Mar 29, 2018. Infantry, (including motorized, mechanized and special forces), tank and tank destroyer battalions have a combat width of 2, artillery and self-propelled gun (SPG) battalions have a combat width of 3 and anti-tank, anti-air and self-propelled anti-air battalions have a combat width of 1. Support companies occupy no combat width.
Modifiers listed here are recognized by the game, but not necessarily used in any context.
In HOI4, from what I've read, we'll probably not be able to drop armored battalions with our Marine forces, but I expect that with the new invasion mechanics, you will really want the best forces possible for an invasion. Even if its a small invasion.
The listed decimal places is for display only. All numbers support up to 3 decimal places.
Name | In-game description | Notes |
---|---|---|
agency_upgrade_time | Agency upgrade time | Number with 2 decimal places |
army_intel_factor | Army Intelligence | |
navy_intel_factor | Navy Intelligence | |
airforce_intel_factor | Air Intelligence | |
civilian_intel_factor | Civilian Intelligence | |
army_intel_decryption_bonus | Decrypted Army Cipher Bonus | Number with 0 decimal places |
navy_intel_decryption_bonus | Decrypted Navy Cipher Bonus | |
airforce_intel_decryption_bonus | Decrypted Airforce Cipher Bonus | |
civilian_intel_decryption_bonus | Decrypted Civilian Cipher Bonus | |
boost_ideology_mission_factor | Boost Ideology mission effects | Number with 2 decimal places |
control_trade_mission_factor | Control Trade mission effects | |
propaganda_mission_factor | Propaganda mission effects | |
diplomatic_pressure_mission_factor | Diplomatic Pressure mission effects | |
boost_resistance_factor | Strengthen Resistance efficiency | |
commando_trait_chance_factor | Chance of recruiting an Operative with the Commando trait | Number with 0 decimal places |
crypto_department_enabled | Crypto Department Enabled | Boolean |
crypto_strength | Cryptology Level | Number with 0 decimal places |
decryption_power | Decryption Power | |
decryption_power_factor | Decryption Power Factor | Number with 2 decimal places |
enemy_operative_recruitment_chance | Enemy nationality recruit chance | |
root_out_resistance_effectiveness_factor | Root Out Resistance mission effects | |
intel_from_operatives_factor | Intelligence gained from Operatives and Infiltrated Assets | |
intel_network_gain | Intel network strength gain | |
intel_network_gain_factor | Intel network strength gain | |
intelligence_agency_defense | Counter intelligence | |
defense_impact_on_blueprint_stealing | Impact of enemy Counter Intelligence on Steal Blueprints operation | Unconfirmed |
operative_slot | Operative slots | Number with 0 decimal places |
new_operative_slot_bonus | Operative recruitment choices | |
operative_death_on_capture_chance | Death chance of our Operative on capture | Number with 2 decimal places |
occupied_operative_recruitment_chance | Occupied friendly nationality recruit chance | |
operation_cost operation_outcome operation_risk | Operation <parameter> | |
operation_fake_intel_cost operation_fake_intel_outcome operation_fake_intel_risk | False Intelligence <parameter> | |
operation_rescue_operative_cost operation_rescue_operative_outcome operation_rescue_operative_risk | Rescue Operative <parameter> | |
operation_make_resistance_contacts_cost operation_make_resistance_contacts_outcome operation_make_resistance_contacts_risk | Make Resistance Contacts <parameter> | |
operation_boost_resistance_cost operation_boost_resistance_outcome operation_boost_resistance_risk | Strengthen Resistance <parameter> | |
operation_collaboration_government_cost operation_collaboration_government_outcome operation_collaboration_government_risk | Prepare Collaboration Government <parameter> | |
operation_coup_government_cost operation_coup_government_outcome operation_coup_government_risk | Stage Coup <parameter> | |
operation_capture_cipher_cost operation_capture_cipher_outcome operation_capture_cipher_risk | Capture Cipher <parameter> | |
