hoi4 bombing warscore

How many in-game-naval-mines is one visual 3d naval mine? CONSTRUCTION_MAP_MODE_TRANSPARENCY_OVERRIDE. RESISTANCE_MAP_ICON_MODIFIERS_DISTANCE_CUTOFF, At what camera distance the resistance/compliance map icon modifiers are hidden, At what camera distance the resistance/compliance map icons are hidden, At what camera distance capital icons disappears, NAVAL_MISSION_TASK_FORCES_GROUP_BY_ALLEGIANCE_CUTOFF, PEACE_CONFERENCE_MAP_ICON_DISTANCE_CUTOFF, The higher value, the more likely the 3d naval mines will clamp together, Higher chance to spawn 3d naval mine near our territory. Scale of the amount of tension created by a countries capitulation. multiplied with tech cost and ahead of time penalties, Max technology sharing bonus that can be applied instantly, default xp cost of a research to unlock directly, default xp cost of a research to speed up the process, default boost research bonus gained when xp is used to research an item, Number of days the player has to regret using a limited tech bonus. The popup messages that doesn't require the player respond will automatically hide after some timeout. How much threat generated by other countries effects generated strategies. Twitter Reddit Hearts of Iron IV Update 1.12.3 Steam Hearts of Iron IV just got an important update today. Multiplier of how much the curve affects the wings banking. MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN_CONVOY_THREAT, AI will increase screen assignment for escort missions as threate increases, MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX_CONVOY_THREAT, maximum ratio of screens forces to be used in mine sweeping, MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO, if you have mines near your owned states, you will start priotize mine missions and will assign this ratio of screens, MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MIN_MINES, MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MAX_MINES, highest mines for highest prio for mine missions, maximum ratio of screens forces to be used in mine laying, max ratio of screens forces to be used in naval invasion missions, max ratio of capital forces to be used in naval invasion missions, MAX_FACTORY_TO_SPARE_FOR_MISSION_FUEL_TRADE, amount of factories to spend on oil trade in case of fuel need for missions, MAX_FACTORY_TO_SPARE_FOR_CRITICAL_MISSION_FUEL_TRADE, amount of factories to spend on oil trade in case of fuel need for prio missions, AI will be less reluctant to cancel convoy missions if it is trading for oil, MAX_FACTORY_TO_SPARE_FOR_MISSION_FUEL_TRADE_IN_PEACE, amount of factories to spend on oil trade in case of fuel need for missions in peace time, MAX_FACTORY_TO_SPARE_FOR_CRITICAL_MISSION_FUEL_TRADE_IN_PEACE, amount of factories to spend on oil trade in case of fuel need for prio missions in peace time, ratio of ship combat fuel cost that is to be considered in fuel usage and request system, ratio of ship combat fuel cost that is to be considered in prio fuel usage and request system, ratio of ship movement fuel cost that is to be considered in fuel usage and request system, ratio of ship movement fuel cost that is to be considered in prio fuel usage and request system, NAVY_ACTUAL_FUEL_USAGE_WEIGHT_ON_OIL_REQUEST, weight of actual fuel usage of ships compared to what is being asked for missions while calculating oil needed for trade, AIR_ACTUAL_FUEL_USAGE_WEIGHT_ON_OIL_REQUEST, weight of actual fuel usage of planes compared to what is being asked for missions while calculating oil needed for trade, MONTHS_TO_FILL_FUEL_BUFFER_WITH_OIL_REQUESTS, in war time, coutries will try to fill their buffer in this duration and trade for oil if necesarry, MONTHS_TO_FILL_FUEL_BUFFER_WITH_OIL_REQUESTS_IN_PEACE_TIME, in peace time, coutries will try to fill their buffer in this duration and trade for oil if necesarry, FUEL_CONSUMPTION_MULT_FOR_FUEL_SAVING_MODE, fuel consumptions will be limited by this ratio in fuel saving mode, fuel consumptions will be limited by this ratio in regular fuel mode, FUEL_CONSUMPTION_MULT_AGRESSIVE_FUEL_MODE, fuel consumptions will be limited by this ratio in aggressive fuel usage mode, DAYS_FUEL_REMAINING_TO_ENTER_FUEL_SAVING_MODE, countries will enter fuel saving mode if they will be out of fuel in this number of days and their fuel ratio is below next define, DAYS_FUEL_REMAINING_TO_ENTER_FUEL_SAVING_MODE_FUEL_RATIO, countries will exit fuel saving mode if they have more fuel ratio than this, WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_ARMY_MAX_CONSUMPTION, AI will try to buffer at least this amount of days on max consumption, will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer, WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_AIR_MAX_CONSUMPTION, WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_NAVY_MAX_CONSUMPTION, minimum value for wanted fuel buffers for AI (in thousands), GIE_LEND_LEASE_TO_PLAYER_EXILE_DESIRE_BONUS. 