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# NOTE: Obviously, the order of these variables cannot be changed.

economy = {
# IC to TC ratio
1.5
# IC to Supplies ratio
4.0
# IC to Consumer Goods Ratio
1.0
# IC to Money Ratio
0.25 #0.2
# Min Available IC as percentage of the final IC (applied in case of resource la
ck)
0.1 #0.0
# Min final Available IC (modified by negative free IC only)
3 #0
# Modifier on dissent reduction - higher this modifier is, longer it will take t
o reduce dissent.
4.0 #4.0
# Max Gearing Bonus ( never lower than value * build time )
0.65
# Gearing Bonus Increment ( lessening of build time per successive build, down t
o Max Gearing Bonus )
0.05
# IC Non-National Province Multiplier
0.2 #0.3333
# IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where
applicable)
0.2
# IC multiplier for puppets
1.0 #1.0
# Resource multiplier for non-national provinces
0.5 #0.5
# Resource multiplier for occupied provinces (overrides non-national)
0.4 #0.4
# Resource multiplier for non-national provinces for AI countries (replaces both
above). Use -1 disable this AI cheat.
0.75 #0.75
# Resource multiplier for puppets (multiplier on the others)
1.0 #1.0
# TC Undeployed Division Load
10.0
# TC Occupied Province Load
1.0
# TC Land Division Load Multiplier
1.0
# TC Air Division Load Multiplier
1.0
# TC Naval Division Load Multiplier
0.3333
# TC Load from partisans
12.0
# TC load factor from offensives
1.5
# TC Load from province dev
5.0
# TC Load from bases in queue
100.0
# National Province Manpower Multiplier (income per day)
0.01

# Non-National Province Manpower Multiplier (income per day.) Note: Some types o
f ministers can affect this value.
0.001
# Colonial Province Manpower Multiplier (multiplied on the other)
0.1
# MP multiplier for puppets (multiplied on the other)
1.0 #1.0
# Wartime oversea provinces Manpower Multiplier (multiplied on the other)
0.0 #0.0
# Peacetime Manpower Multiplier (multiplied on the other)
1.0 #1.0
# Wartime Manpower Multiplier (multiplied on the other)
1.0 #1.0
# Daily retired Manpower - percentage of the current MP pool
0.0 #0.0
# Trickle-back factor for manpower from losses in battle. (ie, how many are just
wounded.)
0.35
# Reinforcement Manpower Cost Factor
0.8
# Reinforce cost
0.8
# Reinforce time
0.5
# Upgrade cost
0.5
# Upgrade time
0.5
# Reinforce to upgrade modifier. Values from 0.0 (divisions do not get extra upg
rade progress on reinforcement) to 1.0 (1:1 ratio, 1% reinforce adds 1% to upgra
de progress)
0.0 # 0.0
# Nationalism starting value
15
# Nationalism per MP (added to stating value)
1.0 # 0.0
# Max unmodified nationalism = starting + MP*mod + added by events or prtissan f
unds
30 # 30
# Max final province revolt risk = THIS + current country dissent
100 # 100
# Monthly Nationalism reduction
0.1250
# Time in days to send a division to an ally
30
# TC Load from undeployed brigades (multiplied on top of the division cost)
0.3
# If units can be sold/transferred to non allied countries. 0 = No, 1 = Yes (pla
yer could offer units to all countries and ask for units from allied countries),
2 = Yes (player could offer and ask for units from all countries)
0 #1
# If Blue Prints can be sold to non-allied countries. 0 = No, 1 = Yes (player co
uld offer BP), 2 = Yes (player could offer and ask for BPs)
0 #0
0 #0
# If owned (!) provinces can be sold/transferred to non-allied countries. 0 = No
, 1 = Yes (player could offer such provinces), 2 = Yes (player cold offer and as
k for such provinces)
0 #0
# Allow non-owned (just controlled) provinces to be transferred to allied(!) cou
ntries if provinces are cores for that ally. 1 - Enabled, 0 - Disabled (default)

:
1 #0
# Province buildings repair modifier - how fast damaged or just built province b
uildings will reach max level
0.75
# Province resource repair modifier - how fast resources output is increasing to
the max (after bombing or conquering)
0.25
# Stockpile limit multiplier for industry resources (energy, metal, rare materia
ls). -1 = Disable, else = Desired Stockpile (unmodified) * this
-1 #-1
# Stockpile limits multiplier for supplies and oil. -1 = Disable, else = Desired
Stockpile (unmodified) * this
-1 #-1
# Over stockpile limit daily loss (percentage of the exceeding resource). 0.0 =
no loss, 1.0 = 100%
0.0 #0.0
# Max provincial energy/metal/rare materials depot size.
9999 #9999
# Max provincial oil/supplies depot size.
9999 #9999
# Desired provincial stockpiles for oil and supplies (needed to supply friendly
units in that area for X days). Used by auto-convoying.
7 #7
# Max Manpower.
9999 #9999
# Modifier on convoy transports capacity - higher this modifier is, more resourc
es can be transported.
1.0 #1.0
# Land Units - supply consumption modifier when in redeployment pool or not movi
ng
1.0 #1.0
# Land Units - supply consumption modifier when in combat
2.0 #1.0
# Land Units - fuel consumption modifier when not moving
0.25 #0.25
# Land Units - fuel consumption modifier when in combat or in bombardment
2.0 #1.0
# Air Units - supply consumption modifier when in redeployment pool or at air ba
se
1.0 #1.0
# Air Units - supply consumption modifier when in combat or in bombardment
1.5 #1.0
# Air and Naval Units - fuel consumption modifier when at air base or port
0.01 #0.01
# Air Units - fuel consumption modifier when in combat or in bombardment
3.0 #1.0
# Naval Units - supply consumption modifier when in redeployment pool or in port
0.5 #0.5
# Naval Units - supply consumption modifier when in combat
2.0 #1.0
# Naval Units - fuel consumption modifier when not moving and not in port
0.25 #0.25
# Naval Units - fuel consumption modifier when in combat or in bombardment
3.0 #1.0
# TP to convoy transports conversion ratio
5 #0
# DD to convoy escorts conversion ratio
5 #0
# CL to convoy escorts conversion ratio

