Hoi4 Special Forces Limit

  1. Not Enough Special Forces Cap
  2. Hearts Of Iron 4 Special Forces

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]

Forces

Hidden Modifiers can be added with this block : hidden_modifier = { }

NameEffectExample
operative_slotSpy vacancyoperative_slot = 5
intel_network_gain_factorIntelligence network growthintel_network_gain_factor = 0.5
resistance_targetTarget of resistanceresistance_target = -0.1
compliance_gainDaily compliance growthcompliance_gain = 0.3
intelligence_agency_defenseAntispyware defenseintelligence_agency_defense = 1
intel_from_operatives_factorIntelligence bonus from spiesintel_from_operatives_factor = 0.2
own_operative_detection_chance_factorProbability of our agents being foundown_operative_detection_chance_factor = -0.7
root_out_resistance_effectiveness_factorUnknownroot_out_resistance_effectiveness_factor = 0.1
legitimacy_gain_factorUnknownlegitimacy_gain_factor = 0.1

La Resistance modifiers[edit]

NameEffectExampleModifier typeUsage
legitimacy_gain_factorthat applies to legitimacy change as a factorlegitimacy_gain_factor = 0.1Used mostly for governments in exile.
navy_leader_start_levelchanges starting level of leaders, similar to army leadersnavy_leader_start_level = 1level based
navy_leader_start_attack_levelchanges starting level of leaders attack wise, similar to army leadersnavy_leader_start_attack_level = 1level based
navy_leader_start_defense_levelchanges starting level of leaders defense wise, similar to army leadersnavy_leader_start_defense_level = 1level based
navy_leader_start_maneuvering_levelchanges starting level of admirals maneuvering wisenavy_leader_start_maneuvering_level = 1level based
navy_leader_start_coordination_levelchanges starting level of admirals coordination wisenavy_leader_start_coordination_level = 1level based
intel_network_gainmodifies how much intel is gainedintel_network_gain = 0.1percentage based
operative_slotIncreases the max number of operatives by the given value.operative_slot = 1
resistance_damage_to_garrisonReduces/increases damage to the garrisons of the current scope.resistance_damage_to_garrison = -0.1Percentual (0.10 being 10%)

Man the Guns modifiers[edit]

NameEffectExampleModifier typeUsage
legitimacy_dailyIncrease country legitimacy per day.legitimacy_daily = 0.1Flat GainUsed mostly for governments in exile.
targeted_legitimacy_dailySame as legitimacy_daily but with a scope for TAG.targeted_legitimacy_daily = { USA = 0.1 }Flat GainUsed mostly for governments in exile.
training_time_air_factorReduces/increases air training timetraining_time_air_factor= 0.10Percentual (0.10 being 10%)Used for efficiency or similar effects in the airforce.
master_ideology_driftChange in the puppets ideology per day. Will drift in the masters current ruling ideology.master_ideology_drift = 0.1Flat gain.Does not require TfV.
license_infantry_eq_tech_difference_speed_factorIncrease in tech research speed if you are licensing that equipment.license_infantry_eq_tech_difference_speed_factor= 0.10Percentual (0.10 being 10%)Requires TfV or DoD
license_artillery_eq_tech_difference_speed_factorIncrease in tech research speed if you are licensing that equipment.license_artillery_eq_tech_difference_speed_factor= 0.10Percentual (0.10 being 10%)Requires TfV or DoD
license_light_tank_eq_tech_difference_speed_factorIncrease in tech research speed if you are licensing that equipment.license_light_tank_eq_tech_difference_speed_factor= 0.10Percentual (0.10 being 10%)Requires TfV or DoD
license_anti_tank_eq_tech_difference_speed_factorIncrease in tech research speed if you are licensing that equipment.license_anti_tank_eq_tech_difference_speed_factor= 0.10Percentual (0.10 being 10%)Requires TfV or DoD
license_infantry_eq_production_speed_factorChange in output of the specific equipment if you are licensing that equipment.license_infantry_eq_production_speed_factor= 0.10Percentual (0.10 being 10%)Requires TfV or DoD
license_artillery_eq_production_speed_factorChange in output of the specific equipment if you are licensing that equipment.license_artillery_eq_production_speed_factor= 0.10Percentual (0.10 being 10%)Requires TfV or DoD
license_light_tank_eq_production_speed_factorChange in output of the specific equipment if you are licensing that equipment.license_light_tank_eq_production_speed_factor= 0.10Percentual (0.10 being 10%)Requires TfV or DoD
license_anti_tank_eq_production_speed_factorChange in output of the specific equipment if you are licensing that equipment.license_anti_tank_eq_production_speed_factor= 0.10Percentual (0.10 being 10%)Requires TfV or DoD
license_infantry_eq_cost_factorChange in cost if you are licensing that equipment.license_infantry_eq_cost_factor= 0.10Percentual (0.10 being 10%)Requires TfV or DoD
license_artillery_eq_cost_factorChange in cost if you are licensing that equipment.license_artillery_eq_cost_factor= 0.10Percentual (0.10 being 10%)Requires TfV or DoD
license_light_tank_eq_cost_factorChange in cost if you are licensing that equipment.license_light_tank_eq_cost_factor= 0.10Percentual (0.10 being 10%)Requires TfV or DoD
license_anti_tank_eq_cost_factorChange in cost if you are licensing that equipment.icense_anti_tank_eq_cost_factor= 0.10Percentual (0.10 being 10%)Requires TfV or DoD
weekly_manpowerAdds x to your manpower pool per week.weekly_manpower = 1000Flat amount of manpower per week.
refit_speedPercentage change to refit speed.refit_speed = 0.1Percentual (0.1 being 10%)
navy_refit_speedPercentage change to a refit of navy groups.navy_refit_speed= 0.4Percentual (0.4 being 40%)
refit_ic_costPercentage change to the cost of refitting.refit_ic_cost = 0.4Percentual (0.4 being 40%)
navy_refit_ic_costPercentage change to a refit of navy groups.navy_refit_ic_cost = 0.4Percentual (0.4 being 40%)
naval_equipment_upgrade_xp_costPercentage change to the the xp cost when creating a variant.naval_equipment_upgrade_xp_cost = 0.4Percentual (0.4 being 40%)
land_equipment_upgrade_xp_costPercentage change to the the xp cost when creating a variant.land_equipment_upgrade_xp_cost = 0.4Percentual (0.4 being 40%)
air_equipment_upgrade_xp_costPercentage change to the the xp cost when creating a variant.air_equipment_upgrade_xp_cost = 0.4Percentual (0.4 being 40%)
repair_speed_factorPercentage change ship repair speed.repair_speed_factor = 0.4Percentual (0.4 being 40%)
fuel_gain_factorPercentage increase in fuel from oilfuel_gain_factor = 0.2Percentual (0.2 being 20%)
fuel_gain_factor_from_statesPercentage increase in fuel from refineriesfuel_gain_factor_from_states = 0.1Percentual (0.1 being 10%)
max_fuel_factorPercentage modification to fuel capacitymax_fuel_factor = 0.1Percentual (0.1 being 10%)

Waking the Tiger modifiers[edit]