50% base -25% from evasion +10% bcoz it's very close). With that score, I was able to take most of the world, all of including Free France. I'm not sure how much if at all they contribute right now, but I feel like it doesn't have as much impact as it should. Factor for score of how likely the AI is to keep going down a focus tree rather than starting a new path. can only steal ships from a task force if their main ship ratio is above this. ai_strategy supports land_xp_spend_priority upgrade_xp_cutoff. % of damage dealt to the first target in a combat. Permanent link; Page information Strategic bombing. After last x% of the flight path, the airplane will scale down. Overwrite above value for CallAlly and JoinAlly diplo action. Scale interpolated by invasion progress. Minimum fraction of a naval equipment's strategic resource cost that any conversion will cost. how many skillpoints is a recon advantage worth when picking a tactic. How much extra focus the AI should put on who it considers to be its current main enemy. When below, navy will go to home base to repair. Report. Province covered by radar increases intel by 10 (where 255 is max). State manpower reduced by factor 1000 in code. War score is horrendously unbalanced :: Hearts of Iron IV General War Score? : r/hoi4 - Reddit more = quicker response, fewer = better performance, Maximum number of units selected that will cause icon stacks to split, MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE, Distance at which icon grouping becomes very coarse and merges different types of units, MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE_STRATEGIC, Distance at which icon grouping becomes very coarse and merges different types of units for strategic mapmodes. Amount of tension generated by 1 take navy peace action, Amount of tension generated by stacking demilitarize zone on 1 state, multiplied with the state base threat, Amount of tension generated by stacking war reparation on 1 state, multiplied with the state base threat, Amount of tension generated by stacking resource rights on 1 state, multiplied with the state base threat, Amount of tension generated by stacking dismantle military industry on 1 state, multiplied with the state base threat. Valid between [0.0, 1.0]. How quickly is desire to unlock army spirits accumulated? Values greater or equal to 1 are discouraged. Truce period after kicking someone from faction in days. Province may be covered by multiple radars, then the value sums up. Factor for AI's evaluated value of the modifiers connected to the spirit. WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_FACTOR. How quickly is desire to update/create naval equipment variants accumulated? Multiplies how much resistance can spread from one state to its neighbors, a state will spread whatever is highest of its victorypoints resistance increase or half of any of its neighbors spread, multiplied by this, Resistance will fall by this much each day if there is nothing increasing it ( no VPs and no spread from neighbors ). Opinion modifier for acceptance of license production requests. How much efficiency drops when losing convoys. I managed to get up to 60% by early 1941, with Germany and Italy each under 20%. how much additional flow a railway level gives, used for calculating "flow" from a naval node to another naval node when it is connected via a convoy route, max output/input of a naval node is limited by previous base value + this define per its level, if supply of a node is below this value it will be set to 0 -- Currently unused? As a consequence of this, there is no need to copy the entire file to edit it. if main ship ratio in a task force is larger than this, split it. DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_LAND. The moment at which the division gains enough acclimatization to change it's model to the camouflage one. BASE_FACTORY_EFFICIENCY_FAMILY_CHANGE_FACTOR. Ratio on amount of divisions that escapes. Defines are defined in /Hearts of Iron IV/common/defines/*.lua files. 