after researched to consider a tech as "old"
INTEL_TO_SHOW_TECH_COUNT { 0.5, 0.3, 0.3, 0.3 } minimum value to show current tech count and current doctrine
INTEL_TO_SHOW_PREVIOUSLY_RESEARCHED { 0.7, 0.7, 0.7, 0.7 } minimum value to show previously researched tech
INTEL_TO_SHOW_CURRENTLY_RESEARCHED { 0.8, 0.8, 0.8, 0.8 } minimum value to show currently being researched tech
INTEL_TO_SHOW_IDEAS { 0.0, 0.0, 0.0, 0.0 }
ARMY_ARMY_COUNT_RANGE_INTEL_MIN 0.05
ARMY_ARMY_COUNT_RANGE_INTEL_MAX 0.7
ARMY_ARMY_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL 0.8
ARMY_SPECIAL_FORCES_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL 0.7
ARMY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MIN 0.1
ARMY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MAX 0.7
ARMY_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL 0.5
ARMY_MIN_INTEL_TO_SHOW_EQUIPMENT_RATIO 0.7
ARMY_MIN_INTEL_TO_SHOW_BASIC_TEMPLATE_INFO 0.3
ARMY_TEMPLATE_UNIT_COUNT_INTEL_MIN 0.5
ARMY_TEMPLATE_UNIT_COUNT_INTEL_MAX 0.7
ARMY_TEMPLATE_UNIT_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 1.0
ARMY_MIN_INTEL_TO_SHOW_EXACT_TEMPLATE_INFO 0.8
ARMY_STOCKPILE_COUNT_INTEL_MIN 0.3
ARMY_STOCKPILE_COUNT_INTEL_MAX 0.7
ARMY_STOCKPILE_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.5
ARMY_MIN_INTEL_TO_SHOW_EQUIPMENT_DESIGN_DETAILS 0.8
ARMY_MIN_INTEL_RATIO_NEEDED_FOR_DISPLAYING_FAKE_ENEMY_INTEL_IN_LEDGER 0.9
ARMY_MIN_INTEL_RATIO_NEEDED_FOR_REVEALING_FAKE_ENEMY_INTEL 0.9
ARMY_INTEL_COMBAT_BONUS_MAX_BONUS 0.15 max combat bonus that will apply when intel is high enough
ARMY_INTEL_COMBAT_BONUS_FACTOR_ATTACK 1.0 multiplier for attack value of intel combat bonus
ARMY_INTEL_COMBAT_BONUS_FACTOR_DEFENSE 1.0 multiplier for defense value of intel combat bonus
ARMY_INTEL_COMBAT_BONUS_MIN_INTEL_FOR_BONUS 5 min intel needed to start applying ARMY_INTEL_COMBAT_BONUS_MAX_BONUS
ARMY_INTEL_COMBAT_BONUS_MAX_INTEL_FOR_BONUS 50 intel needed to fully apply ARMY_INTEL_COMBAT_BONUS_MAX_BONUS
AIR_AIRWING_COUNT_INTEL_MIN 0.0
AIR_AIRWING_COUNT_INTEL_MAX 0.7
AIR_AIRWING_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.5
AIR_MIN_INTEL_TO_SHOW_AIRWING_CLASSES 0.3
AIR_WING_TYPE_COUNT_INTEL_MIN 0.5
AIR_WING_TYPE_COUNT_INTEL_MAX 0.7
AIR_WING_TYPE_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.5
AIR_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MIN 0.1
AIR_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_MAX 0.7
AIR_DEPLOYED_MANPOWER_COUNT_RANGE_INTEL_RANGE_AT_LOWEST_INTEL 0.5
CIVILIAN_MAPICON_INDUSTRY_COUNT_INTEL_RANGE_AT_LOWEST_INTEL 0.7
MAP_INTEL_VISIBILITY_CUTOFFS { 0.1, -50, 0.4, 0, 0.6, 50, 1.0, 100 } how much map intel is gained with intel over a country. first number is threshold, second is amount of intel map intel gained
ARMY_AVG_ARMOR_INTEL_MIN 0.0 these are used in some triggers
ARMY_AVG_ARMOR_INTEL_MAX 0.5
ARMY_AVG_ARMOR_RANGE_AT_LOWEST_INTEL 1.0
ARMY_MAX_ARMOR_INTEL_MIN 0.0
ARMY_MAX_ARMOR_INTEL_MAX 0.5
ARMY_MAX_ARMOR_RANGE_AT_LOWEST_INTEL 1.0
ARMY_AVG_PIERCING_INTEL_MIN 0.0
ARMY_AVG_PIERCING_INTEL_MAX 0.5
ARMY_AVG_PIERCING_RANGE_AT_LOWEST_INTEL 1.0
ARMY_MAX_PIERCING_INTEL_MIN 0.0
ARMY_MAX_PIERCING_INTEL_MAX 0.5
ARMY_MAX_PIERCING_RANGE_AT_LOWEST_INTEL 1.0
AIR_MAPICON_MISSION_COUNT_INTEL_MIN { 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3 } AIR_SUPERIORITY
CAS
INTERCEPTION
STRATEGIC_BOMBER
NAVAL_BOMBER
DROP_NUKE
PARADROP
NAVAL_KAMIKAZE
PORT_STRIKE
ATTACK_LOGISTICS
AIR_SUPPLY
TRAINING
NAVAL_MINES_PLANTING
NAVAL_MINES_SWEEPING
RECON
NAVAL_PATROL
AIR_MAPICON_MISSION_COUNT_INTEL_MAX { 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6 } AIR_SUPERIORITY
CAS
INTERCEPTION
STRATEGIC_BOMBER
NAVAL_BOMBER
DROP_NUKE
PARADROP
NAVAL_KAMIKAZE
PORT_STRIKE
ATTACK_LOGISTICS
AIR_SUPPLY
TRAINING
NAVAL_MINES_PLANTING
NAVAL_MINES_SWEEPING
RECON
NAVAL_PATROL
AIR_MAPICON_MISSION_COUNT_INTEL_RANGE_AT_LOWEST_INTEL { 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5 } AIR_SUPERIORITY
CAS
INTERCEPTION
STRATEGIC_BOMBER
NAVAL_BOMBER
DROP_NUKE
PARADROP
NAVAL_KAMIKAZE
PORT_STRIKE
ATTACK_LOGISTICS
AIR_SUPPLY
TRAINING
NAVAL_MINES_PLANTING
NAVAL_MINES_SWEEPING
RECON
NAVAL_PATROL
AIR_MAPICON_SHOW_ALL_AIR_PORTS 0.3 min intel to show all air ports (otherwise you will only see nearby ones)
AIR_MAPICON_AIR_PORT_VISIBILITY_DETAIL_THRESHOLDS { 0.0, 0.3, 0.7, 0.8 } how detailed the post tooltips will be
for no intel
show fuzzy air plane count
show full air count
show air plane details
AIR_MAPICON_AIR_PORT_PLANE_FUZZY_THRESHOLD 0.5
AIR_MIN_INTEL_TO_SHOW_EQUIPMENT_DESIGN_DETAILS 0.8 ~intel ledger defines

NCharacter

名称 默认值 开发者注释 用法
OFFICER_CORP_ADVISOR_ENTRIES_IN_MENU { "high_command", "theorist", "army_chief", "air_chief", "navy_chief" }
OFFICER_CORP_HIGH_COMMAND_SLOTS_IN_MENU 3 For Alert manager to count the number of High Command Slots in the UI
POLITICAL_ADVISOR_SLOTS_IN_MENU 3 For Alert manager to count the number of Political Advisor Slots in the UI
DEFAULT_PP_COST_FOR_MILITARY_ADVISOR 50 When an advisor does not have cost assigned this is the default used
DEFAULT_PP_COST_FOR_POLITICAL_ADVISOR 150
DEFAULT_CP_COST_FOR_ADVISOR 0 For Starting Advisors
DEFAULT_CP_COST_FOR_DYNAMIC_ADVISORS 0 For Advisors created during gameplay
ADVISOR_PROMOTION_COST 5 Cost to promote someone to advisor
COUNTRY_LEADER_BASE_EXPIRE_YEAR_LENGTH 5 When creating a dynamic country leader if an expire date is not set it will have 5 years as a base expiration date
COUNTRY_LEADER_BASE_RANDOM_MAX_YEAR_LENGTH 15 Max random value added to COUNTRY_LEADER_BASE_EXPIRE_YEAR_LENGTH
SPECIALIST_ADVISOR_MIN_RANK 4
EXPERT_ADVISOR_MIN_RANK 6
GENIUS_ADVISOR_MIN_RANK 8

NSupply

名称 默认值 开发者注释 用法
MAX_RAILWAY_LEVEL 5 update railway texture as well, each frame corresponds to a level
CAPITAL_SUPPLY_BASE 5.0 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)
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 5.0 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)
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 2.8 defines that are used for supply reach for built nodes
NODE_STARTING_PENALTY_PER_PROVINCE 0.50
NODE_ADDED_PENALTY_PER_PROVINCE 0.70
NODE_FLOW_BONUS_PER_RAIL_LEVEL 0.34 Node Flow (i.e. province caps) increase by this amount per railway level of the node's bottleneck
RIVER_RAILWAY_LEVEL 1 rivers will transfer in between nodes as if they were this level
FLOATING_HARBOR_INITIAL_SUPPLY_FLOW 2.6 defines that are used for supply reach for floating harbors
FLOATING_HARBOR_STARTING_PENALTY_PER_PROVINCE 0.8
FLOATING_HARBOR_ADDED_PENALTY_PER_PROVINCE 0.8
FLOATING_HARBOR_BASE_SUPPLY 15.0 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 0.0 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 1.0 If adjacent land province is not held, change decay rate by this many "hours" per hour
SUPPLY_FLOW_DROP_REDUCTION_AT_MAX_INFRA 0.30 max infrastructure level will reduce the supply flow drop off by this ratio
SUPPLY_FLOW_PENALTY_CROSSING_RIVERS 0.20 crossing rivers introduces additional penalty
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_K 1.3 node flow terrain falloff is scaled by logistics curve based on distance(d) (scalar / (1+e^(-k(d-midpoint))))
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 2.2 The range bonus added to a fully motorized hub. This supply is added on top of the XXX_INITIAL_SUPPLY_FLOW defined above.
SUPPLY_HUB_FULL_MOTORIZATION_TRUCK_COST 60.0 How many trucks does it cost to fully motorize a hub
SUPPLY_HUB_MOTORIZATION_MARGINAL_EFFECT_DECAY 1.6 For each additional level of motorization on a hub (i.e. contry with set motoriazation) reduce max bonus for next level by this amount
RAILWAY_BASE_FLOW 10.0 used for calculating "flow" for railways.
how much base flow railway gives when a node connected to its capital/a naval node by a railway
RAILWAY_FLOW_PER_LEVEL 5.0 how much additional flow a railway level gives
RAILWAY_FLOW_PENALTY_PER_DAMAGED 5.0 penalty to flow per damaged railway
RAILWAY_MIN_FLOW 5.0 minimum railway flow can be reduced to
SUPPLY_NODE_MIN_SUPPLY_THRESHOLD 1.0 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 1.0 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 1.0 initial value for wanted buffers over potential truck usage
BASE_SUPPLY_MULT_FOR_TRUCK_MIN_BUFFER 0.0 min and max values for buffer ratio
BASE_SUPPLY_MULT_FOR_TRUCK_MAX_BUFFER 100.0
TRUCK_ATTRITION 0.003 base truck attrition
TRUCK_ATTRITION_FACTOR 0.65 a scale on total truck attrition
BASE_TRUCK_HP 100.0
TRUCK_HP_PER_ARMOR 2
BASE_TRAIN_HP 100.0
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 1.0 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
BASE_ARMY_SUPPLY_MULT_FOR_TRUCK_BUFFER 1.0
BASE_NAVY_SUPPLY_MULT_FOR_TRUCK_BUFFER 1.0
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 0.0 ~end
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
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 15 reinforcements depends on distance to capital and following defines are used for calculating reinforcement time
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 1.0 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 1.0 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)

NAITheatre

名称 默认值 开发者注释 用法
AI_THEATRE_GENERATION_HOME_THEATRE_DEPTH_RESTRICTION 2 The home theatre is generated based off a initial depth restriction
AI_THEATRE_GENERATION_BORDER_SIZE_RESTRICTION 7 Theatres are generated based off borders, Higher value means larger theatres
AI_THEATRE_GENERATION_DEPTH_TO_START_CONSIDERING_BORDERSTATES 2 Distance from capital in terms of states
AI_THEATRE_GENERATION_MINIMUM_STATE_COUNT 3 Small Theatres - Minimum state count for a theatre
AI_THEATRE_GENERATION_MAX_DISTANCE_TO_MERGE 200 Small Theatres - Dont merge with too far away theatres, higher value means less merging will occur
AI_THEATRE_GENERATION_MAX_DISTANCE_TO_FILL 350 Final generation step - Max distance to fill states, higher values means less theatres
AI_THEATRE_DISTRIBUTION_SAME_THEATRE_SCORE_MODIFIER 0.25 Value that affects the score of units when distributing to fronts within the same theatre, its a percentage multiplier, the higher it is the higher the chance of units staying in close proximity
AI_THEATRE_DISTRIBUTION_MAX_SCORE 250000 Max Score that a unit can have when being distributed to ai fronts, higher value means more granularity in score changes, lower values means less variation in where units can go
AI_THEATRE_DISTRIBUTION_PERCENTAGE_OF_MINIMUM_UNITS_TO_KEEP 1.0 How much should a frontline adheer to its minimum unit demand, when removing/reassigning units
AI_THEATRE_DISTRIBUTION_MAX_PERCENT_UNMET_DEMAND_PER_FRONT 0.5 Percentage of how much fronts should request from other lower priority fronts, 0 means once a front gets hold of a unit it stays there forever until its demand is reduced, controlls shuffling of units.
AI_THEATRE_STATE_UPDATE_MAX_STATE_COUNT_TO_EXPAND 25 Max theatre size
AI_THEATRE_BREAKDOWN_MIN_STATE_COUNT 3 Theatres below this size will break and merge with others
AI_THEATRE_BREAKDOWN_MAX_DISTANCE_TO_MERGE 200 Dont merge with too far away theatres, higher value means less merging will occur
AI_THEATRE_PERCENTAGE_OF_UNITS_TO_KEEP_IN_NEIGHBOR_DEFENSIVE_ORDERS 0.05 Percentage of units to keep in neighbor defensive orders from war fronts
AI_THEATRE_SEARCH_SUPPLY_NODE_MAX_DEPTH 5 Max depth of breadth-first search while looking for supply nodes when out of supply
AI_THEATRE_SUPPLY_CRISIS_LIMIT 0.1 If a unit is standing in an area with this supply ratio it will try to escape
AI_THEATRE_AI_FRONT_MIN_DESIRED_RATIO 0.18 Fronts are sorted based on priority, we nudge unit demand based on this sorting, the higher the value the more units the most important front gets

NIndustrialOrganisation

名称 默认值 开发者注释 用法
ASSIGN_DESIGN_TEAM_PP_COST_PER_DAY 0.1 Cost in Political Power daily generation when one MIO is assigned to a research slot. If 0, cost is entirely disabled.
ASSIGN_INDUSTRIAL_MANUFACTURER_PP_COST_PER_DAY 0.0 Cost in Political Power daily generation when one MIO is assigned to a production line. If 0, cost is entirely disabled.
FUNDS_FOR_SIZE_UP 700 Funds needed for a MIO to increment its size and get points to unlock traits
FUNDS_FOR_SIZE_UP_LEVEL_FACTOR 100 How much each level mutliplies the funds for size up
FUNDS_FOR_SIZE_UP_LEVEL_POW 1.8 the power we applie to the mio size when calculating funds to level up.
UNLOCKED_TRAITS_PER_SIZE_UP 1 Number of points for unlocking traits obtained when the MIO increments its size
DESIGN_TEAM_CHANGE_XP_COST 0 Flat cost added to the XP cost of a new equipment design. If 0, cost is entirely disabled.
FUNDS_FOR_RESEARCH_COMPLETION_PER_RESEARCH_COST 500 Funds added to MIO when the Design Team has completed a research, multiplied by research_cost in technology template
FUNDS_FOR_CREATING_EQUIPMENT_VARIANT 0 Funds added to MIO when a new variant is created with the Design Team assigned to it
FUNDS_FROM_MANUFACTURER_PER_IC_PER_DAY 0.1 Funds added to MIO when a manufacturer is attached to a production line. Added every day proportional to IC produced.
MAX_FUNDS_FROM_MANUFACTURER_PER_DAY 100 Max funds generated per manufacturer per day. Set to 0 for no Maximum.
DESIGN_TEAM_RESEARCH_BONUS 0.05 Research bonus for applying a Design Team that matches the technology
ENABLE_TASK_CAPACITY false Enable limited task capacity for MIOs
DEFAULT_INITIAL_TASK_CAPACITY 0 Default start task capacity for each MIO (may be overriden in DB)
DEFAULT_INITIAL_POLICY_ATTACH_COST 25 Default start attach cost in PP for policies
DEFAULT_INITIAL_ATTACH_POLICY_COOLDOWN 180 Default start cooldown in days after attaching a policy
LEGACY_COST_FACTOR_SCALE 1.0 Multiplier to use when legacy Designer cost factors is applied to MIOs (<IdeaGroup>_cost_factor)

