XP cost for removing an equipment module and leaving the slot empty when creating an equipment variant. DesiredUnits for capital defense is at least this. Air warfare is performed by air wings containing airplanes, who may compete over the air superiority in a certain strategic region with the enemy, bomb enemy factories, airfields and infrastructure, provide close air support for land divisions and attack ships that are either docked or on active missions. this value is overriden by the value in ideology database if that value exceedes this. Threat value per convoy sunk in a region. When selecting a module in the tank designer, for each role the module forbids a role icon may be displayed. penalty to org regain after being parachuted. At which point we show up the low and very low supply level alert. STRATEGIC_MODE_COUNTRY_COLOR_STRIPES_TRANSP, AIR_RANGE_CAN_ASSIGN_MISSION_STRIPES_COLOR. Factor on max amount of exile manpower that can be gained from owned states.
War score is horrendously unbalanced :: Hearts of Iron IV General (default 1.0), higher weight = shorter max distance, PLAN_COHESION_DISTANCE_MAX_WHEN_LEFT_BEHIND. As defines are Lua code rather than a PDXscript-interpreted file, any Lua code can go in there, however modules allowing to go out of this directory are not available. Fraction of the hull industry cost which is always included in the refitting cost. GIE_DIVISION_DEFENSE_BONUS_AGAINST_OCCUPIER. Bonus to critical chance when shooter armor piercing is higher then target armor. How much strength ticking speed gives each VP score. Default repair rate before factories are taken into account, supply throughput per level of naval base. MOVE_ORDERS_MOUSE_INTERSECT_DISTANCE_MULT. this along with prev value is added together and rolled against a random to start spotting, SUB_DETECTION_CHANCE_BASE_SPOTTING_POW_EFFECT, effect of spotting speed will be powered by this for initial spotting of pure submarine forces. Just an arbitrary way of scaling the distance numbers. When camera is max zoome out, the zooming in speed will get 100% of CAMERA_ZOOM_SPEED_DISTANCE_MULT zooming speed. 1 for each rocket. When this ratio of max manpower has been recruited we start applying the penalty. gets replaced by hidden version below if hidden, to start spotting a submarine, a dice is rolled and checked if it succeeds this percentage. CARRIER_CAPACITY_IN_PRODUCTION_MAX_DAYS_LEFT_TO_INCLUDE_FACTOR. ie offensive combat), fuel consumption ratio while naval transferring, fuel consumption ratio while doing strategic deployment, fuel consumption ratio while just existing, FUEL_FLOW_PENALTY_FOR_SUPPLY_CHUNK_EDGE_RATIO, supply flow that is limited by control of incoming edge provinces will have lesser effect on fuel flow, ratio of the stats that you get from equipments that uses fuel and you lack it, speed mult that armies get when out of fuel, xp gain mult from training when a unit is out of fuel, MAX_ESTIMATED_PLAN_UNITS_NOT_IN_PLACE_FACTOR, Scaled by% of units not in place. Decays over time. Multiplier for the critical damage. Base factor for changing production parent<->children in%. FACTION_LEADERSHIP_CHANGE_ALERT_THRESHOLD. The part of the manpower needed by the foreign garrison, that AI will agree to support with our manpower. 0.0 < X < 1.0 means reluctant, X > 1.0 means want to. Must be power of 2. Reply. { 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, 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, This score is reduced the higher width is when comparing pure changes with no target, DIVISION_DESIGN_COMBAT_WIDTH_TARGET_WEIGHT, This score is reduced the farther the width is from the target width (if set), max days we keep track of since failure of a template design update, When finding closest matching existing template to a target template, boost the score by this much if the template also has the correct role, max days we keep track of since failure of an equipment design update, How often to consider upgrading to new templates for units in the field, How big part of the army that should be considered for upgrading, How often to consider refitting to new equipment variants for ships in the field, How big part of the navy that should be considered for refitting. A decay rate of 0 means that the previous value is carried over as is. It's a balancing variable so it's not possible to always run with our weak ships agains big flotillas. Especially in night bombing it's near impossible to target say a railway, or roads. Each level of rocketsite building multiplied by this, gives capacity (max operational value). Base chance% for ace pilot die when an airplane is shot down in the Ace wing. setting this too low will cause bad spotting issues. A global factor that applies after all others, right before the sub detection contributed by plane is added to the global sub detection of a combatant, scoring for target picking for planes inside naval combat, one define per ship typ, how much score factor from low health (scales between 0->this number), how much score factor from low AA guns (scales between 0->this number), chances for new navy leaders to start at a given