0.0 means no effect, 0.15 means a cost difference of 100 PP modifies the score by 15%. After multiple request ive made a how to strat bomb in hoi4 tutorial, mostly as germany and england uk im showing how to use and counter strategic bombers in. It can be a localized. Majors count extra (value of 1 will negate this). Modifiers - Hearts of Iron 4 Wiki can be modified by wanted_supply_trucks min_wanted_supply_trucks ai strats. Threshold for a country that has a very good opinion of you. Dynamic intel pool can be manipulated through the following defines: DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_LOG_FACTOR, DYNAMIC_INTEL_SOURCE_EVENT_AGGREGAT_DIVISOR, DYNAMIC_INTEL_SOURCE_EVENT_ABSOLUTE_MAXIMUMS, DYNAMIC_INTEL_SOURCE_LAND_COMBAT_FLAT_DECAY, DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MULT_DECAY, DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_LOG_FACTOR, DYNAMIC_INTEL_SOURCE_LAND_COMBAT_AGGREGAT_DIVISOR, DYNAMIC_INTEL_SOURCE_LAND_COMBAT_MAXIMUMS, DYNAMIC_INTEL_SOURCE_LAND_COMBAT_ABSOLUTE_MAXIMUMS, DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_FLAT_DECAY, DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MULT_DECAY, DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_LOG_FACTOR, DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_AGGREGAT_DIVISOR, DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_MAXIMUMS, DYNAMIC_INTEL_SOURCE_NAVAL_COMBAT_ABSOLUTE_MAXIMUMS, DYNAMIC_INTEL_SOURCE_AIR_COMBAT_FLAT_DECAY, DYNAMIC_INTEL_SOURCE_AIR_COMBAT_MULT_DECAY, DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_LOG_FACTOR, DYNAMIC_INTEL_SOURCE_AIR_COMBAT_AGGREGAT_DIVISOR, DYNAMIC_INTEL_SOURCE_AIR_COMBAT_ABSOLUTE_MAXIMUMS, DYNAMIC_INTEL_SOURCE_AIR_RECON_FLAT_DECAY, DYNAMIC_INTEL_SOURCE_AIR_RECON_MULT_DECAY, DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_LOG_FACTOR, DYNAMIC_INTEL_SOURCE_AIR_RECON_AGGREGAT_DIVISOR, DYNAMIC_INTEL_SOURCE_AIR_RECON_ABSOLUTE_MAXIMUMS, DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_FLAT_DECAY, DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MULT_DECAY, DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_LOG_FACTOR, DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_AGGREGAT_DIVISOR, DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_MAXIMUMS, DYNAMIC_INTEL_SOURCE_CAPTURED_OPERATIVE_ABSOLUTE_MAXIMUMS, LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_INSTANCE, if the opponent has any division present, flat intel value generated py a participant against an opponent, LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_COMITTED_DIVISIONS, multiplied to the number of comitted divisions of the opponent, LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_RESERVE_DIVISIONS, LAND_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_RETREATING_DIVISIONS, factor applied once all values have been added together, LAND_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_INSTANCE, if the opponent has any plane active in the, flat intel value generated by a participant against that opponent, LAND_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_PLANE, multiplied to the number of plane that opponent has in the combat, each recon gives this bonus to overall gathered land intel in combat, NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_INSTANCE, NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_SUBMARINE, NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_SCREEN_SHIP, NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_CAPITAL_SHIP, NAVAL_COMBAT_NAVY_INTEL_OVER_OPPONENT_PER_INTERNAL_PLANES, NAVAL_COMBAT_CIVILIAN_INTEL_OVER_OPPONENT_PER_INSTANCE, NAVAL_COMBAT_CIVILIAN_INTEL_OVER_OPPONENT_PER_TRADE_CONVOY, NAVAL_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_INSTANCE, NAVAL_COMBAT_ARMY_INTEL_OVER_OPPONENT_PER_TRANSFER_CONVOY, NAVAL_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_INSTANCE, NAVAL_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_INTERNAL_PLANES, NAVAL_COMBAT_AIR_INTEL_OVER_OPPONENT_PER_EXTERNAL_PLANES, NAVY_INTEL_BASE_SPOTTING_BONUS_MIN_INTEL_FOR_BONUS, at least this intel diff is needed for start applying