# NOTE: Obviously, the order of these variables cannot be changed. economy = { # IC to TC ratio 1.1 # 1.0 # 1.50 # IC to Supplies ratio 4.0 # IC to Consumer Goods Ratio 1.5 # IC to Money Ratio 2.8 # was 2.3 in 0.60 # Dissent Change Speed 0.8 # Max Gearing Bonus ( never lower than value * build time ) 0.40 # Gearing Bonus Increment ( lessening of build time per successive build, down to Max Gearing Bonus ) 0.10 # 0.05 # Gearing Bonus Resource Cost Increment ( 1.0 = if 10% faster production 10% more resource usage) 0.9 # was 0.6 # Gearing Loss if no IC assigned ( 0.01 = 1% loss / day) 0.02 # IC Non-National Province Multiplier 0.3 # 0.4 # IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where applicable) 0.10 # 0.15 # TC Undeployed Division Load 10.0 # TC Occupied Province Load 1.2 # 1.0 # TC Land Division Load Multiplier 1.0 # TC Air Division Load Multiplier 0.8 # TC Naval Division Load Multiplier 0.75 # was 0.4 # TC Load from partisans 20.0 # was 12.0 # TC load factor from offensives 1.5 # TC Load from province dev 5.0 # TC Load from bases in queue 15.0 # National Province Manpower Multiplier (income per day) 0.01 # Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value. 0.001 # Colonial Province Manpower Multiplier (multiplied on the other) 0.1 # Requirement for "Influence Nation" to affect domestic sliders: Our IC >= Target IC * X 5.5 # was 2.0 # Trickle-back factor for manpower from losses in land combat (ie, how many are just wounded.) 0.35 # 0.45 in 1.07 # Reinforcement Manpower Cost Factor 1.0 # Reinforce cost 0.8 # Reinforce time 0.5 # was 0.7 # Upgrade cost 0.5 # Upgrade time 0.9 # Nationalism starting value 15.0 # 17.5 # Manpower Nationalism Value 2.5 # 1.5 # Monthly Nationalism reduction 0.075 # Time in days to send a division to an ally 60 # TC Load from undeployed brigades (multiplied on top of the division cost) 0.1 # was 0.3 # If units can be sold/transfered to non allied countries 0 # Cost to repair Province buildings 0.25 # Time to repair Province buildings 0.33 # Province Efficiency rise time in days ( _EV_PROV_EFF_RISE_TIME_ ) 270 # Core Province Efficiency rise time in days ( _EV_CORE_PROV_EFF_RISE_TIME_ ) 120 # was 135 # Line Upkeep (of base IC) 0.15 # Startup Retooling Time (days) - first time a line is opened 40 # 80 # Retooling Time (days) - line upgrade 20 # 40 # Retooling Cost (of base IC) 1.0 # Retooling Resource Cost (of base IC) 0.25 # daily aging of MP 0.0 # 0.000092 turned off until we understand it better # Suppplies usage on convoy hunt (times combat!) 0.5 # was 1.2 # Supply Usage Naval Static (value below * normal supply consumtion) 0.5 # was 1.0 # Supply Usage Naval Moving (value below * normal supply consumtion) 1.3 # was 1.1 # Supply Usage Naval Battle (value below * normal supply consumtion) 3.0 # was 5.0 # Supply Usage Aviation Static (value below * normal supply consumtion) 0.85 # was 1.0 # Supply Usage Aviation Moving (value below * normal supply consumtion) 1.3 # was 2.5 # Supply Usage Aviation Battle (value below * normal supply consumtion) 3.0 # was 4.0 # Supply Usage Aviation Bombing (value below * normal supply consumtion) 3.0 # 6.0 # Supply Usage Land Static (value below * normal supply consumtion) 0.85 # 1.0 # Supply Usage Land Moving (value below * normal supply consumtion) 1.3 # 1.5 # Supply Usage Land Battle (value below * normal supply consumtion) 3.0 # Supply Usage Land Bombing (artillery Bombardment, cost is below supplies * bombing stat) 4.5 # _EV_SUPPLIES_STOCK_LAND_, amount of stock stored in each divison - of combat usage 4.0 # _EV_SUPPLIES_STOCK_AIR_, amount of stock stored in each divison - of combat usage 3.0 # _EV_SUPPLIES_STOCK_NAVAL_, amount of stock stored in each divison - of combat usage 12.0 # _EV_SUPPLIES_RESTOCK_LAND_,The resupply speed compared to normal usage 1.0 # _EV_SUPPLIES_RESTOCK_AIR_,The resupply speed compared to normal usage 2.0 # _EV_SUPPLIES_RESTOCK_NAVAL_,The resupply speed compared to normal usage 10.0 # Synthetic Oil plant conversion multiplier (this value below is the maxumum converted oil producable by each Synthetic oil plant) 1.0 # Synthetic Rares plant conversion multiplier (this value below is the maxumum conversion of each plant) 5.0 # Military salary cost.. each MP in military service will cost this amount. 0.018 # was 0.022 in 0.60 # Max intelligence expenditure 0.10 # Max Research expenditure 1.0 # Military Salary Attrition Modifier (attriction multiplier added when no salary paid, this simulates deserters) 1.5 # Military Salary Dissent Modifier (Dissent added when no salaries paid) 1.1 # Nuclear Site upkeep cost (modified by sliders and ministers) 2.5 # Nuclear Power Plant upkeep cost (modified by sliders and ministers) 0.5 # Synthetic Oil site upkeep cost (in addition to resource cost,modified by sliders and ministers) 0.1 # Synthetic Rares site upkeep cost (in addition to resource cost,modified by sliders and ministers) 0.2 # Duration of detection (in days) 14.00 # _EV_CONVOY_PROV_HOSTILE_TIME_, Convoy will try to avoid this province if last attack < this value 30.00 # _EV_CONVOY_PROV_BLOCKED_TIME_, Convoy WILL NOT enter province if last attack < this value 7.00 # _EV_AUTOTRADE_CONVOY_, when determining a trading partner use score = (neededtransports / unassigned transports) * value below 100 # _EV_SPY_UPKEEP_COST_, Each spy will demand xx investment each day. 0.5 # _EV_SPY_DETECTION CHANCE_, Probability of a defending spy to detect a invading spy 3.0 # _EV_SPY_COUP_DISSENT_MODIFIER_, Increased coup odds per dissent point of target country 0.5 # _EV_INFRA_EFFICIENCY_MODIFIER_, the influence of infra on Efficiency 0.3 # _EV_MP_TO_CG_, How much IC does each MP provide in CG? 0.006 # was 0.005 in 0.61 # was 0.009 in 0.60 # _EV_TIME_BETWEEN_SLIDER_CHANGES - Time between slider changes! 360 # _EV_MIN_PLACEMENT_IC_, Minimum IC to allow non capital placement 8 # 40 # _EV_Nuclear_Power_, Each reactor can give below energy 0.0 # was 1.5 # _EV_FREE_INFRA_REPAIR_, Each day all province structures are repaired for free with below amount: 0.01 # _EV_MAX_SLIDER_DISSENT_, For moving slider before timeout - how much dissent gained? 18 # _EV_MIN_SLIDER_DISSENT_, Default dissent changing costs 0 # _EV_MAX_DISSENT_FOR_SLIDER_MOVE_, if above this, you cannot move the slider. 