level, Forts modifier is calculated by multiplying railway gun attack value with this and dividing by 100, Entrenchment modifier is calculated by multiplying railway gun attack value with this and dividing by 100, Bombardment modifier is calculated by multiplying railway gun attack value with this and dividing by 100, Railway Guns will be able to gain this ratio of their max manpower daily, The ration of manpower lost on disbanding railway guns, The percentage of manpower returned when an encircled unit is disbanded, Max speed reduction from supply for railway guns. Str below this point is considering a single ship "dying", and a high priority to send to repair. Multiplies value based on relative number of air base / country size. AI will accept to lend lease this equipment only if our stockpile is less than that. 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. how much additional flow a railway level gives, used for calculating "flow" from a naval node to another naval node when it is connected via a convoy route, max output/input of a naval node is limited by previous base value + this define per its level, if supply of a node is below this value it will be set to 0 -- Currently unused? Can be modified by railway_guns_divisions_ratio AI strategy value, Minimum required number of divisions for the AI to consider producing railway guns, Minimum required number of military factories for the AI to consider producing railway guns, Maximum railway guns assigned to one army for the AI, RAILWAY_GUN_ASSIGNMENT_SCORE_UNITCOUNT_MULTIPLIER, Score multiplier for favoring orders groups with more units when assigning railway guns, Score for keeping current assignment when assigning railway guns, countries won't use armies more than this ratio of total units for invasions, don't allocate more divisions than this for naval invasions, max score for naval invasion front scores, min score for army fronts that are created on recently invaded regions, min efficiency (due to convoy raid) to cancel trades, min efficiency (due to convoy raid) to start be able to trades, MIN_CONVOY_EFFICIENCY_PER_WAR_SUPPORT_HIT, percentage of warsupport hit you get is multiplied by this value and added to min convoy efficiencies, after successful invasion, AI will prio the enemy area for this number of days, fronts that belongs to recent invasions gets more prio, MIN_NUM_CONQUERED_PROVINCES_TO_DEPRIO_NAVAL_INVADED_FRONTS, if you conquer this amount of provinces after a naval invasion, it will lose its prio status and will act as a regular front, after a failed invasion, AI will down-prioritize invading the same area again for this number of days, for every failed invasion on an area, factor that area's invasion prio with this value, 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). Range is interpolated between building levels 1-15. Number of days after formation of faction or change in leadership before another country is allowed to assume leadership. 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, taskforces will wait at most this amount of hours in ally bases for repairs before switching to another base for repairs, the game will use this thresholds to define importance of a naval combat result. Valid between [0.0, 1.0]. Score for our units in province when distributing Railway Guns, DISTRIBUTION_FRIENDLY_UNITS_PRESENCE_SCORE, Score for friendly units in province when distributing Railway Guns, DISTRIBUTION_HOSTILE_UNITS_PRESENCE_SCORE, Score for hostile units in province when distributing Railway Guns, Score for combats in province when distributing Railway Guns, Score for combats in range when distributing Railway Guns, Score for our units in range when distributing Railway Guns, DISTRIBUTION_FRIENDLY_UNITS_INRANGE_SCORE, Score for friendly units in range when distributing Railway Guns, Score for hostile units in range when distributing Railway Guns, Score for distance to province when distributing Railway Guns, DISTRIBUTION_PROVINCE_CONTROLLED_BY_ENEMY_SCORE, Score for staying in province controlled by enemy, DISTRIBUTION_PROVINCES_CONTROLLED_BY_ENEMY_INRANGE_SCORE, Score for provinces controlled by enemy in range when distributing Railway Guns, Score for staying in the same province when distributing Railway Guns, Score for provinces with no railways (need to be low, but we allow RG to enter port provinces without railways), Score for provinces without sufficient supply cap, Trade factor is modified by distance times this, Trade factor is modified by Opinion value times this, If trade factor is less than this, no trade will be allowed, Each month a trade gets this much boost to it's trade factor, This is the maximum bonus that can be gained from time, Trade factor bonus at the other side having 100% party popularity for my party, What percentage of resources has to be sold to the buyer for the anti-monopoly factor to take effect, This is added to the factor value when anti-monopoly threshold is exceeded. Chance for loosing equipment when suffer attrition. I don't think it's reasonable that I get more warscore from strategic bombing north Africa then I get for occupying the entire