NProject

名称 默认值 开发者注释 用法
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 1.0 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 3.0 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 1.0 If no weight is specified, set it to 1.0
DEFAULT_PROJECT_COMPLETION_SCIENTIST_EXPERIENCE_GAIN 192.0 Default experience gain for assigned scientist when a project is completed
SCIENTIST_INJURED_FACTOR 0.0 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}

没有可用科学家时的政治点数花费

pp cost if 1 available scientist pp cost if 2 available scientist pp cost if more than 2 available scientist

Amount of pp to hire a scientist based on available scientist
SCIENTIST_SKILL_LEVEL_THRESHOLDS {100,

100, 300, 700, 1500}

从 0 级升到 1 级

to go from level 1 to level 2 to go from level 2 to level 3 ... Max level = Array size

Threshold for scientist to level up
SCIENTIST_SKILL_LEVEL_SPEED_MODIFIER {-1.0,

-0.05, 0.05, 0.1, 0.15, 0.25|

-1.0 表示 -100%,同时名称本地化键为 SCIENTIST_SKILL_LEVEL_NAME_0

-0.05 means -5%            also name loc key is SCIENTIST_SKILL_LEVEL_NAME_1 0 means no change        also name loc key is SCIENTIST_SKILL_LEVEL_NAME_2 0.15 means +15%         ... -- Size MUST be SCIENTIST_SKILL_LEVEL_THRESHOLDS's size + 1

Bonus to apply to daily phase progress according to the skill level of the scientist
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 1.0 The animation for gaining breakthrough progress is a ratio of this value and current daily gain.

NRaids

名称 默认值 开发者注释 用法
BASE_DAYS_TO_PREPARE 7 Base number of days required to complete raid preparation phase
MAX_STATE_TARGETS_TO_EVALUATE_PER_HOUR 50 PERFORMANCE (HOURLY TICK) : higher number = faster state target re-evaulation + lower performance
RAID_TARGET_ITEM_POOL_SIZE 512 PERFORMANCE (UI) : number of entries to reserve in the raid target item pool
RAID_TYPE_ICON_ITEM_POOL_SIZE 512 PERFORMANCE (UI) : number of entries to reserve in the raid type icon item pool
RAID_LOW_RISK_SETTING_DISASTER_MODIFIER 0 How much the disaster risk is modified when the dial is set to "low"
RAID_MEDIUM_RISK_SETTING_DISASTER_MODIFIER 0.1 How much the disaster risk is modified when the dial is set to "medium"
RAID_HIGH_RISK_SETTING_DISASTER_MODIFIER 0.25 How much the disaster risk is modified when the dial is set to "high"
RAID_SUCCESS_MODIFIER_THRESHOLD_BAD -10.0 If a success chance modifier is below this value, it will be displayed in red
RAID_SUCCESS_MODIFIER_THRESHOLD_NEUTRAL 0.0 If a success chance modifier is below this value, it will be displayed in yellow
MAX_DETECTED_TARGETS_PER_HOUR 1 PERFORMANCE (HOURLY TICK) : max number of targets to be detected per hour, NOTE : keep this low because detection is checked against every country!
RAID_DEFAULT_TARGET_COOLDOWN_DAYS 365 The default cooldown (in days) for raiding the same target, can be overriden for specific raid types through script
RAID_UNIT_SPEED_MULTIPLIER 0.1 Global speed control
BASE_NAVAL_COMMANDO_RAID_DISTANCE 1500 Max distance in kilometers
RAID_LOW_RISK_SETTING_SUCCESS_MODIFIER 0.0 How much the success chance is modified when the dial is set to "low"
RAID_MEDIUM_RISK_SETTING_SUCCESS_MODIFIER 0.1 How much the success chance is modified when the dial is set to "low"
RAID_HIGH_RISK_SETTING_SUCCESS_MODIFIER 0.25 How much the success chance is modified when the dial is set to "low"
TARGET_DETECTION_INTEL_TRESHOLD 20.0 How much intel is needed for a target to be detected?
TARGET_INTEL_PER_CIVILIAN_INTEL_OVER_COUNTRY 0.5 Intel level over target country is scaled by this value
TARGET_INTEL_PER_ARMY_INTEL_OVER_COUNTRY 0.5 Intel level over target country is scaled by this value
TARGET_INTEL_PER_NAVY_INTEL_OVER_COUNTRY 0.5 Intel level over target country is scaled by this value
TARGET_INTEL_PER_AIRFORCE_INTEL_OVER_COUNTRY 0.5 Intel level over target country is scaled by this value
TARGET_INTEL_PER_NETWORK_STRENGTH 0.5 Intel network strength in target state is scaled by this value
TARGET_INTEL_FROM_CONTROLLED_NEIGHBOUR_STATES 15.0 Flat bonus for having control over at least one neighbour state
TARGET_INTEL_PER_AIR_SUPERIORITY 0.5 Air superiority over target region is scaled by this value
TARGET_INTEL_FROM_DECRYPTION 25.0 Flat bonus for having fully decrypted their ciphers
TARGET_INTEL_PENALTY_PER_ENEMY_COUNTER_INTEL 5.0 Enemy counter intel is scaled by this value
RAID_OUTCOME_REPORT_DAYS_TO_LIVE 30 How many days after a raid has ended will the raid outcome report be visible on the map before being automatically dismissed
NUCLEAR_BOMB_PRODUCTION_SCALE 2555.0 +1 nuclear_production gives 1 nuke per 7 years
THERMONUCLEAR_BOMB_PRODUCTION_SCALE 2555.0 +1 nuclear_production gives 1 nuke per 7 years
NUCLEAR_BOMB_MIN_DAMAGE_PERCENT 0.1 核弹造成的最小伤害,按当前兵力/组织度的百分比计。
NUCLEAR_BOMB_MAX_DAMAGE_PERCENT 0.9 核弹造成的最小伤害,按当前兵力/组织度的百分比计。
THERMONUCLEAR_BOMB_MIN_DAMAGE_PERCENT 0.6 核弹造成的最小伤害,按当前兵力/组织度的百分比计。
THERMONUCLEAR_BOMB_MAX_DAMAGE_PERCENT 0.9 核弹造成的最小伤害,按当前兵力/组织度的百分比计。
NUCLEAR_RAID_CATEGORY_NAME "nuclear_raids" The raid category to activate when clicking on the "nuclear" mission button for a rocket
ARMY_TRANSFER_MOVE_SAFELY true Whether to move safely when transferring divisions to the raid source
ARMY_TRANSFER_AVOID_ENEMY true Whether to avoid enemy when transferring divisions to the raid source
MAX_TARGETS_TO_UPDATE_PER_FRAME 100 PERFORMANCE (FRAME) : max raid targets to evaluate per frame (affects raid map icon refresh rate)

NWiki

名称 默认值 开发者注释 用法
BASE_URL "https://hoi4.paradoxwikis.com/"
FORUM_URL "https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-iv.844/"

NMapMode

名称 默认值 开发者注释 用法
FABRICATE_CLAIM_SELECTED_SECONDARY_COLOR { 0, 1, 0, 1 }
FABRICATE_CLAIM_TARGET_COUNTRY_SECONDARY_COLOR { 0, 0, 0, 0 }
FABRICATE_CLAIM_NON_TARGET_COUNTRY_SECONDARY_COLOR { 0, 0, 0, 0 }
FABRICATE_CLAIM_ALREADY_CLAIM_SECONDARY_COLOR { 0.5, 0, 0, 1 }
FABRICATE_CLAIM_ALREADY_CORE_SECONDARY_COLOR { 0.5, 0, 0, 1 }
CONSTRUCTION_MAP_MODE_BUILDING_DEFAULT_COLOR { 0.43, 0.22, 0.22, 0.25 } Color of states/provinces that can't be built on
CONSTRUCTION_MAP_MODE_BUILDING_MAX_LEVEL_COLOR { 0.05, 0.1, 0.7, 0.4 } Color of states/provinces where current building level is maxed out (max is current max level, not final max level) of a building type
CONSTRUCTION_MAP_MODE_BUILDING_LEVEL_LOW_COLOR { 0.05, 0.22, 0.0, 0.4 }
CONSTRUCTION_MAP_MODE_BUILDING_LEVEL_HI_COLOR { 0.4, 0.9, 0.0, 0.5 }
CONSTRUCTION_MAP_MODE_BUILDING_MAX_AMOUNT_QUEUED_COLOR { 0.0, 0.0, 1.0 } Color of states/provinces when building queue is maxed of a building type
CONSTRUCTION_MAP_MODE_BUILDING_QUEUED_COLOR { 1.0, 0.85, 0.0 } Color of states/provinces when building queue contains one or more of a building type.
MAP_MODE_MANPOWER_RANGE_MAX 20000000 When a state has that much manpower, it will be colored with the color MAP_MODE_MANPOWER_RANGE_COLOR_TO. Everything below that will have an interpolated color.
MAP_MODE_MANPOWER_RANGE_COLOR_FROM { 0.2, 0.2, 0.7, 0.18 } Color range for manpower map mode.
MAP_MODE_MANPOWER_RANGE_COLOR_TO { 1, 0.125, 0.0, 0.6 }
MAP_MODE_INFRA_RANGE_COLOR_FROM { 1, 0.125, 0.0, 0.1 } Color range for infrastructure map mode.
MAP_MODE_INFRA_RANGE_COLOR_TO { 0.1, 0.9, 0.1, 0.6 }
MAP_MODE_IDEOLOGY_COLOR_TRANSPARENCY 1 In the Ideology map mode, the colors on the map are taken from the scriptable file 00_ideologies.txt for each group. We use them in the interfaces (pie-charts) where transparency is not used, but 100% opaque looks bad on the map. This is a variable to control the transparency of the color.
CONSTRUCTION_MAP_MODE_TRANSPARENCY_OVERRIDE 241 When you use gradient borders to defeat the purpose of gradient borders. Larger than 248 seems to make the transparency stronger?
PEACE_CONFERENCE_CURRENT_SELECTED_SECONDARY_COLOR { 0, 0, 1, 0.25 }
PEACE_CONFERENCE_SELECTABLE_SECONDARY_COLOR { 0, 1, 0, 0.25 }
PEACE_CONFERENCE_CONTESTED_SECONDARY_COLOR { 1, 0, 0, 0.25 }
PEACE_CONFERENCE_CHANGE_TARGET_TAG_SECONDARY_COLOR { 0, 0.8, 0.5, 0.25 }
PEACE_CONFERENCE_DIFFERENT_STACKABLE_SECONDARY_COLOR { 1, 1, 0, 0.25 }
FACTIONS_COLOR_NOT_MEMBER { 0.6, 0.6, 0.6, 0.25 }
FACTIONS_MEMBER_TRANSPARENCY 1.0
PLAYER_MAPMODE_NOT_SELECTED_COUNTRY_TRANSPARENCY 0.15 How much is the country colors faded out, for countries that are not occupied by the any player.
SELECTED_COUNTRY_HIGHLIGHT_THICKNESS_MULT 1.5 When a country is selected (blinking/highlighted) it's borders becomes a bit thicker, to make stand out even more. 1.0 is default thickness.
STRATEGIC_MODE_COUNTRY_COLOR_STRIPES_TRANSP 0.0
STRATEGIC_MODE_ENEMY_STRIPES_COLOR { 0.827, 0.172, 0.184, 0.0 }
STRATEGIC_MODE_OUR_STRIPES_COLOR { 0.427, 0.619, 0.858, 0.0 }
STRATEGIC_MODE_ALLY_STRIPES_COLOR { 0.427, 0.619, 0.858, 0.0 }
RADAR_RANGE_STRIPES_COLOR { 1.0, 1.0, 0.0, 0.14 }
RADAR_RANGE_COLOR { 0.039, 0.627, 0.0, 1.0 }
RADAR_RANGE_ALLIED_COLOR { 0.0, 0.647, 1.0, 1.0 }
RADAR_RANGE_SELECTED_COLOR { 1.0, 1.0, 0.0, 1.0 }
RADAR_ROTATION_SPEED 0.025
AIR_RANGE_CAN_ASSIGN_MISSION_STRIPES_COLOR { 0, 0.8, 0, 0.0 } Stripes over the regions indicating if the currently selected air wings can have assigned mission there or not.
AIR_RANGE_CANNOT_ASSIGN_MISSION_STRIPES_COLOR { 0.8, 0, 0, 0.5 }
AIR_RANGE_INDICATOR_DEFAULT_COLOR { 1.0, 1.0, 0, 1 } On map circle indicating the air wings range.
AIR_RANGE_INDICATOR_NO_WINGS_COLOR { 1.0, 0, 0, 1 } Same as above, but for air wings with no airplanes.
AIR_RANGE_INDICATOR_ROTATION_SPEED 0.001 How quickly is that indicator rotating
AIR_MISSION_ARROW_ACTIVE_COLOR { 0, 1.0, 0, 0.5 } Color of the arrow drawn in the strategic air map mode, between the air base and the region for the active missions
AIR_MISSION_ARROW_NONACTIVE_COLOR { 1.0, 1.0, 1.0, 0.2 } Same as above, but for non active missions (when no air wing has any mission active)
AIR_MISSION_ARROW_SELECTED_COLOR { 1.0, 1.0, 0, 0.8 } Same as above, but for currently selected air wings/air bases.
AIR_TRANSFER_ARROW_COLOR { 1, 1, 0, 0.75 } Same as above, but for the arrows drawn between airbases for current transfers
AIR_REGION_FADE_WHEN_WING_SELECTED 0.15
UI_CONFIGURABLE_SLOT_FROM 4 Mapmode slots range that may be configurable. Indices are 0-based (first slot is 0)
UI_CONFIGURABLE_SLOT_TO 10
MAP_MODE_TERRAIN_TRANSPARENCY 0.5 How much transparent are the province colors in the simplified terrain map mode
MAP_MODE_NAVAL_TERRAIN_TRANSPARENCY 0.8 How much transparent are the SEA province colors in the simplified terrain map mode
MAP_MODE_INTEL_NETWORK_STRENGTH_COLOR_LOW { 0.1, 0.1, 0.5, 0.2 } Color of a state with the lowest intel network strength
MAP_MODE_INTEL_NETWORK_STRENGTH_COLOR_HIGH { 0.4, 0.3, 0.9, 1.0 } Color of a state with the lowest intel network strength
MAP_MODE_INTEL_NETWORK_STRENGTH_QUIET_COLOR_LOW { 0.1, 0.5, 0.1, 0.2 } Color of a state with the lowest intel network strength in a quiet network
MAP_MODE_INTEL_NETWORK_STRENGTH_QUIET_COLOR_HIGH { 0.4, 0.9, 0.3, 1.0 } Color of a state with the highest possible intel network strength in a quiet network
MAP_MODE_INTEL_MAX_HORIZONTAL_STACK 3 How many intel icons can be shown before the More icon appears for Operations
RAILWAY_GUN_RANGE_INDICATOR_DEFAULT_COLOR { 1.0, 1.0, 1.0, 1.0 } On map circle indicating the railway gun bombardment range.
RAILWAY_GUN_RANGE_INDICATOR_ROTATION_SPEED 0.001 How fast the indicator is rotating.
RAILWAY_GUN_RANGE_STRIPES_COLOR { 1.0, 0.5, 0.0, 0.2 } Color of the railway gun range stripes (when hovered)
OCCUPATION_MAP_MODE_COUNTRY_STRIPE_ALPHA 0.3 alpha of occupied country stripes in occupation map mode
OPERATIVE_MAP_MODE_INVALID_COUNTRY_TARGET_TRANSPARENCY 0.15 alpha of country which cannot be targeted by the selected operative mission
SUPPLY_MAP_MODE_COUNTRY_BORDER_CAMERA_DISTANCE 1.0
SUPPLY_MAP_MODE_COUNTRY_BORDER_OUTLINE_CUTOFF 0.973
GRADIENT_BORDERS_THICKNESS_SUPPLY_COUNTRY_BORDER 10.0
SUPPLY_COUNTRY_BORDER_PLAYER_COLOR { 0.1, 0.66, 0.1, 1.0 }
SUPPLY_COUNTRY_BORDER_FRIEND_COLOR { 0.035, 0.426, 0.91, 1.0 }
SUPPLY_COUNTRY_BORDER_ACCESS_COLOR { 0.1, 0.66, 0.1, 1.0 }
SUPPLY_MAP_MODE_REACH_COLOR { 0.0, 0.6, 0.0, 0.4, 1.0, 0.02, 0.2, 0.17, 0.52, 1.0, 0.12, 0.04, 0.17, 0.6, 1.0, 0.2, 0.13, 0.36, 0.65, 1.0, 0.4, 0.11, 0.56, 0.75, 1.0, 0.6, 0.25, 0.71, 0.76, 1.0, 0.8, 0.47, 0.8, 0.73, 1.0, 1.0, 0.6, 0.82, 0.6, 1.0 } (last shown when supply flow is >= SUPPLY_MAP_MODE_BEST_FLOW_DISPLAY)
#990066 dark purple
#332B85 dark purple blue
#0A2B99 dark blue
#215CA6 blue
#1C8FBF light blue
#40B5C2 teal
#78CCBA light teal
#99D199 light green
SUPPLY_MAP_MODE_BEST_FLOW_DISPLAY 12 Which supply cap availibility corresponds to best heatmap color
SUPPLY_MAP_MODE_STATUS_COLOR { 0.0, 0.9, 0.0, 0.0, 1.0, 0.7, 0.98, 0.4, 0.1, 1.0, 1.0, 0.8, 0.64, 0.2, 1.0 } #E60000 red
#FA661A orange
#CCA333 mustard
SUPPLY_STATUS_DISPLAY_THRESHOLD 0.9 at what average supply status we move to show status colors instead of flow
SUPPLY_HOVERED_STATE_COLOR_INDEX 0 Border color of hovered state. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS.
SUPPLY_HOVERED_PROVINCE_COLOR_INDEX 4 Border color of hovered province. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS.
PEACE_HOVERED_STATE_COLOR_INDEX 3 Border color of hovered state in Peace conference. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS.
PEACE_CLAIMED_STATE_COLOR_INDEX 2 Border color of claimed states in Peace conference. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS.
SELECTION_HOVERED_STATE_COLOR_INDEX_CONTROLLED 5 Border color of hovered controlled states in various select mapmodes. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS.
SELECTION_HOVERED_STATE_COLOR_INDEX_FOREIGN 6 Border color of hovered foreign states in various select mapmodes. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS.