operation_coordinated_strike_cost operation_coordinated_strike_outcome operation_coordinated_strike_risk | Coordinated Strike <parameter> | |
operation_infiltrate_cost operation_infiltrate_outcome operation_infiltrate_risk | Infiltration <parameter> | |
operation_infiltrate_armed_forces_army_cost operation_infiltrate_armed_forces_army_outcome operation_infiltrate_armed_forces_army_risk | Infiltrate Army <parameter> | |
operation_infiltrate_armed_forces_navy_cost operation_infiltrate_armed_forces_navy_outcome operation_infiltrate_armed_forces_navy_risk | Infiltrate Navy <parameter> | |
operation_infiltrate_armed_forces_airforce_cost operation_infiltrate_armed_forces_airforce_outcome operation_infiltrate_armed_forces_airforce_risk | Infiltrate Airforce <parameter> | |
operation_infiltrate_civilian_cost operation_infiltrate_civilian_outcome operation_infiltrate_civilian_risk | Infiltrate Civilian Administration <parameter> | |
operation_steal_tech_cost operation_steal_tech_outcome operation_steal_tech_risk | Steal Blueprint <parameter> | |
operation_steal_tech_army_cost operation_steal_tech_army_outcome operation_steal_tech_army_risk | Steal Military Blueprints <parameter> | |
operation_steal_tech_navy_cost operation_steal_tech_navy_outcome operation_steal_tech_navy_risk | Steal Naval Blueprints <parameter> | |
operation_steal_tech_airforce_cost operation_steal_tech_airforce_outcome operation_steal_tech_airforce_risk | Steal Aviation Industry Blueprints <parameter> | |
operation_steal_tech_civilian_cost operation_steal_tech_civilian_outcome operation_steal_tech_civilian_risk | Steal Industrial Blueprints <parameter> | |
target_sabotage_cost target_sabotage_factor target_sabotage_risk | Sabotage <parameter> | |
operation_targeted_sabotage_industry_cost operation_targeted_sabotage_industry_outcome operation_targeted_sabotage_industry_risk | Sabotage Industry <parameter> | |
operation_targeted_sabotage_infrastructure_cost operation_targeted_sabotage_infrastructure_outcome operation_targeted_sabotage_infrastructure_risk | Sabotage Infrastructure <parameter> | |
operation_targeted_sabotage_resources_cost operation_targeted_sabotage_resources_outcome operation_targeted_sabotage_resources_risk | Sabotage Resources <parameter> | |
ai_focus_defense_factor | AI Modifier: Focus on Defense | Number with 1 decimal places; see AI_focuses#Modding |
ai_focus_aggressive_factor | AI Modifier: Focus on Offense | |
ai_focus_war_production_factor | AI Modifier: Focus on War Production | |
ai_focus_military_advancements_factor | AI Modifier: Focus on Military Advancements | |
ai_focus_peaceful_factor | AI Modifier: Focus on Peace | |
ai_focus_naval_factor | AI Modifier: Focus on Navy | |
ai_focus_naval_air_factor | AI Modifier: Focus on Naval Air | |
ai_focus_aviation_factor | AI Modifier: Focus on Aviation | |
ai_focus_military_equipment_factor | AI Modifier: Focus on Military Equipment | |
ai_badass_factor | AI Modifier: Threat receptivity | Number with 1 decimal places |
ai_desired_divisions_factor | Factor on how many divisions the country aims to produce. | |
ai_get_ally_desire_factor | AI Modifier: Desire to be in or expand a faction | Number with 0 decimal places |
ai_call_ally_desire_factor | AI Modifier: Call Ally Desire | |
ai_join_ally_desire_factor | AI Modifier: Join Ally Desire | |
ai_license_acceptance | Acceptance when requesting to buy license | |
offence | Attack | Number with 2 decimal places |
defence | Defense | |
attack_bonus_against | Attack bonus against country | Number with 1 decimal places |
attack_bonus_against_cores | Attack on their core territory | |
defense_bonus_against | Defense bonus against country | |
land_night_attack | Land Night Attack | |
army_attack_factor | Division Attack | Number with 2 decimal places |
army_defence_factor | Division Defense | |
army_core_attack_factor | Division Attack on core territory | |
army_core_defence_factor | Division Defense on core territory | |
army_speed_factor | Divisions speed | |
army_speed_factor_for_controller | Divisions speed | Number with 2 decimal places; state modifier |