NameEffectExampleModifier typeUsage
stability_factorBonus to total stabilitystability_factor = 0.10Percentual (0.10 being 10%)Used mainly in national spirits to increase or lower Stability.
stability_weeklyGain in Stability per weekstability_weekly = 0.01Percentual (0.01 being 1%)Used in national spirits to reflect growth or reductions over time in Stability.
war_support_factorBonus to total war supportwar_support_factor = 0.10Percentual (0.10 being 10%)Used mainly in national spirits to reflect increased or lowered War Support.
war_support_weeklyGain in War support per weekwar_support_weekly = 0.01Percentual (0.01 being 1%)Used in national spirits to reflect growth or reductions over time in War Support.
cic_to_target_factorUsed for Autonomy.(Can be used in other ways) Determines how many % of CIV's go to designated target.cic_to_target_factor = 0.10Percentual (0.10 being 10%)Is mainly used in autonomy and puppet defines.
mic_to_target_factorUsed for Autonomy.(Can be used in other ways) Determines how many % of MIL's go to designated target.mic_to_target_factor = 0.10Percentual (0.10 being 10%)Is mainly used in autonomy and puppet defines.
extra_trade_to_target_factorUsed for Autonomy.(Can be used in other ways) Modifies how much extra resources the overlord gains for free.extra_trade_to_target_factor = 1.0Percentual (1.0 being 100%)Is mainly used in autonomy and puppet defines.
trade_cost_for_target_factorUsed for Autonomy.(Can be used in other ways) Makes trade cheaper/more expensivetrade_cost_for_target_factor = 0.5Percentual (0.5 being 50%)Is mainly used in autonomy and puppet defines.
max_command_powerIncreases command power cap.max_command_power = 10Flat added on top of the default 100Most often used in National Spirits related to military administrative ability or similar effects.
command_power_gainFlat bonus to the daily command power gain.command_power_gain = 0.5Flat daily extra gainMost often used in National Spirits related to military administrative ability or similar effects.
command_power_gain_multPercentage bonus to the daily command power gain.command_power_gain_mult = 0.5Percentual (0.5 being 50%)Most often used in National Spirits related to military administrative ability or similar effects.
targeted_modifierModifier 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_againstPercentage Attack Bonus against one countryattack_bonus_against = 0.1Percentual (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_againstPercentage Defense Bonus against one countrydefense_bonus_against = 0.1Percentual (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_capIncreases ratio of Special Forces to Regularsspecial_forces_cap = 0.02Percentual (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_minIncreases base number of Special Force brigades allowedspecial_forces_min = 100Flat base number of battalions as special forces
civilian_factory_useReduces number of available civilian factories, used mostly for decisions. Only works with Waking the Tiger enabled.civilian_factory_use = 3Flat amount of CIV's used.
mobilization_speedPercentage increase to mobilization speedmobilization_speed = 0.1Percentual (0.1 being 10%)
defensive_war_stability_factorPercentage decrease to impact of defensive war on stabilitydefensive_war_stability_factor = 0.4Percentual (0.4 being 40%)
offensive_war_stability_factorPercentage decrease to impact of offensive war on stabilityoffensive_war_stability_factor = 0.4Percentual (0.4 being 40%)
surrender_limitPercentage increase of the amount of VPs needed to take for own country to capitulatesurrender_limit = 0.4Percentual (0.4 being 40%)

Country modifiers[edit]

NameEffectExampleNote
IDEOLOGY_driftModifies the drift towards the specified ideologyfascism_drift = 0.10
drift_defence_factorModifies the ideology drift defencedrift_defence_factor = 0.25
political_power_gainBonus to the daily political power gainpolitical_power_gain = 0.5
political_power_factorModifies the political power gained dailypolitical_power_factor = 0.25
political_advisor_cost_factorModifies the cost of employing a new political advisorpolitical_advisor_cost_factor = 0.25
trade_laws_cost_factorModifies the cost of modifying the trade law of the countrytrade_laws_cost_factor = 0.25
mobilization_laws_cost_factorModifies the cost of modifying the conscription law of the countrymobilization_laws_cost_factor = 0.25
economy_cost_factorModifies the cost of modifying the economy of the countryeconomy_cost_factor = 0.25
high_command_cost_factorModifies the cost of employing a new high commandhigh_command_cost_factor = 0.25
air_chief_cost_factorModifies the cost of employing a new air chiefair_chief_cost_factor = 0.25
army_chief_cost_factorModifies the cost of employing a new army chiefarmy_chief_cost_factor = 0.25
navy_chief_cost_factorModifies the cost of employing a new navy chiefnavy_chief_cost_factor = 0.25
foreign_subversive_activitesModifies efficiency of subversive activities of OTHER countries on OWN countryforeign_subversive_activites = -0.50
subversive_activites_upkeepModifies the cost of OWN subversive activities in foreign countriessubversive_activites_upkeep = -0.1
lend_lease_tensionModifies the world tension level required for sending lend leaselend_lease_tension = -0.20
send_volunteers_tensionModifies the world tension required for sending volunteerssend_volunteers_tension = -0.20
send_volunteer_divisions_requiredModifies the amount of divisions required for sending volunteerssend_volunteer_divisions_required = -0.25
send_volunteer_sizeBonus to the maximum number of divisions that can be sent as volunteerssend_volunteer_size = 1
trade_opinion_factorModifies the likeliness of other countries accepting trade dealstrade_opinion_factor = 0.25
join_faction_tensionModifies the world tension level required to join factionsjoin_faction_tension = -0.20
justify_war_goal_timeModifies the time required for justifying a war goaljustify_war_goal_time = -0.25
generate_wargoal_tensionModifies the world tension level required to generate wargoalsgenerate_wargoal_tension = -0.4
IDEOLOGY_acceptanceChanges an ideology's acceptance by the specified valuedemocratic_acceptance = 85
guarantee_tensionModifies the world tension level required to guarantee a foreign countryguarantee_tension = -0.5
guarantee_costModifies the cost of guaranteeing a foreign countryguarantee_cost = -0.5
license_purchase_costChanges purchase costs for all licenseslicense_purchase_cost = -0.5
license_EQUIPMENT_purchase_costChanges purchase costs for licenses (EQUIPMENT can be: air, infantry, armor, naval)license_armor_purchase_cost = -0.5
license_production_speedChanges production speed of bought licensed equipmentlicense_production_speed = -0.5
license_tech_difference_speedModifies production speed penalty from tech level differencelicense_tech_difference_speed = -0.5
improve_relations_maintain_cost_factorModifies the cost of maintaining 'Improve relations' diplomatic actionsimprove_relations_maintain_cost_factor = -0.75
enemy_justify_war_goal_timeModifies the time required for OTHER countries to justify war goal against OWN countryenemy_justify_war_goal_time = 0.1
autonomy_gainBonus to autonomy gained per dayautonomy_gain = 1
subjects_autonomy_gainBonus to autonomy gained by subjects per daysubjects_autonomy_gain = 1
resistance_targetModifies resistance growth in all occupied statesresistance_target = -0.05
opinion_gain_monthly_factorModifies the opinion gain from improving relationsopinion_gain_monthly_factor = 0.15
opinion_gain_monthly_same_ideology_factorModifies the monthly opinion gain for being of the same ideologyopinion_gain_monthly_same_ideology_factor = 0.5
military_leader_cost_factorModifies the cost of recruiting new generalsmilitary_leader_cost_factor = -0.50
army_leader_start_levelBonus to the starting level of new generalsarmy_leader_start_level = 1
army_leader_start_attack_levelBonus to the starting attack level of new generalsarmy_leader_start_attack_level= 1
army_leader_start_planning_levelBonus to the starting planning level of new generalsarmy_leader_start_planning_level= 1
army_leader_start_defense_levelBonus to the starting defense level of new generalsarmy_leader_start_defense_level= 1
army_leader_start_logistics_levelBonus to the starting logistics level of new generalsarmy_leader_start_logistics_level= 1

AI modifiers[edit]

NameEffectExample
ai_focus_defense_factorModifies the AI defense focusai_focus_defense_factor = 0.5
ai_focus_aggressive_factorModifies the AI aggressive focusai_focus_aggressive_factor = 0.5
ai_get_ally_desire_factorBonus to likeliness of AI to get alliesai_get_ally_desire_factor = 100
ai_call_ally_desire_factorModifies the AI's desire to call allies into warsai_call_ally_desire_factor = -40
ai_join_ally_desire_factorModifies the AI's desire to join allies in warsai_join_ally_desire_factor = -30
ai_badass_factorModifiers the AI's threat perception of others. 0.01 = 1% threat perceptionai_badass_factor = 0.01
ai_desired_divisions_factorTendency of AI production Army divisionai_desired_divisions_factor = 1

Army modifiers[edit]