15 # _EV_IC_CONCENTRATION_BONUS_, each ic increases max effectivity by below value 0.01 # _EV_CONVOY_DUTY_CONVERSION_, Amount of Convoys generated when sending a transport unit to convoy duty 20 # 25 # _EV_ESCORT_DUTY_CONVERSION_, Amount of Escorts generated when sending a destroyer unit to escort duty 9 # _EV_MINISTER_CHANGE_DELAY_, freely changed minister 60 # _EV_MINISTER_CHANGE_EVENT_DELAY_, when events cause a minister change like for example death or elections 15 # _EV_IDEA_CHANGE_DELAY_, freely changed national idea 120 # _EV_IDEA_CHANGE_EVENT_DELAY_, when events causes an idea change 14 # _EV_LEADER_CHANGE_DELAY_ 7 # _EV_CHANGE_IDEA_DISSENT_, 6 # _EV_CHANGE_MINISTER_DISSENT_, 1 # _EV_MIN_DISSENT_REVOLT_, Min Dissent for revolt risk 40 # _EV_DISSENT_REVOLT_MULTIPLIER_, # chance for each dissent above _EV_MIN_DISSENT_REVOLT_, 0.5 # _EV_TP_MAX_ATTACH, Max number of attachments to transports 1 # _EV_SS_MAX_ATTACH, Max number of attachments to subs 1 # _EV_SSN_MAX_ATTACH, Max number of attachments to nuclear subs 1 # _EV_DD_MAX_ATTACH, Max number of attachments to destroyers 1 # _EV_CL_MAX_ATTACH, Max number of attachments to light cruisers 3 # _EV_CA_MAX_ATTACH, Max number of attachments to heavy cruisers 3 # _EV_BC_MAX_ATTACH, Max number of attachments to battlecruisers 4 # _EV_BB_MAX_ATTACH, Max number of attachments to battleships 4 # _EV_CVL_MAX_ATTACH, Max number of attachments to escort carriers 1 # _EV_CV_MAX_ATTACH, Max number of attachments to fleet carriers 2 # _EV_CAN_CHANGE_IDEAS_, 1 - Player can change ideas freely, 0 - Ideas can only be changed via events 0 # was 1 # Trickle-back factor for manpower from air losses. (ie, ground troops freed) 0.9 # Trickle-back factor for manpower from sea losses. (ie, people who didnt drown) 0.2 } combat = { # Land XP gain Factor 0.7 # was 0.5 # Naval XP gain Factor 8.0 # was 4.0 # Air XP gain Factor 2.5 # was 2.0 # Division XP gain Factor 1.25 # Leader XP gain Factor 1.25 # Attrition Severity Modifier 0.10 # new peace setting (1.08 has 0.15) # _CV_NO_SUPPLY_ATTRITION_SEVERITY_, Multiplier for out of supply! 3 #5 # _CV_NO_SUPPLY_MIN_ATTRITION_, Minimum attrition ->after<- multiplier 5 # Combat Modifier: Base Proximity 0.15 # Combat Modifier: Shore Bombardment Multiplier (Applies to the SB value of ships for org damage) 0.002 # Shore Bombardment cap 0.25 # Combat Modifier: Total Invasion Mod for each division above three. -0.1 # Combat Modifier: Multiple Combat Mod -0.3 # Combat Modifier: Offensive Combined Arms Bonus 0.05 # was 0.10 # Combat Modifier: Defensive Combined Arms Bonus 0.05 # was 0.15 # Combat Modifier: Surprise Mod -0.3 # Combat Modifier: Land Exceeding Max Command Limit Mod -0.75 # Combat Modifier: Air Exceeding Max Command Limit Mod -0.75 # Combat Modifier: Naval Exceeding Max Command Limit Mod -0.75 # Combat Modifier: Envelopment Mod (for each attack direction above one) 0.1 # Combat Modifier: Encircled Mod (for completely surrounded units) -0.1 # Combat Modifier: Land Fort Multiplier ( value * fort level) -0.09 # Combat Modifier: Coastal Fort Multiplier ( value * fort level) -0.09 # Combat Modifier: Dissent Multiplier -0.005 # Combat Modifier: Supply Problems Mod -0.5 # Combat Modifier: Radar Station ( value * radar level) 0.03 # Combat Modifier: Radar Station AA multiplier ( value * radar level) 0.05 # was 0.15 #15% extra for each Radar level # Combat Modifier: Interceptor vs Bomber Mod 0.20 # Combat Modifier: Total Air Overstacking Mod for each division above the enemy. -0.50 # Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two. -0.015 # was -0.016 # Land Leader Command Limit (nr of divisions), Rank 0 (highest) 12 # Land Leader Command Limit (nr of divisions), Rank 1 9 # Land Leader Command