7 #0
# CVL to convoy escorts conversion ratio
10 #0
# Enable production line edit (auto-upgrade and serial builds lengths): 1 - Enab
led, 0 - Disabled
1 #0
# Gearing bonus loss per level of upgrade for unit. Values 0.0 (0% or no gearing
bonus lost) to 1.0 (100% or all gearing will be lost)
0.10 # -0% gearing bonus per level of upgrade
# Gearing bonus loss per level of brigade/attachment (added for every upgraded b
r./att.). Values 0.0 (0% or no gearing bonus lost) to 1.0 (100% or all gearing w
ill be lost)
0.05 # -0% gearing bonus per level of upgrade
# Modifier on dissent taken from nukes in national provinces. Dissent = (MP + IC
*0.5) * Nuke Power * THIS.
0.5 #0.5
# Max daily dissent that can be added to player controlled countries when not en
ough supplies are produced (and the same time more then required IC is used on C
G or on any other slider then on Supplies). 0.0 - Disabled, 1.0 - No restriction
1.0 #1.0
}
intelligence = {
# Days between spy missions in a country. Do not use fractions
30 #8
# Days between increase intelligence levels. Do not use fractions
180
# Chance to detect the initiator of a spy mission; Values = [0 - 100]; 0 = never
detected, Do not use fractions
20 #50
# Relationships hit for detected missions
5 #10
# Distance modifier: -1000 = No distance modifier; else: Higher value = Distance
has smaller effect = Higher Chances
20
# Distance modifier for neighbours; Values = [0.0 - 1.0]; 0.0 = No neighbour dis
tance bonus.
0.25
# Spy lvl bonus on Distance modifier: 0 = No bonus from Spy lvl's; else: Higher
value = Higher bonus from spy lvl = Higher Chances.
2
# Distance modifier for Spy lvl's above 10: 0 = all levels use same distance bon
us; else: X = bonus for levels 11-20th
30
# Spy information accuracy modifier. Values = [-10 - 10]; 10 = Full info
0
# IC modifier on Cost; 0: Cost = base cost; 1: cost = base cost * base IC in tar
get; 2 or more: cost = base cost * ( 1 + base IC in target / this )
1
# Min IC on cost modifier; If base IC in target < this use this, else use base I
C
30
# Max IC on cost modifier; If base IC in target > this use this, else use base I
C
80
# Extra Basic Daily maintenance cost for Spy lvl's above 10th; 0 = no extra cost
; X = extra cost for levels 11-20th
0.5
# Basic Cost for Increasing Spy lvl's above 10th; 0 = Normal Basic cost; else: B
asic cost for each lvl = X

500
# Show 3rd country spy reports: 0 = no reports; 1 = only detected; 2 = detected
+ all successful; 3 = all reports
2
# percentage_on_spies to money modifier
100.0
}
diplomacy = {
# Days between diplomatic missions in a country. Do not use fractions
8 #8
# Days between policy slider moves
360 #360
# Requirement for "Influence Nation" to affect domestic sliders: Our IC >= Targe
t IC * X
2.0
# Use minister personality value when replacing ministers: 0 = disabled; 1 = ena
bled
1 #0
# Relationship hit for cancel of a trade deal. This penalty is not used for trad
es between allies, puppet<->master, inactive trades or trades with efficiency le
ss then 45%.
1 #0
# Relationship hit (0..100) for cancel by players of trade deals that are set as
permanent. This penalty is not used for trades between allies, puppet<->master,
inactive trades or trades with efficiency less then 45%. Use -1 to disable manu
al cancelation of permanent trades.
5 #0
# Force puppets to join their master's alliance (creating a new alliance if Mast
er is not already in one). Check alliances each day. 0 - No
1 #0
Yes, 0 No
# Masters become masters of new puppet s puppets too. 1
1 #0
# Allow manual claims change in-game for players: 1 - Enabled, 0 - Disabled
1 #0
# Added belligerence for every manually claimed non-national and not owned provi
nce. Does not apply for owned by enemies or claimed province via event command.
0.2 #0.0
# Added belligerence on manual claims removal for every not owned province. Does
not apply for owned by an enemy province or when claims are removed via event c
ommand.
-0.1 #0.0
# Should not aligned countries join automatically Allies/Axis when DoW by Axis/A
llies and both alliances are at war? 1 = Yes, 0 = No
1 #1
# Allow change by players of HoS or HoG. 0 - not allowed, 1 - HoG can be changed
, 2 - HoS can be changed, 3 - both HoG and HoS can be changed
0 #0
# Used change TAG on coup logic. 0 - Compatibility mode (check only for regular_
ID match), 1 - Darkest Hour mode (using coup = { } list in revolt.txt and apply
extra validation checks)
1 #0
# Filter used on available for release countries list based on regular_id and in
trinsic_gov_type set in revolt.txt (applied to both players and AI).
# 0 (default)
only one country can be available (both settings are checked), 1 r
egular_id setting is ignored,
# 2 intrinsic_gov_type setting is ignored, 3 - regular_id and intrinsic_gov_type
settings are ignored
3 #0
}

