Hoi4 Special Forces Limit
In terms of armed forces, Romania is strong on land but weak on the seas. It starts 1936 with 22 infantry, 4 mountain, 4 cavalry, and 1 light tank division, plus 4 destroyers and 72 interwar fighters. Its limited manpower means focusing on special forces. Right just gonna throw this out there on what I think the reasoning of the devs is: We want to simulate the drafting proccess as in not every man is capable of jumping out of a plane or storming a beach under heavy fire, or even fighting in alpine conditions, for that reason only 5% of all drafted battalions can be special forces, this can be further increased by foci, descisions and choosing. Specialforcesattackfactor specialforcescap Multiplied by total amount of normal battalions to calculate how many special force battalions you can have. Default value is 0.05, meaning you can have 1 special force battalion for every 20 normal battalions. (battalions are the different units within a division) specialforcesdefencefactor.
What is a Modifier?[edit]
A Modifier is something that can affect your nation in many different ways. Everything from research speed to army organisation can be changed.
Modifiers is NOT a one time use command, and needs something to apply it.
Modifiers can be gained through every static or dynamic token that persists over time:
- National focus - If the Focus gives a idea with modifiers in it, or unlocks a hidden research (such as with Jungle Training from TfV India).
- Research - Ex. Doctrines.
- Terrain - All terrain gives different bonuses that can be changed.
- Events - If the Event gives a idea with modifiers in it, or unlocks a hidden research.
- Ideas - National Spirits
- Advisors - Works the same as Ideas, and can have the same modifiers.
- Laws - Works the same as Ideas, and can have the same modifiers.
- Stability Defines - Can both be added as the negative effect (sub-50% Stability) or positive effect (pro-50% Stability)
- War Support Defines - Can both be added as the negative effect (sub-50% War Support) or positive effect (pro-50% War Support )
La Résistance[edit]
Hidden Modifiers can be added with this block : hidden_modifier = { }
Name | Effect | Example |
---|---|---|
operative_slot | Spy vacancy | operative_slot = 5 |
intel_network_gain_factor | Intelligence network growth | intel_network_gain_factor = 0.5 |
resistance_target | Target of resistance | resistance_target = -0.1 |
compliance_gain | Daily compliance growth | compliance_gain = 0.3 |
intelligence_agency_defense | Antispyware defense | intelligence_agency_defense = 1 |
intel_from_operatives_factor | Intelligence bonus from spies | intel_from_operatives_factor = 0.2 |
own_operative_detection_chance_factor | Probability of our agents being found | own_operative_detection_chance_factor = -0.7 |
root_out_resistance_effectiveness_factor | Unknown | root_out_resistance_effectiveness_factor = 0.1 |
legitimacy_gain_factor | Unknown | legitimacy_gain_factor = 0.1 |
La Resistance modifiers[edit]
Name | Effect | Example | Modifier type | Usage |
---|---|---|---|---|
legitimacy_gain_factor | that applies to legitimacy change as a factor | legitimacy_gain_factor = 0.1 | Used mostly for governments in exile. | |
navy_leader_start_level | changes starting level of leaders, similar to army leaders | navy_leader_start_level = 1 | level based | |
navy_leader_start_attack_level | changes starting level of leaders attack wise, similar to army leaders | navy_leader_start_attack_level = 1 | level based | |
navy_leader_start_defense_level | changes starting level of leaders defense wise, similar to army leaders | navy_leader_start_defense_level = 1 | level based | |
navy_leader_start_maneuvering_level | changes starting level of admirals maneuvering wise | navy_leader_start_maneuvering_level = 1 | level based | |
navy_leader_start_coordination_level | changes starting level of admirals coordination wise | navy_leader_start_coordination_level = 1 | level based | |
intel_network_gain | modifies how much intel is gained | intel_network_gain = 0.1 | percentage based | |
operative_slot | Increases the max number of operatives by the given value. | operative_slot = 1 | ||
resistance_damage_to_garrison | Reduces/increases damage to the garrisons of the current scope. | resistance_damage_to_garrison = -0.1 | Percentual (0.10 being 10%) |
Man the Guns modifiers[edit]
Name | Effect | Example | Modifier type | Usage |
---|---|---|---|---|
legitimacy_daily | Increase country legitimacy per day. | legitimacy_daily = 0.1 | Flat Gain | Used mostly for governments in exile. |
targeted_legitimacy_daily | Same as legitimacy_daily but with a scope for TAG. | targeted_legitimacy_daily = { USA = 0.1 } | Flat Gain | Used mostly for governments in exile. |
training_time_air_factor | Reduces/increases air training time | training_time_air_factor= 0.10 | Percentual (0.10 being 10%) | Used for efficiency or similar effects in the airforce. |
master_ideology_drift | Change in the puppets ideology per day. Will drift in the masters current ruling ideology. | master_ideology_drift = 0.1 | Flat gain. | Does not require TfV. |
license_infantry_eq_tech_difference_speed_factor | Increase in tech research speed if you are licensing that equipment. | license_infantry_eq_tech_difference_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_artillery_eq_tech_difference_speed_factor | Increase in tech research speed if you are licensing that equipment. | license_artillery_eq_tech_difference_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_light_tank_eq_tech_difference_speed_factor | Increase in tech research speed if you are licensing that equipment. | license_light_tank_eq_tech_difference_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_anti_tank_eq_tech_difference_speed_factor | Increase in tech research speed if you are licensing that equipment. | license_anti_tank_eq_tech_difference_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_infantry_eq_production_speed_factor | Change in output of the specific equipment if you are licensing that equipment. | license_infantry_eq_production_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_artillery_eq_production_speed_factor | Change in output of the specific equipment if you are licensing that equipment. | license_artillery_eq_production_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_light_tank_eq_production_speed_factor | Change in output of the specific equipment if you are licensing that equipment. | license_light_tank_eq_production_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_anti_tank_eq_production_speed_factor | Change in output of the specific equipment if you are licensing that equipment. | license_anti_tank_eq_production_speed_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_infantry_eq_cost_factor | Change in cost if you are licensing that equipment. | license_infantry_eq_cost_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_artillery_eq_cost_factor | Change in cost if you are licensing that equipment. | license_artillery_eq_cost_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_light_tank_eq_cost_factor | Change in cost if you are licensing that equipment. | license_light_tank_eq_cost_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
license_anti_tank_eq_cost_factor | Change in cost if you are licensing that equipment. | icense_anti_tank_eq_cost_factor= 0.10 | Percentual (0.10 being 10%) | Requires TfV or DoD |
weekly_manpower | Adds x to your manpower pool per week. | weekly_manpower = 1000 | Flat amount of manpower per week. | |
refit_speed | Percentage change to refit speed. | refit_speed = 0.1 | Percentual (0.1 being 10%) | |
navy_refit_speed | Percentage change to a refit of navy groups. | navy_refit_speed= 0.4 | Percentual (0.4 being 40%) | |
refit_ic_cost | Percentage change to the cost of refitting. | refit_ic_cost = 0.4 | Percentual (0.4 being 40%) | |
navy_refit_ic_cost | Percentage change to a refit of navy groups. | navy_refit_ic_cost = 0.4 | Percentual (0.4 being 40%) | |
naval_equipment_upgrade_xp_cost | Percentage change to the the xp cost when creating a variant. | naval_equipment_upgrade_xp_cost = 0.4 | Percentual (0.4 being 40%) | |
land_equipment_upgrade_xp_cost | Percentage change to the the xp cost when creating a variant. | land_equipment_upgrade_xp_cost = 0.4 | Percentual (0.4 being 40%) | |
air_equipment_upgrade_xp_cost | Percentage change to the the xp cost when creating a variant. | air_equipment_upgrade_xp_cost = 0.4 | Percentual (0.4 being 40%) | |
repair_speed_factor | Percentage change ship repair speed. | repair_speed_factor = 0.4 | Percentual (0.4 being 40%) | |
fuel_gain_factor | Percentage increase in fuel from oil | fuel_gain_factor = 0.2 | Percentual (0.2 being 20%) | |
fuel_gain_factor_from_states | Percentage increase in fuel from refineries | fuel_gain_factor_from_states = 0.1 | Percentual (0.1 being 10%) | |
max_fuel_factor | Percentage modification to fuel capacity | max_fuel_factor = 0.1 | Percentual (0.1 being 10%) |
Waking the Tiger modifiers[edit]
Name | Effect | Example | Modifier type | Usage |
---|---|---|---|---|
stability_factor | Bonus to total stability | stability_factor = 0.10 | Percentual (0.10 being 10%) | Used mainly in national spirits to increase or lower Stability. |
stability_weekly | Gain in Stability per week | stability_weekly = 0.01 | Percentual (0.01 being 1%) | Used in national spirits to reflect growth or reductions over time in Stability. |
war_support_factor | Bonus to total war support | war_support_factor = 0.10 | Percentual (0.10 being 10%) | Used mainly in national spirits to reflect increased or lowered War Support. |