Generic modifiers
NameEffectExample
conscription_factorConscription % bonus (applied AFTER recruitable population is calculated)conscription_factor = 0.1
conscriptionConscription bonus (increases recruitable population by specified %).conscription = 0.01
non_core_manpowerA 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_factorBonus to division attack on core territoryarmy_core_attack_factor = 0.1
army_core_defence_factorBonus to division defence on core territoryarmy_core_defence_factor = 0.1
training_time_army_factorChanges 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_factorChanges the time it takes to train new divisions by the specified percentage (compare to: training_time_army_factor)training_time_factor = -0.1
planning_speedBonus to planning speed of armies in %planning_speed = 0.10
max_planningBonus to maximum planning level of armies in %max_planning = 0.25
army_org_factorModifies the maximum organization level of all troops (percentage)army_org_factor = 0.05
army_orgBonus to maximum organization level of all troops (flat number)army_org = 5
recon_factorBonus to reconnaissance of all troopsrecon_factor = 0.05
army_morale_factorBonus to division recovery ratearmy_morale_factor = 0.1
partisan_effectModifies the effect of own partisans on enemy countriespartisan_effect = 0.1
enemy_partisan_effectModifies the effect of enemy partisans on own countryenemy_partisan_effect = -0.1
decryption_factorBonus to decryptiondecryption_factor = 0.2
encryption_factorBonus to encryptionencryption_factor = 0.2
amphibious_invasionBonus to speed of amphibious invasionsamphibious_invasion = 0.10
invasion_preparationModifies the preparation time for amphibious invasionsinvasion_preparation = -0.3
land_reinforce_rateModifies the rate at which divisions are reinforcedland_reinforce_rate = 0.3
defenceBonus % to defensedefence = 0.1
offenceBonus % to offenceoffence = 0.1
army_defence_factorBonus to division defence factorarmy_defence_factor = 0.1
army_attack_factorBonus to division offence factorarmy_attack_factor = 0.1
army_speed_factorBonus to division speed factorarmy_speed_factor = 0.05
attritionModifier to overall army attritionattrition = -0.1
heat_attrition_factorModifies the heat attrition of armiesheat_attrition_factor = -0.5
winter_attrition_factorModifies the winter attrition of armieswinter_attrition_factor = -0.5
acclimatization_cold_climate_gain_factorModifies the speed of army cold acclimatizationacclimatization_cold_climate_gain_factor = 0.1
acclimatization_hot_climate_gain_factorModifies the speed of army hot acclimatizationacclimatization_hot_climate_gain_factor = 0.1
terrain_penalty_reductionReduces army terrain penalty (only functions as a leader/general trait, not as a national idea)terrain_penalty_reduction = 0.5
max_dig_inBonus to max entrenchmentmax_dig_in = 1
dig_in_speedBonus to entrenchment speeddig_in_speed = 0.25
dig_in_speed_factorBonus to entrenchment speed factordig_in_speed_factor = 0.25
supply_consumption_factorModifies amount of supplies consumedsupply_consumption_factor = -0.20
out_of_supply_factorModifies the penalty for being out of supplyout_of_supply_factor = -0.5
experience_gain_armyBonus to daily army experience gain (flat number)experience_gain_army = 0.05
experience_gain_army_factorModifies the amount of army experience gained (percentage)experience_gain_army_factor = -0.1
experience_loss_factorModifies the amount of experience lost when units suffer damage, -1.0 means no loss.experience_loss_factor = -0.1
minimum_training_levelModifies the amount of training a unit needs before it can be deployed. -0.2 means instant deployment.minimum_training_level = -0.1
no_supply_graceHow many additional hours a unit can go without supply before it begins suffering penaltiesno_supply_grace = 48
Specific modifiers
NameEffectExample
army_armor_speed_factorModifies the speed of all armor units in the armyarmy_armor_speed_factor = 0.05
army_armor_attack_factorModifies the attack of all armor units in the armyarmy_armor_attack_factor = 0.1
army_armor_defence_factorModifies the defence of all armor units in the armyarmy_armor_defence_factor = 0.05
army_artillery_attack_factorModifies the attack of all artillery units in the armyarmy_artillery_attack_factor = 0.15
army_artillery_defence_factorModifies the defence of all artillery units in the armyarmy_artillery_defence_factor = 0.05
army_infantry_attack_factorModifies the attack of all infantry units in the armyarmy_infantry_attack_factor = 0.05
army_infantry_defence_factorModifies the defence of all infantry units in the armyarmy_infantry_defence_factor = 0.1
special_forces_attack_factorModifies the attack of all special forces units in the armyspecial_forces_attack_factor = 0.1
special_forces_defence_factorModifies the defence of all special forces units in the armyspecial_forces_defence_factor = 0.1
cavalry_attack_factorModifies the attack of all cavalry units in the armycavalry_attack_factor = 0.05
cavalry_defence_factorModifies the defence of all cavalry units in the armycavalry_defence_factor = 0.05
mechanized_attack_factorModifies the attack of all mechanized units in the armymechanized_attack_factor = 0.05
mechanized_defence_factorModifies the defence of all mechanized units in the armymechanized_defence_factor = 0.05
motorized_attack_factorModifies the attack of all motorized units in the armymotorized_attack_factor = 0.05
motorized_defence_factorModifies the defence of all motorized units in the armymotorized_defence_factor = 0.05
air_paradrop_attack_factorModifies the attack of paradropped troopsair_paradrop_attack_factor = 0.01
air_paradrop_defence_factorModifies the defence of paradropped troopsair_paradrop_defence_factor = 0.03
air_paradrop_agility_factorModifies 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
NameEffectExample
air_ace_generation_chance_factorModifies the chance of generating acesair_ace_generation_chance_factor = 0.10
enemy_army_bonus_air_superiority_factorModifies the bonus for enemies from air superiorityenemy_army_bonus_air_superiority_factor = -0.05
army_bonus_air_superiority_factorModifies the bonus to land combat from having air superiorityarmy_bonus_air_superiority_factor = 0.05
air_accidents_factorModifies the chance of air accidentsair_accidents_factor = -0.05
air_night_penaltyModifies the penalty for nighttime air operationsair_night_penalty = -0.1
air_weather_penaltyModifies the penalty for bad weather for air operationsair_weather_penalty = -0.1
air_range_factorModifies the range of all of your air forcesair_range_factor = -0.1
experience_gain_airBonus to daily air experience gain (flat number)experience_gain_air = 0.05
experience_gain_air_factorModifies the amount of air experience gained (percentage)experience_gain_air_factor = 0.1
Specific modifiers
NameEffectExample
naval_strike_attack_factorModifies the attack factor for naval strikes of air wingsnaval_strike_attack_factor = 0.02
naval_strike_targetting_factorModifies the targetting efficiency for naval strikes of air wingsnaval_strike_targetting_factor = 0.02
naval_strike_agility_factorModifies the agility factor for naval strikes of air wingsnaval_strike_agility_factor = 0.02
air_interception_attack_factorModifies the attack factor for interception missions of air wingsair_interception_attack_factor = 0.02
air_interception_defence_factorModifies the defence factor for interception missions of air wingsair_interception_defence_factor = 0.02
air_interception_agility_factorModifies the agility factor for interception missions of air wingsair_interception_agility_factor = 0.02
air_air_superiority_attack_factorModifies the attack factor for air superiority missions of air wingsair_air_superiority_attack_factor = 0.02
air_air_superiority_defence_factorModifies the defence factor for air superiority missions of air wingsair_air_superiority_defence_factor = 0.02
air_air_superiority_agility_factorModifies the agility factor for air superiority missions of air wingsair_air_superiority_agility_factor = 0.02
air_close_air_support_attack_factorModifies the attack factor for close air support missions of air wingsair_close_air_support_attack_factor = 0.02
air_close_air_support_defence_factorModifies the defence factor for close air support missions of air wingsair_close_air_support_defence_factor = 0.02
air_close_air_support_agility_factorModifies the agility factor for close air support missions of air wingsair_close_air_support_agility_factor = 0.02
air_strategic_bomber_attack_factorModifies the attack factor for strategic bombing missions of air wingsair_strategic_bomber_attack_factor = 0.01
air_strategic_bomber_defence_factorModifies the defence factor for strategic bombing missions of air wingsair_strategic_bomber_defence_factor = 0.01
air_strategic_bomber_agility_factorModifies the agility factor for strategic bombing missions of air wingsair_strategic_bomber_agility_factor = 0.01
air_strategic_bomber_bombing_factorModifies the bombing factor for strategic bombing missions of air wingsair_strategic_bomber_bombing_factor = 0.03
air_cas_present_factorModifies the efficiency of tactical bombing missionsair_cas_present_factor = 0.1

Naval modifiers[edit]