BASE_SPOTTING_FROM_DECRYPTION bonus, NAVY_INTEL_BASE_SPOTTING_BONUS_MAX_INTEL_FOR_BONUS, at this intel BASE_SPOTTING_FROM_DECRYPTION will be applied fully, NAVY_INTEL_MINE_DAMAGE_REDUCTION_FACTOR_MIN_INTEL_FOR_BONUS, at least this intel diff is needed for start applying NAVAL_MINES_INTEL_DIFF_FACTOR bonus, NAVY_INTEL_MINE_DAMAGE_REDUCTION_FACTOR_MAX_INTEL_FOR_BONUS, t this intel NAVAL_MINES_INTEL_DIFF_FACTOR will be applied fully, multiplied to the national coverage to deduce the fraction of the maximum value listed below that will be added to the intel against the network's target, INTEL_NETWORK_NATIONAL_COVERAGE_NAVAL_BASE_FACTOR, factor used instead of above in case you dont cover naval bases etc, the maximum intel values that an intel network will provide against a target, only apply if the network encompass a naval base controlled by the network's target. Can anyone help? To avoid complete 0% efficiency, set the lower limit. That said, in this case your allies likely didn't want land and thus gave you their points. basic population growth per year, used for monthly manpower gain. we can really pounce a land strike and escalate, we can really pounce a naval strike and escalate, air superiority scale = superiority/(pixels*this), How many planes can shoot at each plane on other side ( if there are 100 planes we are atttacking COMBAT_MULTIPLANE_CAP * 100 of our planes can shoot ), same as above but used inside naval combat for carrier battles. If a units path is at least this long to reach its front location, it will strategically redeploy. AI should be unwilling to enter accept a call to war if not ready for war against the relevant enemies. How quickly is desire to unlock naval doctrines accumulated? Can we talk about War Score? : r/hoi4 - Reddit Base factor for submarine detection. How do you see the effects of strategic bombing? Check if activating motorization would improve supply situation this often. You could send a million CAS and fighters and win the air war so hard the ground gets decimated by CAS, but it wouldn't matter for war participation. ), { 0, 200, 200, 200, 100, 200, 100, 0, 0, 100 }, priorities for regions to get assigned to a mission, { 0, 100000, 1000, 1500, 1000, -1, 300, 0, 0, 1000 }, MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN, all-screen taskforces will be shared between convoy defense, mine missions and patrols (in this prio), MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX. Number of days after formation of faction or change in leadership before another country is allowed to assume leadership. gaining x more XP per day, MIN_AI_SCORE_TO_MOBILIZATION_LAW_OVERRIDE_HARD_CODED_SCORE, for positive values of following defines, ai weights will take over of hardcoded ai scoring system, MIN_AI_SCORE_TO_ECONOMY_LAW_OVERRIDE_HARD_CODED_SCORE, MIN_AI_SCORE_TO_TRADE_LAW_OVERRIDE_HARD_CODED_SCORE, MIN_AI_SCORE_TO_ALL_LAWS_OVERRIDE_HARD_CODED_SCORE, How much increase in threat does AI feel for being in war against someone, How much increase in threat does AI feel against neighbours who are at war, How much increase in threat does AI feel against neighbours who are allied against one of our enemies, How much increase in threat does AI feel against neighbours who at war with our allies, Threat caused by not being in the same faction, above this threshold, ai will leave first year civilian factory mode which bumps it civilian factory scores while building, Minimum org% for a unit to actively attack an enemy unit when executing a plan, Minimum strength for a unit to actively attack an enemy unit when executing a plan. How much threat must be generated in region ( by REGION_THREAT_PER_SUNK_CONVOY ) so the AI will decide to mark the region as avoid, When convoys are sunk it generates threat in the region which the AI uses to prio nalval missions, PRODUCTION_LINE_SWITCH_SURPLUS_NEEDED_MODIFIER, AI countries will hold on activating plans if stronger countries have plans in the same location. The AI will not consider members of groups which plan is not activated AND evaluates lower than this. Factor on amount of manpower gained from owned states that are controlled by an enemy. If the enemy has a navy at least these many times stronger that the own, don't bother invading. if resulting main ship ratio would be at most this, allow merging into this task force. The Influence