war_support_weekly | Gain in War support per week | war_support_weekly = 0.01 | Percentual (0.01 being 1%) | Used in national spirits to reflect growth or reductions over time in War Support. |
cic_to_target_factor | Used for Autonomy.(Can be used in other ways) Determines how many % of CIV's go to designated target. | cic_to_target_factor = 0.10 | Percentual (0.10 being 10%) | Is mainly used in autonomy and puppet defines. |
mic_to_target_factor | Used for Autonomy.(Can be used in other ways) Determines how many % of MIL's go to designated target. | mic_to_target_factor = 0.10 | Percentual (0.10 being 10%) | Is mainly used in autonomy and puppet defines. |
extra_trade_to_target_factor | Used for Autonomy.(Can be used in other ways) Modifies how much extra resources the overlord gains for free. | extra_trade_to_target_factor = 1.0 | Percentual (1.0 being 100%) | Is mainly used in autonomy and puppet defines. |
trade_cost_for_target_factor | Used for Autonomy.(Can be used in other ways) Makes trade cheaper/more expensive | trade_cost_for_target_factor = 0.5 | Percentual (0.5 being 50%) | Is mainly used in autonomy and puppet defines. |
max_command_power | Increases command power cap. | max_command_power = 10 | Flat added on top of the default 100 | Most often used in National Spirits related to military administrative ability or similar effects. |
command_power_gain | Flat bonus to the daily command power gain. | command_power_gain = 0.5 | Flat daily extra gain | Most often used in National Spirits related to military administrative ability or similar effects. |
command_power_gain_mult | Percentage bonus to the daily command power gain. | command_power_gain_mult = 0.5 | Percentual (0.5 being 50%) | Most often used in National Spirits related to military administrative ability or similar effects. |
targeted_modifier | Modifier targeted for one country. | targeted_modifier = { tag = GER attack_bonus_against = 0.1 } | Percentual (0.1 being 10%) | Can be used in both national spirits and in decisions. Used extensively in Vanilla for the Germany/USSR war and the China/Japan war. |
attack_bonus_against | Percentage Attack Bonus against one country | attack_bonus_against = 0.1 | Percentual (0.1 being 10%) | Can be used in both national spirits and in decisions. Used extensively in Vanilla for the Germany/USSR war and the China/Japan war. |
defense_bonus_against | Percentage Defense Bonus against one country | defense_bonus_against = 0.1 | Percentual (0.1 being 10%) | Can be used in both national spirits and in decisions. Used extensively in Vanilla for the Germany/USSR war and the China/Japan war. |
special_forces_cap | Increases ratio of Special Forces to Regulars | special_forces_cap = 0.02 | Percentual (0.02 being 2%) | The base amount of Special Forces is 2% of your total battalions deployed. This is added on top of that if used. |
special_forces_min | Increases base number of Special Force brigades allowed | special_forces_min = 100 | Flat base number of battalions as special forces | |
civilian_factory_use | Reduces number of available civilian factories, used mostly for decisions. Only works with Waking the Tiger enabled. | civilian_factory_use = 3 | Flat amount of CIV's used. | |
mobilization_speed | Percentage increase to mobilization speed | mobilization_speed = 0.1 | Percentual (0.1 being 10%) | |
defensive_war_stability_factor | Percentage decrease to impact of defensive war on stability | defensive_war_stability_factor = 0.4 | Percentual (0.4 being 40%) | |
offensive_war_stability_factor | Percentage decrease to impact of offensive war on stability | offensive_war_stability_factor = 0.4 | Percentual (0.4 being 40%) | |
surrender_limit | Percentage increase of the amount of VPs needed to take for own country to capitulate | surrender_limit = 0.4 | Percentual (0.4 being 40%) |
Country modifiers[edit]
Name | Effect | Example | Note |
---|---|---|---|
IDEOLOGY_drift | Modifies the drift towards the specified ideology | fascism_drift = 0.10 | |
drift_defence_factor | Modifies the ideology drift defence | drift_defence_factor = 0.25 | |
political_power_gain | Bonus to the daily political power gain | political_power_gain = 0.5 | |
political_power_factor | Modifies the political power gained daily | political_power_factor = 0.25 | |
political_advisor_cost_factor | Modifies the cost of employing a new political advisor | political_advisor_cost_factor = 0.25 | |
trade_laws_cost_factor | Modifies the cost of modifying the trade law of the country | trade_laws_cost_factor = 0.25 | |
mobilization_laws_cost_factor | Modifies the cost of modifying the conscription law of the country | mobilization_laws_cost_factor = 0.25 | |
economy_cost_factor | Modifies the cost of modifying the economy of the country | economy_cost_factor = 0.25 | |
high_command_cost_factor | Modifies the cost of employing a new high command | high_command_cost_factor = 0.25 | |
air_chief_cost_factor | Modifies the cost of employing a new air chief | air_chief_cost_factor = 0.25 | |
army_chief_cost_factor | Modifies the cost of employing a new army chief | army_chief_cost_factor = 0.25 | |
navy_chief_cost_factor | Modifies the cost of employing a new navy chief | navy_chief_cost_factor = 0.25 | |
foreign_subversive_activites | Modifies efficiency of subversive activities of OTHER countries on OWN country | foreign_subversive_activites = -0.50 | |
subversive_activites_upkeep | Modifies the cost of OWN subversive activities in foreign countries | subversive_activites_upkeep = -0.1 | |
lend_lease_tension | Modifies the world tension level required for sending lend lease | lend_lease_tension = -0.20 | |
send_volunteers_tension | Modifies the world tension required for sending volunteers | send_volunteers_tension = -0.20 | |
send_volunteer_divisions_required | Modifies the amount of divisions required for sending volunteers | send_volunteer_divisions_required = -0.25 | |
send_volunteer_size | Bonus to the maximum number of divisions that can be sent as volunteers | send_volunteer_size = 1 | |
trade_opinion_factor | Modifies the likeliness of other countries accepting trade deals | trade_opinion_factor = 0.25 | |
join_faction_tension | Modifies the world tension level required to join factions | join_faction_tension = -0.20 | |
justify_war_goal_time | Modifies the time required for justifying a war goal | justify_war_goal_time = -0.25 | |
generate_wargoal_tension | Modifies the world tension level required to generate wargoals | generate_wargoal_tension = -0.4 | |
IDEOLOGY_acceptance | Changes an ideology's acceptance by the specified value | democratic_acceptance = 85 | |
guarantee_tension | Modifies the world tension level required to guarantee a foreign country | guarantee_tension = -0.5 | |
guarantee_cost | Modifies the cost of guaranteeing a foreign country | guarantee_cost = -0.5 | |
license_purchase_cost | Changes purchase costs for all licenses | license_purchase_cost = -0.5 | |
license_EQUIPMENT_purchase_cost | Changes purchase costs for licenses (EQUIPMENT can be: air, infantry, armor, naval) | license_armor_purchase_cost = -0.5 | |
license_production_speed | Changes production speed of bought licensed equipment | license_production_speed = -0.5 | |
license_tech_difference_speed | Modifies production speed penalty from tech level difference | license_tech_difference_speed = -0.5 | |
improve_relations_maintain_cost_factor | Modifies the cost of maintaining 'Improve relations' diplomatic actions | improve_relations_maintain_cost_factor = -0.75 | |
enemy_justify_war_goal_time | Modifies the time required for OTHER countries to justify war goal against OWN country | enemy_justify_war_goal_time = 0.1 | |
autonomy_gain | Bonus to autonomy gained per day | autonomy_gain = 1 | |
subjects_autonomy_gain | Bonus to autonomy gained by subjects per day | subjects_autonomy_gain = 1 | |
resistance_target | Modifies resistance growth in all occupied states | resistance_target = -0.05 | |
opinion_gain_monthly_factor | Modifies the opinion gain from improving relations | opinion_gain_monthly_factor = 0.15 | |
opinion_gain_monthly_same_ideology_factor | Modifies the monthly opinion gain for being of the same ideology | opinion_gain_monthly_same_ideology_factor = 0.5 | |
military_leader_cost_factor | Modifies the cost of recruiting new generals | military_leader_cost_factor = -0.50 | |
army_leader_start_level | Bonus to the starting level of new generals | army_leader_start_level = 1 | |
army_leader_start_attack_level | Bonus to the starting attack level of new generals | army_leader_start_attack_level= 1 | |
army_leader_start_planning_level | Bonus to the starting planning level of new generals | army_leader_start_planning_level= 1 | |
army_leader_start_defense_level | Bonus to the starting defense level of new generals | army_leader_start_defense_level= 1 | |
army_leader_start_logistics_level | Bonus to the starting logistics level of new generals | army_leader_start_logistics_level= 1 |
AI modifiers[edit]
Name | Effect | Example |
---|---|---|
ai_focus_defense_factor | Modifies the AI defense focus | ai_focus_defense_factor = 0.5 |
ai_focus_aggressive_factor | Modifies the AI aggressive focus | ai_focus_aggressive_factor = 0.5 |
ai_get_ally_desire_factor | Bonus to likeliness of AI to get allies | ai_get_ally_desire_factor = 100 |
ai_call_ally_desire_factor | Modifies the AI's desire to call allies into wars | ai_call_ally_desire_factor = -40 |
ai_join_ally_desire_factor | Modifies the AI's desire to join allies in wars | ai_join_ally_desire_factor = -30 |