combat = {
# Land XP gain Factor
3.0 # was 1.0
# Naval XP gain Factor
5.0 # was 2.0
# Air XP gain Factor
1.5
# Air dogfight XP gain factor
3 #1.5
# Division XP gain Factor
1.5
# Leader XP gain Factor
1.0
# Attrition Severity Modifier
0.05
# Combat Modifier: Base Proximity
0.15
# Combat Modifier: Total Invasion Mod for each division above three.
-0.1
# Combat Modifier: Multiple Combat Mod
-0.5
# Combat Modifier: Offensive Combined Arms Bonus
0.3
# Combat Modifier: Defensive Combined Arms Bonus
0.2
# Combat Modifier: Surprise Mod
-0.2
# Combat Modifier: Land Exceeding Max Command Limit Mod
-0.75
# Combat Modifier: Air Exceeding Max Command Limit Mod
-0.25
# Combat Modifier: Naval Exceeding Max Command Limit Mod
-0.25
# Combat Modifier: Envelopment Mod (for each attack direction above one)
-0.1
# Combat Modifier: Encircled Mod (for completely surrounded units)
-0.1
# Combat Modifier: Land Fort Multiplier ( value * fort level)
-0.07
# Combat Modifier: Coastal Fort Multiplier ( value * fort level)
-0.07
# Combat Modifier: Penalty for hard (Softness < 50%) units attacking urban provi
nces
-0.5
# Combat Modifier: Dissent Multiplier
-0.005
# Combat Modifier: Default Supply Problems Mod - Land
-0.2
# Combat Modifier: Default Supply Problems Mod - Air
-0.2
# Combat Modifier: Default Supply Problems Mod - Naval
-0.2
# Combat Modifier: Default Fuel Problems Mod - Land
-0.1
# Combat Modifier: Default Fuel Problems Mod - Air
-0.1
# Combat Modifier: Default Fuel Problems Mod - Naval
-0.1
# Combat Modifier: Radar Station ( value * radar level)

-0.025
# Combat Modifier: Interceptor vs Bomber Mod
0.4
# Combat Modifier: Total Air Overstacking Mod for each division above two.
-0.025
# Combat Modifier: Total Naval Overstacking Mod for each non-transport division
above two.
-0.02
# Land Leader Command Limit (nr of divisions), Rank 0 (highest)
12
# Land Leader Command Limit (nr of divisions), Rank 1
9
# Land Leader Command Limit (nr of divisions), Rank 2
3
# Land Leader Command Limit (nr of divisions), Rank 3 (lowest)
1
# Air Leader Command Limit (nr of divisions), Rank 0 (highest)
24 #
# Air Leader Command Limit (nr of divisions), Rank 1
20 #
# Air Leader Command Limit (nr of divisions), Rank 2
12 #
# Air Leader Command Limit (nr of divisions), Rank 3 (lowest)
8 #
# Naval Leader Command Limit (nr of ships), Rank 0 (highest)
30
# Naval Leader Command Limit (nr of ships), Rank 1
18
# Naval Leader Command Limit (nr of ships), Rank 2
12
# Naval Leader Command Limit (nr of ships), Rank 3 (lowest)
6
# HQ Command Limit Factor (value * HQ Leader Command Limit)
2
# Convoy protection factor (higher, the more fearful convoy escorts are for rai
ders.)
1.0
# Convoy escorts model in battles. 0 = use current researched DD model; -1 = use
one level below current researched DD model and so on. Do not use fractions and
numbers above 0!
0 #-1
# Delay in hours after a combat ends before new orders can be given.
24
# Maximum sizes of air-stacks
12
# Duration in hours of Air-to-Air battles
4 #4
# Duration in hours of Naval and Port bombing
5 #5
# Duration in hours of Strategic bombing
5 #5
# Duration in hours of Ground attack bombing
4 #4
# Effect of experience on combat
0.5
# Damage factor versus Naval Bases from bombing
2.0
# Damage factor versus Air Bases from bombing
2.0
# Damage factor versus AA from bombing

0.3
# Damage factor versus rocket from bombing
0.2
# Damage factor versus nuke from bombing
0.2
# Damage factor versus Radar from bombing
0.5
# Damage factor versus Infra from bombing
0.14
# Damage factor versus IC from bombing
1.0
# Damage factor versus resources from bombing
1.0
# How effective is ground-def efficiency when applied to defence chance rolls.
1.0
# Base chance to avoid hit if defences left.
0.8
# Base chance to avoid hit if no defences left.
0.6
# CHANCE TO GET TERRAIN TRAIT
1200
# CHANCE TO GET EVENT TRAIT
1000
# BONUS ON TERRAIN TRAIT
0.1
# Combat bonus for terrain trait on similar terrain (Ranger in Jungles for examp
le)
0.05 #0.0
# BONUS_ON_EVENT_TRAIT_
0.05
# Chance of leaders dying while in combat per day
0.0003
# Land vs. Air - Str dmg air units takes from land units will increase by land u
nit org/ this value [multiplier]
25.0
# Land vs. Air - Org dmg - Increasing this value will increase the org dmg air u
nits takes from land units [multiplier]
0.003
# Land vs. Air - Str dmg 2 - Increasing this value will increase the str dmg air
units takes from land units [multiplier]
0.2
# Land vs. Land - Org dmg - Increasing this will increase ORG damage land unit t
akes in battle with other land units [multiplier]
0.6
# Land vs. Land - Str dmg - Increasing this will increase STR damage land unit t
akes in battle with other land units [multiplier]
0.1
# Air vs. Air - Org dmg - Increasing this will increase ORG damage air unit take
s in battle with other air units [multiplier]
1.0
# Air vs. Air - Str dmg - Increasing this will increase STR damage air unit take
s in battle with other air units [multiplier]
1.0
# Air vs. Land - Org dmg - Increasing this will increase ORG damage land unit ta
kes from air units [multiplier]
0.25
# Air vs. Land - Str dmg - Increasing this will increase STR damage land unit ta
kes from air units [multiplier]
0.15
# Air vs Navy - Org dmg - Increasing this will increase ORG damage naval unit ta

kes from air units [multiplier]