NMapIcons

名称 默认值 开发者注释 用法
TOP_MAP_ICON 30
INTERPOLATION_SNAP_DISTANCE 0.3
INTEL_MAP_MODE_MAP_ICON_OFFSET { 12, 40 } Control the offset of the intel map mode map icon (counterintelligence, operatives and operations)
COARSE_RAILWAY_GUN_POSITION_OFFSET { -30, 0 } Coarse railway gun icons will have their world centers offset by this offset
DEFAULT_PRIORITY_UNITS_STACK 10
DEFAULT_PRIORITY_UNITS_STACK_GROUP 11
DEFAULT_PRIORITY_VICTORY_POINTS 5
DEFAULT_PRIORITY_RESOURCE 10
DEFAULT_PRIORITY_CONSTRUCTION_INFO 3
DEFAULT_PRIORITY_AIR_BASE 3
DEFAULT_PRIORITY_ROCKET_SITE 3
DEFAULT_PRIORITY_NAVAL_BASE 3
DEFAULT_PRIORITY_NAVAL_COMBAT 20
DEFAULT_PRIORITY_NAVAL_COMBAT_RESULTS 19
DEFAULT_PRIORITY_LAND_COMBAT 20
DEFAULT_PRIORITY_NAVAL_MISSION 13
DEFAULT_PRIORITY_AIR_MISSION 13
DEFAULT_PRIORITY_SUPPLY 14
DEFAULT_PRIORITY_CAPITAL 5
DEFAULT_PRIORITY_PEACE_COST 3
DEFAULT_PRIORITY_ADJACENCY_RULE 3
DEFAULT_PRIORITY_NAVAL_MINES 13
DEFAULT_PRIORITY_NAVAL_ACCIDENTS 13
DEFAULT_PRIORITY_NAVAL_ACCIDENTS 13
STATES_PRIORITY_UNITS_STACK 10
STATES_PRIORITY_UNITS_STACK_GROUP 11
STATES_PRIORITY_VICTORY_POINTS 5
STATES_PRIORITY_RESOURCE 10
STATES_PRIORITY_CONSTRUCTION_INFO 3
STATES_PRIORITY_AIR_BASE 3
STATES_PRIORITY_ROCKET_SITE 3
STATES_PRIORITY_NAVAL_BASE 3
STATES_PRIORITY_NAVAL_COMBAT 20
STATES_PRIORITY_NAVAL_COMBAT_RESULTS 19
STATES_PRIORITY_LAND_COMBAT 20
STATES_PRIORITY_NAVAL_MISSION 13
STATES_PRIORITY_AIR_MISSION 13
STATES_PRIORITY_SUPPLY 14
STATES_PRIORITY_CAPITAL 5
STATES_PRIORITY_PEACE_COST 3
STATES_PRIORITY_ADJACENCY_RULE 3
STATES_PRIORITY_NAVAL_MINES 13
STATES_PRIORITY_NAVAL_ACCIDENTS 13
SUPPLY_AREAS_PRIORITY_UNITS_STACK 10
SUPPLY_AREAS_PRIORITY_UNITS_STACK_GROUP 11
SUPPLY_AREAS_PRIORITY_VICTORY_POINTS 5
SUPPLY_AREAS_PRIORITY_RESOURCE 10
SUPPLY_AREAS_PRIORITY_CONSTRUCTION_INFO 3
SUPPLY_AREAS_PRIORITY_AIR_BASE 3
SUPPLY_AREAS_PRIORITY_ROCKET_SITE 3
SUPPLY_AREAS_PRIORITY_NAVAL_BASE 3
SUPPLY_AREAS_PRIORITY_NAVAL_COMBAT 20
SUPPLY_AREAS_PRIORITY_NAVAL_COMBAT_RESULTS 19
SUPPLY_AREAS_PRIORITY_LAND_COMBAT 20
SUPPLY_AREAS_PRIORITY_NAVAL_MISSION 13
SUPPLY_AREAS_PRIORITY_AIR_MISSION 13
SUPPLY_AREAS_PRIORITY_SUPPLY 14
SUPPLY_AREAS_PRIORITY_CAPITAL 5
SUPPLY_AREAS_PRIORITY_PEACE_COST 3
SUPPLY_AREAS_PRIORITY_ADJACENCY_RULE 3
SUPPLY_AREAS_PRIORITY_NAVAL_MINES 13
SUPPLY_AREAS_PRIORITY_NAVAL_ACCIDENTS 13
STRATEGIC_AIR_PRIORITY_UNITS_STACK 10
STRATEGIC_AIR_PRIORITY_UNITS_STACK_GROUP 11
STRATEGIC_AIR_PRIORITY_VICTORY_POINTS 5
STRATEGIC_AIR_PRIORITY_RESOURCE 10
STRATEGIC_AIR_PRIORITY_CONSTRUCTION_INFO 3
STRATEGIC_AIR_PRIORITY_AIR_BASE 30
STRATEGIC_AIR_PRIORITY_ROCKET_SITE 3
STRATEGIC_AIR_PRIORITY_NAVAL_BASE 3
STRATEGIC_AIR_PRIORITY_NAVAL_COMBAT 20
STRATEGIC_AIR_PRIORITY_NAVAL_COMBAT_RESULTS 19
STRATEGIC_AIR_PRIORITY_LAND_COMBAT 20
STRATEGIC_AIR_PRIORITY_NAVAL_MISSION 13
STRATEGIC_AIR_PRIORITY_AIR_MISSION 29
STRATEGIC_AIR_PRIORITY_SUPPLY 14
STRATEGIC_AIR_PRIORITY_CAPITAL 5
STRATEGIC_AIR_PRIORITY_PEACE_COST 3
STRATEGIC_AIR_PRIORITY_ADJACENCY_RULE 3
STRATEGIC_AIR_PRIORITY_NAVAL_MINES 13
STRATEGIC_AIR_PRIORITY_NAVAL_ACCIDENTS 13
STRATEGIC_NAVY_PRIORITY_UNITS_STACK 10
STRATEGIC_NAVY_PRIORITY_UNITS_STACK_GROUP 11
STRATEGIC_NAVY_PRIORITY_VICTORY_POINTS 5
STRATEGIC_NAVY_PRIORITY_RESOURCE 10
STRATEGIC_NAVY_PRIORITY_CONSTRUCTION_INFO 3
STRATEGIC_NAVY_PRIORITY_AIR_BASE 3
STRATEGIC_NAVY_PRIORITY_ROCKET_SITE 3
STRATEGIC_NAVY_PRIORITY_NAVAL_BASE 28
STRATEGIC_NAVY_PRIORITY_NAVAL_COMBAT 20
STRATEGIC_NAVY_PRIORITY_NAVAL_COMBAT_RESULTS 19
STRATEGIC_NAVY_PRIORITY_LAND_COMBAT 20
STRATEGIC_NAVY_PRIORITY_NAVAL_MISSION 29
STRATEGIC_NAVY_PRIORITY_AIR_MISSION 13
STRATEGIC_NAVY_PRIORITY_SUPPLY 14
STRATEGIC_NAVY_PRIORITY_CAPITAL 5
STRATEGIC_NAVY_PRIORITY_PEACE_COST 3
STRATEGIC_NAVY_PRIORITY_ADJACENCY_RULE 3
STRATEGIC_NAVY_PRIORITY_NAVAL_MINES 13
STRATEGIC_NAVY_PRIORITY_NAVAL_ACCIDENTS 13
RESISTANCE_PRIORITY_UNITS_STACK 10
RESISTANCE_PRIORITY_UNITS_STACK_GROUP 11
RESISTANCE_PRIORITY_VICTORY_POINTS 5
RESISTANCE_PRIORITY_RESOURCE 10
RESISTANCE_PRIORITY_CONSTRUCTION_INFO 3
RESISTANCE_PRIORITY_AIR_BASE 3
RESISTANCE_PRIORITY_ROCKET_SITE 3
RESISTANCE_PRIORITY_NAVAL_BASE 3
RESISTANCE_PRIORITY_NAVAL_COMBAT 20
RESISTANCE_PRIORITY_NAVAL_COMBAT_RESULTS 19
RESISTANCE_PRIORITY_LAND_COMBAT 20
RESISTANCE_PRIORITY_NAVAL_MISSION 13
RESISTANCE_PRIORITY_AIR_MISSION 13
RESISTANCE_PRIORITY_SUPPLY 14
RESISTANCE_PRIORITY_CAPITAL 5
RESISTANCE_PRIORITY_PEACE_COST 3
RESISTANCE_PRIORITY_ADJACENCY_RULE 3
RESISTANCE_PRIORITY_NAVAL_MINES 13
RESISTANCE_PRIORITY_NAVAL_ACCIDENTS 13
RESOURCES_PRIORITY_UNITS_STACK 10
RESOURCES_PRIORITY_UNITS_STACK_GROUP 11
RESOURCES_PRIORITY_VICTORY_POINTS 5
RESOURCES_PRIORITY_RESOURCE 10
RESOURCES_PRIORITY_CONSTRUCTION_INFO 3
RESOURCES_PRIORITY_AIR_BASE 3
RESOURCES_PRIORITY_ROCKET_SITE 3
RESOURCES_PRIORITY_NAVAL_BASE 3
RESOURCES_PRIORITY_NAVAL_COMBAT 20
RESOURCES_PRIORITY_NAVAL_COMBAT_RESULTS 19
RESOURCES_PRIORITY_LAND_COMBAT 20
RESOURCES_PRIORITY_NAVAL_MISSION 13
RESOURCES_PRIORITY_AIR_MISSION 13
RESOURCES_PRIORITY_SUPPLY 14
RESOURCES_PRIORITY_CAPITAL 5
RESOURCES_PRIORITY_PEACE_COST 3
RESOURCES_PRIORITY_ADJACENCY_RULE 3
RESOURCES_PRIORITY_NAVAL_MINES 13
RESOURCES_PRIORITY_NAVAL_ACCIDENTS 13
DIPLOMACY_PRIORITY_UNITS_STACK 10
DIPLOMACY_PRIORITY_UNITS_STACK_GROUP 11
DIPLOMACY_PRIORITY_VICTORY_POINTS 5
DIPLOMACY_PRIORITY_RESOURCE 10
DIPLOMACY_PRIORITY_CONSTRUCTION_INFO 3
DIPLOMACY_PRIORITY_AIR_BASE 3
DIPLOMACY_PRIORITY_ROCKET_SITE 3
DIPLOMACY_PRIORITY_NAVAL_BASE 3
DIPLOMACY_PRIORITY_NAVAL_COMBAT 20
DIPLOMACY_PRIORITY_NAVAL_COMBAT_RESULTS 19
DIPLOMACY_PRIORITY_LAND_COMBAT 20
DIPLOMACY_PRIORITY_NAVAL_MISSION 13
DIPLOMACY_PRIORITY_AIR_MISSION 13
DIPLOMACY_PRIORITY_SUPPLY 14
DIPLOMACY_PRIORITY_CAPITAL 5
DIPLOMACY_PRIORITY_PEACE_COST 3
DIPLOMACY_PRIORITY_ADJACENCY_RULE 3
DIPLOMACY_PRIORITY_NAVAL_MINES 13
DIPLOMACY_PRIORITY_NAVAL_ACCIDENTS 13
FACTIONS_PRIORITY_UNITS_STACK 10
FACTIONS_PRIORITY_UNITS_STACK_GROUP 11
FACTIONS_PRIORITY_VICTORY_POINTS 5
FACTIONS_PRIORITY_RESOURCE 10
FACTIONS_PRIORITY_CONSTRUCTION_INFO 3
FACTIONS_PRIORITY_AIR_BASE 3
FACTIONS_PRIORITY_ROCKET_SITE 3
FACTIONS_PRIORITY_NAVAL_BASE 3
FACTIONS_PRIORITY_NAVAL_COMBAT 20
FACTIONS_PRIORITY_NAVAL_COMBAT_RESULTS 19
FACTIONS_PRIORITY_LAND_COMBAT 20
FACTIONS_PRIORITY_NAVAL_MISSION 13
FACTIONS_PRIORITY_AIR_MISSION 13
FACTIONS_PRIORITY_SUPPLY 14
FACTIONS_PRIORITY_CAPITAL 5
FACTIONS_PRIORITY_PEACE_COST 3
FACTIONS_PRIORITY_ADJACENCY_RULE 3
FACTIONS_PRIORITY_NAVAL_MINES 13
FACTIONS_PRIORITY_NAVAL_ACCIDENTS 13
STRATEGIC_REGIONS_PRIORITY_UNITS_STACK 10
STRATEGIC_REGIONS_PRIORITY_UNITS_STACK_GROUP 11
STRATEGIC_REGIONS_PRIORITY_VICTORY_POINTS 5
STRATEGIC_REGIONS_PRIORITY_RESOURCE 10
STRATEGIC_REGIONS_PRIORITY_CONSTRUCTION_INFO 3
STRATEGIC_REGIONS_PRIORITY_AIR_BASE 3
STRATEGIC_REGIONS_PRIORITY_ROCKET_SITE 3
STRATEGIC_REGIONS_PRIORITY_NAVAL_BASE 3
STRATEGIC_REGIONS_PRIORITY_NAVAL_COMBAT 20
STRATEGIC_REGIONS_PRIORITY_NAVAL_COMBAT_RESULTS 19
STRATEGIC_REGIONS_PRIORITY_LAND_COMBAT 20
STRATEGIC_REGIONS_PRIORITY_NAVAL_MISSION 13
STRATEGIC_REGIONS_PRIORITY_AIR_MISSION 13
STRATEGIC_REGIONS_PRIORITY_SUPPLY 14
STRATEGIC_REGIONS_PRIORITY_CAPITAL 5
STRATEGIC_REGIONS_PRIORITY_PEACE_COST 3
STRATEGIC_REGIONS_PRIORITY_ADJACENCY_RULE 3
STRATEGIC_REGIONS_PRIORITY_NAVAL_MINES 13
STRATEGIC_REGIONS_PRIORITY_NAVAL_ACCIDENTS 13
DEPLOYMENT_AIR_PRIORITY_UNITS_STACK 10
DEPLOYMENT_AIR_PRIORITY_UNITS_STACK_GROUP 11
DEPLOYMENT_AIR_PRIORITY_VICTORY_POINTS 5
DEPLOYMENT_AIR_PRIORITY_RESOURCE 10
DEPLOYMENT_AIR_PRIORITY_CONSTRUCTION_INFO 3
DEPLOYMENT_AIR_PRIORITY_AIR_BASE 3
DEPLOYMENT_AIR_PRIORITY_ROCKET_SITE 3
DEPLOYMENT_AIR_PRIORITY_NAVAL_BASE 3
DEPLOYMENT_AIR_PRIORITY_NAVAL_COMBAT 20
DEPLOYMENT_AIR_PRIORITY_NAVAL_COMBAT_RESULTS 19
DEPLOYMENT_AIR_PRIORITY_LAND_COMBAT 20
DEPLOYMENT_AIR_PRIORITY_NAVAL_MISSION 13
DEPLOYMENT_AIR_PRIORITY_AIR_MISSION 13
DEPLOYMENT_AIR_PRIORITY_SUPPLY 14
DEPLOYMENT_AIR_PRIORITY_CAPITAL 5
DEPLOYMENT_AIR_PRIORITY_PEACE_COST 3
DEPLOYMENT_AIR_PRIORITY_ADJACENCY_RULE 3
DEPLOYMENT_AIR_PRIORITY_NAVAL_MINES 13
DEPLOYMENT_AIR_PRIORITY_NAVAL_ACCIDENTS 13
DEPLOYMENT_NAVY_PRIORITY_UNITS_STACK 10
DEPLOYMENT_NAVY_PRIORITY_UNITS_STACK_GROUP 11
DEPLOYMENT_NAVY_PRIORITY_VICTORY_POINTS 5
DEPLOYMENT_NAVY_PRIORITY_RESOURCE 10
DEPLOYMENT_NAVY_PRIORITY_CONSTRUCTION_INFO 3