ai_badass_factor | Modifiers the AI's threat perception of others. 0.01 = 1% threat perception | ai_badass_factor = 0.01 |
ai_desired_divisions_factor | Tendency of AI production Army division | ai_desired_divisions_factor = 1 |
Army modifiers[edit]
- Generic modifiers
Name | Effect | Example |
---|---|---|
conscription_factor | Conscription % bonus (applied AFTER recruitable population is calculated) | conscription_factor = 0.1 |
conscription | Conscription bonus (increases recruitable population by specified %). | conscription = 0.01 |
non_core_manpower | A addition to the percentage of manpower in non-cores. Base in non-cores is 2%, 0.02. (therefore, a value of 0.02 will result in 4% non-core manpower) | non_core_manpower = 0.02 |
army_core_attack_factor | Bonus to division attack on core territory | army_core_attack_factor = 0.1 |
army_core_defence_factor | Bonus to division defence on core territory | army_core_defence_factor = 0.1 |
training_time_army_factor | Changes the time it takes to train new divisions by the specified percentage (compare to: training_time_factor) | training_time_army_factor = -0.1 |
training_time_factor | Changes the time it takes to train new divisions by the specified percentage (compare to: training_time_army_factor) | training_time_factor = -0.1 |
planning_speed | Bonus to planning speed of armies in % | planning_speed = 0.10 |
max_planning | Bonus to maximum planning level of armies in % | max_planning = 0.25 |
army_org_factor | Modifies the maximum organization level of all troops (percentage) | army_org_factor = 0.05 |
army_org | Bonus to maximum organization level of all troops (flat number) | army_org = 5 |
recon_factor | Bonus to reconnaissance of all troops | recon_factor = 0.05 |
army_morale_factor | Bonus to division recovery rate | army_morale_factor = 0.1 |
partisan_effect | Modifies the effect of own partisans on enemy countries | partisan_effect = 0.1 |
enemy_partisan_effect | Modifies the effect of enemy partisans on own country | enemy_partisan_effect = -0.1 |
decryption_factor | Bonus to decryption | decryption_factor = 0.2 |
encryption_factor | Bonus to encryption | encryption_factor = 0.2 |
amphibious_invasion | Bonus to speed of amphibious invasions | amphibious_invasion = 0.10 |
invasion_preparation | Modifies the preparation time for amphibious invasions | invasion_preparation = -0.3 |
land_reinforce_rate | Modifies the rate at which divisions are reinforced | land_reinforce_rate = 0.3 |
defence | Bonus % to defense | defence = 0.1 |
offence | Bonus % to offence | offence = 0.1 |
army_defence_factor | Bonus to division defence factor | army_defence_factor = 0.1 |
army_attack_factor | Bonus to division offence factor | army_attack_factor = 0.1 |
army_speed_factor | Bonus to division speed factor | army_speed_factor = 0.05 |
attrition | Modifier to overall army attrition | attrition = -0.1 |
heat_attrition_factor | Modifies the heat attrition of armies | heat_attrition_factor = -0.5 |
winter_attrition_factor | Modifies the winter attrition of armies | winter_attrition_factor = -0.5 |
acclimatization_cold_climate_gain_factor | Modifies the speed of army cold acclimatization | acclimatization_cold_climate_gain_factor = 0.1 |
acclimatization_hot_climate_gain_factor | Modifies the speed of army hot acclimatization | acclimatization_hot_climate_gain_factor = 0.1 |
terrain_penalty_reduction | Reduces army terrain penalty (only functions as a leader/general trait, not as a national idea) | terrain_penalty_reduction = 0.5 |
max_dig_in | Bonus to max entrenchment | max_dig_in = 1 |
dig_in_speed | Bonus to entrenchment speed | dig_in_speed = 0.25 |
dig_in_speed_factor | Bonus to entrenchment speed factor | dig_in_speed_factor = 0.25 |
supply_consumption_factor | Modifies amount of supplies consumed | supply_consumption_factor = -0.20 |
out_of_supply_factor | Modifies the penalty for being out of supply | out_of_supply_factor = -0.5 |
experience_gain_army | Bonus to daily army experience gain (flat number) | experience_gain_army = 0.05 |
experience_gain_army_factor | Modifies the amount of army experience gained (percentage) | experience_gain_army_factor = -0.1 |
experience_loss_factor | Modifies the amount of experience lost when units suffer damage, -1.0 means no loss. | experience_loss_factor = -0.1 |
minimum_training_level | Modifies the amount of training a unit needs before it can be deployed. -0.2 means instant deployment. | minimum_training_level = -0.1 |
no_supply_grace | How many additional hours a unit can go without supply before it begins suffering penalties | no_supply_grace = 48 |
- Specific modifiers
Name | Effect | Example |
---|---|---|
army_armor_speed_factor | Modifies the speed of all armor units in the army | army_armor_speed_factor = 0.05 |
army_armor_attack_factor | Modifies the attack of all armor units in the army | army_armor_attack_factor = 0.1 |
army_armor_defence_factor | Modifies the defence of all armor units in the army | army_armor_defence_factor = 0.05 |
army_artillery_attack_factor | Modifies the attack of all artillery units in the army | army_artillery_attack_factor = 0.15 |
army_artillery_defence_factor | Modifies the defence of all artillery units in the army | army_artillery_defence_factor = 0.05 |
army_infantry_attack_factor | Modifies the attack of all infantry units in the army | army_infantry_attack_factor = 0.05 |
army_infantry_defence_factor | Modifies the defence of all infantry units in the army | army_infantry_defence_factor = 0.1 |
special_forces_attack_factor | Modifies the attack of all special forces units in the army | special_forces_attack_factor = 0.1 |
special_forces_defence_factor | Modifies the defence of all special forces units in the army | special_forces_defence_factor = 0.1 |
cavalry_attack_factor | Modifies the attack of all cavalry units in the army | cavalry_attack_factor = 0.05 |
cavalry_defence_factor | Modifies the defence of all cavalry units in the army | cavalry_defence_factor = 0.05 |
mechanized_attack_factor | Modifies the attack of all mechanized units in the army | mechanized_attack_factor = 0.05 |
mechanized_defence_factor | Modifies the defence of all mechanized units in the army | mechanized_defence_factor = 0.05 |
motorized_attack_factor | Modifies the attack of all motorized units in the army | motorized_attack_factor = 0.05 |
motorized_defence_factor | Modifies the defence of all motorized units in the army | motorized_defence_factor = 0.05 |
air_paradrop_attack_factor | Modifies the attack of paradropped troops | air_paradrop_attack_factor = 0.01 |
air_paradrop_defence_factor | Modifies the defence of paradropped troops | air_paradrop_defence_factor = 0.03 |
air_paradrop_agility_factor | Modifies the agility of paradropped troops (Exists and localizes but does not seem to do anything at all.) | air_paradrop_agility_factor = 0.03 |
Air modifiers[edit]
- Generic modifiers
Name | Effect | Example |
---|---|---|
air_ace_generation_chance_factor | Modifies the chance of generating aces | air_ace_generation_chance_factor = 0.10 |
enemy_army_bonus_air_superiority_factor | Modifies the bonus for enemies from air superiority | enemy_army_bonus_air_superiority_factor = -0.05 |
army_bonus_air_superiority_factor | Modifies the bonus to land combat from having air superiority | army_bonus_air_superiority_factor = 0.05 |
air_accidents_factor | Modifies the chance of air accidents | air_accidents_factor = -0.05 |
air_night_penalty | Modifies the penalty for nighttime air operations | air_night_penalty = -0.1 |
air_weather_penalty | Modifies the penalty for bad weather for air operations | air_weather_penalty = -0.1 |
air_range_factor | Modifies the range of all of your air forces | air_range_factor = -0.1 |
experience_gain_air | Bonus to daily air experience gain (flat number) | experience_gain_air = 0.05 |
experience_gain_air_factor | Modifies the amount of air experience gained (percentage) | experience_gain_air_factor = 0.1 |
- Specific modifiers
Name | Effect | Example |
---|---|---|
naval_strike_attack_factor | Modifies the attack factor for naval strikes of air wings | naval_strike_attack_factor = 0.02 |
naval_strike_targetting_factor | Modifies the targetting efficiency for naval strikes of air wings | naval_strike_targetting_factor = 0.02 |
naval_strike_agility_factor | Modifies the agility factor for naval strikes of air wings | naval_strike_agility_factor = 0.02 |
air_interception_attack_factor | Modifies the attack factor for interception missions of air wings | air_interception_attack_factor = 0.02 |
air_interception_defence_factor | Modifies the defence factor for interception missions of air wings | air_interception_defence_factor = 0.02 |
air_interception_agility_factor | Modifies the agility factor for interception missions of air wings | air_interception_agility_factor = 0.02 |
air_air_superiority_attack_factor | Modifies the attack factor for air superiority missions of air wings | air_air_superiority_attack_factor = 0.02 |
air_air_superiority_defence_factor | Modifies the defence factor for air superiority missions of air wings | air_air_superiority_defence_factor = 0.02 |
air_air_superiority_agility_factor | Modifies the agility factor for air superiority missions of air wings | air_air_superiority_agility_factor = 0.02 |
air_close_air_support_attack_factor | Modifies the attack factor for close air support missions of air wings | air_close_air_support_attack_factor = 0.02 |
air_close_air_support_defence_factor | Modifies the defence factor for close air support missions of air wings | air_close_air_support_defence_factor = 0.02 |