Generic modifiers
NameEffectExample
convoy_escort_efficiencyModifies the efficiency of convoy escortingconvoy_escort_efficiency = 0.25
naval_retreat_chanceModifies the chance of a successful naval retreatnaval_retreat_chance = 0.2
naval_retreat_speedModifies the speed of naval retreatsnaval_retreat_speed = 0.25
ships_at_battle_startModifies the number of ships in the first contactships_at_battle_start = 0.25
spotting_chanceModifies the chance to spot enemy shipsspotting_chance = 0.1
navy_anti_air_attack_factorModifies the anti air attack of naval unitsnavy_anti_air_attack_factor = 0.1
sortie_efficiencyModifies sortie efficiency of carrierssortie_efficiency = 0.1
naval_hit_chanceModifies the overall naval hit chancenaval_hit_chance = 0.05
naval_coordinationModifies the overall naval coordinationnaval_coordination = 0.01
convoy_raiding_efficiency_factorModifies the efficience of commerce raidingconvoy_raiding_efficiency_factor = 0.1
naval_speed_factorModifies the speed of naval unitsnaval_speed_factor = 0.1
navy_submarine_detection_factorModifies the chance of detecting enemy submarinesnavy_submarine_detection_factor = 0.1
navy_max_range_factorModifies the maximum range of naviesnavy_max_range_factor = 0.05
experience_gain_navyBonus to daily navy experience gain (flat number)experience_gain_navy = 0.05
experience_gain_navy_factorModifies the amount of navy experience gained (percentage)experience_gain_navy_factor = 0.1
Specific modifiers
Hoi4 Special Forces Limit
NameEffectExample
navy_carrier_air_attack_factorModifies the attack of planes of carriersnavy_carrier_air_attack_factor = 0.03
navy_carrier_air_targetting_factorModifies the defence of planes of carriersnavy_carrier_air_targetting_factor = 0.03
navy_carrier_air_agility_factorModifies the agility of planes of carriersnavy_carrier_air_agility_factor = 0.04
navy_capital_ship_attack_factorModifies the attack of capital shipsnavy_capital_ship_attack_factor = 0.05
navy_capital_ship_defence_factorModifies the defence of capital shipsnavy_capital_ship_defence_factor = 0.05
navy_submarine_attack_factorModifies the attack of all submarine units in the navynavy_submarine_attack_factor = 0.2
navy_submarine_defence_factorModifies the defence of all submarine units in the navynavy_submarine_defence_factor = 0.2
navy_screen_attack_factorModifies the attack of screen shipsnavy_screen_attack_factor = 0.05
navy_screen_defence_factorModifies the defence of screen shipsnavy_screen_defence_factor = 0.05
naval_torpedo_range_factorModifies the range of torpedoesnaval_torpedo_range_factor = 1

Industry modifiers[edit]

Generic modifiers
NameEffectExample
production_factory_max_efficiency_factorBonus to max factory efficiencyproduction_factory_max_efficiency_factor = 0.1
line_change_production_efficiency_factorBonus to production efficiency retentionline_change_production_efficiency_factor = 0.2
production_speed_buildings_factorBonus to speed of overall constructionproduction_speed_buildings_factor = 0.1
conversion_cost_civ_to_mil_factorModifies the cost of converting civilian factories to militaryconversion_cost_civ_to_mil_factor = -0.2
industrial_capacity_factoryOverall production boost for military factoriesindustrial_capacity_factory = 0.1
industrial_capacity_dockyardOverall production boost for dockyardsindustrial_capacity_dockyard = 0.2
consumer_goods_factorModifies the factor of factories occupied with producing consumer goodsconsumer_goods_factor = 0.05
production_factory_efficiency_gain_factorModifies the production efficiency gain factorproduction_factory_efficiency_gain_factor = 0.05
production_factory_start_efficiency_factorModifies the starting production efficiency of factoriesproduction_factory_start_efficiency_factor = 0.05
local_building_slots_factorModifies the amount of factories that can be built in a statelocal_building_slots_factor = - 0.5
local_resources_factorModifies the resource gain efficiencylocal_resources_factor = 0.10
production_oil_factorChanges 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_speedModifies the speed of converting equipmentequipment_conversion_speed = 0.05
min_exportModifies the % of goods that need to be exportedmin_export = -0.05
global_building_slots_factorModifies the amount of factories that can be built in a stateglobal_building_slots_factor = 0.10
industry_air_damage_factorModifies the vulnerability of factories to bombsindustry_air_damage_factor = -0.1
industry_free_repair_factorChanges free repair speed by the specified percentageindustry_free_repair_factor = 1
industry_repair_factorChanges repair speed by the specified percentageindustry_repair_factor = 0.5
Specific modifiers
NameEffectExample
production_speed_[BUILDING NAME]_factorBonus to speed of constructing specified building, for example in Old World Blues:production_speed_water_generator_factor = 0.1
production_speed_arms_factory_factorBonus to speed of constructing military factoriesproduction_speed_arms_factory_factor = 0.1
production_speed_industrial_complex_factorBonus to speed of constructing civilian factoriesproduction_speed_industrial_complex_factor = 0.1
production_speed_bunker_factorBonus to speed of constructing land fortsproduction_speed_bunker_factor = 0.3
production_speed_coastal_bunker_factorBonus to speed of constructing coastal fortsproduction_speed_coastal_bunker_factor = 0.3
production_speed_anti_air_building_factorBonus to speed of constructing anti air gunsproduction_speed_anti_air_building_factor = 0.3
production_speed_dockyard_factorBonus to speed of constructing dockyardsproduction_speed_dockyard_factor = 0.2
production_speed_naval_base_factorBonus to speed of constructing naval basesproduction_speed_naval_base_factor = 0.2
production_speed_air_base_factorBonus to speed of constructing air basesproduction_speed_air_base_factor = 0.15
production_speed_rocket_site_factorBonus to speed of constructing rocket sitesproduction_speed_rocket_site_factor = 0.15
production_speed_radar_station_factorBonus to speed of constructing radar stationsproduction_speed_radar_station_factor = 0.15
production_speed_infrastructure_factorBonus to speed of constructing infrastructureproduction_speed_infrastructure_factor = 0.2
production_speed_nuclear_reactor_factorBonus to speed of constructing nuclear reactorsproduction_speed_nuclear_reactor_factor = 0.25
production_speed_synthetic_refinery_factorBonus to speed of constructing synthetic refineriesproduction_speed_synthetic_refinery_factor = 0.1

Other modifiers[edit]

NameEffectExample
research_speed_factorOverall 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 reductionsWhen 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
bonus = 1
uses = 1
category = industry
}

MONTHLY_POPULATIONChanges monthly population growth by the specified percentageMONTHLY_POPULATION = 0.5
nuclear_production_factorChanges nuke production by the specified percentagenuclear_production_factor = 0.1
DocumentationEffects • Triggers • Defines • Modifiers • List of modifiers • Scopes • Localisation • Variables • Arrays • On actions
ScriptingAI • Bookmarks • Buildings • Cosmetic tags • Countries • Divisions • Decisions • Equipment • Events • Ideas • Ideologies • National Focuses • Resources • Scripted GUI • Technology • Units
MapMap • States • Supply areas • Strategic regions
GraphicalInterface • Graphical Assets • Entities • Posteffects • Particles • Fonts
CosmeticPortraits • Namelists • Music • Sound
OtherConsole commands • Troubleshooting • Mod structure
Retrieved from 'https://hoi4.paradoxwikis.com/index.php?title=Modifiers&oldid=39016'

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.