DEPLOYMENT_NAVY_PRIORITY_AIR_BASE 3
DEPLOYMENT_NAVY_PRIORITY_ROCKET_SITE 3
DEPLOYMENT_NAVY_PRIORITY_NAVAL_BASE 3
DEPLOYMENT_NAVY_PRIORITY_NAVAL_COMBAT 20
DEPLOYMENT_NAVY_PRIORITY_NAVAL_COMBAT_RESULTS 19
DEPLOYMENT_NAVY_PRIORITY_LAND_COMBAT 20
DEPLOYMENT_NAVY_PRIORITY_NAVAL_MISSION 13
DEPLOYMENT_NAVY_PRIORITY_AIR_MISSION 13
DEPLOYMENT_NAVY_PRIORITY_SUPPLY 14
DEPLOYMENT_NAVY_PRIORITY_CAPITAL 5
DEPLOYMENT_NAVY_PRIORITY_PEACE_COST 3
DEPLOYMENT_NAVY_PRIORITY_ADJACENCY_RULE 3
DEPLOYMENT_NAVY_PRIORITY_NAVAL_MINES 13
DEPLOYMENT_NAVY_PRIORITY_NAVAL_ACCIDENTS 13
DEPLOYMENT_MILITARY_PRIORITY_UNITS_STACK 10
DEPLOYMENT_MILITARY_PRIORITY_UNITS_STACK_GROUP 11
DEPLOYMENT_MILITARY_PRIORITY_VICTORY_POINTS 5
DEPLOYMENT_MILITARY_PRIORITY_RESOURCE 10
DEPLOYMENT_MILITARY_PRIORITY_CONSTRUCTION_INFO 3
DEPLOYMENT_MILITARY_PRIORITY_AIR_BASE 3
DEPLOYMENT_MILITARY_PRIORITY_ROCKET_SITE 3
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_BASE 3
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_COMBAT 20
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_COMBAT_RESULTS 19
DEPLOYMENT_MILITARY_PRIORITY_LAND_COMBAT 20
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_MISSION 13
DEPLOYMENT_MILITARY_PRIORITY_AIR_MISSION 13
DEPLOYMENT_MILITARY_PRIORITY_SUPPLY 14
DEPLOYMENT_MILITARY_PRIORITY_CAPITAL 5
DEPLOYMENT_MILITARY_PRIORITY_PEACE_COST 3
DEPLOYMENT_MILITARY_PRIORITY_ADJACENCY_RULE 3
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_MINES 13
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_ACCIDENTS 13
PEACE_CONFERENCE_PRIORITY_UNITS_STACK 10
PEACE_CONFERENCE_PRIORITY_UNITS_STACK_GROUP 11
PEACE_CONFERENCE_PRIORITY_VICTORY_POINTS 5
PEACE_CONFERENCE_PRIORITY_RESOURCE 10
PEACE_CONFERENCE_PRIORITY_CONSTRUCTION_INFO 3
PEACE_CONFERENCE_PRIORITY_AIR_BASE 3
PEACE_CONFERENCE_PRIORITY_ROCKET_SITE 3
PEACE_CONFERENCE_PRIORITY_NAVAL_BASE 3
PEACE_CONFERENCE_PRIORITY_NAVAL_COMBAT 20
PEACE_CONFERENCE_PRIORITY_NAVAL_COMBAT_RESULTS 19
PEACE_CONFERENCE_PRIORITY_LAND_COMBAT 20
PEACE_CONFERENCE_PRIORITY_NAVAL_MISSION 13
PEACE_CONFERENCE_PRIORITY_AIR_MISSION 13
PEACE_CONFERENCE_PRIORITY_SUPPLY 14
PEACE_CONFERENCE_PRIORITY_CAPITAL 5
PEACE_CONFERENCE_PRIORITY_PEACE_COST 20
PEACE_CONFERENCE_PRIORITY_ADJACENCY_RULE 3
PEACE_CONFERENCE_PRIORITY_NAVAL_MINES 13
PEACE_CONFERENCE_PRIORITY_NAVAL_ACCIDENTS 13
INFRASTRUCTURE_PRIORITY_UNITS_STACK 10
INFRASTRUCTURE_PRIORITY_UNITS_STACK_GROUP 11
INFRASTRUCTURE_PRIORITY_VICTORY_POINTS 5
INFRASTRUCTURE_PRIORITY_RESOURCE 10
INFRASTRUCTURE_PRIORITY_CONSTRUCTION_INFO 3
INFRASTRUCTURE_PRIORITY_AIR_BASE 3
INFRASTRUCTURE_PRIORITY_ROCKET_SITE 3
INFRASTRUCTURE_PRIORITY_NAVAL_BASE 3
INFRASTRUCTURE_PRIORITY_NAVAL_COMBAT 20
INFRASTRUCTURE_PRIORITY_NAVAL_COMBAT_RESULTS 19
INFRASTRUCTURE_PRIORITY_LAND_COMBAT 20
INFRASTRUCTURE_PRIORITY_NAVAL_MISSION 13
INFRASTRUCTURE_PRIORITY_AIR_MISSION 13
INFRASTRUCTURE_PRIORITY_SUPPLY 14
INFRASTRUCTURE_PRIORITY_CAPITAL 5
INFRASTRUCTURE_PRIORITY_PEACE_COST 3
INFRASTRUCTURE_PRIORITY_ADJACENCY_RULE 3
INFRASTRUCTURE_PRIORITY_NAVAL_MINES 13
INFRASTRUCTURE_PRIORITY_NAVAL_ACCIDENTS 13
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_UNITS_STACK 10
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_UNITS_STACK_GROUP 11
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_VICTORY_POINTS 5
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_RESOURCE 10
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_CONSTRUCTION_INFO 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_AIR_BASE 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_ROCKET_SITE 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_BASE 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_COMBAT 20
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_COMBAT_RESULTS 19
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_LAND_COMBAT 20
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_MISSION 13
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_AIR_MISSION 13
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_SUPPLY 14
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_CAPITAL 5
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_PEACE_COST 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_ADJACENCY_RULE 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_MINES 13
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_ACCIDENTS 13
MANPOWER_PRIORITY_UNITS_STACK 10
MANPOWER_PRIORITY_UNITS_STACK_GROUP 11
MANPOWER_PRIORITY_VICTORY_POINTS 5
MANPOWER_PRIORITY_RESOURCE 10
MANPOWER_PRIORITY_CONSTRUCTION_INFO 3
MANPOWER_PRIORITY_AIR_BASE 3
MANPOWER_PRIORITY_ROCKET_SITE 3
MANPOWER_PRIORITY_NAVAL_BASE 3
MANPOWER_PRIORITY_NAVAL_COMBAT 20
MANPOWER_PRIORITY_NAVAL_COMBAT_RESULTS 19
MANPOWER_PRIORITY_LAND_COMBAT 20
MANPOWER_PRIORITY_NAVAL_MISSION 13
MANPOWER_PRIORITY_AIR_MISSION 13
MANPOWER_PRIORITY_SUPPLY 14
MANPOWER_PRIORITY_CAPITAL 5
MANPOWER_PRIORITY_PEACE_COST 3
MANPOWER_PRIORITY_ADJACENCY_RULE 3
MANPOWER_PRIORITY_NAVAL_MINES 13
MANPOWER_PRIORITY_NAVAL_ACCIDENTS 13
IDEOLOGY_PRIORITY_UNITS_STACK 10
IDEOLOGY_PRIORITY_UNITS_STACK_GROUP 11
IDEOLOGY_PRIORITY_VICTORY_POINTS 5
IDEOLOGY_PRIORITY_RESOURCE 10
IDEOLOGY_PRIORITY_CONSTRUCTION_INFO 3
IDEOLOGY_PRIORITY_AIR_BASE 3
IDEOLOGY_PRIORITY_ROCKET_SITE 3
IDEOLOGY_PRIORITY_NAVAL_BASE 3
IDEOLOGY_PRIORITY_NAVAL_COMBAT 20
IDEOLOGY_PRIORITY_NAVAL_COMBAT_RESULTS 19
IDEOLOGY_PRIORITY_LAND_COMBAT 20
IDEOLOGY_PRIORITY_NAVAL_MISSION 13
IDEOLOGY_PRIORITY_AIR_MISSION 13
IDEOLOGY_PRIORITY_SUPPLY 14
IDEOLOGY_PRIORITY_CAPITAL 5
IDEOLOGY_PRIORITY_PEACE_COST 3
IDEOLOGY_PRIORITY_ADJACENCY_RULE 3
IDEOLOGY_PRIORITY_NAVAL_MINES 13
IDEOLOGY_PRIORITY_NAVAL_ACCIDENTS 13
START_CONSTRUCTION_PRIORITY_UNITS_STACK 10
START_CONSTRUCTION_PRIORITY_UNITS_STACK_GROUP 11
START_CONSTRUCTION_PRIORITY_VICTORY_POINTS 5
START_CONSTRUCTION_PRIORITY_RESOURCE 10
START_CONSTRUCTION_PRIORITY_CONSTRUCTION_INFO 20
START_CONSTRUCTION_PRIORITY_AIR_BASE 1
START_CONSTRUCTION_PRIORITY_ROCKET_SITE 3
START_CONSTRUCTION_PRIORITY_NAVAL_BASE 1
START_CONSTRUCTION_PRIORITY_NAVAL_COMBAT 20
START_CONSTRUCTION_PRIORITY_NAVAL_COMBAT_RESULTS 19
START_CONSTRUCTION_PRIORITY_LAND_COMBAT 20
START_CONSTRUCTION_PRIORITY_NAVAL_MISSION 13
START_CONSTRUCTION_PRIORITY_AIR_MISSION 13
START_CONSTRUCTION_PRIORITY_SUPPLY 14
START_CONSTRUCTION_PRIORITY_CAPITAL 5
START_CONSTRUCTION_PRIORITY_PEACE_COST 3
START_CONSTRUCTION_PRIORITY_ADJACENCY_RULE 3
START_CONSTRUCTION_PRIORITY_NAVAL_MINES 13
START_CONSTRUCTION_PRIORITY_NAVAL_ACCIDENTS 13
PLAYERS_PRIORITY_UNITS_STACK 10
PLAYERS_PRIORITY_UNITS_STACK_GROUP 11
PLAYERS_PRIORITY_VICTORY_POINTS 5
PLAYERS_PRIORITY_RESOURCE 10
PLAYERS_PRIORITY_CONSTRUCTION_INFO 3
PLAYERS_PRIORITY_AIR_BASE 3
PLAYERS_PRIORITY_ROCKET_SITE 3
PLAYERS_PRIORITY_NAVAL_BASE 3
PLAYERS_PRIORITY_NAVAL_COMBAT 20
PLAYERS_PRIORITY_NAVAL_COMBAT_RESULTS 19
PLAYERS_PRIORITY_LAND_COMBAT 20
PLAYERS_PRIORITY_NAVAL_MISSION 13
PLAYERS_PRIORITY_AIR_MISSION 13
PLAYERS_PRIORITY_SUPPLY 14
PLAYERS_PRIORITY_CAPITAL 5
PLAYERS_PRIORITY_PEACE_COST 3
PLAYERS_PRIORITY_ADJACENCY_RULE 3
PLAYERS_PRIORITY_NAVAL_MINES 13
PLAYERS_PRIORITY_NAVAL_ACCIDENTS 13
OPERATIVES_PRIORITY_UNITS_STACK 10
OPERATIVES_PRIORITY_UNITS_STACK_GROUP 11
OPERATIVES_PRIORITY_VICTORY_POINTS 5
OPERATIVES_PRIORITY_RESOURCE 10
OPERATIVES_PRIORITY_CONSTRUCTION_INFO 3
OPERATIVES_PRIORITY_AIR_BASE 3
OPERATIVES_PRIORITY_ROCKET_SITE 3
OPERATIVES_PRIORITY_NAVAL_BASE 3
OPERATIVES_PRIORITY_NAVAL_COMBAT 20
OPERATIVES_PRIORITY_NAVAL_COMBAT_RESULTS 19
OPERATIVES_PRIORITY_LAND_COMBAT 20
OPERATIVES_PRIORITY_NAVAL_MISSION 13
OPERATIVES_PRIORITY_AIR_MISSION 13
OPERATIVES_PRIORITY_SUPPLY 14
OPERATIVES_PRIORITY_CAPITAL 25
OPERATIVES_PRIORITY_PEACE_COST 3
OPERATIVES_PRIORITY_ADJACENCY_RULE 3
OPERATIVES_PRIORITY_NAVAL_MINES 13
OPERATIVES_PRIORITY_NAVAL_ACCIDENTS 13
OPERATIVES_PRIORITY_NAVAL_ACCIDENTS 13
OPERATION_PRIORITY_CAN_START 1 The order of the operation map icons (lower in first)
OPERATION_PRIORITY_COMPLETED 2 The order of the operation map icons (lower in first)
OPERATION_PRIORITY_IN_PROGRESS 3 The order of the operation map icons (lower in first)
OPERATION_PRIORITY_PREPARED 4 The order of the operation map icons (lower in first)
OPERATION_PRIORITY_DEFAULT 5 The order of the operation map icons (lower in first)