air_close_air_support_agility_factor | Modifies the agility factor for close air support missions of air wings | air_close_air_support_agility_factor = 0.02 |
air_strategic_bomber_attack_factor | Modifies the attack factor for strategic bombing missions of air wings | air_strategic_bomber_attack_factor = 0.01 |
air_strategic_bomber_defence_factor | Modifies the defence factor for strategic bombing missions of air wings | air_strategic_bomber_defence_factor = 0.01 |
air_strategic_bomber_agility_factor | Modifies the agility factor for strategic bombing missions of air wings | air_strategic_bomber_agility_factor = 0.01 |
air_strategic_bomber_bombing_factor | Modifies the bombing factor for strategic bombing missions of air wings | air_strategic_bomber_bombing_factor = 0.03 |
air_cas_present_factor | Modifies the efficiency of tactical bombing missions | air_cas_present_factor = 0.1 |
Naval modifiers[edit]
- Generic modifiers
Name | Effect | Example |
---|---|---|
convoy_escort_efficiency | Modifies the efficiency of convoy escorting | convoy_escort_efficiency = 0.25 |
naval_retreat_chance | Modifies the chance of a successful naval retreat | naval_retreat_chance = 0.2 |
naval_retreat_speed | Modifies the speed of naval retreats | naval_retreat_speed = 0.25 |
ships_at_battle_start | Modifies the number of ships in the first contact | ships_at_battle_start = 0.25 |
spotting_chance | Modifies the chance to spot enemy ships | spotting_chance = 0.1 |
navy_anti_air_attack_factor | Modifies the anti air attack of naval units | navy_anti_air_attack_factor = 0.1 |
sortie_efficiency | Modifies sortie efficiency of carriers | sortie_efficiency = 0.1 |
naval_hit_chance | Modifies the overall naval hit chance | naval_hit_chance = 0.05 |
naval_coordination | Modifies the overall naval coordination | naval_coordination = 0.01 |
convoy_raiding_efficiency_factor | Modifies the efficience of commerce raiding | convoy_raiding_efficiency_factor = 0.1 |
naval_speed_factor | Modifies the speed of naval units | naval_speed_factor = 0.1 |
navy_submarine_detection_factor | Modifies the chance of detecting enemy submarines | navy_submarine_detection_factor = 0.1 |
navy_max_range_factor | Modifies the maximum range of navies | navy_max_range_factor = 0.05 |
experience_gain_navy | Bonus to daily navy experience gain (flat number) | experience_gain_navy = 0.05 |
experience_gain_navy_factor | Modifies the amount of navy experience gained (percentage) | experience_gain_navy_factor = 0.1 |
- Specific modifiers
Name | Effect | Example |
---|---|---|
navy_carrier_air_attack_factor | Modifies the attack of planes of carriers | navy_carrier_air_attack_factor = 0.03 |
navy_carrier_air_targetting_factor | Modifies the defence of planes of carriers | navy_carrier_air_targetting_factor = 0.03 |
navy_carrier_air_agility_factor | Modifies the agility of planes of carriers | navy_carrier_air_agility_factor = 0.04 |
navy_capital_ship_attack_factor | Modifies the attack of capital ships | navy_capital_ship_attack_factor = 0.05 |
navy_capital_ship_defence_factor | Modifies the defence of capital ships | navy_capital_ship_defence_factor = 0.05 |
navy_submarine_attack_factor | Modifies the attack of all submarine units in the navy | navy_submarine_attack_factor = 0.2 |
navy_submarine_defence_factor | Modifies the defence of all submarine units in the navy | navy_submarine_defence_factor = 0.2 |
navy_screen_attack_factor | Modifies the attack of screen ships | navy_screen_attack_factor = 0.05 |
navy_screen_defence_factor | Modifies the defence of screen ships | navy_screen_defence_factor = 0.05 |
naval_torpedo_range_factor | Modifies the range of torpedoes | naval_torpedo_range_factor = 1 |
Industry modifiers[edit]
- Generic modifiers
Name | Effect | Example |
---|---|---|
production_factory_max_efficiency_factor | Bonus to max factory efficiency | production_factory_max_efficiency_factor = 0.1 |
line_change_production_efficiency_factor | Bonus to production efficiency retention | line_change_production_efficiency_factor = 0.2 |
production_speed_buildings_factor | Bonus to speed of overall construction | production_speed_buildings_factor = 0.1 |
conversion_cost_civ_to_mil_factor | Modifies the cost of converting civilian factories to military | conversion_cost_civ_to_mil_factor = -0.2 |
industrial_capacity_factory | Overall production boost for military factories | industrial_capacity_factory = 0.1 |
industrial_capacity_dockyard | Overall production boost for dockyards | industrial_capacity_dockyard = 0.2 |
consumer_goods_factor | Modifies the factor of factories occupied with producing consumer goods | consumer_goods_factor = 0.05 |
production_factory_efficiency_gain_factor | Modifies the production efficiency gain factor | production_factory_efficiency_gain_factor = 0.05 |
production_factory_start_efficiency_factor | Modifies the starting production efficiency of factories | production_factory_start_efficiency_factor = 0.05 |
local_building_slots_factor | Modifies the amount of factories that can be built in a state | local_building_slots_factor = - 0.5 |
local_resources_factor | Modifies the resource gain efficiency | local_resources_factor = 0.10 |
production_oil_factor | Changes oil production by the specified percentage. Stacks and adds up with local_resources_factor. There are no factors such as this available for the other resources. | production_oil_factor = 0.1 |
equipment_conversion_speed | Modifies the speed of converting equipment | equipment_conversion_speed = 0.05 |
min_export | Modifies the % of goods that need to be exported | min_export = -0.05 |
global_building_slots_factor | Modifies the amount of factories that can be built in a state | global_building_slots_factor = 0.10 |
industry_air_damage_factor | Modifies the vulnerability of factories to bombs | industry_air_damage_factor = -0.1 |
industry_free_repair_factor | Changes free repair speed by the specified percentage | industry_free_repair_factor = 1 |
industry_repair_factor | Changes repair speed by the specified percentage | industry_repair_factor = 0.5 |
- Specific modifiers
Name | Effect | Example |
---|---|---|
production_speed_[BUILDING NAME]_factor | Bonus to speed of constructing specified building, for example in Old World Blues: | production_speed_water_generator_factor = 0.1 |
production_speed_arms_factory_factor | Bonus to speed of constructing military factories | production_speed_arms_factory_factor = 0.1 |
production_speed_industrial_complex_factor | Bonus to speed of constructing civilian factories | production_speed_industrial_complex_factor = 0.1 |
production_speed_bunker_factor | Bonus to speed of constructing land forts | production_speed_bunker_factor = 0.3 |
production_speed_coastal_bunker_factor | Bonus to speed of constructing coastal forts | production_speed_coastal_bunker_factor = 0.3 |
production_speed_anti_air_building_factor | Bonus to speed of constructing anti air guns | production_speed_anti_air_building_factor = 0.3 |
production_speed_dockyard_factor | Bonus to speed of constructing dockyards | production_speed_dockyard_factor = 0.2 |
production_speed_naval_base_factor | Bonus to speed of constructing naval bases | production_speed_naval_base_factor = 0.2 |
production_speed_air_base_factor | Bonus to speed of constructing air bases | production_speed_air_base_factor = 0.15 |
production_speed_rocket_site_factor | Bonus to speed of constructing rocket sites | production_speed_rocket_site_factor = 0.15 |
production_speed_radar_station_factor | Bonus to speed of constructing radar stations | production_speed_radar_station_factor = 0.15 |
production_speed_infrastructure_factor | Bonus to speed of constructing infrastructure | production_speed_infrastructure_factor = 0.2 |
production_speed_nuclear_reactor_factor | Bonus to speed of constructing nuclear reactors | production_speed_nuclear_reactor_factor = 0.25 |
production_speed_synthetic_refinery_factor | Bonus to speed of constructing synthetic refineries | production_speed_synthetic_refinery_factor = 0.1 |
Other modifiers[edit]
Name | Effect | Example |
---|---|---|
research_speed_factor | Overall research speed bonus. Ex. 0.1 means 10% reduced research time with -0.1 being 10% increased research time. Thus the more positive a number is, the better. | research_speed_factor = 0.05 |
Research time reductions | When researching specific technologies or technology categories, add_tech_bonus is used along with the category you want to have a % reduced research time in. | add_tech_bonus = { name = GER_industrial_research |
MONTHLY_POPULATION | Changes monthly population growth by the specified percentage | MONTHLY_POPULATION = 0.5 |
nuclear_production_factor | Changes nuke production by the specified percentage | nuclear_production_factor = 0.1 |
Documentation | Effects • Triggers • Defines • Modifiers • List of modifiers • Scopes • Localisation • Variables • Arrays • On actions |
Scripting | AI • Bookmarks • Buildings • Cosmetic tags • Countries • Divisions • Decisions • Equipment • Events • Ideas • Ideologies • National Focuses • Resources • Scripted GUI • Technology • Units |
Map | Map • States • Supply areas • Strategic regions |
Graphical | Interface • Graphical Assets • Entities • Posteffects • Particles • Fonts |
Cosmetic | Portraits • Namelists • Music • Sound |
Other | Console commands • Troubleshooting • Mod structure |
Modifiers listed here are recognized by the game, but not necessarily used in any context.
The listed decimal places is for display only. All numbers support up to 3 decimal places.