1.0
# Air vs. Navy - Str dmg - Increasing this will increase STR damage naval unit t
akes from air units [multiplier]
0.75
# Air vs. Subs - Extra ORG damage multiplier to subs in combat vs. air units. 1
= no extra damage [multiplier]
3.0
# Air vs. Subs - Extra STR damage multiplier to subs in combat vs. air units. 1
= no extra damage [multiplier]
3.0
# Navy vs. Air - Org dmg - Increasing this will increase ORG damage air unit tak
es from naval units [multiplier]
0.3
# Navy vs. Air - Str dmg - Increasing this will increase STR damage air unit tak
es from naval units [multiplier]
0.1
# Navy vs. Navy - Org dmg - Increasing this will increase ORG damage naval unit
takes from other naval units [multiplier]
1.0
# Navy vs. Navy - Str dmg - Increasing this will increase STR damage naval unit
takes from other naval units [multiplier]
1.0
# Navy vs. Subs - Extra ORG damage multiplier to subs in combat vs naval units.
1 = no extra damage [multiplier]
1.0 #3.0
# Navy vs. Subs - Extra STR damage multiplier to subs in combat vs naval units.
1 = no extra damage [multiplier]
1.0 #3.0
# Pure sub stacks detection modifier ( 0 = subs will never be detected, 1.0 - no
change )
1.0 #1.0
# AA to Naval - Org dmg - Increasing this will increase ORG damage a fleet takes
from province AA
1.0 #0.15
# AA to Air - Org dmg - Increasing this will increase ORG damage an air unit tak
es from province AA
2.0 #0.0
# AA to Air - Str dmg - Increasing this will increase STR damage an air unit tak
es from province AA
2.0 #1.0
# AA to Air firing rules: 0 - fire only at passing enemy units on bombing missio
ns, 1 - fire at all passing enemy units
1 #0
no change, 0 no attack, 0.5
50% effectiveness and
# AA to Air night modifier. 1
so on
1 #1
# AA to Air bonus from radars. [AA power * (1 + Radar size * Radar Efficiency *
THIS)]. 0 no radar bonus
1.0 #0
# Movement bonus to units under command of leader with terrain trait when moving
on such terrain
0.05
# Movement bonus to units under command of leader with terrain trait when moving
on similar terrain (Ranger in Jungles for example)
0.025 #0.0
# Logistics Wizard ESE bonus - Add this bonus if current ESE is below 100% (1.0)
0.1 #0.0
# Days in offensive supply
30 #30

# Minister bonuses (att, def, mor, org) from brigades and divisions. 1 = use div
ision bonus if any, else brigade (max if more then 1); 2 = Use average of all; 3
= use Sum of all; 4 = Use min; 5 = use Max
3
# Organization regain bonus for units on friendly soil. It depends on infra and
is capped (see below) (infra*2 + THIS <= cap). [0.0 = 0%, 1.0 = 100%]
1.0 #0.0
# Organization regain bonus for units on friendly soil cap.
1.2 #1.2
# Convoy interception by naval units on Interdiction, Combat Patrol, Shore Bomb.
and ASW missions: 0 disabled for all, 1 - optional for players only (disabled b
y default), 2 - optional for players (enabled by default) and enabled for AI
2 #0
# Auto-return transport fleets to base on Amphibious assault and Sea transport m
issions (players only): 0 - enabled, 1 - enabled by default, optional, 2 - disab
led by default, optional
1 #0
# Allow single province and region targeting for air and naval units (players on
ly): 0 - disabled, 1 - enabled
1 #0
# Night hours during winter - used in land unit speed calculations. Values: 0.0
(Disabled) to 24.0
0.0 #0.0
# Night hours during spring and fall - used in land unit speed calculations. Val
ues: 0.0 (Disabled) to 24.0
0.0 #0.0
# Night hours during summer - used in land unit speed calculations. Values: 0.0
(Disabled) to 24.0
0.0 #0.0
# Recalculate land units arrival times when not in combat (for units not in "Syn
c. arrival time" mode). 0 - Disabled, 1 - recalculate each hour, 2 - recalculate
once on 2 hours and so on.
1 #0
# "Synchronize arrival" time modifier - Players only! (Stack arrival time = slow
est unit move time * THIS).
1.0 #1.0
# "Synchronize arrival" time modifier - AI only! (Stack arrival time = slowest u
nit move time * THIS).
1.0 #1.0
# Recalculate arrival times for units in "Sync. arrival time" mode after combat/
bombardment. NOTE: enabling this could de-synchronize arrival times! 0 - Disable
d, 1 - Enabled for players only, 2 - Enabled for players and AI.
0 # 0
# Movement speed modifier to land units in combat
1.0 #1.0
# Movement speed modifier to land units in bombardment
1.0 #1.0
# Land units speed modifier for units out of supply (ignored for retreating unit
s!). speed = speed * THIS.
0.1 #0.1
# Land units speed modifier for units containing at least one division with ORG
less then 1% (ignored for retreating units!). speed = speed / THIS.
2.0 #2.0
# Movement time modifier for fuel consuming land and air units when out of fuel
(ignored for retreating and AI controlled units!). Higher THIS value is, longer
the arrival time will be. Use 1.0 to disable this.
3.0 #3.0
# Default speed for fuel consuming land units when out of fuel. This value can b
e overridden for each unit type and model by setting out_of_fuel_speed modifier
in unit files. -1 - Disable this functionality, else Default out of fuel speed =