Italian peninsula. When below, navy will go to home base to repair (in combat). how much enemy combat width we are allowed to engage per width of our own. SELECTED_COUNTRY_HIGHLIGHT_THICKNESS_MULT. How quickly is desire to unlock air doctrines accumulated? defines to calculate the capitals supply. ratio of fuel in an army to start getting penalties, if a supply chunk has more supply needed than this ratio + 1 compared to its max supply flow, the units inside the chiunk will get no fuel, max fuel ratio that an army can get per hour, multiplied by supply situation, fuel cost multiplier for all army related stuff, fuel consumption ratio in combat (plus ARMY_MOVEMENT_FUEL_MULT if you are also moving. Unused and deprecated - will be removed in next major version. How many in-game-naval-mines is one visual 3d naval mine? How much the Air defence in the state (from AA buildings level * air_defence) is scaled to affect overall disruption (equipment,manpower,str). However, since Lua does not create copies of tables by default, the base game's NDefines contains pointers to the actual elements, which are contained within NDefines_Graphics regardless. Factor for max number of units to assign to area defense orders, Factor for desired number of units to assign to area defense orders, Factor for min number of units to assign to area defense orders, Factor for max number of units to assign to area front orders, Factor for desired number of units to assign to area front orders, Factor for min number of units to assign to area front orders, Factor for max number of units to assign to naval invasion orders, Factor for desired number of units to assign to naval invasion orders, Factor for min number of units to assign to naval invasion orders, A factor applied to total front size and supply use. How much threat generated by other countries effects generated strategies. Scales how many carrier planes the AI want per carrier deck space. Recalculate desired best equipment to upgrade with this many days inbetween. How much air superiority reduction to the enemy does our AA guns? 53 Badges. will be shown on unit counters, { 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 }. Losers' total value times this factor becomes the default total peace conference score that is distributed to the winners. Until first x% of the flight path, the airplane will scale up. Penalty is higher as more hits was received (and AA guns was in the state). Also, this is the time the AI will keep the action in its incoming queue without declining it. After multiple request ive made a how to strat bomb in hoi4 tutorial, mostly as germany and england uk im showing how to use and counter strategic bombers in. the side with higher detection will get a bonus of this value, MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION, will clamp the bonus that you get from detection, HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR, 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, maximum penalty to get from larger fleets, HIGHER_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR, penalty if other side has stronger carrier air force, MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR, max penalty from stronger carrier air force, POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS, each ship that joins the combat will have this penalty to be added into positioning, MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS, the accumulated penalty from new ships will be clamped to this value, POSITIONING_PENALTY_HOURLY_DECAY_FOR_NEWLY_JOINED_SHIPS, the accumulated penalty from new ships will decay hourly by this value, SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING, screening efficiency (screen to capital ratio) at 0% positioning, AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING, submarine reveal change on 0% positioning, 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, 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, MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE. Army XP needed before attempting to create a variant of a type that uses the legacy upgrades system. REINFORCEMENT_THEATER_GROUP_PRIORITY_DEFAULT, Each theater group by default is 1)Normal. How much stockpiled equipment will be transferred on annexation, How much equipment from deployed divisions will be transferred on annexation, How much fuel will be transferred on annexation, How many convoys will be transferred on annexation, How many deployment lines minimum can be training, Ratio which% of army in field can be trained, How much equipment from deployed divisions will be transferred on capitulation, How much fuel will be transferred on capitulation. So if max damage is fe. Stats score for units are multiplied by this when the AI is deciding which front they should be assigned to, Importance of unit's terrain adjusted attack stat when assigning to a front, Importance of unit's terrain adjusted defense stat when assigning to a front, Importance of unit's terrain adjusted movement stat when assigning to a front, Importance of unit's terrain adjusted attack stat when assigning to an area defense