Name | In-game description | Notes |
---|---|---|
agency_upgrade_time | Agency upgrade time | Number with 2 decimal places |
army_intel_factor | Army Intelligence | |
navy_intel_factor | Navy Intelligence | |
airforce_intel_factor | Air Intelligence | |
civilian_intel_factor | Civilian Intelligence | |
army_intel_decryption_bonus | Decrypted Army Cipher Bonus | Number with 0 decimal places |
navy_intel_decryption_bonus | Decrypted Navy Cipher Bonus | |
airforce_intel_decryption_bonus | Decrypted Airforce Cipher Bonus | |
civilian_intel_decryption_bonus | Decrypted Civilian Cipher Bonus | |
boost_ideology_mission_factor | Boost Ideology mission effects | Number with 2 decimal places |
control_trade_mission_factor | Control Trade mission effects | |
propaganda_mission_factor | Propaganda mission effects | |
diplomatic_pressure_mission_factor | Diplomatic Pressure mission effects | |
boost_resistance_factor | Strengthen Resistance efficiency | |
commando_trait_chance_factor | Chance of recruiting an Operative with the Commando trait | Number with 0 decimal places |
crypto_department_enabled | Crypto Department Enabled | Boolean |
crypto_strength | Cryptology Level | Number with 0 decimal places |
decryption_power | Decryption Power | |
decryption_power_factor | Decryption Power Factor | Number with 2 decimal places |
enemy_operative_recruitment_chance | Enemy nationality recruit chance | |
root_out_resistance_effectiveness_factor | Root Out Resistance mission effects | |
intel_from_operatives_factor | Intelligence gained from Operatives and Infiltrated Assets | |
intel_network_gain | Intel network strength gain | |
intel_network_gain_factor | Intel network strength gain | |
intelligence_agency_defense | Counter intelligence | |
defense_impact_on_blueprint_stealing | Impact of enemy Counter Intelligence on Steal Blueprints operation | Unconfirmed |
operative_slot | Operative slots | Number with 0 decimal places |
new_operative_slot_bonus | Operative recruitment choices | |
operative_death_on_capture_chance | Death chance of our Operative on capture | Number with 2 decimal places |
occupied_operative_recruitment_chance | Occupied friendly nationality recruit chance | |
operation_cost operation_outcome operation_risk | Operation <parameter> | |
operation_fake_intel_cost operation_fake_intel_outcome operation_fake_intel_risk | False Intelligence <parameter> | |
operation_rescue_operative_cost operation_rescue_operative_outcome operation_rescue_operative_risk | Rescue Operative <parameter> | |
operation_make_resistance_contacts_cost operation_make_resistance_contacts_outcome operation_make_resistance_contacts_risk | Make Resistance Contacts <parameter> | |
operation_boost_resistance_cost operation_boost_resistance_outcome operation_boost_resistance_risk | Strengthen Resistance <parameter> | |
operation_collaboration_government_cost operation_collaboration_government_outcome operation_collaboration_government_risk | Prepare Collaboration Government <parameter> | |
operation_coup_government_cost operation_coup_government_outcome operation_coup_government_risk | Stage Coup <parameter> | |
operation_capture_cipher_cost operation_capture_cipher_outcome operation_capture_cipher_risk | Capture Cipher <parameter> | |
operation_coordinated_strike_cost operation_coordinated_strike_outcome operation_coordinated_strike_risk | Coordinated Strike <parameter> | |
operation_infiltrate_cost operation_infiltrate_outcome operation_infiltrate_risk | Infiltration <parameter> | |
operation_infiltrate_armed_forces_army_cost operation_infiltrate_armed_forces_army_outcome operation_infiltrate_armed_forces_army_risk | Infiltrate Army <parameter> | |
operation_infiltrate_armed_forces_navy_cost operation_infiltrate_armed_forces_navy_outcome operation_infiltrate_armed_forces_navy_risk | Infiltrate Navy <parameter> | |
operation_infiltrate_armed_forces_airforce_cost operation_infiltrate_armed_forces_airforce_outcome operation_infiltrate_armed_forces_airforce_risk | Infiltrate Airforce <parameter> | |
operation_infiltrate_civilian_cost operation_infiltrate_civilian_outcome operation_infiltrate_civilian_risk | Infiltrate Civilian Administration <parameter> | |
operation_steal_tech_cost operation_steal_tech_outcome operation_steal_tech_risk | Steal Blueprint <parameter> | |
operation_steal_tech_army_cost operation_steal_tech_army_outcome operation_steal_tech_army_risk | Steal Military Blueprints <parameter> | |
operation_steal_tech_navy_cost operation_steal_tech_navy_outcome operation_steal_tech_navy_risk | Steal Naval Blueprints <parameter> | |
operation_steal_tech_airforce_cost operation_steal_tech_airforce_outcome operation_steal_tech_airforce_risk | Steal Aviation Industry Blueprints <parameter> | |
operation_steal_tech_civilian_cost operation_steal_tech_civilian_outcome operation_steal_tech_civilian_risk | Steal Industrial Blueprints <parameter> | |
target_sabotage_cost target_sabotage_factor target_sabotage_risk | Sabotage <parameter> | |
operation_targeted_sabotage_industry_cost operation_targeted_sabotage_industry_outcome operation_targeted_sabotage_industry_risk | Sabotage Industry <parameter> | |
operation_targeted_sabotage_infrastructure_cost operation_targeted_sabotage_infrastructure_outcome operation_targeted_sabotage_infrastructure_risk | Sabotage Infrastructure <parameter> | |
operation_targeted_sabotage_resources_cost operation_targeted_sabotage_resources_outcome operation_targeted_sabotage_resources_risk | Sabotage Resources <parameter> | |
ai_focus_defense_factor | AI Modifier: Focus on Defense | Number with 1 decimal places; see AI_focuses#Modding |
ai_focus_aggressive_factor | AI Modifier: Focus on Offense | |
ai_focus_war_production_factor | AI Modifier: Focus on War Production | |
ai_focus_military_advancements_factor | AI Modifier: Focus on Military Advancements | |
ai_focus_peaceful_factor | AI Modifier: Focus on Peace | |
ai_focus_naval_factor | AI Modifier: Focus on Navy | |
ai_focus_naval_air_factor | AI Modifier: Focus on Naval Air | |
ai_focus_aviation_factor | AI Modifier: Focus on Aviation | |
ai_focus_military_equipment_factor | AI Modifier: Focus on Military Equipment | |
ai_badass_factor | AI Modifier: Threat receptivity | Number with 1 decimal places |
ai_desired_divisions_factor | Factor on how many divisions the country aims to produce. | |
ai_get_ally_desire_factor | AI Modifier: Desire to be in or expand a faction | Number with 0 decimal places |
ai_call_ally_desire_factor | AI Modifier: Call Ally Desire | |
ai_join_ally_desire_factor | AI Modifier: Join Ally Desire | |
ai_license_acceptance | Acceptance when requesting to buy license | |
offence | Attack | Number with 2 decimal places |
defence | Defense | |
attack_bonus_against | Attack bonus against country | Number with 1 decimal places |
attack_bonus_against_cores | Attack on their core territory | |
defense_bonus_against | Defense bonus against country | |
land_night_attack | Land Night Attack | |
army_attack_factor | Division Attack | Number with 2 decimal places |
army_defence_factor | Division Defense | |
army_core_attack_factor | Division Attack on core territory | |
army_core_defence_factor | Division Defense on core territory | |
army_speed_factor | Divisions speed | |
army_speed_factor_for_controller | Divisions speed | Number with 2 decimal places; state modifier |
army_org | Division Organization | Number with 1 decimal places |
army_org_factor | Division Organization | |
army_org_regain | Army Organization Regain | Number with 2 decimal places |
org_loss_when_moving | Org Loss when Moving | Number with 1 decimal places |
army_morale | Division Recovery Rate | |
army_morale_factor | Division Recovery Rate | |
breakthrough | Breakthrough | Number with 2 decimal places; must be used in an land eq. category |
breakthrough_factor | Breakthrough | Number with 2 decimal places |
breakthrough_bonus_against | Breakthrough bonus against country | Number with 1 decimal places |
dig_in_speed | Entrenchment speed | Number with 0 decimal places |
dig_in_speed_factor | Entrenchment speed | Number with 1 decimal places |
max_dig_in | Max Entrenchment | |
max_dig_in_factor | Max Entrenchment | |
dont_lose_dig_in_on_attack | No Entrenchment Lose On Attack | Boolean |
recon_factor | Reconnaissance | Number with 1 decimal places |
recon_factor_while_entrenched | Recon Bonus While Entrenched | |
max_planning | Max planning | |
planning_speed | Planning Speed | |
supply_consumption_factor | Supply Consumption | |
out_of_supply_factor | Out of Supply | |
no_supply_grace | Supply Grace | |
extra_marine_supply_grace | Extra Marine Supply Grace | |
extra_paratrooper_supply_grace | Extra Paratrooper Supply Grace | |
attrition | Division Attrition | |
attrition_for_controller | Division Attrition | Number with 1 decimal places; state modifier |
winter_attrition | Winter Attrition | Number with 1 decimal places |
winter_attrition_factor | Winter Attrition | Number with 2 decimal places |
heat_attrition | Heat Attrition | Number with 1 decimal places |
heat_attrition_factor | Heat Attrition | Number with 2 decimal places |
unit_upkeep_attrition_factor | Unit Upkeep | Number with 0 decimal places |
max_training | Max training | Number with 2 decimal places |
training_time_factor | Training time | |
training_time_army | Division training time | Number with 1 decimal places |
training_time_army_factor | Division training time | |
armor_value | Armor | Number with 2 decimal places; must be used in an eq. category |
minimum_training_level | Minimum training level | Number with 0 decimal places |