NameIn-game descriptionNotes
agency_upgrade_timeAgency upgrade timeNumber with 2 decimal places
army_intel_factorArmy Intelligence
navy_intel_factorNavy Intelligence
airforce_intel_factorAir Intelligence
civilian_intel_factorCivilian Intelligence
army_intel_decryption_bonusDecrypted Army Cipher BonusNumber with 0 decimal places
navy_intel_decryption_bonusDecrypted Navy Cipher Bonus
airforce_intel_decryption_bonusDecrypted Airforce Cipher Bonus
civilian_intel_decryption_bonusDecrypted Civilian Cipher Bonus
boost_ideology_mission_factorBoost Ideology mission effectsNumber with 2 decimal places
control_trade_mission_factorControl Trade mission effects
propaganda_mission_factorPropaganda mission effects
diplomatic_pressure_mission_factorDiplomatic Pressure mission effects
boost_resistance_factorStrengthen Resistance efficiency
commando_trait_chance_factorChance of recruiting an Operative with the Commando traitNumber with 0 decimal places
crypto_department_enabledCrypto Department EnabledBoolean
crypto_strengthCryptology LevelNumber with 0 decimal places
decryption_powerDecryption Power
decryption_power_factorDecryption Power FactorNumber with 2 decimal places
enemy_operative_recruitment_chanceEnemy nationality recruit chance
root_out_resistance_effectiveness_factorRoot Out Resistance mission effects
intel_from_operatives_factorIntelligence gained from Operatives and Infiltrated Assets
intel_network_gainIntel network strength gain
intel_network_gain_factorIntel network strength gain
intelligence_agency_defenseCounter intelligence
defense_impact_on_blueprint_stealingImpact of enemy Counter Intelligence on Steal Blueprints operationUnconfirmed
operative_slotOperative slotsNumber with 0 decimal places
new_operative_slot_bonusOperative recruitment choices
operative_death_on_capture_chanceDeath chance of our Operative on captureNumber with 2 decimal places
occupied_operative_recruitment_chanceOccupied 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_factorAI Modifier: Focus on DefenseNumber with 1 decimal places; see AI_focuses#Modding
ai_focus_aggressive_factorAI Modifier: Focus on Offense
ai_focus_war_production_factorAI Modifier: Focus on War Production
ai_focus_military_advancements_factorAI Modifier: Focus on Military Advancements
ai_focus_peaceful_factorAI Modifier: Focus on Peace
ai_focus_naval_factorAI Modifier: Focus on Navy
ai_focus_naval_air_factorAI Modifier: Focus on Naval Air
ai_focus_aviation_factorAI Modifier: Focus on Aviation
ai_focus_military_equipment_factorAI Modifier: Focus on Military Equipment
ai_badass_factorAI Modifier: Threat receptivityNumber with 1 decimal places
ai_desired_divisions_factorFactor on how many divisions the country aims to produce.
ai_get_ally_desire_factorAI Modifier: Desire to be in or expand a factionNumber with 0 decimal places
ai_call_ally_desire_factorAI Modifier: Call Ally Desire
ai_join_ally_desire_factorAI Modifier: Join Ally Desire
ai_license_acceptanceAcceptance when requesting to buy license
offenceAttackNumber with 2 decimal places
defenceDefense
attack_bonus_againstAttack bonus against countryNumber with 1 decimal places
attack_bonus_against_coresAttack on their core territory
defense_bonus_againstDefense bonus against country
land_night_attackLand Night Attack
army_attack_factorDivision AttackNumber with 2 decimal places
army_defence_factorDivision Defense
army_core_attack_factorDivision Attack on core territory
army_core_defence_factorDivision Defense on core territory
army_speed_factorDivisions speed
army_speed_factor_for_controllerDivisions speedNumber with 2 decimal places; state modifier
army_orgDivision OrganizationNumber with 1 decimal places
army_org_factorDivision Organization
army_org_regainArmy Organization RegainNumber with 2 decimal places
org_loss_when_movingOrg Loss when MovingNumber with 1 decimal places
army_moraleDivision Recovery Rate
army_morale_factorDivision Recovery Rate
breakthroughBreakthroughNumber with 2 decimal places; must be used in an land eq. category
breakthrough_factorBreakthroughNumber with 2 decimal places
breakthrough_bonus_againstBreakthrough bonus against countryNumber with 1 decimal places
dig_in_speedEntrenchment speedNumber with 0 decimal places
dig_in_speed_factorEntrenchment speedNumber with 1 decimal places
max_dig_inMax Entrenchment
max_dig_in_factorMax Entrenchment
dont_lose_dig_in_on_attackNo Entrenchment Lose On AttackBoolean
recon_factorReconnaissanceNumber with 1 decimal places
recon_factor_while_entrenchedRecon Bonus While Entrenched
max_planningMax planning
planning_speedPlanning Speed
supply_consumption_factorSupply Consumption
out_of_supply_factorOut of Supply
no_supply_graceSupply Grace
extra_marine_supply_graceExtra Marine Supply Grace
extra_paratrooper_supply_graceExtra Paratrooper Supply Grace
attritionDivision Attrition
attrition_for_controllerDivision AttritionNumber with 1 decimal places; state modifier
winter_attritionWinter AttritionNumber with 1 decimal places
winter_attrition_factorWinter AttritionNumber with 2 decimal places
heat_attritionHeat AttritionNumber with 1 decimal places
heat_attrition_factorHeat AttritionNumber with 2 decimal places
unit_upkeep_attrition_factorUnit UpkeepNumber with 0 decimal places
max_trainingMax trainingNumber with 2 decimal places
training_time_factorTraining time
training_time_armyDivision training timeNumber with 1 decimal places
training_time_army_factorDivision training time
armor_valueArmorNumber with 2 decimal places; must be used in an eq. category
minimum_training_levelMinimum training levelNumber with 0 decimal places
land_reinforce_rateReinforce RateNumber with 1 decimal places
combat_width_factorOwn Combat Width
terrain_penalty_reductionTerrain Penalty Reduction
pocket_penaltyEncirclement penalty
experience_gain_armyArmy Experience Gain
experience_gain_army_factorArmy Experience Gain
experience_gain_army_unitDivision Experience Gain
experience_gain_army_unit_factorDivision Experience Gain
experience_loss_factorExperienced soldier losses
acclimatization_cold_climate_gain_factorCold acclimatization gain factor
acclimatization_hot_climate_gain_factorHot acclimatization gain factor
army_armor_attack_factor
army_armor_defence_factor
army_armor_speed_factor

army_infantry_attack_factor
army_infantry_defence_factor

army_artillery_attack_factor
army_artillery_defence_factor

cavalry_attack_factor
cavalry_defence_factor

motorized_attack_factor
motorized_defence_factor

mechanized_attack_factor
mechanized_defence_factor

special_forces_attack_factor
special_forces_defence_factor

<unit_type>_attack_factor
<unit_type>_defence_factor
<unit_type>_speed_factor

<unit_type> <stat>Number with 1 decimal places
special_forces_minSpecial Forces Minimum CapacityNumber with 0 decimal places
special_forces_capSpecial Forces Capacity MultiplierNumber with 1 decimal places
special_forces_training_time_factorSpecial Forces Division training time
special_forces_no_supply_graceSpecial Forces Supply Grace
special_forces_out_of_supply_factorSpecial Forces Out of SupplyNumber with 2 decimal places
max_commander_army_sizeGeneral Max Army SizeNumber with 0 decimal places
max_marshal_army_sizeField Marshal Max Army Size
max_commander_army_group_sizeGeneral Max Army Group Size
max_marshal_army_group_sizeField Marshal Max Army Group Size
air_superiority_bonus_in_combatAir Superiority Bonus in CombatNumber with 1 decimal places
cas_damage_reductionDamage Reduction Against CAS
shore_bombardment_bonusShore Bombardment Bonus
disable_strategic_redeploymentStrategic Redeployment DisabledBoolean
disable_strategic_redeployment_for_controllerStrategic Redeployment DisabledBoolean; state modifier
air_attackAir AttackNumber with 0 decimal places; must be used in an air eq. category
air_attack_factorAir AttackNumber with 2 decimal places
air_defenceAir DefenseNumber with 0 decimal places; must be used in an air eq. category
air_defence_factorAir DefenseNumber with 2 decimal places
air_agilityAgilityNumber with 0 decimal places; must be used in an air eq. category
air_agility_factorAgilityNumber with 2 decimal places
maximum_speedMax Air SpeedNumber with 0 decimal places; must be used in an air eq. category
air_maximum_speed_factorMax Air SpeedNumber with 2 decimal places
air_accidentsAir Accidents ChanceNumber with 1 decimal places
air_accidents_factorAir Accidents ChanceNumber with 2 decimal places
air_rangeAir RangeNumber with 0 decimal places; must be used in an air eq. category
air_range_factorAir RangeNumber with 2 decimal places
air_weather_penaltyBad Weather Penalty
air_night_penaltyNight Operations Penalty
air_detectionAir Detection
air_fuel_consumption_factorAir Fuel ConsumptionNumber with 2 decimal places
experience_gain_airAir Experience Gain
experience_gain_air_factorAir Experience GainNumber with 1 decimal places
air_training_xp_gain_factorAir Wing Training Experience GainNumber with 0 decimal places
air_mission_xp_gain_factorAir Wing Mission Experience Gain
air_ace_generation_chance_factorAce generation chanceNumber with 2 decimal places
air_wing_xp_loss_when_killed_factorAir Wing Experience loss when killedUnconfirmed
air_mission_efficiencyAir Mission EfficiencyNumber with 1 decimal places
air_superiority_efficiencyAir Superiority Mission EfficiencyNumber with 2 decimal places
air_intercept_efficiencyInterception Mission Efficiency
air_cas_efficiencyAir Support Mission Efficiency
air_escort_efficiencyEscort Efficiency
air_nav_efficiencyNaval Mission Efficiency
air_interception_attack_factor
air_interception_defence_factor
air_interception_agility_factor
air_interception_detect_factor