order, Importance of unit's terrain adjusted defense stat when assigning to an area defense order, Importance of unit's terrain adjusted movement stat when assigning to an area defense order, factor for assigning mountaineer divisions to fronts with mountains (proportional to how much of that terrain type), factor for assigning tank divisions to fronts with mountains (proportional to how much of that terrain type), factor for assigning tank divisions to fronts with jungle (proportional to how much of that terrain type), Terrain score for units are multiplied by this when the AI is deciding which front they should be assigned to, Scoring factor for assigning tank divisions to active war fronts, Scoring factor for assigning tank divisions to non-war fronts. NUM_DAYS_TO_ENABLE_KICKING_NEW_MEMBERS_OF_FACTION, Number of days before being able to kick a new member of faction, NUM_DAYS_TO_ENABLE_REINVITE_KICKED_NATIONS, Number of days before being able to re invite a kicked nation to your faction, Negative opinion that will be received after kicking a nation, DECAY_RATE_OF_NEGATIVE_OPINION_AFTER_BEING_KICKED, Weekly decay rate of the negative opinion, Base cost in PP of breaking a truce by joining a war or accepting a call to war ( you cannot declare war yourself until the truce if up ), this is then multiplied by the time left on the truce ( so once half the truce is up it only cost 50% of this ), BASE_PEACE_TAKE_UNCONTROLLED_STATE_FACTOR, Base factor for taking state you do not control, BASE_PEACE_TAKE_FACTION_CONTROLLED_STATE_FACTOR, Base factor for taking state you do not control, but someone in faction does. Same as above, but for air wings with no airplanes. value between 0 and 100 above which to show coarse information about the spotted task force. How much the better agility (than opponent's) can reduce their damage to us. DIVISIONAL_COMMANDER_TRAIT_XP_REQUIREMENT, Get a trait if any valid options & xp gained >= this. Experience scale for lend leased equipment used in combat. (0.5 would mean a 50% war contribution gives 25 more legitimacy), GIE_CAPITULATION_LEGITIMACY_WARLENGTH_FACTOR, Multiplies war length (nr of weeks) with this factor for part of starting legitimacy. Formula: if( AGENCY_AI_BASE_NUM_FACTORIES <= num_civ_factories - num_upgrades * AGENCY_AI_PER_UPGRADE_FACTORIES ), Number of upgrade needed to unlock an additional operative slot, Number of days to wait to have operative to recruit when an operative slot first becomes available, Number of political power used to become Spy Master, Number of agency upgrades you need before becoming Spy Master, Base national counter intelligence rating for all countries, AGENCY_DEFENSE_EFFECT_ON_HOSTILE_ACTION_COST, 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, Amount of network strength lost in a state when it does not have the right controller anymore, Amount of network strength lost in a state that has the right controller but is out of range of any operative. Target-generated threat threshold to allow embargo (affected by modifiers), EMBARGO_DIFFERENT_IDEOLOGY_AT_OFFENSIVE_WAR_AI_WEIGHT, AI weight for different ideology and in offensive war (additive with above), AI weight for embargoing neighbors (neighbors are big and scary, we should consider not doing it), Events are checked every X day per country or state (1 is ideal, but CPU heavy). Approaching this will give diminishing returns. Base value when AI is evaluating distance score to places, Base score for region with naval invasion (modified dynamically by prioritizing orders), Extra patrol mission score near owned provinces, Extra escort mission score near owned provinces, Extra patrol mission score near controlled provinces, Extra escort mission score near controlled provinces, NAVAL_MISSION_MINES_PLANTING_NEAR_CONTROLLED. Maximum amount random leader to have per party. Each level of airbase building multiplied by this, gives capacity (max operational value). This value is the maximum to be delivered which is then modified by distance, Modifier for garrison equipment reinforcement speed, Scales impact of manpower deficiency by raising that deficiency to the number here. Defines are exposed constants used by the game to control almost every aspect of it. When calculating the importance of provinces, it takes number of enemy provinces into account, factored by this, Used when calculating the calue of front and defense area provinces for the battle plan system, Used when calculating the value of defense area in the battle plan system, Used when calculating the balue of defense area in the battle plan system, MIN_VP_NEEDED_FOR_DEFENSE_ORDER_ASSIGNMENTS, If a province has more than this VP, unit controller will try to assign units that prov, Used when calculating the calue of fronts in the battle plan system. Daily gain when running training exercise mission, AIR_WING_XP_GROUND_MISSION_COMPLETED_GAIN. FACTION_LEADERSHIP_CHANGE_NOT_CAPITULATED_WEIGHT. Likelihood that AI will fold in a bidding contest against human player. That's why after war we should decay them too. How much efficiency drops when losing convoys. Border color of hovered province. Note: accurate information are shown when spotting reach 100. How quickly is desire to unlock naval spirits accumulated? x1 if 2 away. Min manpower ratio to show air reserves alert, Min amount of political power country should have, Max amount of political power country should have, Level when average resistance in a country becomes dangerous, MIN_MAJOR_COUNTRIES countries with most factories will be considered as major countries, Countries will also be considered major when having more factories that the average of top MIN_MAJOR_COUNTRIES countries' factories times ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO, Which major country should be considered the base country when scaling generated world tension. If this is set to 0 no icons will be displayed for any forbidden specialized roles. The usefulness of strategic bombing Hello all, Could someone tell me in which way strat bombing is useful? UNLOCK_SPIRIT_TRUNCATION_SELECT_THRESHOLD. How long a country must wait before sending a new diplomatic request. That value must not be exposed as a define. it will wait this much hour before shuffling a task force to new area, SPOTTING_ENEMY_SPOTTING_MULTIPLIER_FOR_RUNNING_AWAY, enemy spotting is multiplied by this value to simulate running away, task force surface spotting value is multiplied by this and added to spotting percentage every hour, task force sub spotting value is multiplied by this and added to spotting percentage every hour, task forces that does not want to engage will reduce enemy spotting rate every hour by speed diff mult this ratio, speed diff bonus rate that is added to spotting every hour, value between 0 and 100 above which to show very coarse information about the spotted task force, SPOTTING_MISSION_DETECTION_THRESHOLD_MEDIUM. FLOATING_HARBOR_MAX_NAV_FACTORIES_PER_LINE, Railway gun strength repair speed per factory, Daily loss of efficiency for unused factory slots ( efficiency is tracked per factory slot in the production line ), Switch to red progress bar if penalty is over threshold. XP cost for converting one equipment module to a related module when creating an equipment variant. The AI "desires" to spend XP on doctrines, templates, and equipment. Impact of previously unexplored tech weights. Maximum number of days an operative can be forced into hiding. 0.0 < X < 1.0 means reluctant, X > 1.0 means want to. How much extra focus the AI should put on who it considers to be the easiest target. After this amount of VP the map icon becomes bigger dot.
How to get to peace conference hoi4 - Conference Blogs AI will try and keep 15% more convoys than what it needs. Value is int. valid 0-1, Base speed of manpower mobilization #in 1/1000 of 1%, Scaling of interceptions to war support impact, Max impact of interceptions on the war support, Scaling of bomber damage to war support impact, will be added weekly as a war support penalty, Max penalty that will gained per week from bomber's damage, Weekly decay of bomber damage war support penalty, HEROES_BEING_KILLED_WAR_SUPPORT_PENALTY_SCALE, Scaling of war heroes manpower lost to war support impact, will be added weekly as a war support penalty, MAX_HEROES_BEING_KILLED_WEEKLY_WAR_SUPPORT_PENALTY, Max penalty that will gained per week from war heroes manpower lost, HEROES_BEING_KILLED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY, Weekly decay of war heroes manpower lost war support penalty, MAX_HEROES_BEING_KILLED_WAR_SUPPORT_IMPACT, Max total penalty from war heroes manpower lost, Base value (inverted) for calculating heroes being killed, CONVOYS_BEING_RAIDED_WAR_SUPPORT_PENALTY_SCALE, Scaling of trade convoy raided to war support impact, will be added weekly as a war support penalty, MAX_CONVOYS_BEING_RAIDED_WEEKLY_WAR_SUPPORT_PENALTY, Max penalty that will gained per week from trade convoy raided, CONVOYS_BEING_RAIDED_WEEKLY_WAR_SUPPORT_PENALTY_DECAY, Weekly decay of trade convoy raided war support penalty, MAX_CONVOYS_BEING_RAIDED_WAR_SUPPORT_IMPACT, Max total penalty from trade convoy raided, applies as a factor to female unit leader randomization, once a trade convoy ship sunk, you will get a larger negative impact on your war support, CONVOYS_BEING_RAIDED_DAILY_WAR_SUPPORT_IMPACT_FROM_OVERSEA_STATES, resource transfer convoys convoys from our states being raided will give a daily war support penalty depending on how important that resource is and how inefficent convoys are, CONVOYS_SUNK_MULTIPLIER_FOR_WAR_SUPPORT_FROM_OVERSEA_STATES, once a resource transfer convoys from our states ship sunk, you will get a larger negative impact on your war support, CONVOYS_BEING_RAIDED_DAILY_WAR_SUPPORT_IMPACT, trade convoys being raided will give a daily war support penalty depending on how important that resource is and how inefficent convoys are, Max total penalty from operative performing the propaganda mission in a country, Amount of stability recovered daily from propaganda effort, Amount of war support recovered daily from war support effort, NUM_DAYS_TO_FULLY_DELETE_STOCKPILED_EQUIPMENT, time in days to fully delete equipments from stockpile.
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