land_reinforce_rate | Reinforce Rate | Number with 1 decimal places |
combat_width_factor | Own Combat Width | |
terrain_penalty_reduction | Terrain Penalty Reduction | |
pocket_penalty | Encirclement penalty | |
experience_gain_army | Army Experience Gain | |
experience_gain_army_factor | Army Experience Gain | |
experience_gain_army_unit | Division Experience Gain | |
experience_gain_army_unit_factor | Division Experience Gain | |
experience_loss_factor | Experienced soldier losses | |
acclimatization_cold_climate_gain_factor | Cold acclimatization gain factor | |
acclimatization_hot_climate_gain_factor | Hot acclimatization gain factor | |
army_armor_attack_factor army_armor_defence_factor army_armor_speed_factor army_infantry_attack_factor army_artillery_attack_factor cavalry_attack_factor motorized_attack_factor mechanized_attack_factor special_forces_attack_factor <unit_type>_attack_factor | <unit_type> <stat> | Number with 1 decimal places |
special_forces_min | Special Forces Minimum Capacity | Number with 0 decimal places |
special_forces_cap | Special Forces Capacity Multiplier | Number with 1 decimal places |
special_forces_training_time_factor | Special Forces Division training time | |
special_forces_no_supply_grace | Special Forces Supply Grace | |
special_forces_out_of_supply_factor | Special Forces Out of Supply | Number with 2 decimal places |
max_commander_army_size | General Max Army Size | Number with 0 decimal places |
max_marshal_army_size | Field Marshal Max Army Size | |
max_commander_army_group_size | General Max Army Group Size | |
max_marshal_army_group_size | Field Marshal Max Army Group Size | |
air_superiority_bonus_in_combat | Air Superiority Bonus in Combat | Number with 1 decimal places |
cas_damage_reduction | Damage Reduction Against CAS | |
shore_bombardment_bonus | Shore Bombardment Bonus | |
disable_strategic_redeployment | Strategic Redeployment Disabled | Boolean |
disable_strategic_redeployment_for_controller | Strategic Redeployment Disabled | Boolean; state modifier |
air_attack | Air Attack | Number with 0 decimal places; must be used in an air eq. category |
air_attack_factor | Air Attack | Number with 2 decimal places |
air_defence | Air Defense | Number with 0 decimal places; must be used in an air eq. category |
air_defence_factor | Air Defense | Number with 2 decimal places |
air_agility | Agility | Number with 0 decimal places; must be used in an air eq. category |
air_agility_factor | Agility | Number with 2 decimal places |
maximum_speed | Max Air Speed | Number with 0 decimal places; must be used in an air eq. category |
air_maximum_speed_factor | Max Air Speed | Number with 2 decimal places |
air_accidents | Air Accidents Chance | Number with 1 decimal places |
air_accidents_factor | Air Accidents Chance | Number with 2 decimal places |
air_range | Air Range | Number with 0 decimal places; must be used in an air eq. category |
air_range_factor | Air Range | Number with 2 decimal places |
air_weather_penalty | Bad Weather Penalty | |
air_night_penalty | Night Operations Penalty | |
air_detection | Air Detection | |
air_fuel_consumption_factor | Air Fuel Consumption | Number with 2 decimal places |
experience_gain_air | Air Experience Gain | |
experience_gain_air_factor | Air Experience Gain | Number with 1 decimal places |
air_training_xp_gain_factor | Air Wing Training Experience Gain | Number with 0 decimal places |
air_mission_xp_gain_factor | Air Wing Mission Experience Gain | |
air_ace_generation_chance_factor | Ace generation chance | Number with 2 decimal places |
air_wing_xp_loss_when_killed_factor | Air Wing Experience loss when killed | Unconfirmed |
air_mission_efficiency | Air Mission Efficiency | Number with 1 decimal places |
air_superiority_efficiency | Air Superiority Mission Efficiency | Number with 2 decimal places |
air_intercept_efficiency | Interception Mission Efficiency | |
air_cas_efficiency | Air Support Mission Efficiency | |
air_escort_efficiency | Escort Efficiency | |
air_nav_efficiency | Naval Mission Efficiency | |
air_interception_attack_factor air_interception_defence_factor air_interception_agility_factor air_interception_detect_factor air_air_superiority_attack_factor air_close_air_support_attack_factor air_strategic_bomber_attack_factor naval_strike_attack_factor | <Mission> <stat> | |
air_paradrop_attack_factor air_paradrop_defence_factor air_paradrop_agility_factor | Paradrop <stat> | Number with 2 decimal places; air_paradrop_agility_factor - exists and localizes but does not seem to do anything at all. |
air_superiority | Air Superiority | Number with 1 decimal places; must be used in an air eq. category |
air_cas_present_factor | Ground support | Number with 2 decimal places |
ground_attack | Ground attack | |
ground_attack_factor | Ground attack factor | |
air_bombing | Ground Bombing | Number with 1 decimal places; must be used in an air eq. category |
air_bombing_targetting | Ground Bombing Targeting | Number with 1 decimal places |
strategic_bomb_visibility | Strategic bombing visibility | Number with 2 decimal places |
naval_strike_attack_factor | Naval Bombing | Number with 0 decimal places |
naval_strike_targetting_factor | Naval Targeting | |
naval_strike_agility_factor | Naval Agility | |
mines_planting_by_air_factor | Aerial minelaying efficiency | |
mines_sweeping_by_air_factor | Aerial minesweeping efficiency | |
modifier_enemy_port_superiority_limit | Port strike enemy superiority limit: | |
rocket_attack_factor | Rocket Damage | Number with 1 decimal places |
naval_damage_factor | Damage | Number with 2 decimal places |
naval_defense_factor | Defense | |
navy_org | Navy Organization | Number with 1 decimal places |
navy_org_factor | Navy Organization | |
naval_morale | Ship Recovery Rate | |
naval_morale_factor | Ship Recovery Rate | |
naval_speed_factor | Naval Speed | Number with 0 decimal places |
navy_max_range | Naval max range | |
navy_max_range_factor | Naval max range factor | Number with 2 decimal places |
navy_fuel_consumption_factor | Navy Fuel Consumption | |
naval_attrition | Attrition | |
navy_visibility | Visibility | |
spotting_chance | Spotting Chance | Number with 0 decimal places |
ships_at_battle_start | Number of ships in the first contact | |
positioning | Positioning | Number with 1 decimal places |
naval_coordination | Fleet Coordination | Number with 0 decimal places |
naval_detection | Naval Detection | |
naval_strike | Naval Strike | |
naval_hit_chance | Naval Hit Chance | |
strike_force_movement_org_loss | Strike Force Org loss | Number with 2 decimal places |
naval_has_potf_in_combat_attack | Attack when in combat alongside the Pride of the Fleet | |
naval_has_potf_in_combat_defense | Defense when in combat alongside the Pride of the Fleet | |
navy_casualty_on_hit | Casualties factor on hit | |
navy_casualty_on_sink | Casualties on sink | |
naval_accidents_chance | Accident chance | |
critical_receive_chance | Chance to Receive Critical Hit | Number with 1 decimal places |
naval_critical_effect_factor | Effects of sustained Critical Hits | Number with 2 decimal places |
naval_critical_score_chance_factor | Chance to score Critical Hit | |
navy_submarine_attack_factor navy_submarine_defence_factor navy_submarine_detection_factor navy_screen_attack_factor navy_capital_ship_attack_factor navy_carrier_air_attack_factor | <ship_role> <stat> | |
screening_efficiency | Screening Efficiency | Number with 1 decimal places |
convoy_escort_efficiency | Escort efficiency | |
submarine_attack | Submarine Attack | |
convoy_raiding_efficiency_factor | Convoy Raiding Efficiency | Number with 2 decimal places |
sortie_efficiency | Sortie efficiency | Number with 0 decimal places |
fighter_sortie_efficiency | Fighters sortie efficiency | |
carrier_traffic | Carrier Traffic | |
carrier_capacity_penalty_reduction | Carrier overcrowding | Number with 1 decimal places |
port_strike | Port strikes | |
naval_mine_hit_chance | Chance to hit naval mine | Number with 2 decimal places |
naval_mines_damage_factor | Naval mines damage | Number with 0 decimal places |
naval_mines_effect_reduction | Naval mines avoidance | |
mines_planting_by_fleets_factor | Naval minelaying efficiency | |
mines_sweeping_by_fleets_factor | Naval minesweeping efficiency | |
naval_torpedo_hit_chance_factor | Torpedo hit chance | Number with 2 decimal places |
naval_torpedo_reveal_chance_factor | Torpedo reveal chance | |
naval_torpedo_screen_penetration_factor | Torpedo screen penetration | |
naval_torpedo_cooldown_factor | Torpedo cooldown | |
navy_anti_air_attack | Naval AA attack | Number with 1 decimal places |
navy_anti_air_attack_factor | Naval AA attack | Number with 2 decimal places |
naval_retreat_chance | Retreat Decision Chance | Number with 0 decimal places |
naval_retreat_speed | Fleet speed while retreating | |
sub_retreat_speed | Submarine speed while retreating | |
convoy_retreat_speed | Convoy speed while retreating | |
naval_enemy_fleet_size_ratio_penalty_factor | Enemy fleet size penalty | Number with 2 decimal places |
naval_enemy_retreat_chance | Enemy retreat chance | |
production_cost_max_convoy production_cost_max_ship_hull_submarine production_cost_max_ship_hull_light production_cost_max_ship_hull_heavy production_cost_max_ship_hull_cruiser production_cost_max_ship_hull_carrier production_cost_max_<hull_type> | <hull> Max Cost | Number with 0 decimal places |
navy_refit_speed | Naval Equipment Refitting Speed | |
navy_refit_ic_cost | Naval Equipment Refitting Cost | |
repair_speed_factor | Ship Repair Speed | |
transport_capacity | Troop convoy requirements | Number with 2 decimal places |