cost modifier is basically the inverse of distance. It was never properly balanced for the impact that it has on the experience (read: frustration) of especially new players. The Formula: Min( TRAINING_MAX_DAILY_COUNTRY_EXP * Ratio, TRAINING_DAILY_COUNTRY_EXP_FACTOR * ( TRAINING_DAILY_COUNTRY_EXP_SHIP_RATIO_FACTOR * TrainingShipCount / CountryShipCount, Factor used to scale the Daily Country Navy XP gain, TRAINING_DAILY_COUNTRY_EXP_MANPOWER_FACTOR, Factor used to scale the sum of the training manpower for the Daily Country Navy XP gain, TRAINING_DAILY_COUNTRY_EXP_MANPOWER_RATIO_FACTOR, Factor used to scale the sum of the manpower divided by the country's number of ship for the Daily Country Navy XP gain, TRAINING_DAILY_COUNTRY_EXP_SHIP_RATIO_FACTOR, Factor used to scale the ratio of training ships for the Daily Country Navy XP gain, if strength is less than this, the unit will not contribute to training and cant be damaged by training, base spotting percentage that comes from full radar coverage, multiplier for task forces' detection value before logistic transform, base spotting percentage that comes from task forces in area, each plane will contribute 1/this of the air-wing's detection stat, multiplier for air-wings' detection value before logistic transform, base spotting percentage that comes from air-wings in area, base spotting percentage that comes from decryption, can go negative (enemy decryption is subtracted), Minimum spotting progress (in percent) per hourly tick, { 0.5, 0, 0.25, 0, 0.5, 0, 0, 0.25, 0, 0, 0, 0, 0.25, 0.5, 1.0, 1.5 }, Multiplier for air-wings' spotting contribution per mission type, MIN_HOURS_TO_SHUFFLE_NEWLY_ASSIGNED_PATROLS, if a fleet has less patrol than it needs to cover all of it areas, it will shuffle the patrols around. Bombing the enemy, occupying the enemy land, and losing your men in battle. Maximum cost factor for each turn a bid has been uncontested on the state. FACTION_LEADERSHIP_CHANGE_ALERT_THRESHOLD. up to 2 x base value. Below this altitude the minimum volume will be used, Above this altitude the maximum volume will be used, Wait for this many seconds before playing another vo. Will at most trade away this fraction of factories. Sinking troops in convoys should add to war score I think Penalty decrease while lack of resource per factory, IC cost equipment for every year of equipment after 1936, base MIC speed modifier for licensed equipment, MIC speed modifier for licensed equipment for each year of difference between actual and latest equipment, MIC speed modifier for licensed equipment for not being in faction, Penalty for producing non licensed equipment, Modifier to the production speed when converting equipment. if lower more bonus, if higher less bonus, biggest bonus we can get from having a small wing with an ace on, value of planes not on active search missions for detection, Effect of supply need per unit for target province picking for air supply. This value, multiplied by the total score distributed this turn, is the minimum score they will receive (up until their total allocated score). Daily amount of popularity that will be added by the activity. damage bonus when planes are in naval combat where their carrier is present (and can thus sortie faster and more effectively), How much the experinence gained by CAS is scaled, How much the experinence gained by paradropping is scaled, How much the experinence gained by bombing is scaled, EXPERIENCE_SCALE_ATTACK_LOGISTICS_NO_TRUCK_CONSUMERS, How much country experinence gained by attacking consumers who aren't motorized, EXPERIENCE_SCALE_ATTACK_LOGISTICS_NODE_AND_TRAINS, How much country experinence gained by attacking node/trains, How much country experinence gained by attacking trucks, Factor all air experience gain from missions by this. XP cost for converting one equipment module to a related module when creating an equipment variant. If a unit is in enemy territory with no supply it will consider nearby ports within this distance. [TAG]_DIVISION_EXPERIENCE_TITLE_ARMY_EXPERIENCE_[array index], whether to apply org_loss_when_moving modifiers additively or multiplicatively (hardcoded multiplicative pre-2021). This has no gameplay implications. How far the defensive line is offset from the front. how much reliability affects org loss on moving, how much reliability is afffecting weather impact, factor