NAirGfx

名称 默认值 开发者注释 用法
AIRPLANES_ANIMATION_GLOBAL_SPEED_PER_GAMESPEED { 0.22, 0.28, 0.32, 0.38, 0.44, 0.5 } Speed factor for each game speed (begin with paused). Larger value = faster animation.
ROCKET_SPEED 15.0 Speed of rockets launched from rocket sites
AIRPLANES_CURVE_POINT_DENSITY 2.0 LOWER value = more midpoints in the flight path.
AIRPLANES_CURVE_MAX_EXTRAPOLATION 20.0 It's the limit value that avoid making gigantic curves that may happen when flight path is very long.
AIRPLANES_CURVE_MIN_ELEVATION 4.0 Minimum height above the ground that the curve will generate it's points. Excludes first and last point (takeoff/landing).
AIRPLANES_SCALE_TAKEOFF_DIST 0.1 Until first x% of the flight path, the airplane will scale up.
AIRPLANES_SCALE_MIN 0.1 Minimum airplane scale down when takeoff/landing.
AIRPLANES_SCALE_LANDING_DIST 0.9 After last x% of the flight path, the airplane will scale down.
AIRPLANES_SMOOTH_INTERPOLATION_MOVE 0.13 How smooth is the movement interpolation.
AIRPLANES_SMOOTH_INTERPOLATION_TURN 0.12 How smooth is the turning interpolation.
AIRPLANES_BANK_STRENGTH 210.0 Multiplier of how much the curve affects the wings banking. (angle limited by the following value)
AIRPLANES_BANK_ANGLE_LIMIT 55.0 Bank angle limit.
AIRPLANES_GROUND_COLLISION_OFFSET_Y 0.0 Set's the height (Y) offset before 3d airplanes disappear after going to the ground.
AIRPLANES_GROUND_EXPLOSION_TIME_DELAY 0.6 Time in seconds to play explosion animation when plane hit ground before the plane entity is deleted
AIRPLANES_1_FIGHTER_PATROL_ANIM 1 Number of fighters needed for a single instance of this animation
AIRPLANES_3_FIGHTER_PATROL_ANIM 3 Number of fighters needed for a single instance of this animation
AIRPLANES_1_BOMBER_BOMBING_ANIM 1 Number of bombers needed for a single instance of this animation
AIRPLANES_3_BOMBER_BOMBING_ANIM 3 Number of bombers needed for a single instance of this animation
AIRPLANES_1_FIGHTER_VS_1_FIGHTER_ANIM 1 Number of fighters needed per side for a single instance of this animation
AIRPLANES_3_FIGHTER_VS_3_FIGHTER_ANIM 3 Number of bombers needed per side for a single instance of this animation
AIRPLANES_1_TRANSPORT_SUPPLY_ANIM 1 Number of planes needed for a single instance of this animation
AIRPLANES_3_TRANSPORT_SUPPLY_ANIM 3 Number of planes needed for a single instance of this animation
AIRPLANES_1_SCOUT_PLANE_PATROL_ANIM 1
AIRPLANES_3_SCOUT_PLANE_PATROL_ANIM 3
STRAT_BOMBER_FIREBOMB_THRESHOLD 42.0 If a strategic bomber has a strat_bomber value >= this, then the firebombing animation will be used
STRAT_BOMBER_CARPETBOMB_THRESHOLD 16.0 If a strategic bomber has a strat_bomber value >= this, then the carpet-bombing animation will be used
BOMBERS_DIVISION_FACTOR 30 Number of bombers in a strategic region will be divided by this factor.
MISSILES_DIVISION_FACTOR 60 Number of missiles shown in a strategic region will be divided by this factor.
FIGHTERS_DIVISION_FACTOR 30 Number of missiles shown in a strategic region will be divided by this factor.
SCOUT_PLANE_DIVISION_FACTOR 30 Number of missiles shown in a strategic region will be divided by this factor.
TRANSPORT_DIVISION_FACTOR 30
MAX_MISSILE_BOMBING_SCENARIOS 2 Max number of missile bombing scenarios in a strategic region.
MAX_PATROL_SCENARIOS 2 Max number of patrol scenarios in a strategic region.
MAX_BOMBING_SCENARIOS 2 Max number of bombings scenarios in a strategic region.
MAX_DOGFIGHTS_SCENARIOS 3 Max number of dogfight scenarios in a strategic region.
MAX_TRANSPORT_SCENARIOS 2 Max number of transport scenarios in a strategic region
MAX_TRAINING_SCENARIOS 2 Max number of training scenarios in a strategic region
MAX_SCOUT_SCENARIOS 2