invasion_preparation | Invasion Preparation Time | Number with 1 decimal places |
naval_invasion_capacity | Naval Invasion Capacity | Number with 0 decimal places |
naval_invasion_penalty | Invasion Penalty | |
amphibious_invasion | Amphibious Invasion Speed | Number with 1 decimal places |
amphibious_invasion_defence | Invasion Defense | Number with 0 decimal places |
democratic_drift communism_drift fascism_drift neutrality_drift <ideology_group>_drift | Daily <ideology_group> Support | Number with 2 decimal places |
democratic_acceptance communism_acceptance fascism_acceptance neutrality_acceptance <ideology_group>_acceptance | Acceptance of <ideology_group> Diplomacy | |
drift_defence_factor | Ideology drift defense | Number with 1 decimal places |
master_ideology_drift | Master Ideology Drift | Number with 2 decimal places |
political_power_cost | Daily Political Power Cost | Number with 0 decimal places |
political_power_gain | Daily Political Power Gain | Number with 2 decimal places |
political_power_factor | Political Power Gain | |
stability_factor | Stability | |
stability_weekly | Weekly Stability | |
stability_weekly_factor | Weekly Stability Gain | |
party_popularity_stability_factor | Party Popularity Stability Modifier | |
war_stability_factor | War Penalty Stability Modifier | |
defensive_war_stability_factor | Defensive War Penalty Stability Modifier | |
offensive_war_stability_factor | Offensive War Penalty Stability Modifier | |
war_support_factor | War Support | |
war_support_weekly | Weekly War Support | |
war_support_weekly_factor | Weekly War Support Gain | |
command_power_gain | Daily Command Power Gain | |
command_power_gain_mult | Daily Command Power Gain Multiplier | Number with 0 decimal places |
max_command_power | Maximum Command Power Increase | |
max_command_power_mult | Maximum Command Power Increase Multiplier | |
surrender_limit | Surrender Limit | Number with 2 decimal places |
forced_surrender_limit | Surrender Limit | |
max_surrender_limit_offset | Minimum Surrender Limit | |
monthly_population | Monthly Population | Number with 1 decimal places |
conscription | Recruitable Population | Number with 2 decimal places |
conscription_factor | Recruitable Population Factor | Number with 0 decimal places |
recruitable_population | Additional Recruitable Population | Number with 3 decimal places |
recruitable_population_factor | Recruitable Population | Number with 2 decimal places |
non_core_manpower | Non-core Manpower | |
weekly_manpower | Weekly Manpower | Number with 0 decimal places |
mobilization_speed | Mobilization speed | Number with 2 decimal places |
research_speed_factor | Research Speed | |
research_sharing_per_country_bonus | Technology sharing bonus | |
research_sharing_per_country_bonus_factor | Technology sharing bonus | |
encryption | Encryption | |
encryption_factor | Encryption | |
decryption | Decryption | |
decryption_factor | Decryption | |
civilian_factory_use | Civilian Factory Use | Number with 0 decimal places; requires Waking the Tiger |
consumer_goods_factor | Consumer Goods Factories | Number with 0 decimal places |
min_export | Resources to Market | |
trade_opinion_factor | Trade deal opinion factor | Number with 2 decimal places |
faction_trade_opinion_factor | Faction trade deal opinion factor | |
trade_cost_for_target_factor | Target country trade cost | |
extra_trade_to_target_factor | Extra trade to overlord | |
overlord_trade_cost_factor | Overlord trade cost | |
extra_trade_to_overlord_factor | Extra trade to overlord | |
autonomy_gain_trade | Freedom gain by trade | |
autonomy_gain_trade_factor | Freedom gain by trade | |
improve_relations_maintain_cost_factor | Improve relations maintain cost | Number with 0 decimal places |
opinion_gain_monthly | Improve relations opinion | Number with 1 decimal places |
opinion_gain_monthly_factor | Improve relations opinion | Number with 2 decimal places |
opinion_gain_monthly_same_ideology | Same ideology monthly opinion | Number with 1 decimal places |
opinion_gain_monthly_same_ideology_factor | Same ideology monthly opinion | Number with 2 decimal places |
guarantee_cost | Guarantee Cost | Number with 0 decimal places |
guarantee_tension | Guarantee tension limit | Number with 1 decimal places |
join_faction_tension | Join faction tension limit | |
subversive_activites_upkeep | Subversive activities cost | Number with 0 decimal places |
foreign_subversive_activities | Foreign subversive activities efficiency | |
justify_war_goal_time | Justify war goal time | Number with 1 decimal places |
justify_war_goal_when_in_major_war_time | Justify war goal time when at war with a major | |
generate_wargoal_tension | Generate war goal tension limit | |
generate_wargoal_tension_against | Generate war goal tension limit against country | |
civil_war_involvement_tension | Civil war involvement tension | |
enemy_justify_war_goal_time | Justify war goal time on us | |
enemy_declare_war_tension | Declare war tension on us | |
send_volunteer_divisions_required | Divisions required for sending volunteer force | Number with 1 decimal places |
send_volunteer_size | Max volunteer force divisions | Number with 0 decimal places |
send_volunteer_factor | Max volunteer force divisions | Number with 1 decimal places |
send_volunteers_tension | Send volunteers tension limit | |
air_volunteer_cap | Air volunteer cap | Number with 0 decimal places |
no_compliance_gain | No Compliance Gain | Boolean |
starting_compliance | Starting Compliance | Number with 0 decimal places |
required_garrison_factor | Required Garrisons | Number with 0 decimal places; state modifier |
compliance_gain | Daily Compliance Gain | Number with 3 decimal places; state modifier |
compliance_growth | Compliance Growth Speed | Number with 0 decimal places; state modifier |
compliance_growth_on_our_occupied_states | Compliance Growth Speed in our states occupied by the enemy; state modifier | |
resistance_activity | Resistance Activity Chance | Number with 1 decimal places; state modifier |
resistance_garrison_penetration_chance | Garrison Penetration Chance | Number with 2 decimal places; state modifier |
resistance_growth | Resistance Growth Speed | Number with 0 decimal places; state modifier |
resistance_growth_on_our_occupied_states | Resistance Growth Speed in our states occupied by the enemy | |
resistance_decay | Resistance Decay Speed | |
resistance_decay_on_our_occupied_states | Resistance Decay Speed in our states occupied by the enemy | |
resistance_target | Resistance Target | |
resistance_target_on_our_occupied_states | Resistance Target in our states occupied by the enemy | |
resistance_damage_to_garrison | Damage to Garrisons | Number with 2 decimal places; state modifier |
resistance_damage_to_garrison_on_our_occupied_states | Damage to Enemy Garrisons in our states occupied by the enemy | |
legitimacy_daily | Daily Legitimacy Gain | Number with 2 decimal places |
targeted_legitimacy_daily | Daily Legitimacy Gain | Number with 1 decimal places |
legitimacy_gain_factor | Legitimacy Gain | Number with 0 decimal places |
exile_manpower_factor | Daily Exile Manpower | Number with 2 decimal places |
puppet_cost_factor | Puppet cost | Number with 1 decimal places |
occupation_cost | Occupation Cost | Number with 2 decimal places |
annex_cost_factor | Annex cost | Number with 1 decimal places |
subjects_autonomy_gain | Master impact | Number with 1 decimal places |
autonomy_gain | Daily autonomy progress gain | |
autonomy_gain_global_factor | All autonomy gain | |
autonomy_gain_warscore | Freedom gain by war score | Number with 2 decimal places |
autonomy_gain_ll_to_subject | Freedom gain by subject from lend lease from overlord | |
autonomy_gain_ll_to_subject_factor | Freedom gain by subject from lend lease from overlord | |
autonomy_gain_ll_to_overlord | Freedom gain by lend lease to overlord | |
autonomy_gain_ll_to_overlord_factor | Freedom gain by lend lease to overlord | |
autonomy_manpower_share | Subject manpower requirement | |
license_subject_master_purchase_cost | License cost between subject and master | |
can_master_build_for_us | Master can build constructions on the subject's territory | Boolean |
master_build_autonomy_factor | Autonomy from building | Number with 0 (unconfirmed) decimal places |
cic_to_overlord_factor | Civilian industry to overlord | Number with 2 decimal places |
mic_to_overlord_factor | Military industry to overlord | |
cic_to_target_factor | Civilian industry to target country | |
mic_to_target_factor | Military industry to target country | |
production_oil_factor | Synthetic Oil | Number with 0 decimal places |
fuel_cost | Fuel Cost | |
base_fuel_gain | Fuel Gain | Number with 2 decimal places |
base_fuel_gain_factor | Fuel Gain | |
fuel_gain | Fuel Gain per Oil | Number with 0 decimal places |
fuel_gain_factor | Fuel Gain per Oil | Number with 2 decimal places |
fuel_gain_from_states | Fuel Gain from Refineries | |
fuel_gain_factor_from_states | Fuel Gain from Refineries | |
max_fuel | Fuel Capacity (K) | |
max_fuel_building | Fuel Capacity (K) | |
max_fuel_factor | Fuel Capacity | |
refit_speed | Refitting Speed | Number with 0 decimal places |
refit_ic_cost | Refitting Cost | |
industrial_factory_donations | Industrial Factory Donations | |
military_factory_donations | Military Factory Donations | |
dockyard_donations | Dockyard Donations | |
global_building_slots | Max Factories in a State | |
global_building_slots_factor | Max Factories in a State | |