air_air_superiority_attack_factor
air_air_superiority_defence_factor
air_air_superiority_agility_factor
air_superiority_detect_factor

air_close_air_support_attack_factor
air_close_air_support_defence_factor
air_close_air_support_agility_factor

air_strategic_bomber_attack_factor
air_strategic_bomber_defence_factor
air_strategic_bomber_agility_factor
air_strategic_bomber_bombing_factor
air_strategic_bomber_night_penalty

naval_strike_attack_factor
naval_strike_targetting_factor
naval_strike_agility_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_superiorityAir SuperiorityNumber with 1 decimal places; must be used in an air eq. category
air_cas_present_factorGround supportNumber with 2 decimal places
ground_attackGround attack
ground_attack_factorGround attack factor
air_bombingGround BombingNumber with 1 decimal places; must be used in an air eq. category
air_bombing_targettingGround Bombing TargetingNumber with 1 decimal places
strategic_bomb_visibilityStrategic bombing visibilityNumber with 2 decimal places
naval_strike_attack_factorNaval BombingNumber with 0 decimal places
naval_strike_targetting_factorNaval Targeting
naval_strike_agility_factorNaval Agility
mines_planting_by_air_factorAerial minelaying efficiency
mines_sweeping_by_air_factorAerial minesweeping efficiency
modifier_enemy_port_superiority_limitPort strike enemy superiority limit:
rocket_attack_factorRocket DamageNumber with 1 decimal places
naval_damage_factorDamageNumber with 2 decimal places
naval_defense_factorDefense
navy_orgNavy OrganizationNumber with 1 decimal places
navy_org_factorNavy Organization
naval_moraleShip Recovery Rate
naval_morale_factorShip Recovery Rate
naval_speed_factorNaval SpeedNumber with 0 decimal places
navy_max_rangeNaval max range
navy_max_range_factorNaval max range factorNumber with 2 decimal places
navy_fuel_consumption_factorNavy Fuel Consumption
naval_attritionAttrition
navy_visibilityVisibility
spotting_chanceSpotting ChanceNumber with 0 decimal places
ships_at_battle_startNumber of ships in the first contact
positioningPositioningNumber with 1 decimal places
naval_coordinationFleet CoordinationNumber with 0 decimal places
naval_detectionNaval Detection
naval_strikeNaval Strike
naval_hit_chanceNaval Hit Chance
strike_force_movement_org_lossStrike Force Org lossNumber with 2 decimal places
naval_has_potf_in_combat_attackAttack when in combat alongside the Pride of the Fleet
naval_has_potf_in_combat_defenseDefense when in combat alongside the Pride of the Fleet
navy_casualty_on_hitCasualties factor on hit
navy_casualty_on_sinkCasualties on sink
naval_accidents_chanceAccident chance
critical_receive_chanceChance to Receive Critical HitNumber with 1 decimal places
naval_critical_effect_factorEffects of sustained Critical HitsNumber with 2 decimal places
naval_critical_score_chance_factorChance to score Critical Hit
navy_submarine_attack_factor
navy_submarine_defence_factor
navy_submarine_detection_factor

navy_screen_attack_factor
navy_screen_defence_factor

navy_capital_ship_attack_factor
navy_capital_ship_defence_factor

navy_carrier_air_attack_factor
navy_carrier_air_targetting_factor
navy_carrier_air_agility_factor