NGraphics

名称 默认值 开发者注释 用法
COUNTER_MODE_ALLEGIANCE_OURS { 0.32, 0.71, 0.39, 1.0 }
COUNTER_MODE_ALLEGIANCE_ALLIED { 0.31, 0.65, 0.94, 1.0 }
COUNTER_MODE_ALLEGIANCE_ENEMY { 0.91, 0.3, 0.3, 1.0 }
COUNTER_MODE_ALLEGIANCE_OTHER { 0.8, 0.8, 0.8, 1.0 }
MAX_NUMBER_OF_TEXTURES 10000 increase if you have more than this textures
MIN_TRAIN_WAGON_COUNT 3
MAX_TRAIN_WAGON_COUNT 6
RAILWAY_BRIDGE_ENTITY "bridge_railway_entity"
RAILWAY_BRIDGE_LARGE_ENTITY "bridge_railway_large_entity"
RAILWAY_Y_OFFSET 0.9 Railways are offset by this amount vertically from the map
RAILWAY_BRIDGE_Y_OFFSET 0.6 Railway bridges are offset by this amount vertically from the map
RAILWAY_BRIDGE_WIDTH 4.0 Railways will have straight segments of this length for regular bridges
RAILWAY_BRIDGE_LARGE_WIDTH 4.5 Railways will have straight segments of this length for large bridges
RAILWAY_BRIDGE_GAP_WIDTH 2.4 Railways will have gaps of this length for regular bridges
RAILWAY_BRIDGE_GAP_LARGE_WIDTH 2.6 Railways will have gaps of this length for large bridges
TRAIN_MAP_SPEED 3.0 Trains will move at this relative speed. This has no gameplay implications. Changing this value (originally 4.0) may cause audio effects to lose sync with animation.
TUNNELBANA_TIMETABLE { 9200, 12000 } Frequency range in milliseconds for regular train service. Adjust this if changing speed to avoid LONGTRAIN
MAX_MESHES_LOADED_PER_FRAME 10
MESH_POPUP_SCALE_UP_SPEED 5.0
MESH_POPUP_SCALE_DOWN_SPEED 2.1
SHIP_POPUP_SCALE_DOWN_SPEED 4.1
PORT_SHIP_OFFSET 2.0
SHIP_IN_PORT_SCALE 0.25
MAP_BUILDINGS_SHRINK_DISTANCE 180
CITY_SPRAWL_SHRINK_DISTANCE 220.0 Start shrinking at this distance
DRAW_MAP_OBJECTS_CUTOFF 550.0 Remove map objects at this distance
PROVINCE_NAME_DRAW_DISTANCE 500.0 Remove province names beyond this distance
DIRECTION_POINTER_DRAW_DISTANCE 1200.0 Direction pointer arrow will not be drawn beyond this distance
DIRECTION_POINTER_INTERPOLATION_SPEED 0.275 How fast the arrow is interpolating
DIRECTION_POINTER_SCREEN_AREA_MAX 0.935 The moment when the arrow snaps to the province (value is in DOT PRODUCT) 0.9-0.99
DIRECTION_POINTER_SCREEN_AREA_MIN 0.91 The moment when the arrow starts getting closer to the target before it snaps.
DIRECTION_POINTER_SIZE_MIN 0.9 Size of the arrow interpolated dependly on camera distance
DIRECTION_POINTER_SIZE_MAX 10.0
DIRECTION_POINTER_GROUND_OFFSET 5.0 Offset Y above the ground for arrow to point at
LIGHT_DIRECTION_X -1.0
LIGHT_DIRECTION_Y -1.0
LIGHT_DIRECTION_Z 0.5
LIGHT_SHADOW_DIRECTION_X -5.0
LIGHT_SHADOW_DIRECTION_Y -8.0
LIGHT_SHADOW_DIRECTION_Z 5.0
LIGHT_HDR_RANGE 1.0
BORDER_WIDTH 1.5
PROVINCE_BORDER_FADE_NEAR 200
PROVINCE_BORDER_FADE_FAR 300
STATE_BORDER_FADE_NEAR 400
STATE_BORDER_FADE_FAR 500
LAND_UNIT_MOVEMENT_SPEED 12
ARROW_MOVEMENT_SPEED 2
DRAW_COUNTRY_NAMES_CUTOFF 260 Cutoff for drawing country names on the map
TRADEROUTE_SMOOTHNESS 0.65
TRADEROUTE_SMOOTHEN_PASSES 2
SUPPLYFLOW_SMOOTHNESS 0.25
SUPPLYFLOW_SMOOTHEN_PASSES 2
SNAPPED_OFF_FRONT_SMOOTHNESS 0.5
SNAPPED_OFF_FRONT_SMOOTHEN_PASSES 2
ROOT_FRONT_SMOOTHNESS 0.5
ROOT_FRONT_SMOOTHEN_PASSES 1
ROOT_FRONT_OFFSET 1.5 How far the defensive line is offset from the front.
ROOT_FRONT_MAX_INTERSECTION_TESTS_FRONT 30 How many points before the current one to check for intersections against (optimization)
ROOT_FRONT_MAX_INTERSECTION_TESTS_ORDER 25 How many points before the current one to check for intersections against (optimization)
ORDER_FRONT_MAX_OFFSETS 4 Max amount, the overlapping defensive lines can offset from the border.
ORDER_FRONT_SMOOTHNESS 0.5
ORDER_FRONT_SMOOTHEN_PASSES 2
ORDER_MOVE_SMOOTHNESS 0.99
ORDER_MOVE_SMOOTHEN_PASSES 2
UNIT_TURN_SPEED 3
BORDER_COLOR_SELECTION_STATE_R 1.0
BORDER_COLOR_SELECTION_STATE_G 0.62
BORDER_COLOR_SELECTION_STATE_B 0.33
BORDER_COLOR_SELECTION_STATE_A 1.0
BORDER_COLOR_SELECTION_SUPPLY_AREA_R 0.6
BORDER_COLOR_SELECTION_SUPPLY_AREA_G 0.2
BORDER_COLOR_SELECTION_SUPPLY_AREA_B 0.6
BORDER_COLOR_SELECTION_SUPPLY_AREA_A 1.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_R 0.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_G 1.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_B 1.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_A 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_R 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_G 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_B 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_A 1.0
BORDER_COLOR_SELECTION_PROVINCE_R 1.0
BORDER_COLOR_SELECTION_PROVINCE_G 0.8
BORDER_COLOR_SELECTION_PROVINCE_B 0.0
BORDER_COLOR_SELECTION_PROVINCE_A 1.0
BORDER_COLOR_CUSTOM_HIGHLIGHTS { 0.0, 0.61, 0.75, 1.0, 1.0, 0.06, 0.0, 1.0, 0.1, 0.6, 0.2, 1.0, 0.8, 0.3, 0.0, 1.0, 0.0, 0.4, 0.8, 1.0, 0.3, 0.9, 0.3, 0.8, 0.7, 0.7, 0.0, 1.0 } [[ Groups of 4 numbers are RGBA.
If two colors are both active on a border, (because one province is
part of a group using one color, and the other province is part
of another group), then the color that comes first in this list
is the color that will be used. ]]
0: mouse hover
1: bad, while active
2: good, while active
3: bad, while passive
4: good, while passive
5: controlled, neutral positive
6: not ours, neutral negative
BORDER_COLOR_TUTORIAL_HIGHLIGHT_R 0.0
BORDER_COLOR_TUTORIAL_HIGHLIGHT_G 0.61
BORDER_COLOR_TUTORIAL_HIGHLIGHT_B 0.75
BORDER_COLOR_TUTORIAL_HIGHLIGHT_A 1.0
BORDER_COLOR_DEMILITARIZED_R 1.0
BORDER_COLOR_DEMILITARIZED_G 0.06
BORDER_COLOR_DEMILITARIZED_B 0.0
BORDER_COLOR_DEMILITARIZED_A 0.9
BORDER_COLOR_BORDER_CONFLICT_EDGE_R 1.0
BORDER_COLOR_BORDER_CONFLICT_EDGE_G 0.2
BORDER_COLOR_BORDER_CONFLICT_EDGE_B 0.0
BORDER_COLOR_BORDER_CONFLICT_EDGE_A 1.0
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_R 0.7
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_G 1.0
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_B 0.0
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_A 0.9
DRAW_REFRACTIONS_CUTOFF 250
DRAW_SHADOWS_CUTOFF 400
DRAW_SHADOWS_FADE_LENGTH 50
DRAW_FOW_CUTOFF 400
DRAW_FOW_FADE_LENGTH 350
GRADIENT_BORDERS_FIELD_COUNTRY_REFRESH 10 When country changes it's size by X provinces, then it refresh it's thickness and rebuilds all provinces
GRADIENT_BORDERS_FIELD_COUNTRY_LOW 300.0 country area in sum of pixels ...
GRADIENT_BORDERS_FIELD_COUNTRY_HIGH 9000.0 ... the value is squared, so fe. country of size 100x100pix = 10000
GRADIENT_BORDERS_THICKNESS_COUNTRY_LOW 5.0 thickness in pixels
GRADIENT_BORDERS_COUNTRY_CENTER_THICKNESS 2.0 The center gradient is linear 1/255 per pixel for this many pixels
GRADIENT_BORDERS_THICKNESS_COUNTRY_HIGH 25.0
GRADIENT_BORDERS_THICKNESS_STATE 5.0
GRADIENT_BORDERS_THICKNESS_RESISTANCE 5.0
GRADIENT_BORDERS_THICKNESS_INTEL_LEDGER 5.0
GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_A 2.0
GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_B 20.0
GRADIENT_BORDERS_THICKNESS_STRATEGIC_REGIONS 150.0
GRADIENT_BORDERS_THICKNESS_DIPLOMACY 12.0
GRADIENT_BORDERS_THICKNESS_DIPLOMACY_ON_INTEL_LEDGER 3.0
GRADIENT_BORDERS_THICKNESS_PEACE_CONFERENCE_A 3.0 transparency at 0 up until A
GRADIENT_BORDERS_THICKNESS_PEACE_CONFERENCE_B 6.0 increasing transparency up to 100% when at B
GRADIENT_BORDERS_OUTLINE_CUTOFF_COUNTRY 0.973 Magic number to balance cutoff on edges without neighbor
GRADIENT_BORDERS_OUTLINE_CUTOFF_DIPLOMACY 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_DIPLOMACY_ON_INTEL_LEDGER 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_STATE 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_SUPPLY_AREA 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_STRATEGIC_REGIONS 0.98
GRADIENT_BORDERS_OUTLINE_CUTOFF_RESISTANCE 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_FACTIONS 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_INTEL_LEDGER 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_PEACE_CONFERENCE 0.973
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_COUNTRY 0.0 0 to 1 value for override filling when camera zooms in/out. 0 = override disabled
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STATE 0.4
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_SUPPLY_AREA 1.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STRATEGIC_REGIONS 1.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_RESISTANCE 0.35
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_FACTIONS 0.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_TERRAIN 0.39
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_INTEL_LEDGER 0.2
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_DIPLOMACY 0.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_DIPLOMACY_ON_INTEL_LEDGER 1.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_PEACE_CONFERENCE 1.0
GRADIENT_BORDERS_ACTIVATE_FOR_PEACE_CONFERENCE false
GRADIENT_BORDERS_ONE_COLOR_FOR_PEACE_CONFERENCE { -1.0, -1.0, -1.0, -1.0 } all gradient will have this color. if { -1.0, -1.0, -1.0, -1.0 } then use Negotiator MapColor
GRADIENT_BORDERS_OPTIMIZATION_RANGE 30.0 smaller value = faster gradient borders but may have artifacts on large provinces (value to balance)
GRADIENT_BORDERS_REFRESH_FREQ 0.12 how frequent is gradient borders repainting (optimization for high-speed gameplay)
STRATEGIC_AIR_COLOR_BAD { 0.8, 0, 0, 1 } rgb
STRATEGIC_AIR_COLOR_GOOD { 0, 0.8, 0, 1 }
STRATEGIC_AIR_COLOR_AVERAGE { 0.8, 0.8, 0, 1 }
STRATEGIC_AIR_COLOR_NEUTRAL { 140.0/255, 131.0/255, 119.0/255, 1 }
STRATEGIC_AIR_COLOR_GOOD_WHILE_HIGHLIGHTING_HOLD { 0, 0.8, 0, 1 }
STRATEGIC_AIR_COLOR_AVERAGE_WHILE_HIGHLIGHTING_HOLD { 0.8, 0.8, 0, 1 }
STRATEGIC_AIR_COLOR_NEUTRAL_WHILE_HIGHLIGHTING_HOLD { 140.0/255, 131.0/255, 119.0/255, 1 }
STRATEGIC_NAVY_COLOR_NEUTRAL { 0.2, 0.25, 0.35, 0.5 } zones without missions
STRATEGIC_NAVY_COLOR_ON_HOLD { 0.2, 0.5, 0.6, 0.5 } zones with only hold mission
STRATEGIC_NAVY_COLOR_ON_HOLD_HIGHLIGHTED { 0.2, 0.6, 0.7, 0.5 } zones with with only hold missions with taskforces selected
STRATEGIC_NAVY_COLOR_BAD { 0.8, 0, 0, 1 } zones has missions with bad suppremacy
STRATEGIC_NAVY_COLOR_GOOD { 0, 0.8, 0, 1 } zones has missions with good suppremacy
STRATEGIC_NAVY_COLOR_AVERAGE { 0.8, 0.8, 0, 1 } zones has missions with average suppremacy
STRATEGIC_NAVY_NO_TASKFORCES_ASSIGNED { 0.9, 0.3, 0.3, 1 } zones has fleets assigned to them but no no taskforce can reach it or not enough taskforce to cover that region
STRATEGIC_NAVY_COLOR_BAD_WHILE_HIGHLIGHTING_HOLD { 0.7, 0.0, 0.4, 0.5 } zones has missions with bad suppremacy on highlighted regions with a hold mission selected
STRATEGIC_NAVY_COLOR_GOOD_WHILE_HIGHLIGHTING_HOLD { 0, 0.6, 0.5, 1 } zones has missions with good suppremacy on highlighted regions with a hold mission selected
STRATEGIC_NAVY_COLOR_AVERAGE_WHILE_HIGHLIGHTING_HOLD { 0.5, 0.5, 0.6, 1 } zones has missions with average suppremacy on highlighted regions with a hold mission selected
RESISTANCE_COLOR_NONE { 0.4, 0.4, 0.6, 0.5 } rgba
RESISTANCE_COLOR_GOOD { 0.8, 0.8, 0, 0.3 } rgba
RESISTANCE_COLOR_AVERAGE { 0.8, 0.4, 0, 0.5 }
RESISTANCE_COLOR_BAD { 0.8, 0, 0, 0.9 }
CONSTRUCTION_CONVERSION_COLOR { 0.9, 0.9, 0.3, 0.1 }
CONSTRUCTION_CONVERSION_IN_PROGRESS_COLOR { 0.3, 0.3, 0.9, 0.1 }
VIRTUAL_BATTLEPLANS_COLOR { 0.2, 1.0, 0.2, 1 }
ALLIED_BATTLEPLANS_COLOR { 0.3, 0.4, 1.0, 1 }
OFFENSIVE_PING_CIRCLE_COLOR { 0.64, 0.48, 0.35 }
DEFENSIVE_PING_CIRCLE_COLOR { 0.4, 0.55, 0.66 }
GMT_OFFSET 2793 X position on map, of Greenwitch GMT+0 (see also in shader daynight.fxh)
DAY_NIGHT_FEATHER 0.024 Feather value between complete darkness and the day (see also in shader daynight.fxh)
SOUTH_POLE_OFFSET 0.17 Our map is missing big parts of globe on north and south (see also in shader daynight.fxh)
NORTH_POLE_OFFSET 0.93
COUNTRY_FLAG_TEX_WIDTH 82 Expected texture size
COUNTRY_FLAG_TEX_HEIGHT 52
COUNTRY_FLAG_TEX_MAX_SIZE 256 Tweak dependly on amount of countries. Must be power of 2. No more then 2048.
COUNTRY_FLAG_MEDIUM_TEX_WIDTH 41
COUNTRY_FLAG_MEDIUM_TEX_HEIGHT 26
COUNTRY_FLAG_MEDIUM_TEX_MAX_SIZE 1024 Tweak dependly on amount of countries. Must be power of 2. No more then 2048.
COUNTRY_FLAG_SMALL_TEX_WIDTH 10
COUNTRY_FLAG_SMALL_TEX_HEIGHT 7
COUNTRY_FLAG_SMALL_TEX_MAX_SIZE 256 Tweak dependly on amount of countries. Must be power of 2. No more then 2048.
VICTORY_POINT_LEVELS 3
VICTORY_POINT_MAP_ICON_AFTER { 0, 9, 20 } After this amount of VP the map icon becomes bigger dot.
VICTORY_POINT_MAP_ICON_CAPITAL_CUTOFF_MAX 1000.0 Capitals are special snowflakes, they need their own number
VICTORY_POINT_MAP_ICON_TEXT_CUTOFF { 150, 250, 500 } At what camera distance the VP name text disappears.
VICTORY_POINT_MAP_ICON_TEXT_CUTOFF_MIN 100.0 Min range for victory point text
VICTORY_POINT_MAP_ICON_TEXT_CUTOFF_MAX 800.0 Max range for victory point text
VICTORY_POINT_MAP_ICON_DOT_CUTOFF_MIN 100.0 Min range for victory point dot
VICTORY_POINT_MAP_ICON_DOT_CUTOFF_MAX 1000.0 Max range for victory point text
VICTORY_POINT_MAP_ICON_MAX_VICTORY_POINTS_FOR_PERCENT 22 Default max value for point on the above range. It doesn't matter much if the VP value exceeds this, it'll be treated as max.
AIRBASE_ICON_DISTANCE_CUTOFF 900 At what distance air bases are hidden
RADAR_ICON_DISTANCE_CUTOFF 1100 At what distance the radars are hidden
RESOURCE_MAP_ICON_TEXT_CUTOFF 800 At what camera distance the resource name/amount text disappears.
RESISTANCE_MAP_ICON_MODIFIERS_DISTANCE_CUTOFF 500 At what camera distance the resistance/compliance map icon modifiers are hidden
RESISTANCE_MAP_ICON_DISTANCE_CUTOFF 1200 At what camera distance the resistance/compliance map icons are hidden
PROVINCE_ANIM_TEXT_DISTANCE_CUTOFF 500
CAPITAL_ICON_CUTOFF 1100 At what camera distance capital icons disappears
UNITS_DISTANCE_CUTOFF 120
SHIPS_DISTANCE_CUTOFF 240
UNIT_ARROW_DISTANCE_CUTOFF 875
UNITS_ICONS_DISTANCE_CUTOFF 900
ADJACENCY_RULE_DISTANCE_CUTOFF 1700
LAND_COMBAT_DISTANCE_CUTOFF 1500
PROV_CONSTRUCTION_ICON_DISTANCE_CUTOFF 400
STATE_CONSTRUCTION_ICON_DISTANCE_CUTOFF 800
DECISION_MAP_ICON_DISTANCE_CUTOFF 1000
DECISION_MAP_ICON_DEPTH_PRIORITY 50
CRYPTOLOGY_MAP_ICON_DISTANCE_CUTOFF 1000
PEACE_CONFERENCE_MAP_ICON_DISTANCE_CUTOFF 500
MAP_ICONS_GROUP_CAM_DISTANCE 90.0 camera distance at which the icons begin to group up
MAP_ICONS_STATE_GROUP_CAM_DISTANCE 180.0 Camera distance at which the icons begin to group up on state level
MAP_ICONS_STRATEGIC_GROUP_CAM_DISTANCE 350 second camera distance at which the icons begin to group up
MAP_ICONS_STRATEGIC_AREA_HUGE 220
MAP_ICONS_STATE_HUGE 100
MAPICON_GROUP_PASSES 20 how many mapicons get processed per frame for grouping. more = quicker response, fewer = better performance