army_org | Division Organization | Number with 1 decimal places |
army_org_factor | Division Organization | |
army_org_regain | Army Organization Regain | Number with 2 decimal places |
org_loss_when_moving | Org Loss when Moving | Number with 1 decimal places |
army_morale | Division Recovery Rate | |
army_morale_factor | Division Recovery Rate | |
breakthrough | Breakthrough | Number with 2 decimal places; must be used in an land eq. category |
breakthrough_factor | Breakthrough | Number with 2 decimal places |
breakthrough_bonus_against | Breakthrough bonus against country | Number with 1 decimal places |
dig_in_speed | Entrenchment speed | Number with 0 decimal places |
dig_in_speed_factor | Entrenchment speed | Number with 1 decimal places |
max_dig_in | Max Entrenchment | |
max_dig_in_factor | Max Entrenchment | |
dont_lose_dig_in_on_attack | No Entrenchment Lose On Attack | Boolean |
recon_factor | Reconnaissance | Number with 1 decimal places |
recon_factor_while_entrenched | Recon Bonus While Entrenched | |
max_planning | Max planning | |
planning_speed | Planning Speed | |
supply_consumption_factor | Supply Consumption | |
out_of_supply_factor | Out of Supply | |
no_supply_grace | Supply Grace | |
extra_marine_supply_grace | Extra Marine Supply Grace | |
extra_paratrooper_supply_grace | Extra Paratrooper Supply Grace | |
attrition | Division Attrition | |
attrition_for_controller | Division Attrition | Number with 1 decimal places; state modifier |
winter_attrition | Winter Attrition | Number with 1 decimal places |
winter_attrition_factor | Winter Attrition | Number with 2 decimal places |
heat_attrition | Heat Attrition | Number with 1 decimal places |
heat_attrition_factor | Heat Attrition | Number with 2 decimal places |
unit_upkeep_attrition_factor | Unit Upkeep | Number with 0 decimal places |
max_training | Max training | Number with 2 decimal places |
training_time_factor | Training time | |
training_time_army | Division training time | Number with 1 decimal places |
training_time_army_factor | Division training time | |
armor_value | Armor | Number with 2 decimal places; must be used in an eq. category |
minimum_training_level | Minimum training level | Number with 0 decimal places |
land_reinforce_rate | Reinforce Rate | Number with 1 decimal places |
combat_width_factor | Own Combat Width | |
terrain_penalty_reduction | Terrain Penalty Reduction | |
pocket_penalty | Encirclement penalty | |
experience_gain_army | Army Experience Gain | |
experience_gain_army_factor | Army Experience Gain | |
experience_gain_army_unit | Division Experience Gain | |
experience_gain_army_unit_factor | Division Experience Gain | |
experience_loss_factor | Experienced soldier losses | |
acclimatization_cold_climate_gain_factor | Cold acclimatization gain factor | |
acclimatization_hot_climate_gain_factor | Hot acclimatization gain factor | |
army_armor_attack_factor army_armor_defence_factor army_armor_speed_factor army_infantry_attack_factor army_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_min | Special Forces Minimum Capacity | Number with 0 decimal places |
special_forces_cap | Special Forces Capacity Multiplier | Number with 1 decimal places |
special_forces_training_time_factor | Special Forces Division training time | |
special_forces_no_supply_grace | Special Forces Supply Grace | |
special_forces_out_of_supply_factor | Special Forces Out of Supply | Number with 2 decimal places |
max_commander_army_size | General Max Army Size | Number with 0 decimal places |
max_marshal_army_size | Field Marshal Max Army Size | |
max_commander_army_group_size | General Max Army Group Size | |
max_marshal_army_group_size | Field Marshal Max Army Group Size | |
air_superiority_bonus_in_combat | Air Superiority Bonus in Combat | Number with 1 decimal places |
cas_damage_reduction | Damage Reduction Against CAS | |
shore_bombardment_bonus | Shore Bombardment Bonus | |
disable_strategic_redeployment | Strategic Redeployment Disabled | Boolean |
disable_strategic_redeployment_for_controller | Strategic Redeployment Disabled | Boolean; state modifier |