<ship_role> <stat>
screening_efficiencyScreening EfficiencyNumber with 1 decimal places
convoy_escort_efficiencyEscort efficiency
submarine_attackSubmarine Attack
convoy_raiding_efficiency_factorConvoy Raiding EfficiencyNumber with 2 decimal places
sortie_efficiencySortie efficiencyNumber with 0 decimal places
fighter_sortie_efficiencyFighters sortie efficiency
carrier_trafficCarrier Traffic
carrier_capacity_penalty_reductionCarrier overcrowdingNumber with 1 decimal places
port_strikePort strikes
naval_mine_hit_chanceChance to hit naval mineNumber with 2 decimal places
naval_mines_damage_factorNaval mines damageNumber with 0 decimal places
naval_mines_effect_reductionNaval mines avoidance
mines_planting_by_fleets_factorNaval minelaying efficiency
mines_sweeping_by_fleets_factorNaval minesweeping efficiency
naval_torpedo_hit_chance_factorTorpedo hit chanceNumber with 2 decimal places
naval_torpedo_reveal_chance_factorTorpedo reveal chance
naval_torpedo_screen_penetration_factorTorpedo screen penetration
naval_torpedo_cooldown_factorTorpedo cooldown
navy_anti_air_attackNaval AA attackNumber with 1 decimal places
navy_anti_air_attack_factorNaval AA attackNumber with 2 decimal places
naval_retreat_chanceRetreat Decision ChanceNumber with 0 decimal places
naval_retreat_speedFleet speed while retreating
sub_retreat_speedSubmarine speed while retreating
convoy_retreat_speedConvoy speed while retreating
naval_enemy_fleet_size_ratio_penalty_factorEnemy fleet size penaltyNumber with 2 decimal places
naval_enemy_retreat_chanceEnemy 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 CostNumber with 0 decimal places
navy_refit_speedNaval Equipment Refitting Speed
navy_refit_ic_costNaval Equipment Refitting Cost
repair_speed_factorShip Repair Speed
transport_capacityTroop convoy requirementsNumber with 2 decimal places
invasion_preparationInvasion Preparation TimeNumber with 1 decimal places
naval_invasion_capacityNaval Invasion CapacityNumber with 0 decimal places
naval_invasion_penaltyInvasion Penalty
amphibious_invasionAmphibious Invasion SpeedNumber with 1 decimal places
amphibious_invasion_defenceInvasion DefenseNumber with 0 decimal places
democratic_drift
communism_drift
fascism_drift
neutrality_drift
<ideology_group>_drift
Daily <ideology_group> SupportNumber with 2 decimal places
democratic_acceptance
communism_acceptance
fascism_acceptance
neutrality_acceptance
<ideology_group>_acceptance
Acceptance of <ideology_group> Diplomacy
drift_defence_factorIdeology drift defenseNumber with 1 decimal places
master_ideology_driftMaster Ideology DriftNumber with 2 decimal places
political_power_costDaily Political Power CostNumber with 0 decimal places
political_power_gainDaily Political Power GainNumber with 2 decimal places
political_power_factorPolitical Power Gain
stability_factorStability
stability_weeklyWeekly Stability
stability_weekly_factorWeekly Stability Gain
party_popularity_stability_factorParty Popularity Stability Modifier
war_stability_factorWar Penalty Stability Modifier
defensive_war_stability_factorDefensive War Penalty Stability Modifier
offensive_war_stability_factorOffensive War Penalty Stability Modifier
war_support_factorWar Support
war_support_weeklyWeekly War Support
war_support_weekly_factorWeekly War Support Gain
command_power_gainDaily Command Power Gain
command_power_gain_multDaily Command Power Gain MultiplierNumber with 0 decimal places
max_command_powerMaximum Command Power Increase
max_command_power_multMaximum Command Power Increase Multiplier
surrender_limitSurrender LimitNumber with 2 decimal places
forced_surrender_limitSurrender Limit
max_surrender_limit_offsetMinimum Surrender Limit
monthly_populationMonthly PopulationNumber with 1 decimal places
conscriptionRecruitable PopulationNumber with 2 decimal places
conscription_factorRecruitable Population FactorNumber with 0 decimal places
recruitable_populationAdditional Recruitable PopulationNumber with 3 decimal places
recruitable_population_factorRecruitable PopulationNumber with 2 decimal places
non_core_manpowerNon-core Manpower
weekly_manpowerWeekly ManpowerNumber with 0 decimal places
mobilization_speedMobilization speedNumber with 2 decimal places
research_speed_factorResearch Speed
research_sharing_per_country_bonusTechnology sharing bonus
research_sharing_per_country_bonus_factorTechnology sharing bonus
encryptionEncryption
encryption_factorEncryption
decryptionDecryption
decryption_factorDecryption
civilian_factory_useCivilian Factory UseNumber with 0 decimal places; requires Waking the Tiger
consumer_goods_factorConsumer Goods FactoriesNumber with 0 decimal places
min_exportResources to Market
trade_opinion_factorTrade deal opinion factorNumber with 2 decimal places
faction_trade_opinion_factorFaction trade deal opinion factor
trade_cost_for_target_factorTarget country trade cost
extra_trade_to_target_factorExtra trade to overlord
overlord_trade_cost_factorOverlord trade cost
extra_trade_to_overlord_factorExtra trade to overlord
autonomy_gain_tradeFreedom gain by trade
autonomy_gain_trade_factorFreedom gain by trade
improve_relations_maintain_cost_factorImprove relations maintain costNumber with 0 decimal places
opinion_gain_monthlyImprove relations opinionNumber with 1 decimal places
opinion_gain_monthly_factorImprove relations opinionNumber with 2 decimal places
opinion_gain_monthly_same_ideologySame ideology monthly opinionNumber with 1 decimal places
opinion_gain_monthly_same_ideology_factorSame ideology monthly opinionNumber with 2 decimal places
guarantee_costGuarantee CostNumber with 0 decimal places
guarantee_tensionGuarantee tension limitNumber with 1 decimal places
join_faction_tensionJoin faction tension limit
subversive_activites_upkeepSubversive activities costNumber with 0 decimal places
foreign_subversive_activitiesForeign subversive activities efficiency
justify_war_goal_timeJustify war goal timeNumber with 1 decimal places
justify_war_goal_when_in_major_war_timeJustify war goal time when at war with a major
generate_wargoal_tensionGenerate war goal tension limit
generate_wargoal_tension_againstGenerate war goal tension limit against country
civil_war_involvement_tensionCivil war involvement tension
enemy_justify_war_goal_timeJustify war goal time on us
enemy_declare_war_tensionDeclare war tension on us
send_volunteer_divisions_requiredDivisions required for sending volunteer forceNumber with 1 decimal places
send_volunteer_sizeMax volunteer force divisionsNumber with 0 decimal places
send_volunteer_factorMax volunteer force divisionsNumber with 1 decimal places
send_volunteers_tensionSend volunteers tension limit
air_volunteer_capAir volunteer capNumber with 0 decimal places
no_compliance_gainNo Compliance GainBoolean
starting_complianceStarting ComplianceNumber with 0 decimal places
required_garrison_factorRequired GarrisonsNumber with 0 decimal places; state modifier
compliance_gainDaily Compliance GainNumber with 3 decimal places; state modifier
compliance_growthCompliance Growth SpeedNumber with 0 decimal places; state modifier
compliance_growth_on_our_occupied_statesCompliance Growth Speed in our states occupied by the enemy; state modifier
resistance_activityResistance Activity ChanceNumber with 1 decimal places; state modifier
resistance_garrison_penetration_chanceGarrison Penetration ChanceNumber with 2 decimal places; state modifier
resistance_growthResistance Growth SpeedNumber with 0 decimal places; state modifier
resistance_growth_on_our_occupied_statesResistance Growth Speed in our states occupied by the enemy
resistance_decayResistance Decay Speed
resistance_decay_on_our_occupied_statesResistance Decay Speed in our states occupied by the enemy
resistance_targetResistance Target
resistance_target_on_our_occupied_statesResistance Target in our states occupied by the enemy
resistance_damage_to_garrisonDamage to GarrisonsNumber with 2 decimal places; state modifier
resistance_damage_to_garrison_on_our_occupied_statesDamage to Enemy Garrisons in our states occupied by the enemy
legitimacy_dailyDaily Legitimacy GainNumber with 2 decimal places
targeted_legitimacy_dailyDaily Legitimacy GainNumber with 1 decimal places
legitimacy_gain_factorLegitimacy GainNumber with 0 decimal places
exile_manpower_factorDaily Exile ManpowerNumber with 2 decimal places
puppet_cost_factorPuppet costNumber with 1 decimal places
occupation_costOccupation CostNumber with 2 decimal places
annex_cost_factorAnnex costNumber with 1 decimal places
subjects_autonomy_gainMaster impactNumber with 1 decimal places
autonomy_gainDaily autonomy progress gain
autonomy_gain_global_factorAll autonomy gain
autonomy_gain_warscoreFreedom gain by war scoreNumber with 2 decimal places
autonomy_gain_ll_to_subjectFreedom gain by subject from lend lease from overlord
autonomy_gain_ll_to_subject_factorFreedom gain by subject from lend lease from overlord
autonomy_gain_ll_to_overlordFreedom gain by lend lease to overlord
autonomy_gain_ll_to_overlord_factorFreedom gain by lend lease to overlord
autonomy_manpower_shareSubject manpower requirement
license_subject_master_purchase_costLicense cost between subject and master
can_master_build_for_usMaster can build constructions on the subject's territoryBoolean
master_build_autonomy_factorAutonomy from buildingNumber with 0 (unconfirmed) decimal places
cic_to_overlord_factorCivilian industry to overlordNumber with 2 decimal places
mic_to_overlord_factorMilitary industry to overlord
cic_to_target_factorCivilian industry to target country
mic_to_target_factorMilitary industry to target country
production_oil_factorSynthetic OilNumber with 0 decimal places
fuel_costFuel Cost
base_fuel_gainFuel GainNumber with 2 decimal places
base_fuel_gain_factorFuel Gain
fuel_gainFuel Gain per OilNumber with 0 decimal places
fuel_gain_factorFuel Gain per OilNumber with 2 decimal places
fuel_gain_from_statesFuel Gain from Refineries
fuel_gain_factor_from_statesFuel Gain from Refineries
max_fuelFuel Capacity (K)
max_fuel_buildingFuel Capacity (K)
max_fuel_factorFuel Capacity
refit_speedRefitting SpeedNumber with 0 decimal places
refit_ic_costRefitting Cost
industrial_factory_donationsIndustrial Factory Donations
military_factory_donationsMilitary Factory Donations
dockyard_donationsDockyard Donations
global_building_slotsMax Factories in a State
global_building_slots_factorMax 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 speedNumber with 2 decimal places
conversion_cost_civ_to_mil_factorCivilian to Military Factory conversion cost
conversion_cost_mil_to_civ_factorMilitary to Civilian Factory conversion cost
industrial_capacity_factoryFactory Output
industrial_capacity_dockyardDockyard Output
production_factory_start_efficiency_factorProduction Efficiency Base
production_factory_max_efficiency_factorProduction Efficiency Cap
production_factory_efficiency_gain_factorProduction Efficiency growth
production_lack_of_resource_penalty_factorLack of Resources Penalty
line_change_production_efficiency_factorProduction 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_factorFree repair
industry_repair_factorFactory Repair Speed
industry_air_damage_factorFactory Bomb Vulnerability
tech_air_damage_factorAnti-Air Bombing Damage Reduction
static_anti_air_damage_factorStatic Anti Air damage factor
static_anti_air_hit_chance_factorStatic Anti Air hit chance factor
nuclear_productionAllows Nuclear BombBoolean
nuclear_production_factorNuclear ProductionNumber with 0 decimal places
naval_torpedo_range_factorTorpedo range
experience_gain_factorLeader Experience Gain
experience_gain_navyNaval Experience Gain
experience_gain_navy_factorNaval Experience Gain
experience_gain_navy_unit_factorShip Experience Gain
experience_gain_navy_unitShip Experience Gain
resistance_tickResistance Growth
resistance_tick_autoResistance Growth
local_resourcesLocal Resources
local_resources_factorResource Gain EfficiencyConfirmed
local_manpowerLocal ManpowerConfirmed as a state modifier
local_non_core_manpowerLocal Non-core ManpowerConfirmed as a state modifier
local_suppliesLocal SuppliesConfirmed as a state modifier
local_factoriesLocal Factories
local_intel_to_enemiesIntel to Enemies
local_factory_sabotageChance to Sabotage ConstructionsConfirmed
military_leader_cost_factorMilitary Leader Cost
army_leader_cost_factorArmy Leader Cost
navy_leader_cost_factorNavy Leader Cost
army_leader_start_levelStarting level of new army leaders
local_org_regainOrganization RegainNo effect as a state modifier
army_bonus_air_superiority_factorAir Superiority
enemy_army_bonus_air_superiority_factorEnemy Air Support
local_building_slotsMax Factories in StateConfirmed as a state modifier
local_building_slots_factorMax Factories in StateConfirmed as a state modifier
production_speed_buildings_factorConstruction Speed
partisan_effectEffect of our partisans
enemy_partisan_effectEffect of partisans on us
army_infantry_attack_factorInfantry Division Attack
army_infantry_defence_factorInfantry Division Defense
modifier_enemy_port_superiority_limitPort strike enemy superiority limit:
equipment_captureEquipment Capture Ratio GainNumber with 1 decimal places
equipment_capture_factorEquipment Capture Ratio Modifier
equipment_conversion_speedConversion speed bonus
equipment_upgrade_xp_costEquipment Experience CostNumber with 0 decimal places
land_equipment_upgrade_xp_costLand Equipment Experience CostNumber with 0 decimal places
naval_equipment_upgrade_xp_costNaval Equipment Experience Cost
air_equipment_upgrade_xp_costAir Equipment Experience Cost
lend_lease_tensionLend-lease tension limitNumber with 1 decimal places
license_purchase_costLicense purchase costNumber with 0 decimal places
license_production_speedLicense production speed
license_tech_difference_speedLicense 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_levelStarting Attack skill level of new army leaders
army_leader_start_defense_levelStarting Defense skill level of new army leaders
army_leader_start_logistics_levelStarting Logistics skill level of new army leaders
army_leader_start_planning_levelStarting Planning skill level of new army leaders
skill_bonus_factorLeader Skill Bonuses
cannot_use_abilitiesCannot Use Combat Abilities
promote_cost_factorPromotion Cost
sickness_chanceChance to Get Sick
river_crossing_factorRiver Crossing Speed Penalty
paratrooper_count_per_planeParatrooper per Plane
paradrop_organization_factorParatrooper Organization Factor
paratrooper_aa_defenseParatrooper Anti Air Defense
fortification_damageFort Damage from Combat
fortification_collateral_chanceFort Combat Damage Chance
wounded_chance_factorChance to get wounded in combat
reassignment_duration_factorArmy reassignment duration
naval_invasion_prep_speedInvasion 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_engineer_combat_factor
experience_gain_recon_training_factor
experience_gain_recon_combat_factor
experience_gain_military_police_training_factor
experience_gain_military_police_combat_factor
experience_gain_maintenance_company_training_factor
experience_gain_maintenance_company_combat_factor
experience_gain_field_hospital_training_factor
experience_gain_field_hospital_combat_factor
experience_gain_logistics_company_training_factor
experience_gain_logistics_company_combat_factor
experience_gain_signal_company_training_factor
experience_gain_signal_company_combat_factor
experience_gain_mot_recon_training_factor
experience_gain_mot_recon_combat_factor