THIS
-1 #-1
# Fleet size range penalty - Percentage loss for every ship above the max thresh
old (see below). 0.0 (0%) to 1.0 (100%)
0.0 #0.0
# Fleet size range penalty - apply for every ship in the fleet above this. -1 =
Disabled
-1 #-1
# Fleet size range penalty - max penalty value (min allowed multiplier on the ra
nge). 0.0 to 1.0 (no penalty)
1.0
# Apply air and naval unit's range limits on missions to Areas and Regions. 0 =
Disabled, 1 = Enabled, 2 = Enabled for AI countries too (Not recommended!!!)
1 #0
# Radar bonus on detection - used to guide friendly air units on Air Superiority
and Scramble missions (This * Radar level * Radar efficiency). Added to misison
and friendly province bonuses (see below). Higher the better
5.0 #0.0
# Bonus on detection of enemy air units when they are over a friendly province (
added to radar and mission bonuses). Used to guide friendly air units on Air Sup
eriority and Scramble missions. Higher the better
10 #0.0
# Screens to Capital ratio modifier. Fleet composition = (Screens * THIS) / Capi
tals; 1.0 = No change/Disabled
1.0 #1.0
# Chance to target divisions with no ORG left in land combats. Valid values: 0 (
0%) to 100 (100%)
100 #100
# Screen or Capital ships targeting in naval combats. -1 : Use both fleets posit
ioning; >0 : Use a random number up to (THIS-1) and compare it to other fleet's
positioning (target capital ships if positioning is lesser)
100 #100
}
mission = {
# _MISSION_ATTACK_
1
# 0 = disabled by default, 1 = enabled by default
1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
1.0
# Speed bonus: (Move time * This / mission_efficiency). Lower th
e better
# _MISSION_REBASE_
1
# 0 = disabled by default, 1 = enabled by default
1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
1.0
# Chance to be detected (Chance * This / mission_efficiency). Lo
wer the better. Naval only!
# _MISSION_STRAT_REDEPLOY_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
8.0 # Added value, independent from real distance. Higher this is, longe
r the redeployment time will be
0.6 # Multiplier on the real distance. Higher this is, longer the redepl
oyment time will be
# Land Missions
# _MISSION_SUPPORT_ATTACK_
1
# 0 = disabled by default, 1 = enabled by default
1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
1.0
# Speed bonus: (Move time * This / mission_efficiency). Lower th
e better
# _MISSION_SUPPORT_DEFENSE_
1
# 0 = disabled by default, 1 = enabled by default

1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
0.5
# Speed bonus: (Move time * This / mission_efficiency). Lower th
e better
# _MISSION_RESERVES_
1
# 0 = disabled by default, 1 = enabled by default
1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
0.5
# Speed bonus: (Move time * This / mission_efficiency). Lower th
e better
# _MISSION_ANTI_PARTISAN_DUTY_
1
# 0 = disabled by default, 1 = enabled by default
1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
2.0
# Multiplier on suppresion (This * mission_efficiency)
# _MISSION_PLANNED_DEFENSE_
1
# 0 = disabled by default, 1 = enabled by default
1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
# Air Missions
# _MISSION_AIR_SUPERIORITY_
1
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
0.0 #0 # Modifier on detection ( This * mission_efficiency ). Higher it
is, more often incoming enemy planes will be detected
2.0 #2.0# Min. Air attack for at least one plane in the wing required fo
r this mission to be available
# _MISSION_GROUND_ATTACK_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
0.0
# Air vs. Land - Org dmg - Increasing this will increase ORG dmg
land units takes from Air unit on this mission
1.0
# Air vs. Land - Str dmg - Increasing this will increase STR dmg
land units takes from Air unit on this mission
# _MISSION_INTERDICTION_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
1.0
# Air vs. Land - Org dmg - Increasing this will increase ORG dmg
land units takes from Air unit on this mission
0.0
# Air vs. Land - Str dmg - Increasing this will increase STR dmg
land units takes from Air unit on this mission
# _MISSION_STRATEGIC_BOMBARDMENT_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_LOGISTICAL_STRIKE_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_RUNWAY_CRATERING_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_INSTALLATION_STRIKE_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NAVAL_STRIKE_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_PORT_STRIKE_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_CONVOY_AIR_RAIDING_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_AIR_SUPPLY_
0
# 0 = disabled by default, 1 = enabled by default

0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_AIRBORNE_ASSAULT_
0
# 0 = disabled by default, 1 = enabled by default
0.25
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NUKE_
0
# 0 = disabled by default, 1 = enabled by default
1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_AIR_SCRAMBLE_
1
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
0.0
# Modifier on detection ( This * mission_efficiency ). Higher it
is, more often incoming enemy planes will be detected
2.0 #2.0# Min. Air attack for at least one plane in the wing required fo
r this mission to be available
# Naval Missions
# _MISSION_CONVOY_RAIDING_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
2.0
# Fleet range modifier
1.0
# Chance to be detected (Chance * This / mission_efficiency). Lo
wer the better
# _MISSION_ASW_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NAVAL_INTERDICTION_
1
# 0 = disabled by default, 1 = enabled by default
1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_SHORE_BOMBARDMENT_
1
# 0 = disabled by default, 1 = enabled by default
1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
0.002 # Combat Modifier: Shore Bombardment Multiplier (Applies to the
SB value of ships for org damage)
# _MISSION_AMPHIBOUS_ASSAULT_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_SEA_TRANSPORT_
1
# 0 = disabled by default, 1 = enabled by default
1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
3.0
# Fleet range modifier
1.0
# Chance to be detected (Chance * This / mission_efficiency). Lo
wer the better
# _MISSION_NAVAL_COMBAT_PATROL_
1
# 0 = disabled by default, 1 = enabled by default
1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NAVAL_PORT_STRIKE_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NAVAL_AIRBASE_STRIKE_
0
# 0 = disabled by default, 1 = enabled by default
0.5
# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_SNEAK_MOVE_
1
# 0 = disabled by default, 1 = enabled by default
1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
0.75
# Fleet range modifier
0.75
# Chance to be detected (Chance * This / mission_efficiency). Lo
wer the better
# _MISSION_NAVAL_SCRAMBLE_
1
# 0 = disabled by default, 1 = enabled by default
1.0
# Starting missions efficiency. Valid values: 0.05 to 10.0
0.5
# Speed bonus: (Move time * This / mission_efficiency). Lower th