production_speed_infrastructure_factor production_speed_industrial_complex_factor production_speed_arms_factory_factor production_speed_dockyard_factor production_speed_fuel_silo_factor production_speed_synthetic_refinery_factor production_speed_naval_base_factor production_speed_radar_station_factor production_speed_air_base_factor production_speed_anti_air_building_factor production_speed_bunker_factor production_speed_coastal_bunker_factor production_speed_rocket_site_factor production_speed_nuclear_reactor_factor production_speed_<building_type>_factor | <building_type> construction speed | Number with 2 decimal places |
conversion_cost_civ_to_mil_factor | Civilian to Military Factory conversion cost | |
conversion_cost_mil_to_civ_factor | Military to Civilian Factory conversion cost | |
industrial_capacity_factory | Factory Output | |
industrial_capacity_dockyard | Dockyard Output | |
production_factory_start_efficiency_factor | Production Efficiency Base | |
production_factory_max_efficiency_factor | Production Efficiency Cap | |
production_factory_efficiency_gain_factor | Production Efficiency growth | |
production_lack_of_resource_penalty_factor | Lack of Resources Penalty | |
line_change_production_efficiency_factor | Production Efficiency Retention | |
repair_speed_infrastructure_factor repair_speed_industrial_complex_factor repair_speed_arms_factory_factor repair_speed_dockyard_factor repair_speed_fuel_silo_factor repair_speed_synthetic_refinery_factor repair_speed_naval_base_factor repair_speed_radar_station_factor repair_speed_air_base_factor repair_speed_anti_air_building_factor repair_speed_bunker_factor repair_speed_coastal_bunker_factor repair_speed_rocket_site_factor repair_speed_nuclear_reactor_factor repair_speed_<building_type>_factor | <building_type> Repair Speed | |
industry_free_repair_factor | Free repair | |
industry_repair_factor | Factory Repair Speed | |
industry_air_damage_factor | Factory Bomb Vulnerability | |
tech_air_damage_factor | Anti-Air Bombing Damage Reduction | |
static_anti_air_damage_factor | Static Anti Air damage factor | |
static_anti_air_hit_chance_factor | Static Anti Air hit chance factor | |
nuclear_production | Allows Nuclear Bomb | Boolean |
nuclear_production_factor | Nuclear Production | Number with 0 decimal places |
naval_torpedo_range_factor | Torpedo range | |
experience_gain_factor | Leader Experience Gain | |
experience_gain_navy | Naval Experience Gain | |
experience_gain_navy_factor | Naval Experience Gain | |
experience_gain_navy_unit_factor | Ship Experience Gain | |
experience_gain_navy_unit | Ship Experience Gain | |
resistance_tick | Resistance Growth | |
resistance_tick_auto | Resistance Growth | |
local_resources | Local Resources | |
local_resources_factor | Resource Gain Efficiency | Confirmed |
local_manpower | Local Manpower | Confirmed as a state modifier |
local_non_core_manpower | Local Non-core Manpower | Confirmed as a state modifier |
local_supplies | Local Supplies | Confirmed as a state modifier |
local_factories | Local Factories | |
local_intel_to_enemies | Intel to Enemies | |
local_factory_sabotage | Chance to Sabotage Constructions | Confirmed |
military_leader_cost_factor | Military Leader Cost | |
army_leader_cost_factor | Army Leader Cost | |
navy_leader_cost_factor | Navy Leader Cost | |
army_leader_start_level | Starting level of new army leaders | |
local_org_regain | Organization Regain | No effect as a state modifier |
army_bonus_air_superiority_factor | Air Superiority | |
enemy_army_bonus_air_superiority_factor | Enemy Air Support | |
local_building_slots | Max Factories in State | Confirmed as a state modifier |
local_building_slots_factor | Max Factories in State | Confirmed as a state modifier |
production_speed_buildings_factor | Construction Speed | |
partisan_effect | Effect of our partisans | |
enemy_partisan_effect | Effect of partisans on us | |
army_infantry_attack_factor | Infantry Division Attack | |
army_infantry_defence_factor | Infantry Division Defense | |
modifier_enemy_port_superiority_limit | Port strike enemy superiority limit: | |
equipment_capture | Equipment Capture Ratio Gain | Number with 1 decimal places |
equipment_capture_factor | Equipment Capture Ratio Modifier | |
equipment_conversion_speed | Conversion speed bonus | |
equipment_upgrade_xp_cost | Equipment Experience Cost | Number with 0 decimal places |
land_equipment_upgrade_xp_cost | Land Equipment Experience Cost | Number with 0 decimal places |
naval_equipment_upgrade_xp_cost | Naval Equipment Experience Cost | |
air_equipment_upgrade_xp_cost | Air Equipment Experience Cost | |
lend_lease_tension | Lend-lease tension limit | Number with 1 decimal places |
license_purchase_cost | License purchase cost | Number with 0 decimal places |
license_production_speed | License production speed | |
license_tech_difference_speed | License production speed from technology difference | |
license_infantry_purchase_cost license_naval_purchase_cost license_air_purchase_cost license_armor_purchase_cost | <archetype> license purchase cost | |
license_infantry_eq_cost_factor license_artillery_eq_cost_factor license_anti_tank_eq_cost_factor license_light_tank_eq_cost_factor | License purchase cost for <archetype> | |
license_infantry_eq_production_speed_factor license_artillery_eq_production_speed_factor license_anti_tank_eq_production_speed_factor license_light_tank_eq_production_speed_factor | License production speed for <archetype> | |
license_infantry_eq_tech_difference_speed_factor license_artillery_eq_tech_difference_speed_factor license_anti_tank_eq_tech_difference_speed_factor license_light_tank_eq_tech_difference_speed_factor | License production speed from technology difference for <archetype> | |
army_leader_start_attack_level | Starting Attack skill level of new army leaders | |
army_leader_start_defense_level | Starting Defense skill level of new army leaders | |
army_leader_start_logistics_level | Starting Logistics skill level of new army leaders | |
army_leader_start_planning_level | Starting Planning skill level of new army leaders | |
skill_bonus_factor | Leader Skill Bonuses | |
cannot_use_abilities | Cannot Use Combat Abilities | |
promote_cost_factor | Promotion Cost | |
sickness_chance | Chance to Get Sick | |
river_crossing_factor | River Crossing Speed Penalty | |
paratrooper_count_per_plane | Paratrooper per Plane | |
paradrop_organization_factor | Paratrooper Organization Factor | |
paratrooper_aa_defense | Paratrooper Anti Air Defense | |
fortification_damage | Fort Damage from Combat | |
fortification_collateral_chance | Fort Combat Damage Chance | |
wounded_chance_factor | Chance to get wounded in combat | |
reassignment_duration_factor | Army reassignment duration | |
naval_invasion_prep_speed | Invasion Preparation Speed | |
army_fuel_capacity_factor | ||
army_fuel_consumption_factor | ||
exiled_divisions_attack_factor | ||
own_exiled_divisions_attack_factor | ||
exiled_divisions_defense_factor | ||
own_exiled_divisions_defense_factor | ||
resistance_tick_in_states_controlled_by_enemy | ||
experience_gain_infantry_training_factor experience_gain_infantry_combat_factor experience_gain_mountaineers_training_factor experience_gain_mountaineers_combat_factor experience_gain_marine_training_factor experience_gain_marine_combat_factor experience_gain_paratrooper_training_factor experience_gain_paratrooper_combat_factor experience_gain_bicycle_battalion_training_factor experience_gain_bicycle_battalion_combat_factor experience_gain_cavalry_training_factor experience_gain_cavalry_combat_factor experience_gain_armored_car_training_factor experience_gain_armored_car_combat_factor experience_gain_armored_car_recon_training_factor experience_gain_armored_car_recon_combat_factor experience_gain_motorized_training_factor experience_gain_motorized_combat_factor experience_gain_motorized_rocket_brigade_training_factor experience_gain_motorized_rocket_brigade_combat_factor experience_gain_mechanized_training_factor experience_gain_mechanized_combat_factor experience_gain_amphibious_mechanized_training_factor experience_gain_amphibious_mechanized_combat_factor experience_gain_engineer_training_factor experience_gain_artillery_training_factor experience_gain_light_armor_training_factor experience_gain_submarine_training_factor experience_gain_fighter_training_factor experience_gain_<unit_type>_training_factor | <sub_unit> Training/Combat Experience Gain | Number with 0 decimal places |
political_advisor_cost_factor economy_cost_factor trade_laws_cost_factor mobilization_laws_cost_factor army_chief_cost_factor navy_chief_cost_factor air_chief_cost_factor high_command_cost_factor theorist_cost_factor materiel_manufacturer_cost_factor naval_manufacturer_cost_factor aircraft_manufacturer_cost_factor tank_manufacturer_cost_factor industrial_concern_cost_factor country_cost_factor hidden_ideas_cost_factor <idea_group>_cost_factor | <idea_group> Cost | Number with 0 decimal places |
Not Enough Special Forces Cap
Documentation | Effects • Triggers • Defines • Modifiers • List of modifiers • Scopes • Localisation • Variables • Arrays • On actions |
Scripting | AI • Bookmarks • Buildings • Cosmetic tags • Countries • Divisions • Decisions • Equipment • Events • Ideas • Ideologies • National Focuses • Resources • Scripted GUI • Technology • Units |
Map | Map • States • Supply areas • Strategic regions |
Graphical | Interface • Graphical Assets • Entities • Posteffects • Particles • Fonts |
Hearts Of Iron 4 Special Forces
Cosmetic | Portraits • Namelists • Music • Sound |
Other | Console commands • Troubleshooting • Mod structure |