experience_gain_artillery_training_factor
experience_gain_artillery_combat_factor
experience_gain_rocket_artillery_training_factor
experience_gain_rocket_artillery_combat_factor
experience_gain_anti_air_training_factor
experience_gain_anti_air_combat_factor
experience_gain_anti_tank_training_factor
experience_gain_anti_tank_combat_factor
experience_gain_artillery_brigade_training_factor
experience_gain_artillery_brigade_combat_factor
experience_gain_rocket_artillery_brigade_training_factor
experience_gain_rocket_artillery_brigade_combat_factor
experience_gain_anti_air_brigade_training_factor
experience_gain_anti_air_brigade_combat_factor
experience_gain_anti_tank_brigade_training_factor
experience_gain_anti_tank_brigade_combat_factor
experience_gain_mot_artillery_brigade_training_factor
experience_gain_mot_artillery_brigade_combat_factor
experience_gain_mot_rocket_artillery_brigade_training_factor
experience_gain_mot_rocket_artillery_brigade_combat_factor
experience_gain_mot_anti_air_brigade_training_factor
experience_gain_mot_anti_air_brigade_combat_factor
experience_gain_mot_anti_tank_brigade_training_factor
experience_gain_mot_anti_tank_brigade_combat_factor

experience_gain_light_armor_training_factor
experience_gain_light_armor_combat_factor
experience_gain_light_sp_artillery_brigade_training_factor
experience_gain_light_sp_artillery_brigade_combat_factor
experience_gain_light_sp_anti_air_brigade_training_factor
experience_gain_light_sp_anti_air_brigade_combat_factor
experience_gain_light_tank_destroyer_brigade_training_factor
experience_gain_light_tank_destroyer_brigade_combat_factor
experience_gain_light_tank_recon_training_factor
experience_gain_light_tank_recon_combat_factor
experience_gain_medium_armor_training_factor
experience_gain_medium_armor_combat_factor
experience_gain_medium_sp_artillery_brigade_training_factor
experience_gain_medium_sp_artillery_brigade_combat_factor
experience_gain_medium_sp_anti_air_brigade_training_factor
experience_gain_medium_sp_anti_air_brigade_combat_factor
experience_gain_medium_tank_destroyer_brigade_training_factor
experience_gain_medium_tank_destroyer_brigade_combat_factor
experience_gain_heavy_armor_training_factor
experience_gain_heavy_armor_combat_factor
experience_gain_heavy_sp_artillery_brigade_training_factor
experience_gain_heavy_sp_artillery_brigade_combat_factor
experience_gain_heavy_sp_anti_air_brigade_training_factor
experience_gain_heavy_sp_anti_air_brigade_combat_factor
experience_gain_heavy_tank_destroyer_brigade_training_factor
experience_gain_heavy_tank_destroyer_brigade_combat_factor
experience_gain_super_heavy_armor_training_factor
experience_gain_super_heavy_armor_combat_factor
experience_gain_super_heavy_sp_artillery_brigade_training_factor
experience_gain_super_heavy_sp_artillery_brigade_combat_factor
experience_gain_super_heavy_sp_anti_air_brigade_training_factor
experience_gain_super_heavy_sp_anti_air_brigade_combat_factor
experience_gain_super_heavy_tank_destroyer_brigade_training_factor
experience_gain_super_heavy_tank_destroyer_brigade_combat_factor
experience_gain_modern_armor_training_factor
experience_gain_modern_armor_combat_factor
experience_gain_modern_sp_artillery_brigade_training_factor
experience_gain_modern_sp_artillery_brigade_combat_factor
experience_gain_modern_sp_anti_air_brigade_training_factor
experience_gain_modern_sp_anti_air_brigade_combat_factor
experience_gain_modern_tank_destroyer_brigade_training_factor
experience_gain_modern_tank_destroyer_brigade_combat_factor
experience_gain_amphibious_armor_training_factor
experience_gain_amphibious_armor_combat_factor

experience_gain_submarine_training_factor
experience_gain_submarine_combat_factor
experience_gain_destroyer_training_factor
experience_gain_destroyer_combat_factor
experience_gain_light_cruiser_combat_factor
experience_gain_light_cruiser_training_factor
experience_gain_heavy_cruiser_training_factor
experience_gain_heavy_cruiser_combat_factor
experience_gain_battle_cruiser_training_factor
experience_gain_battle_cruiser_combat_factor
experience_gain_battleship_training_factor
experience_gain_battleship_combat_factor
experience_gain_carrier_training_factor
experience_gain_carrier_combat_factor

experience_gain_fighter_training_factor
experience_gain_fighter_combat_factor
experience_gain_cv_fighter_training_factor
experience_gain_cv_fighter_combat_factor
experience_gain_heavy_fighter_training_factor
experience_gain_heavy_fighter_combat_factor
experience_gain_jet_fighter_training_factor
experience_gain_jet_fighter_combat_factor
experience_gain_cas_training_factor
experience_gain_cas_combat_factor
experience_gain_cv_cas_training_factor
experience_gain_cv_cas_combat_factor
experience_gain_nav_bomber_training_factor
experience_gain_nav_bomber_combat_factor
experience_gain_cv_nav_bomber_training_factor
experience_gain_cv_nav_bomber_combat_factor
experience_gain_tac_bomber_training_factor
experience_gain_tac_bomber_combat_factor
experience_gain_jet_tac_bomber_training_factor
experience_gain_jet_tac_bomber_combat_factor
experience_gain_strat_bomber_training_factor
experience_gain_strat_bomber_combat_factor
experience_gain_jet_strat_bomber_training_factor
experience_gain_jet_strat_bomber_combat_factor
experience_gain_transport_plane_training_factor
experience_gain_transport_plane_combat_factor
experience_gain_scout_plane_training_factor
experience_gain_scout_plane_combat_factor
experience_gain_rocket_interceptor_training_factor
experience_gain_rocket_interceptor_combat_factor
experience_gain_suicide_craft_training_factor
experience_gain_suicide_craft_combat_factor
experience_gain_guided_missile_training_factor
experience_gain_guided_missile_combat_factor

experience_gain_<unit_type>_training_factor
experience_gain_<unit_type>_combat_factor

<sub_unit> Training/Combat Experience GainNumber 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> CostNumber with 0 decimal places

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Hearts Of Iron 4 Special Forces

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