e better
}
country = {
# Default starting values for country specific modifiers. These are assigned to
countries on creation.
# Land Fort Efficiency
1.0 #1.0
# Coastal Fort Efficiency
1.0 #1.0
# Ground Defense Efficiency
0.8 #0.8
# Convoy Defense Efficiency
0.0 #0.0
# MP boost
0.9 #09
# Transport Capacity modifier
1.0 #1.0
# Transport Capacity (occupied) modifier
1.0 #1.0
# Attrition modifier
1.0 #1.0
# MP Trickle back modifier
1.0 #1.0
# Supply distance modifier
1.0 #1.0
# Repair modifier
1.0 #1.0
# Research modifier
1.0 #1.0
# Radar efficiency
1.0 #1.0
# HQ Supply efficiency bonus
0.01 #0.01
# HQ Combat events bonus
1.0 #1.0
# Combat event chances: 0.01 = 1%, 1.0 = 100%
0.01 #0.01
# Friendly army detection chance
40 #40
# Enemy army detection chance
80 #80
# Friendly intelligence chance
50 #50
# Enemy intelligence chance
50 #50
# Max amphibious army size
3 #3
# Energy to Oil
0.0 #0.0
# Total production efficiency
1.0 #1.0
# Supply production efficiency
0.0 #0.0
# AA power
0.1 #0.1
# Air surprise chance
1.0 #1.0
# Land surprise chance
1.0 #1.0

# Naval surprise chance


1.0 #1.0
# Peacetime IC mod
1.0 #1.0
# Wartime IC mod
1.0 #1.0
# Buildings production mod (applied to all buildings!)
1.0 #1.0
# Convoys production mod (applied to both convoy transports and escorts)
1.0 #1.0
# Min ships positioning in battle (applied to all naval units!)
0.1 #0.1
# Max ships positioning in battle (applied to all naval units!)
0.2 #0.2
# Peacetime modifier on stockpiles for industry resources
1.0 #1.0
# Wartime modifier on stockpiles for industry resources
1.0 #1.0
# Peacetime modifier on stockpiles for oil and supplies
1.0 #1.0
# Wartime modifier on stockpiles for oil and supplies
1.0 #1.0
}
research = {
# Blueprint Bonus
2.0
# Pre-Historical Date Mod (value * days prior to historical date. Lower limit fo
r the total is -0.9. )
-0.00125
# Post-Historical Date Mod ( 1 + value * days post historical year). The Highest
possible value is equal to Blueprint Bonus. Doesn't apply to Nuclear and Rocket
ry researches
0.000925 #0.0 #full bonus after 3 years post historical
# Money cost for each skill-level
0.1
# Mean number of "invention" events occuring per year
4
# Use new Technology page layout - allow for more techs and better view. 0 - use
vanilla; 1 - use new
0 #0
# Max active tech teams at a time (cannot be more then 50). Note: New Technology
page layout will be auto-set for values above 5!
5 #5
# Min active tech teams at a time (available teams regardles of current IC)
1 #1
# Required IC for each tech team above the min
20 #20
}
trade = {
# Days between trade offers to a country. Do not use fractions!
8 #8
# Delay in days on each game start/reload before allowing any new trades (AI, au
to-trade and Diplomacy). Should be at least 2 days!
2 #0
# Limit new trade deals to allies, preferred countries (AI), current trade partn
ers or neighbors for X days on every game start or reload.
0 #0
# Desired oil stockpile for X days

90
# Critical oil stockpile threshold (in days)
30
# Desired supplies stockpile for X days
30
# Critical supplies stockpile threshold (in days)
15
# Desired industry resources (energy, metal, rares) stockpile for days.
90
# Critical stockpile threshold (energy, metal, rares) - Halt free trades to alli
es and supplies and money imports
30
# Wartime Desired Stockpile multiplier - multiplier on the Desired Stockpile for
all resources and supplies when at war
1.2 #1.0
# Peacetime extra oil import (percentage of the current daily consumption)
0.3 #0.0
# Wartime extra oil import (percentage of the current daily consumption)
0.1 #0.0
# Extra import (percentage) on top of what is needed when below desired stockpil
e.
0.20
# Percentage of produced supplies (using [total IC - IC for CG] as a base) that
can be traded away by auto-trade (used for players and AI countries)
0.20
# Percentage of produced money that can be traded away by auto-trade (used for p
layers and AI countries)
0.20
# Extra import (Percentage) on top of what is needed when "Stockpile" is selecte
d for that resource. This also increases the Desired Stockpile for the resource
0.30 #0.0
# Days to deliver resources from single trades. 1 - exchange resources instantly
1 #1
# Merge trade deals. 0 = do not merge, 1 = merge all active trade deals except t
hose that cannot be canceled.
1 #0
# Manual trade deals (players only, Diplomacy). -1 = Disable manual trade deals,
[0 to 100] = Offer value threshold - AI returns 0 accept chance if below this
0 #0
# Should puppets send supplies and money to masters. 0 - disabled; 1 - send only
supplies when above critical stockpile * MULT (see below) ; > 1 -send supplies
+ money (when more then this value);
100 #0
# Multiplier on puppets critical supply stockpile - all supplies above THIS * pu
ppet's critical supply stockpile can be sent to Master. Used when the setting ab
ove is not 0.
1.5 #1.5
# Puppets max pool for oil, energy, metal and rare materials - give all above th
is value to the master. Use negative number to set max pool as a percentage of t
he critical stockpile (for example -1.2 sets the max pool to 1.2 * critical stoc
kpile)
1000 #1000
# New trade deals min effectiveness threshold - do not make new trades if effect
iveness is below this value (0..100). Used by auto-trade
45 #45
# Cancel trade deals if effectiveness is below this value (0..100). Used by auto
-trade
33 #33
# Auto-trade (and AI) single resource trade deals (only at war when an ally badl
y needs a resource/oil/supplies and trade effectiveness is high enough). 0 - Dis