MAP_ICONS_GROUP_SPLIT_SELECTED_LIMIT 12 Maximum number of units selected that will cause icon stacks to split
MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE 350 Distance at which icon grouping becomes very coarse and merges different types of units
MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE_STRATEGIC 350 Distance at which icon grouping becomes very coarse and merges different types of units for strategic mapmodes
RIVER_FADE_FROM 20.0 the last river endings got faded out, X distance from the ending...
RIVER_FADE_TO 3.0
TOOLTIP_DELAYED_DELAY 1 How long before showing delayed tooltip.
TOOLTIP_SHOW_DELAY 0.05 How long before showing delayed tooltip.
TOOLTIP_HIDE_DELAY 0.05 How long before showing delayed tooltip.
INTEL_LEDGER_CIVILIAN_ICON_STATE_CUTOFF 250.0
INTEL_LEDGER_CIVILIAN_ICON_REGION_CUTOFF 700.0
RAILWAY_CAMERA_CUTOFF 200.0 railways are cut off above this camera height
RAILWAY_CAMERA_CUTOFF_SPEED 3.0 railways fade in/out speed
DIVISION_NAMES_GROUP_MAX_TOOLTIP_ENTRIES 15 Max entries to display the names in the tooltip, when mouse over the division-names-group in the division template designer.
NAMES_GROUP_MAX_NAME_LIST_ENTRIES 25 Max example name entries in ship and railway gun name list in production menu
WEATHER_DISTANCE_CUTOFF 1500 At what distance weather effects are hidden
WEATHER_DISTANCE_FADE_LENGTH 400 How far the fade out distance should be
WEATHER_ZOOM_IN_CUTOFF 358 At what distance weather effects are faded out the most when zooming in
WEATHER_ZOOM_IN_FADE_LENGTH 220 How far the zoom in fade out distance should be
WEATHER_ZOOM_IN_FADE_FACTOR 0.0 How much the weather effects should fade out when maximum zoomed in
WEATHER_PLAYBACK_RATE 0.15 Playback rate at maximum distance
WEATHER_PLAYBACK_RATE_CUTOFF 500 Playback rate maximum distance
WEATHER_PLAYBACK_RATE_LENGTH 200 For how long to fade between normal playback rate and maximum distance playback rate
POSTEFFECT_PER_PROVINCE_MIN_SNOW 0.1
POSTEFFECT_PER_PROVINCE_MAX_SNOW 0.2
POSTEFFECT_TOTAL_MIN_SNOW 0.0
POSTEFFECT_TOTAL_MAX_SNOW 0.05
POSTEFFECT_FEATHER_MIN_DISTANCE 300.0
POSTEFFECT_FEATHER_MAX_DISTANCE 2000.0
POSTEFFECT_FEATHER_AT_MIN 0.03
POSTEFFECT_FEATHER_AT_MAX 0.8
LAND_COMBAT_BALANCED_COLOR { 1.0, 1.0, 0.0, 1.0 }
LAND_COMBAT_LOSING_COLOR { 1.0, 0.0, 0.0, 1.0 }
LAND_COMBAT_WINNING_COLOR { 0.0, 1.0, 0.0, 1.0 }
BLOOM_WIDTH 1.5 bloom configuration
BLOOM_SCALE 0.9 BLOOM_WIDTH = 1.0, -- night
BRIGHT_THRESHOLD 0.4 BLOOM_SCALE = 3.0, -- night
EMISSIVE_BLOOM_STRENGTH 1.0 BRIGHT_THRESHOLD = 0.9, -- night
MIN_HDR_ADJUSTMENT 0.5 0.18 0.7 är hur mkt den anpassar sig till mörka områden, mindre värde -> mer mörkerseen
MAX_HDR_ADJUSTMENT 1.0 0.8 0.8 jätte högt värde så ser du bra trots att du står inuti solen och tittar.
HDR_ADJUSTMENT_SPEED 15.0 6
TONE_MAP_MIDDLE_GREY 0.5 0.7
TONE_MAP_LUMINANCE_WHITE 1.0
MOON_HEIGHT 600 higher means softer shadows and more intense light
SUN_HEIGHT 600 higher means softer shadows and more intense light
MOON_HEIGHT_WATER 550 higher means softer shadows and more intense light
SUN_HEIGHT_WATER 5000 higher means softer shadows and more intense light
MOON_LATITUDE 0 NOT USED
SUN_LATITUDE 848
SECOND_MOON_LATITUDE 100 Used to put a "fake" sun/moon on the other side of the globe to hide the seem that would otherwise appear there
SECOND_SUN_LATITUDE 100
AMBIENT_LIGHT_POS_X { 0.2, 0.2, 0.2 } hsv color ambient light
right
AMBIENT_LIGHT_NEG_X { 0.4, 0.1, 0.6 } left
AMBIENT_LIGHT_POS_Y { 0.0, 0.0, 0.0 } kills everything
AMBIENT_LIGHT_NEG_Y { 0.35, 0.2, 0.0 } from under
AMBIENT_LIGHT_POS_Z { 0.6, 0.2, 0.924 } top
AMBIENT_LIGHT_NEG_Z { 0.55, 0.1, 0.9 } bottom
SUN_DIFFUSE_COLOR { 0.14, 0.0, 1.0 }
SUN_INTENSITY 1.0 0.4
SUN_SPECULAR_INTENSITY 1.0
MOON_DIFFUSE_COLOR { 0.58, 0.5, 1.0 }
MOON_INTENSITY 2.5
CUBEMAP_INTENSITY 1.0
TREE_FADE_NEAR 250.0
TREE_FADE_FAR 350.0
TRADE_ROUTE_NUM_CONVOYS_SCALE_FACTOR 0.3
TRADE_ROUTE_MAX_NUM_CONVOYS 4
TRADE_ROUTE_CONVOY_SPEED 0.6
TRADE_ROUTE_CONVOY_SLEEP_TIME 3.0
TRADE_ROUTE_CONVOY_ROUTE_OFFSET 0.5
SHIP_IN_MISSION_SPEED 2.5
SHIP_IN_MISSION_TURN_RADIUS 5.0
SHIP_IN_MISSION_TARGET_SIZE 0.5
SHIP_IN_MISSION_SCALE 0.6
TRADE_ROUTE_LINE_OFFSET 0.5
TRADE_ROUTE_MAX_LINES 6
TRADE_ROUTE_BAD_EFFICIENCY_THRESHOLD 0.8
TRADE_ROUTE_REGIONAL_BAD_EFFICIENCY_THRESHOLD 0.9
TRADE_ROUTE_BAD_EFFICIENCY_ROUTE_COLOR { 1.0, 0.7, 0.5, 0.75 }
TRADE_ROUTE_BAD_EFFICIENCY_HOTSPOT_COLOR { 1.0, 0.0, 0.0, 0.75 }
TRADE_ROUTE_PRODUCTION_TRANSFER_COLOR { 0.0, 0.5, 1.0, 0.75 }
TRADE_ROUTE_SUPPLIES_TRANSFER_COLOR { 1.0, 1.0, 1.0, 0.75 }
TRADE_ROUTE_RESOURCE_EXPORT_COLOR { 0.7, 1.0, 0.5, 0.75 }
TRADE_ROUTE_RESOURCE_IMPORT_COLOR { 0.2, 0.9, 1.0, 0.75 }
TRADE_ROUTE_LEND_LEASE_EXPORT_COLOR { 0.5, 1.0, 0.0, 0.75 }
TRADE_ROUTE_LEND_LEASE_IMPORT_COLOR { 0.5, 1.0, 0.0, 0.75 }
TRADE_ROUTE_INTERNATIONAL_MARKET_COLOR { 0.0, 1.0, 0.0, 0.75 }
TRAIT_GRID_COLUMN_OFFSET 3
TRAIT_GRID_COLUMN_WIDTH 208
TRAIT_GRID_ROW_SHIFT 48
TRAIT_LINE_ASSIGNED_COLOR { 0.47, 0.93, 0.65 } - Colors used for the trait trees (MIO and character trait trees)
Color for parent dependency lines when the parent is assigned.
TRAIT_LINE_NON_ASSIGNED_COLOR { 0.67, 0.75, 0.93 } Color for parent dependency lines when the parent is not assigned assigned.
TRAIT_LINE_HIGHLIGHT_COLOR { 1.0, 1.0, 0.0 } Color for parent dependency lines to the parents when hovering over a trait.
TRAIT_INVALID_FOR_ASSIGNMENT_COLOR { 0.8, 0.3, 0.3 }
PRIDE_OF_THE_FLEET_MODULATE { 1.0, 0.95, 0.0, 1.0 } pride of the fleet color
RAILWAY_MAP_ARROW_THIN_LEVEL_THRESHOLD 1 Railway level 1 uses thin map arrow in supply map mode
RAILWAY_MAP_ARROW_MEDIUM_LEVEL_THRESHOLD 3 Railway level 2-3 uses medium map arrow in supply map mode
RAILWAY_MAP_ARROW_THICK_LEVEL_THRESHOLD 5 Railway level 4-5 uses thick map arrow in supply map mode
RAILWAY_MAP_ARROW_COLOR_DEFAULT { 1.0, 1.0, 1.0, 1.0 } white, default railway maparrow color
RAILWAY_MAP_ARROW_COLOR_CONSTRUCTION { 1.0, 0.8, 0.0, 1.0 } orange, railways that are currently under construction
RAILWAY_MAP_ARROW_COLOR_CONSTRUCTION_VALID { 0.957, 0.871, 0.51, 1.0 } yellow, in constructionmode, railways that are valid to build
RAILWAY_MAP_ARROW_COLOR_CONSTRUCTION_INVALID { 1.0, 0.0, 0.0, 1.0 } red, in constructionmode, railways that are invalid to build
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED { 0.957, 0.871, 0.51, 1.0 } yellow, highlighted railways, e.g when selecting a hub and showing the route back to the capital
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_DAMAGED { 1.0, 1.0, 0.2, 1.0 } color of highlighted railways which were damaged
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_ONCOOLDOWN { 1.0, 0.2, 1.0, 1.0 } color of highlighted railways which are on cooldown (captured recently)
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_CONSTRUCTION { 0.957, 0.871, 0.51, 1.0 } orange, shown for highlighted railways that are under construction
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_BOTTLENECK { 0.902, 0.38, 0.4, 1.0 } red, shown for railways that are the bottleneck when highlighting
RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_BOTTLENECK_MAXLEVEL { 0.761, 0.647, 0.812, 1.0 } purple, shown for maxlevel railways that are the bottleneck when highlighting
RAILWAY_MAP_ARROW_COLOR_DAMAGED { 0.8, 0.8, 0.0, 1.0 } color of railways which were damaged and gives penalty to move for railway guns
RAILWAY_MAP_ARROW_COLOR_ONCOOLDOWN { 0.5, 0.5, 0.5, 1.0 } color of railways which are on cooldown (captured recently)
RIVER_SUPPLY_MAP_ARROW_COLOR { 0.8, 0.8, 1.0, 0.8 }
FLOWING_RIVER_SUPPLY_MAP_ARROW_COLOR { 0.8, 0.8, 1.0, 0.8 }
SUPPLY_TO_CONSUMERS_MAP_ARROW_COLOR { 1.0, 1.0, 1.0, 1.0 } Currently overwritte in code...
SUPPLY_TO_CONSUMERS_MAP_ARROW_TRANSPARENCY 0.8
NODE_FLOW_IN_CURRENT_RANGE_COLOR { 0.68235, 0.0039, 0.4941, 0.55 } When holding shift in supply map mode with a node selected, color provinces which are in range of the node
At current motorization level
NODE_FLOW_IN_HALF_RANGE_COLOR { 0.9686, 0.4078, 0.6314, 0.6 } At Half Motorization, if currently set to less than that
NODE_FLOW_IN_FULL_RANGE_COLOR { 0.9843, 0.7059, 0.7255, 0.4 } At Full Motorization, if currently set to less than that
RAILWAY_ICON_SHIFT { 0.0, 0.0, 0.0 }
SUPPLY_ICON_SHIFT { 0.0, 0.0, 0.0 }
SUPPLY_ICON_SWITCH 200
SUPPLY_ICON_CUTOFF 900.0 total supply icon cutoff distance for all
SUPPLY_ICON_UNUSED_CUTOFF 400.0 where we stop showing unused nodes
SUPPLY_ICON_NUMBERS_CUTOFF 400.0 where we stop showing numbers on hubs (ignored for selected and problem hubs)
SUPPLY_ICON_OK_CUTOFF 750.0 where we stop showing nodes with no issues, e.g non-red
SUPPLY_ICON_DISCONNECTED_CUTOFF 500.0 where we stop showing disconnected nodes
SUPPLY_ICON_END_CUTOFF 200.0 where we stop showing line end icons
RAILWAY_ICON_CUTOFF 900.0
SUPPLY_SELECTED_NODE_COLOR { 0.0, 1.0, 1.0, 1.0 }
SUPPLY_CAPITAL_COLOR { 1.0, 0.7, 0.0, 1.0 }
SUPPLY_NAVAL_NODE_COLOR { 0.1, 0.6, 0.8, 1.0 }
SUPPLY_LAND_NODE_COLOR { 0.5, 0.8, 0.5, 1.0 }
SUPPLY_CONSUMER_ARROW_HEIGHT_TO_LEN 0.1
SUPPLY_CONSUMER_ARROW_HEIGHT_MAX 4.0
SUPPLY_UNIT_COUNTER_SHOW_THRESHOLD 0.5 At what supply threshold will the normal crate be shown on unit counters
SUPPLY_UNIT_COUNTER_LOW_THRESHOLD 0.35 At what supply threshold will the orange crate be shown on unit counters
SUPPLY_UNIT_COUNTER_VERY_LOW_THRESHOLD 0.2 At what supply threshold will the red crate with ! will be shown on unit counters
COUP_GREEN { 0.0, 1.0, 0.0, 1.0 }
COUP_RED { 1.0, 0.0, 0.0, 1.0 }
FRIEND_COLOR { 0.7, 0.9, 0.7 } unit on-map interface modulate colors
ENEMY_COLOR { 1.0, 0.7, 0.7 }
NEUTRAL_COLOR { 1.0, 1.0, 1.0 }
COUNTRY_COLOR_HUE_MODIFIER 0.0
COUNTRY_COLOR_SATURATION_MODIFIER 0.6
COUNTRY_COLOR_BRIGHTNESS_MODIFIER 0.8
COUNTRY_UI_COLOR_HUE_MODIFIER 0.0
COUNTRY_UI_COLOR_SATURATION_MODIFIER 1.0
COUNTRY_UI_COLOR_BRIGHTNESS_MODIFIER 1.0
COMMANDGROUP_PRESET_COLORS_HSV { 90.0/360.0, 0.95, 0.86, 60.0/360.0, 0.95, 0.86, 30.0/360.0, 0.95, 0.86, 0.0/360.0, 0.95, 0.86, 330.0/360.0, 0.95, 0.86, 300.0/360.0, 0.95, 0.86, 270.0/360.0, 0.95, 0.86, 240.0/360.0, 0.95, 0.86, 210.0/360.0, 0.95, 0.86, 180.0/360.0, 0.95, 0.86 }
CAMERA_OUTSIDE_MAP_DISTANCE_TOP 200.0
CAMERA_OUTSIDE_MAP_DISTANCE_BOTTOM 200.0
CAMERA_ZOOM_SPEED 50
CAMERA_ZOOM_KEY_SCALE 0.02
CAMERA_ZOOM_SPEED_DISTANCE_MULT 6.0 Zoom speed multiplier. When camera is max zoome out, the zooming in speed will get 100% of CAMERA_ZOOM_SPEED_DISTANCE_MULT zooming speed.
ORDERS_MOUSE_INTERSECT_DISTANCE_MULT 2.6 For balancing the collision distance with painted arrows and fronts.
FRONTS_MOUSE_INTERSECT_DISTANCE_MULT 6.6 For balancing the collision distance with painted arrows and fronts.
MOVE_ORDERS_MOUSE_INTERSECT_DISTANCE_MULT 0.5 For balancing the collision distance with painted arrows and fronts.
TRADE_ROUTE_INTERSECT_DISTANCE_MULT 10.0 For balancing the collision distance with painted arrows and trade routes.
RAILWAY_INTERSECT_DISTANCE_MULT 3.0 For balancing the collision distance with painted arrows and railways.
MINIMUM_PROVINCE_SIZE_IN_PIXELS 8 Provinces that are smaller than that are just making the game unplayable. It doesn't affect the game, just informs in the error.log
NATIONAL_FOCUS_SHINE_DISTANCE_SCALE 0.03
NATIONAL_FOCUS_PULSE_BASE 10.0
NATIONAL_FOCUS_PULSE_RANDOM 10.0
POLITICAL_GRID_SMALL_BOX_LIMIT 6 Limit for gridbox in political view before it will be replaced with extended gridbox
SETUP_SPIRIT_GRID_BOX_LIMIT 3 Limit for gridbox in game setup before it will be replaced with extended gridbox
POLITICAL_PULSE_BASE 10.0
POLITICAL_PULSE_RANDOM 10.0
STRATEGIC_REGION_ZOOM_HEIGHT 300.0 zooming to a strategic region will make you zoom this further from map
ARROW_PARADROP_HEIGHT_TO_LEN 0.3
ARROW_PARADROP_HEIGHT_MAX 11.0
ARROW_MIN_TEXT_POINTS_LIMIT 10 Amount of points when arrow gets first detailed text
ARROW_EXT_TEXT_POINTS_LIMIT 20 Amount of points when arrow gets extended detailed text
ARMY_DEFENSIVE_LINE_BUTTON_SIZE 0.7 The size of the "edit" button drawn at the endings of the def.lines (for army)
ARMY_GROUP_DEFENSIVE_LINE_BUTTON_SIZE 0.9 The size of the "edit" button drawn at the endings of the def.lines (for army group)
SHOW_FOREIGN_SUPPLY_BELOW 300.0 Below this camera height all supply icons will be shown
SHOW_ONLY_PATH_ABOVE 500.0 Above this only supply icons in the currently shown path are shown
ACCLIMATIZATION_CAMO_SHOW_AT 0.5 The moment at which the division gains enough acclimatization to change it's model to the camouflage one.
ACCLIMATIZATION_CAMO_SHOW_WHEN_IN_STATE 0.2 The troops camouflage can swap (to the one from acclim.) not only when snow/desert is in the location we are in, but also when % of provinces in current state has snow/desert.
INTEL_NETWORK_VALID_TARGET_STRIPE_COLOR { 0.1, 0.5, 0.8, 1.0 } Color of the stripes of painted over a valid state to start building an intel network
INTEL_NETWORK_VALID_COUNTRY_TARGET_STRIPE_COLOR { 0.1, 0.8, 0.5, 0.5 } Color of the stripes painted over valid countries
OCCUPATION_RESISTANCE_NON_INITIALIZED_COLOR { 1.0, 1.0, 1.0, 0.05 } player owned state color with no resistance
OCCUPATION_RESISTANCE_MAP_MODE_COLORS { 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.1, 30.0, 1.0, 1.0, 0.0, 0.3, 100.0, 1.0, 0.0, 0.0, 0.3 } color that will be used in resistance/compliance map mode
first value is resistance/compliance level, next 4 values are color rgba
the color will be lerped in between two closest colors
OCCUPATION_COMPLIANCE_MAP_MODE_COLORS { 0.0, 0.3, 0.6, 0.6, 0.05, 0.0, 0.3, 0.7, 1.0, 0.05, 10.0, 0.3, 0.7, 1.0, 0.2, 50.0, 0.3, 0.7, 1.0, 0.3, 100.0, 0.3, 0.9, 1.0, 0.5 }
INTEL_LEDGER_ARMY_FORT_LEVEL_COLORS { 0.0, 0.3, 0.3, 0.3, 0.2, 0.0, 0.7, 0.7, 0.2, 0.3, 1.0, 0.7, 0.2, 0.2, 0.5 }
INTEL_LEDGER_NAVAL_FORT_LEVEL_COLORS { 0.0, 0.3, 0.3, 0.3, 0.2, 0.0, 0.7, 0.7, 0.2, 0.3, 1.0, 0.7, 0.2, 0.2, 0.5 }
TEMPERATURE_MAP_MODE_COLORS { -35.0, 0.0, 0.0, 0.5, 1.0, -25.0, 0.0, 0.0, 1.0, 1.0, -10.0, 0.0, 0.7, 1.0, 1.0, 0.0, 0.0, 1.0, 0.45, 0.45, 15.0, 1.0, 1.0, 0.0, 1.0, 25.0, 1.0, 0.65, 0.0, 1.0, 30.0, 1.0, 0.0, 0.0, 1.0, 35.0, 0.5, 0.0, 0.0, 1.0 }
RAILWAY_GUN_ASSIGNMENTS_MAP_MODE_COLORS { 0.0, 1.0, 0.0, 0.0, 1.0, 0.25, 1.0, 0.65, 0.0, 1.0, 0.75, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.45, 0.45 }
INTEL_LEDGER_NAVY_REGION_COLOR_WITH_MISSION { 0.7, 0.7, 0.7, 0.9 }
INTEL_LEDGER_NAVY_REGION_COLOR_WITH_MISSION_AND_TASKFORCES_IN_REGION { 0.8, 0.8, 0.4, 0.9 }
INTEL_LEDGER_AIR_REGION_COLOR { 0.8, 0.8, 0.4, 0.9 }
INTEL_LEDGER_GRAPH_RED { 1.0, 0.0, 0.0, 1.0 }
INTEL_LEDGER_GRAPH_GREEN { 0.0, 1.0, 0.0, 1.0 }
DEFAULT_NUDGE_FLOATING_HARBOR_DIST 7.0 Default distance of floating harbors from the coast in pixels, for nudger