Limit (nr of divisions), Rank 2 3 # Land Leader Command Limit (nr of divisions), Rank 3 (lowest) 1 # Air Leader Command Limit (nr of divisions), Rank 0 (highest) 12 # Air Leader Command Limit (nr of divisions), Rank 1 8 # Air Leader Command Limit (nr of divisions), Rank 2 4 # Air Leader Command Limit (nr of divisions), Rank 3 (lowest) 2 # Naval Leader Command Limit (nr of ships), Rank 0 (highest) 35 # Naval Leader Command Limit (nr of ships), Rank 1 25 # Naval Leader Command Limit (nr of ships), Rank 2 10 # Naval Leader Command Limit (nr of ships), Rank 3 (lowest) 3 # HQ Command Limit Factor (value * HQ Leader Command Limit) 2 # Convoy protection factor (higher, the more fearful convoy escorts are for raiders.) 1.0 # Delay in hours after a combat ends before new orders can be given. 24 # Land Delay in hours before orders can be executed. (planning time) 6 # Naval Delay in hours before orders can be executed. (planning time) 4 # Air Delay in hours before orders can be executed. (planning time) 2 # Maximum sizes of air-stacks 4 # Effect of experience on combat 0.25 # Damage factor versus Naval Bases from bombing 0.3 # Damage factor versus Air Bases from bombing 0.5 # Damage factor versus AA from bombing 0.3 # Damage factor versus rocket from bombing 0.5 # Damage factor versus nuke from bombing 0.2 # Damage factor versus Radar from bombing 0.5 # Damage factor versus Infra from bombing 0.14 # CORE 0.41 setting # Damage factor versus IC from bombing 0.5 # Damage factor versus resources from bombing 0.8 # Damage factor versus Synthetic Oil plant from bombing 0.3 # How effective is ground-def efficiency when applied to defence chance rolls. 1.05 # back up from 1.0 # Base chance to avoid hit if defences left. 0.8 # Base chance to avoid hit if no defences left. 0.6 # CHANCE TO GET TERRAIN TRAIT 999 # 1200 # CHANCE TO GET EVENT TRAIT 999 # 1200 # BONUS ON TERRAIN TRAIT 0.05 # BONUS_ON_EVENT_TRAIT_ 0.025 # Chance of leaders dying while in combat per day 0.0003 # _CV_AIR_ORG_DMG_MODIFYER1_ Increasing this value will increase the str dmg air units takes (Str dmg * (ORG / below value)) 25.0 # Land - Air Combat ORG damage (Increasing this value will increase the org dmg air units takes from land units) 0.10 # 0.15 # Land - Air Combat STR damage (Increasing this value will increase the str dmg air units takes from land units) 0.03 # 0.04 # 0.05 # Ratio of Soft/Hard damage dealt by artillery bombardment 4.0 # was 3.0 # Damage factor versus Infra from artillery bombardment 0.02 # was 0.05 # Damage factor versus IC from artillery bombardment 0.01 # was 0.1 # Damage factor versus Resources from artillery bombardment 0.02 # was 0.2 # Penalty for artillery bombarder being attacked by enemy land units -0.3 # -0.5 # 50% penalty # Artillery STR damage factor (also affected by Land-Land combat) 0.10 # Artillery ORG damage factor (also affected by Land-Land combat) 0.20 # Land - Land Combat STR damage (All land based units attacks against other land based units) 0.12 # 0.11 # was 0.075 # Land - Land Combat ORG damage (All land based units attacks against other land based units) 0.30 # 0.40 #was originally 0.6... should lengthen battles # Air - Land Combat STR damage (All Air units attacks against land units) 0.20 # Air - Land Combat ORG damage (All Air units attacks against land units) 0.25 # Air - Naval Combat STR damage (All Air units attacks against Naval units) 0.3 # Air - Naval Combat ORG damage (All Air units attacks against Naval units) 0.8 # Air - Air Combat STR damage (All Air units attacks against Air units) 0.60 # 0.80 # 1.0 # Air - Air Combat ORG damage (All Air units attacks against Air units) 0.80 # 1.0 # Naval - Naval Combat STR damage (All Naval units attacks against Naval units) 1.5 # 0.75 # Naval - Naval Combat ORG damage (All Naval units attacks against Naval units) 1.0 # Naval - Air Combat STR damage (All Naval units attacks against Air based units) 0.1 # Naval - Air Combat ORG damage (All Naval units attacks against Air based units) 0.25 # _CV_MILITARY_EXPENSE_ATTRITION_MOD (value below is how lower military expense affects attrition severity) 1.3 # _CV_NAVAL_MIN_COMBAT_TIME, minimum combat time before retreat possible (prevent bouncing) | DO NOT CHANGE to less then 8 (wyk) 4.0 # was 1 (?) # _CV_LAND_MIN_COMBAT_TIME, minimum combat time before retreat possible (prevent bouncing) 4.0 # _CV_AIR_MIN_COMBAT_TIME,minimum combat time before retreat possible (prevent bouncing) 1.0 # _CV_LAND_OVERSTACKING_MOD_, severity of overstacking 0.9 # 1.0 # _CV_LAND_ORGLOSS, organization loss when moving 0.2 # _CV_AIR_ORGLOSS, organization loss when moving 0.2 # _CV_NAVAL_ORGLOSS, organization loss when moving 0.0 # _CV_SUPPLY_DISTANCE_SEVERITY_, the amount supply distance affects combat 3.0 # 1.0 # 3.0 in 1.07 vanilla, was 10.0 # _CV_SUPPLY_BASE_, the base ESE value 100.0 # _CV_LAND_ORGGAIN_, Org Gain divisor 0.65 # was 1.5 # _CV_AIR_ORGGAIN_,Org Gain divisor 1.0 # _CV_NAVAL_ORGGAIN_,Org Gain divisor 1.0 # _CV_NUKE_MP_DISSENT_, MP dissent modifier 1.0 # _CV_NUKE_IC_DISSENT_, IC dissent modifer 0.5 # _CV_NUKE_DISSENT_, total modifier 1.0 # _CV_LAND_FRIENDLY_ORGGAIN_, Extra orggain in friendly provinces 1.50 # was 1.75 # _CV_AIR_LAND_STOCK_MOD_, how much interdiction affects stock 0.1 # _CV_SCORCH_DAMAGE_, how much each STR affects scorch damage 0.00018 # 0.00015 # vanilla: 0.0005 # _CV_STAND_GROUND_DISSENT_, each MP lost while using this command will result in below dissent 0.001 # _CV_SCORCH_GROUND_BELLIGERENCE_, each hour the land is scorched - add below beliggerence 0.001 # _CV_DEFAULT_LAND_STACK_, how much should multideployment aim for? 3 # _CV_DEFAULT_NAVAL_STACK_, how much should multideployment aim for? 10 # 36 # was 18 # _CV_DEFAULT_AIR_STACK_, how much should multideployment aim for? 4 # _CV_DEFAULT_ROCKET_STACK_, how much should multideployment aim for? 1 # _CV_ARTILLERYBOMBARDMENT_FORT_DAMAGE_, damage done to forts 0.0001 # _CV_ARTILLERYBOMBARDMENT_ORG_COST_, each hour any active artillery bombarding unit will loose below ORG 0.0 # was 2.0 # _CV_LAND_COMBAT_FORT_DAMAGE_, timed STR of all units attacking 0.000025 # _CV_AIR_REBASE_FACTOR_Percentge of ORG lost when rebasing full range 0.3 # _CV_AIR_MAX_DISORGANIZED_, how many days is max disorganized -20 # _CV_AA_INFLICTED_STR_DAMAGE_, modefier for damage each hit makes 0.5 # _CV_AA_INFLICTED_ORG_DAMAGE_, modefier for damage each hit makes 2 # _CV_AA_INFLICTED_FLYING_, modefier for damage each hit makes - when flying past 0.25 # _CV_AA_INFLICTED_BOMBING_, modifier for damage each hit makes - when bombing current port / province 1 # _CV_HARD_ATTACK_STR_DAMAGE_, These are the extra effects of a used hard attack - below value value is added as extra damage to attack 6 # _CV_HARD_ATTACK_ORG_DAMAGE_, These are the extra effects of a used hard attack - below value value is added as extra damage to attack 1.5 # _CV_ARM_SOFT_BREAKTHROUGH_MIN_, This is the actual gain from beeing low softness - you can blow through the lines of badly defeded fronts (low hardness attack and high softness) 0.25 # _CV_ARM_SOFT_BREAKTHROUGH_MAX_, This is the actual gain from beeing low softness - you can blow through the lines of badly defeded fronts (low hardness attack and high softness) 0.75 # _CV_NAVAL_CRITICAL_HIT_CHANCE_, in % for each shot that hit! 1 # 10 # _CV_NAVAL_CRITICAL_HIT_EFFECT_, STR damage * below 40 # 10 # _CV_LAND_FORT_DAMAGE_, how much land forts are damaged by land combat 0.2 # was 1.0 # _CV_PORT_ATTACK_SUPRISE_CHANCE_DAY_, Base chance to suprise during day 33 # _CV_PORT_ATTACK_SUPRISE_CHANCE_NIGHT_, Base chance to suprise during night 75 # _CV_PORT_ATTACK_SUPRISE_MOD_, How much suprise means for defendant. -0.33 # _CV_RADAR_ANTI_SUPRISE_CHANCE_, How much each radar reduces suprise chance. 1.0 # _CV_RADAR_ANTI_SUPRISE_MOD_, How much suprise panality is reduced by radar. 0.25 # _CE_COUNTERATTACK_ str modifier vs attacker 1.0 # _CE_COUNTERATTACK_ org modifier vs attacker 2.0 # _CE_COUNTERATTACK_ str modifier vs defender 1.50 # _CE_COUNTERATTACK_ org modifier vs defender 1.0 # _CE_ASSAULT_ str modifier vs attacker 1.50 # _CE_ASSAULT_ org modifier vs attacker 1.0 # _CE_ASSAULT_ str modifier vs defender 1.0 # _CE_ASSAULT_ org modifier vs defender 2.0 # _CE_ENCIRCLEMENT_ str modifier vs attacker 1.0 # _CE_ENCIRCLEMENT_ org modifier vs attacker 0.9 # _CE_ENCIRCLEMENT_ str modifier vs defender 2.5 # _CE_ENCIRCLEMENT_ org modifier vs defender 1.5 # _CE_AMBUSH_ str modifier vs attacker 0.8 # _CE_AMBUSH_ org modifier vs attacker 0.8 # _CE_AMBUSH_ str modifier vs defender 1.4 # _CE_AMBUSH_ org modifier vs defender 1.4 # _CE_DELAY_ str modifier vs attacker 1.0 # _CE_DELAY_ org modifier vs attacker 1.0 # _CE_DELAY_ str modifier vs defender 0.5 # _CE_DELAY_ org modifier vs defender 1.0 # _CE_TACTICAL_WITHDRAWAL_ str modifier vs attacker 0.5 # _CE_TACTICAL_WITHDRAWAL_ org modifier vs attacker 0.75 # _CE_TACTICAL_WITHDRAWAL_ str modifier vs defender 0.5 # _CE_TACTICAL_WITHDRAWAL_ org modifier vs defender 0.50 # _CE_BREAKTHROUGH_ str modifier vs attacker 0.8 # _CE_BREAKTHROUGH_ org modifier vs attacker 1.0 # _CE_BREAKTHROUGH_ str modifier vs defender 1.0 # _CE_BREAKTHROUGH_ org modifier vs defender 2.0 } research = { # Blueprint Bonus 2.0 # Pre-Historical Date Mod (value * days prior to historical date. Lower limit for the total is -0.9. ) -0.00100 # Money cost for each skill-level 0.8 # 0.90 # was 1.00 # was 1.65 # Mean number of "invention" events occuring per year 4 # After-Historical Date Mod (value * days after to historical date. limit for the total is 1.50. ) 0.0003 # 0.0004 # Tech speed modifier - value below affects tech speed 1.40 # 1.41 # _RV_PRE_HISTORICAL_PENALTY_LIMIT_, Can not go below 0.1 # _RV_AFTER_HISTORICAL_PENALTY_LIMIT_, Can not go above 2.0 # 1.5 # _RV_MAX_TECH_SLOTS_, Maximum number of tech slots 10 # _RV_SLOT_IC_INCREMENT_, IC increment when a slot is gained 10 # was 20 # Maximum random modifier (eg. a value of 0.2 will result in a daily random modifier between 0.8 - 1.2) 0.1 # 0 }