abled, 1 100
0 #0
}

Trade deal effectiveness threshold.

ai = {
# Overproduce of supplies when below desired supplies level (percentage of neede
d supplies)
0.2
# Multiplier on overproduce supplies when at war
2.0
# Do not produce supplies when current supply stockpile is greater then THIS * m
ax supply production (all IC to supplies). This overrides all other settings.
10000 #10000
# Max. serial line depth for production of Garrison and Militia units. Valid val
ues: 1 - 99
1 #1
# Min. total IC threshold required to enable serial production of naval and air
units.
40 #40
# Do not start producing any new units when currently available MP is less then
THIS * MP required for reinforcements of existing units and the country is at wa
r. Using 0.0 effectively disables this parameter
0.0 #0.0
# Do not start producing any new units when less then THIS MP is available in th
e pool
5.0 #5.0
# Do not start producing any new units when more then THIS percentage of the tot
al IC is needed to supply existing units (0.0 to 1.0; 1.0 = 100%, disabled). Ena
bling this will encourage AI to build more IC when this ratio is exceeded.
0.5 #1.0
# Military Strength to Total IC ratio during Peacetime for AI countries (do not
build new units if above this ratio). Use -1.0 to disable this.
-1.0 #-1.0
# Military Strength to Total IC ratio during Wartime for AI countries (do not bu
ild new units if above this ratio). Use -1.0 to disable this.
-1.0 #-1.0
# Military Strength to Total IC ratio for AI major countries (multiplied on the
other).
1.0 #1.0
# Do not use Offensive supply when supplies stockpile is below THIS * critical s
upply threshold.
1.0 #1.0
# Do not use Offensive supply when oil stockpile is below THIS * critical oil th
reshold.
1.0 #1.0
# Do not Offensive supply unit if its ESE is greater then THIS.
0.8 #0.8
# Do not Offensive supply unit if its average (for all divisions) ORG or STR dam
age (in % of max) is above THIS. [ 0.2 - skip units with less then 80% remaining
STR or ORG of the max]
0.2 #0.2
# Disables AI Peacetime offensive spy missions: 0 = all are allowed; 1 = Assassi
nation, Coup, Fund Partisans and Nuclear sabotage are disabled; 2 = (1) + Delay
TT and Disrupt Prod. are disabled.
1 #1
# AI spy missions cost modifier: 1.0 = No change; 0.5 = 50% discount; 2.0 = doub
led cost.
1.0 #1.0
# AI diplo missions cost modifier: 1.0 = No discount; 0.5 = 50% discount; 2.0 =

doubled cost. Note: Demand territory and Trade deals are for free.
0.6 #0.6
# AI influence modifier. Reduce or increase number of Influence missions AI does
: 1 = no change; 0 = No influence missions; 2 = doubled.
0.5 #1.0
# New DoW rules (AI only) - disallow DoW between alliance members if alliance le
aders have NAP. Disallow DoW to or by puppets. 1 - Enabled, 0 - Disabled.
0 #0
# Puppets should join Master's war if AI Neutrality is equal or greater then THI
S. Note: this works only if puppet is not part of Master's alliance! 0 = always
join Master's wars
0 #0
# Use new AI release rules
all countries can release puppets even when at war. 1
Yes, 0
No
1 #0
# AI events action selection rules:
# 0-100 : Chance for the first valid action to be chosen. Remaining valid action
s have equal chances. Used for events that do not have valid action with AI chan
ce set, else AI chances are used
# -1 : Random - every valid action has the same chance. Used for events that do
not have valid action with AI chance set, else AI chances are used
# -2 : Historical - First valid action is always selected. Used for events that
do not have valid action with AI chance set, else AI chances are used
# -3 : Forced historical - First valid action is always selected if there is no
AI chances set for a valid action, else - (first) valid action with the highest
AI chance set is selected
85 #85
# Force strategic redeployment if movement time is longer then X hours. Override
s default AI settings! -1
Disable, Else time in hours
1440 #-1
# Max. redeployment days for AI controlled units cheat. 0 or less - disable chea
t, else - max. days that AI units will redeploy to any valid redeployment locati
on
0 #0
# Use quick area check (Garrison AI) - could be inaccurate in some rare cases. 1
- Enabled, 0 - Disabled
1 # 0
# AI masters get all provinces conquered by AI puppets. 1
Yes, 0 No (old rules)
1 #0
# Min. days after last province controller change required for the AI to release
a country using that province. Used by revolters too.
90 #90
# Min. days after last province controller change required for the AI to secede
a province to allied country (used when neither own or allied capital can supply
this province)
60 #60
# Min. days after last province controller change required for the AI to secede
a province to allied country (used when neither own or allied capital can supply
this province) if the said province is used as supply base
120 #120
# Min. required relations between allied countries required for AI to secede cla
imed by the player provinces to him.
100.0 #150.0
}
mod = {
# AI spy (LogSpyAI.csv) and diplomatic (LogDiploAI.csv) mission loggers: 0 - Dis
abled, 1 - Enabled.
0 #0
# Country logger (LogCountry.csv): 0 = Disabled, >0 = Enabled, days between logs

, -1 = log only player's country.