NInterface

名称 默认值 开发者注释 用法
MAX_NO_FACTION_FILTER_BUTTONS 40 Max number of faction filter buttons that can be generated in diplomacy view.
LOGISTICS_PAST_WEEK 7 Number of days from the past (including current day) we want logistics data for (Max 30 days)
COMBAT_SOME_PIERCING 0.25 How many % of enemy units the unit have to pierce in order for the some piercing icon to be displayed
COMBAT_GOOD_PIERCING 0.6 How many % of enemy units the unit have to pierce in order for the good piercing icon to be displayed
COMBAT_SOME_ARMOR 0.25 How many % of enemy units have to be unable to pierce the unit in order for the some armor icon to be displayed
COMBAT_GOOD_ARMOR 0.6 How many % of enemy units have to be unable to pierce the unit in order for the good armor icon to be displayed
MIN_FOCUS_TREE_ZOOM 0.2 min zoom in scale
MAX_FOCUS_TREE_ZOOM 1.0 max zoom out scale
FOCUS_TREE_ZOOM_SPEED 0.16 zooming speed
FOCUS_TREE_ZOOM_FACTOR 0.5 zooming factor that will be factored while player scrolls too fast
TOOLTIP_SCREEN_LEFT_OFFSET_X 0 Tooltip offset on x axis from left screen border
TOOLTIP_SCREEN_RIGHT_OFFSET_X 0 Tooltip offset on x axis from right screen border
TOOLTIP_SCREEN_TOP_OFFSET_Y 0 Tooltip offset on y axism from top screen border
TOOLTIP_SCREEN_BOTTOM_OFFSET_Y 0 Tooltip offset on y axis from bottom screen border
NO_COMBATS_COLOR { 0.0, 0.0, 0.8 } Color for icons if all combats are successful
SUCCESFUL_COMBATS_COLOR { 120.0/360.0, 0.95, 0.86 } Color for icons if all combats are successful
MIN_NON_SUCCESSFUL_COMBAT_COLOR { 100.0/360.0, 0.95, 0.86 } Color for icons if some of combats are not successful
MID_NON_SUCCESSFUL_COMBAT_COLOR { 50.0/360.0, 0.95, 0.86 }
MAX_NON_SUCCESSFUL_COMBAT_COLOR { 0.0/360.0, 0.95, 0.86 } Color for icons if all of combats are not successful
UNIT_SELECT_DOUBLE_CLICK_TIME 0.1 Delay before double click event for unit selection
SHIP_SELECT_DOUBLE_CLICK_TIME 1.0 Delay before double click event for ship selection
MINIMAP_TOGGLE_DURATION 0.5 Delay for minimap toggle
MINIMAP_TOGGLE_SHIFT 270 horizontal shift for minimap to close it
TIMED_MESSAGE_TIMEOUT 0.35 Timeout for timed message
MINIMAP_PING_DURATION 12.0 timeout for pings
MINIMAP_PING_SPEEDUP_ON_SCREEN 2.0 speed up for timeout if ping is visible on screen
MINIMAP_PING_DELAY_BETWEEN_PINGS 0.3 delay between consecative pings
DRAG_AND_DROP_SCROLLING_SENSITIVITY 12.5 Speed multiplier for components scrolling while drag'n dropping elements
GRIDBOX_ELEMENTS_INTERPOLATION_SPEED 0.5 A value used to determine how fast the elements within the gridbox are interpolating while drag'n dropping.
ARMY_GROUP_PORTRAIT_SPACING 6 Extra space added between portraits of different army groups
ARMY_GROUP_FIRST_MEMBER_SPACING 5 Extra spacing between the army group portrait and the first member of the army group
ARMY_GROUP_COLLAPSE_EXTRA_SPACING 5 Extra spacing between the army group portrait when army group is collapsed
ARMY_LIST_BOTTOM_PADDING 165 Bottom padding for army list on left
ARMY_LIST_BOTTOM_PADDING_WITH_EXPEDITIONARIES 240 Bottom padding for army list on left when expeditionaries are open
MILITARY_FACTORIES_SCALE { 1, 5, 10 }
FLEET_BOTTOM_BAR_HEIGHT 110 Height of the list of fleet at the bottom of the screen
FLEET_BOTTOM_BAR_PADDING_RIGHT 110 Width of the Rhs panel at the bottom of the screen where map mode are selected
PICKED_UP_NAVY_OFFSET_X 26 Amount of pixels to shift the picked up navy window on the x axis
PICKED_UP_NAVY_OFFSET_Y -14 Amount of pixels to shift the picked up navy window on the y axis
TASK_FORCE_ENTRY_OFFSET_Y -2 Adjust the position of a task force entry. Added to the height of the background image.
TASK_FORCE_COMPOSITION_EDITOR_PADDING_TO_NAVIES_VIEW 20 Padding on the x axis between the navies view and the task force composition editor window
FUEL_STOCKPILE_DURATION_MAX 365*5 our max for stockpile duration display
SHIP_REFIT_TOOLTIP_MAX_DIFF_LINES 20 Maximum number of lines to show in the tooltip describing stat differences from all the source equipment variants to the target being considered.
DEFAULT_TASKFORCE_ICON 6 newly created taskforces will use this icon
DEFAULT_FLEET_ICON 4 newly created fleets will use this icon
DEFAULT_NAVAL_EQUIPMENT_ROLE_ICON 1 newly created naval equipment variants will use this icon, if the AI equipment designs do not propose a better one.
FUEL_GRAPH_COLOR { 0.8, 0.8, 0.8, 0.8, 0.0, 0.0, 0.0, 0.8, 0.0, 0.0, 0.0, 0.8, 0.0, 0.8, 0.8, 0.8, 0.8, 0.0, 0.8, 0.8, 0.8 } stockpile
total consumption
army consumption
navy consumption
air consumption
other consumption
生产
PRODUCTION_SHIP_FILTERS_ROLE_SELECTION_WINDOW_OFFSET_X 4 offset of the role icon selection window shown in the filters of ship design in the production tab
PRODUCTION_SHIP_FILTERS_ROLE_SELECTION_WINDOW_OFFSET_Y -8
SHIP_FUEL_EFFICIENCY_WARNING_THRESHOLD 60.0 Fuel usage threshold above which a ship is considered fuel inefficient for always on missions
CONVOY_ESCORT_PRESENCE_WARNING_THRESHOLD 0.95 Value for the Escort Presence below which a warning will be shown on the naval mission map icon
MISSION_PATROL_SOFT_REQ_THRESHOLD_SURFACE_DETECTION 22 Value below which the mission icon for the patrol mission is showing a warning
MISSION_PATROL_SOFT_REQ_THRESHOLD_SPEED 30 (kph) Same, but for Speed of the task force
MISSION_PATROL_SOFT_REQ_THRESHOLD_SURFACE_VISIBILITY 1.4 Same, but for the surface visibility of the task force (lower means more fit for the mission for this one)
MISSION_CONVOY_ESCORT_SOFT_REQ_THRESHOLD_SUB_DETECTION 2 Same, for convoy escort
MISSION_CONVOY_ESCORT_SOFT_REQ_THRESHOLD_DEPTH_CHARGES_AVG 8 Average of the stat Depth Charges in the task force
MISSION_CONVOY_ESCORT_SOFT_REQ_THRESHOLD_DEPTH_CHARGES_SUM 8 Sum of the stat Depth Charges in the task force
MISSION_NAVAL_INVASION_SUPPORT_SOFT_REQ_THRESHOLD_SHORE_BOMBARDMENT 3 Same, for naval invasion. Sum of the stat Shore Bombardment in the task force
OPERATIVE_MISSION_EFFICIENCY_ANIMATION_TIME_MIN 0.2 the minimum duration of a loop in seconds
OPERATIVE_MISSION_EFFICIENCY_ANIMATION_TIME_MAX 3.0 the maximum duration of a loop in seconds
OPERATIVE_COUNTER_INTELLIGENCE_DEFENSE_TO_EFFICIENCY_FACTOR 40.0 Factor multiplied to the defense provided by the operative while on counter intelligence mission to get a score in the range [0,100] that is then used to scale the animation speed
OPERATIVE_NETWORK_STRENGTH_GAIN_TO_EFFICIENCY_FACTOR 12.0 Factor multiplied to the network strength the operative provides while on build network mission to get a score in the range [0,100] that is then used to scale the animation speed
OPERATIVE_PROPAGANDA_DRIFT_TO_EFFICIENCY_FACTOR 130000.0 Factor multiplied to the war support and stability drift to obtain the efficiency score (expected to be in range [0,100])
OPERATIVE_BOOST_IDEOLOGY_DRIFT_TO_EFFICIENCY_FACTOR 500.0 Factor multiplied to the ideology drift caused by the operative in order to get a score in the range [0,100] used to determine the speed of the animation
OPERATIVE_ROOT_OUT_RESISTANCE_EFFICIENCY_TO_EFFICIENCY_FACTOR 80.0 Factor multiplied to the operative's efficiency at the RootOutResistance mission to determine the animation speed
OPERATIVE_TRADE_INFLUENCE_DRIFT_TO_EFFICIENCY_FACTOR 135 Factor multiplied to the operative's trade influence drift to determine the animation speed
OPERATIVE_OPINION_DRIFT_TO_EFFICIENCY_FACTOR 400 Factor multiplied to the operative's trade influence drift to determine the animation speed
OPERATIVE_TENSION_DRIFT_TO_EFFICIENCY_FACTOR 400 Factor multiplied to the operative's trade influence drift to determine the animation speed
COUNTERINTELLIGENCE_ACTIVITY_LEVEL_THRESHOLD_VALUES { 10, 20, 50, 100 } Used to convert the activity level to a color:
ACTIVITY_LEVEL_THRESHOLD_COLOR[ i ] will be used if
CurrentActivityLevel < ACTIVITY_LEVEL_THRESHOLD_VALUES[ i ]
There can be one more color than threshold define which will
be used when the CurrentActivityLevel is greater or equal to the
last threshold.
COUNTERINTELLIGENCE_ACTIVITY_LEVEL_THRESHOLD_COLORS { { 0.1, 0.9, 0.2, 1.0 }, { 0.6, 0.9, 0.2, 1.0 }, { 0.9, 0.7, 0.2, 1.0 }, { 1.0, 0.5, 0.0, 1.0 }, { 0.9, 0.1, 0.2, 1.0 } }
GARRISON_STRENGTH_TO_SHOW_RED 0.25 If the garrison strength is lower than that, we color the number of divisions in red.
MAX_DECISIONS_IN_DECISION_ALERT_TOOLTIP 5 Max number of available decisions we show in the alert tooltip
PIXEL_OFFSET -3 Country army view tab pixel offset when clicking on division/navy/air tab or the army officer corp tab
ARMY_UNIT_LEADER_ICON_SPRITE_ID 5
POLITICAL_LEADER_ICON_SPRITE_ID 13
EQUIPMENT_DESIGNER_SHOW_MODULE_FORBIDS_BASE_ROLE_ICON 0 When selecting a module in the tank designer, for each role the module forbids a role icon may be displayed.
If this is set to 0 no icon will be displayed if the main tank role is forbidden. If set to 1 the icon will be displayed as normal.
EQUIPMENT_DESIGNER_SHOW_MODULE_FORBIDS_SPECIALIZED_ROLE_ICON 0 If this is set to 0 no icons will be displayed for any forbidden specialized roles. If set to 1 the icons will be displayed as normal.
MIO_CENTRAL_TREE_HORIZONTAL_POSITION 1 Horizontal position for auto-generated MIO traits
SLOW_INTERFACE_THRESHOLD 5000 Show warning "SLOW INTERFACE" in debug when interface refresh takes more that this (in microseconds)

NFrontend

名称 默认值 开发者注释 用法
CAMERA_LOOKAT_X 2958.0 Rotation point in main menu
CAMERA_LOOKAT_Y 0.0
CAMERA_LOOKAT_Z 1519.0
CAMERA_START_X 2958.0 Initial position in main menu
CAMERA_START_Y 800 Y is height
CAMERA_START_Z 1400.0
CAMERA_END_X 2958.0 Move to position in main menu
CAMERA_END_Y 900.0
CAMERA_END_Z 1400.0
CAMERA_MIN_HEIGHT 50.0 Minimum camera height
CAMERA_MAX_HEIGHT 3000.0 Maximum camera height
CAMERA_SPEED_IN_MENUS 0.1
CAMERA_INTERPOLATION_SPEED 0.19
FRONTEND_POS_X 2958.0
FRONTEND_POS_Y 900.0
FRONTEND_POS_Z 1500.0
FRONTEND_LOOK_X 2958.0
FRONTEND_LOOK_Y 0.0
FRONTEND_LOOK_Z 1519.0
MP_OPTIONS_POS_X 2958.0
MP_OPTIONS_POS_Y 922.0
MP_OPTIONS_POS_Z 848.0
MP_OPTIONS_LOOK_X 2958.0
MP_OPTIONS_LOOK_Y 0.0
MP_OPTIONS_LOOK_Z 1519.0
NEW_GAME_BUTTON_DISABLE_DELAY_ON_INVALID_MAP_DATA 10.0 amount of seconds to disable buttons leading to a game start for
SOCIALVIEW_CONTEXT_MENU_BUTTON_OFFSET 10
SOCIALVIEW_CONTEXT_MENU_MARGIN 2

NSound

名称 默认值 开发者注释 用法
HEIGHT_SOUND_CATEGORY "Atmosphere" The volume of sounds in this category vary with camera altitude.
Name of the sound category
HEIGHT_SOUND_MIN_ALTITUDE 100.0 Below this altitude the minimum volume will be used
HEIGHT_SOUND_MAX_ALTITUDE 2000.0 Above this altitude the maximum volume will be used
HEIGHT_SOUND_MIN_VOLUME 0.2
HEIGHT_SOUND_MAX_VOLUME 1.0
BATTLE_SOUND_NAME "amb_battle_distant"
BATTLE_SOUND_INIT_RADIUS 9.0
BATTLE_SOUND_FALLOFF_DEFAULT 100.0
BATTLE_SOUND_MIN_UNIT_COUNT 6
VOICE_OVER_CATEGORY "Voices"
VOICE_OVER_COOL_DOWN 2.8 Wait for this many seconds before playing another vo

NFriendGUI

名称 默认值 开发者注释 用法
OFFLINE_COLOR { 0.7, 0.7, 0.7, 1.0 } Text color of offline state
ONLINE_COLOR { 0.56, 0.85, 0.56, 1.0 } Text color of online state

NCareerProfile

名称 默认值 开发者注释 用法
MOD_STATISTICS_GROUP "" Mod defines
Can be set by mods to collect statistics in a separate data set for the mod. Will also be used as the display name if MOD_STATISTICS_GROUP_NAME is not set.
MOD_STATISTICS_GROUP_NAME "" Can be set by mods as a display name for the mod's statistics data set. It can be a localized.
PARADROP_AWARD_DIVISION_MIN_BATTALION_COUNT 5 Minimum count of battalions in the division required to count that division for paradrop awards ("Paradrop Medal" and "They came from Above")
TURNING_TIDE_MEDAL_DIVISION_MIN_BATTALION_COUNT 5 Minimum count of battalions in the division required to count that division for Turning the Tide Medal
LORD_OF_THE_SEAS_MEDAL_MIN_SUPREMACY 0.75 Minimum supremacy to count current naval region for Lord of the Seas Medal
STEEL_AT_HIGH_SPEED_RIBBON_TANK_SPEED 12 Minimum speed to count deployed tanks for Steel at High Speed Ribbon
ORCHESTRA_OF_BOOM_RIBBON_SPECIAL_BATTALION_COUNT 4 Amount of special battalion types(anti-air, anti-tank, artillery and rocket artillery) required for the division for Orchestra of Boom Ribbon
NEVERMINE_ME_MEDAL_MIN_SUPREMACY_EFFECT 0.5 Minimum effect mines should have on the supremacy to count current naval region for Nevermine Me Medal
BLITZ_THIS_TACTIC_NAME "tactic_elastic_defense" The tactic required to be applied to a leader or a country for Blitz This Ribbon
ENGINEERING_BEHEMOTH_MEDAL_ARMOR_RATING_BRONZE 100 The armor rating required for the tanks to get the Engineering The Behemoth Bronze Medal
ENGINEERING_BEHEMOTH_MEDAL_ARMOR_RATING_SILVER 160 The armor rating required for the tanks to get the Engineering The Behemoth Silver Medal
ENGINEERING_BEHEMOTH_MEDAL_ARMOR_RATING_GOLD 200 The armor rating required for the tanks to get the Engineering The Behemoth Gold Medal
CASTLES_IN_THE_AIR_MEDAL_AIR_DEFENSE_BRONZE 20 The air defense required for the airplanes to get the Castles in the Air Bronze Medal
CASTLES_IN_THE_AIR_MEDAL_AIR_DEFENSE_SILVER 50 The air defense required for the airplanes to get the Castles in the Air Silver Medal
CASTLES_IN_THE_AIR_MEDAL_AIR_DEFENSE_GOLD 100 The air defense required for the airplanes to get the Castles in the Air Gold Medal

NCareerProfileGUI

名称 默认值 开发者注释 用法
AWARD_POPUP_DURATION 8000 Show an award popup for this many milliseconds
AWARD_POPUP_CONTENT_DELAY 400 Show the content of the award popup after this many milliseconds
CAREER_POINTS_ANIMATION_DELAY 950 Delay the career points count-up animation by this many milliseconds
CAREER_POINTS_ANIMATION_DURATION 950 Count the career points up for this many milliseconds
PROFILE_PICTURE_BACKGROUND_OPACITY 0.8 The opacity of the dark background square behind profile pictures
模组制作
文档 效果 • 触发器 • 定义文件 • 修正项 • 修正项列表 • 作用域 • 本地化文件 • 事件钩子 • 数据结构(标记、事件目标、国家标签别名、变量、数组)
脚本 成就 • AI • AI 焦点 • 自治领 • 力量均势 • 书签/剧本 (游戏规则) • 建筑 • 角色与特质 • 外观标签 • 国家 • 师 • 决议 • 学说 • 装备 • 事件 • 阵营 • 理念 • 意识形态 • 军事工业组织 • 国策 • 资源 • 脚本化 GUI • 科技与学说 • 单位
地图 地图 • 州 • 补给区域 • 战略区域
图形 界面 • 图形资源 • 实体 • 后期特效 • 粒子 • 字体
外观 肖像 • 名称列表 • 音乐 • 音效
其他 控制台指令 • 疑难排查 • 模组结构 • 模组 • 地图编辑器