affecting how much equipment is returned "from the dead". Use it ot balance the game difficulty. DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_MANPOWER_IN_FIELD, Scale multiplied by difference in manpower in field, DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_GLOBAL_TENSION, DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_WAR_SUPPORT, DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_EMBARGO, DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_OWN_SURRENDER_LIMIT, Multiplied by recipient nation's surrender level, DIPLOMACY_ACCEPT_CONDITIONAL_SURRENDER_MINOR_WAR, Applied if recipient is a minor nation (and therefore there are no majors in this war), MIN_POLITICAL_POWER_MONTHLY_GAIN_FOR_IMPROVE_RELATIONS, If country makes less than this PP per month, they won't improve relations, If we or any of our puppets have more total resources of a single category that this, we will consider embargoing countries, A divisor to generated world tension when applying how much we care about it in AI desire. To my knowledge only three things count. The usefulness of strategic bombing :: Hearts of Iron IV Discusiones How many railway guns will be transferred on annexation, Number of hours between redistribution of attached railway guns, tracked per army. Weight multiplier for high_command advisors over other chosen advisor or idea types, Weight multiplier for chief roles over other advisor or idea types. NEEDED_NAVAL_FACTORIES_EXPENSIVE_SHIP_BONUS, Amount of naval yards you need to get a bonus to building really expensive ships, FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED, ai will consider a front fortified if this ratio of provinces has fort, HEAVILY_FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED, ai will consider a front super fortified if this ratio of provinces has lots of forts, FORTIFIED_MIN_ORG_FACTOR_TO_CONSIDER_A_FRONT_FORTIFIED, ai will treat fortified provinces as unfortified if no unit in that province has an organization factor at least this high, AI will assign at least this amount of units to break from desperate situations, ai will increase number of units assigned to break from desperate situations when units are start falling lower than this str limit, ai will wait for this much org to attack an enemy prov in desperate situations, ai will wait for this much org to move in desperate situations, DESPERATE_ATTACK_WITHOUT_ORG_WHEN_NO_ORG_GAIN, if ai can't regain enough org to attack in this many hours, it will go truly desperate and attack anyway (still has to wait for move org), AI will not accept expeditionary requests if its expeditions are above this ratio, CASUALTY_RATIO_TO_PULL_EXPEDITIONARIES_BACK, AI will pull expeditioniries back if its casualties is aboce this ratio compared to their total deployed manpower, CASUALTY_RATIO_TO_NOT_SEND_EXPEDITIONARIES, AI will not send expeditioniries if its casualties is aboce this ratio compared to their total deployed manpower, SURRENDER_LEVEL_TO_PULL_EXPEDITIONARIES_BACK, AI will pull expeditioniries back if its surrender level is above this ratio, SURRENDER_LEVEL_TO_NOT_SEND_EXPEDITIONARIES, AI will not send expeditioniries if its surrender level is above this ratio, expeditionary manpower lost will decay by thousands daily by this ratio (compared to deployed manpower), AI will pull units back from non-ai players after waiting this days if things are not going well for its units, democracies gives each other access if they have a common enemy, AI will not rebase air wings on missions if their new mission target exceeds this percentage of region coverage, ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS_AT_WAR, each access reduces the desire of next access, NAVAL_ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS_AT_WAR, NAVAL_ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS, NAVAL_SUPREMACY_WEIGHT_PER_DIVISION_ON_INVASION_ORDER, adds to supremacy requests for regions with active or pending naval invasions, if army ratio is of a country is larger than this threshold, it will be less reluctant to accept certain diplo actions, max penalty that will be applied for thinking a country is too insignificant, If no threat, multiply min wanted units by this.

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hoi4 bombing warscore

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