0 #0
# Switched AI files logger (SwitchAI.txt): 0 - Disabled, 1 - Enabled.
0 #0
# Use new auto-save file format: AutoSave_Country_Year_Month_Day.eug. 1 - Enable
d, 0
Disabled.
1 #0
# Load new AI settings on AI file switching to all clients in MP games. 1 - Enab
led, 0 - Disabled.
1 #0
# Trade Efficiency calculation system and re-calculation interval selection. Any
negative integer is number of days between trade efficiency calculations using
default Armageddon system (-3 = 3 days). Any positive integer is the number of d
ays between trade efficiency calculations using the new more intelligent but CPU
demanding system. 0 is default Armageddon system, set to 1 day.
0 #0
# Merge and relocate provincial depots to the best province in the area. This is
new and more intelligent but CPU demanding system. 0 - Disabled (use the old sy
stem). Any positive integer is the number of days between areas analyzing using
the new system.
0 #0
# In-game losses logging (statistics). 0 - Disabled, 1 - Enabled
1 #0
# Allow brigade attaching as long as the unit is in supply no matter on whom ter
ritory it is. 1 - Enabled, 0 - Disabled (default)
1 #0
# Multiple deployment - prefered unit size for armies. This could be overridden
in-game by holding SHIFT (deploy all in a single group) or CONTROL (deploy each
in own group) keys.
3
# Multiple deployment - prefered unit size for fleets. This could be overridden
in-game by holding SHIFT (deploy all in a single group) or CONTROL (deploy each
in own group) keys.
6
# Multiple deployment - prefered unit size for air. This could be overridden ingame by holding SHIFT (try to deploy all in a single group) or CONTROL (deploy e
ach in own group) keys.
2
# Allow unique pictures to all land provinces. 1 - Enabled, 0 - Disabled (only u
rban provinces may have unique pictures)
1 #0
# Auto reply to events (players). 0 - Disabled, 1 - Enabled (using AI event acti
on selection rules - see "ai" section)
0 #0
# Force actions to show even if there are no valid commands as long as action tr
igger is valid (or there is no action trigger at all). Ignored for random and pe
rsistent events! 0
Disabled, 1
Enabled only for actions that have valid triggers
, 2 Enabled for actions without triggers too
0 #0
# Enable decisions for players. 0 - Disabled, 1 - Enabled
0 #0
# Rebels army composition - chance for infantry over militia. 0 - only militia,
100 - only infantry, 50 - 50%/50% and so on.
20 #0
# Rebels army tech level (based on the available model in the country that contr
ols the province). -1 - Only model 1, 0 - Only the Latest model, else random mod
el in the range from (latest model - THIS) to (latest model).
2 #-1
# Rebels army min. STR on creation: 1-100
100 #100

# Rebels army max. STR on creation: 1-100


100 #100
# Rebels ORG regain (including when in combat)
0.2 #0.2
# Extra bonus for rebelling for every rebel controlled neighboring province
5 #0
# Extra bonus for rebelling for occupied enemy provinces
5 #0
# Extra rebel bonus for mountain terrain
0 #0
# Extra rebel bonus for hill terrain
0 #0
# Extra rebel bonus for forest terrain
0 #0
# Extra rebel bonus for jungle terrain
0 #0
# Extra rebel bonus for swamp terrain
0 #0
# Extra rebel bonus for deserts
0 #0
# Extra rebel bonus for plains terrain
0 #0
# Extra rebel bonus for urban provinces
10 #0
# Extra rebel bonus for provinces with Air or Naval bases
5 #0
# Return rebellious province to the original owner after X months if there are n
o rebel armies into the province anymore.
3 #1000000 (never)
# Use new minister files format and End years for ministers; All minister files
should have End Year column (after "Pool"); Pool should use absolute year (1936
instead of 36): 0 - Disabled, 1 - Enabled
0 #0
# Load sprites from Moddir only. Setting this to 1 prevents reading of sprite fi
les from the main game folder.
0 #0
# Load unit icons from Moddir only. Setting this to 1 prevents reading of unit i
con files from the main game folder.
0 #0
# Load unit pictures from Moddir only. Setting this to 1 prevents reading of uni
t picture files from the main game folder (except for the generic ones - ill_YYY
_XX_0.bmp).
0 #0
# Load AI files from Moddir only. Setting this to 1 prevents reading of AI files
from the main game folder.
0 #0
# Use speed to set garrison status (no move allowed) to land units. 0 - Use old
rules (only garrison divisions cannot move), 1 - use unit model speed to determi
ne if it can move (speed > 0) or not (speed = 0)
0 #0
# Use old (pre DH 1.02) save-game format for divisions. NOT RECOMMENDED as newly
Use old format, 0
Use DH new format (
introduced parameters won't be saved!!! 1
less used space, higher precision of saved values)
0 #0
}
map = {
# Map: 0 - use default map, else load a new map from "map\map_X" folder where X
= THIS.
0 #0

# Total provinces. There is a hard-coded limit to 10000. adjacent.tbl must be up


dated after any change
2608 #2608
# Distance calculation model. 0 - use the old, map based calculation (slower and
incorrect); 1 - use real world distances from airdist.tbl (based on distances.c
sv) and navaldist2.tbl files
0 #0
# Map Width. Should be multiple of 32! NOT USED YET!
29952 #29952
# Map Height. Should be multiple of 32! NOT USED YET!
11520 #11520
}

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