air_attack | Air Attack | Number with 0 decimal places; must be used in an air eq. category |
air_attack_factor | Air Attack | Number with 2 decimal places |
air_defence | Air Defense | Number with 0 decimal places; must be used in an air eq. category |
air_defence_factor | Air Defense | Number with 2 decimal places |
air_agility | Agility | Number with 0 decimal places; must be used in an air eq. category |
air_agility_factor | Agility | Number with 2 decimal places |
maximum_speed | Max Air Speed | Number with 0 decimal places; must be used in an air eq. category |
air_maximum_speed_factor | Max Air Speed | Number with 2 decimal places |
air_accidents | Air Accidents Chance | Number with 1 decimal places |
air_accidents_factor | Air Accidents Chance | Number with 2 decimal places |
air_range | Air Range | Number with 0 decimal places; must be used in an air eq. category |
air_range_factor | Air Range | Number with 2 decimal places |
air_weather_penalty | Bad Weather Penalty | |
air_night_penalty | Night Operations Penalty | |
air_detection | Air Detection | |
air_fuel_consumption_factor | Air Fuel Consumption | Number with 2 decimal places |
experience_gain_air | Air Experience Gain | |
experience_gain_air_factor | Air Experience Gain | Number with 1 decimal places |
air_training_xp_gain_factor | Air Wing Training Experience Gain | Number with 0 decimal places |
air_mission_xp_gain_factor | Air Wing Mission Experience Gain | |
air_ace_generation_chance_factor | Ace generation chance | Number with 2 decimal places |
air_wing_xp_loss_when_killed_factor | Air Wing Experience loss when killed | Unconfirmed |
air_mission_efficiency | Air Mission Efficiency | Number with 1 decimal places |
air_superiority_efficiency | Air Superiority Mission Efficiency | Number with 2 decimal places |
air_intercept_efficiency | Interception Mission Efficiency | |
air_cas_efficiency | Air Support Mission Efficiency | |
air_escort_efficiency | Escort Efficiency | |
air_nav_efficiency | Naval Mission Efficiency | |
air_interception_attack_factor air_interception_defence_factor air_interception_agility_factor air_interception_detect_factor air_air_superiority_attack_factor air_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_superiority | Air Superiority | Number with 1 decimal places; must be used in an air eq. category |
air_cas_present_factor | Ground support | Number with 2 decimal places |
ground_attack | Ground attack | |
ground_attack_factor | Ground attack factor | |
air_bombing | Ground Bombing | Number with 1 decimal places; must be used in an air eq. category |
air_bombing_targetting | Ground Bombing Targeting | Number with 1 decimal places |
strategic_bomb_visibility | Strategic bombing visibility | Number with 2 decimal places |
naval_strike_attack_factor | Naval Bombing | Number with 0 decimal places |
naval_strike_targetting_factor | Naval Targeting | |
naval_strike_agility_factor | Naval Agility | |
mines_planting_by_air_factor | Aerial minelaying efficiency | |
mines_sweeping_by_air_factor | Aerial minesweeping efficiency | |
modifier_enemy_port_superiority_limit | Port strike enemy superiority limit: | |
rocket_attack_factor | Rocket Damage | Number with 1 decimal places |
naval_damage_factor | Damage | Number with 2 decimal places |
naval_defense_factor | Defense | |
navy_org | Navy Organization | Number with 1 decimal places |
navy_org_factor | Navy Organization | |
naval_morale | Ship Recovery Rate | |
naval_morale_factor | Ship Recovery Rate | |
naval_speed_factor | Naval Speed | Number with 0 decimal places |
navy_max_range | Naval max range | |
navy_max_range_factor | Naval max range factor | Number with 2 decimal places |
navy_fuel_consumption_factor | Navy Fuel Consumption | |
naval_attrition | Attrition | |
navy_visibility | Visibility | |
spotting_chance | Spotting Chance | Number with 0 decimal places |
ships_at_battle_start | Number of ships in the first contact | |
positioning | Positioning | Number with 1 decimal places |
naval_coordination | Fleet Coordination | Number with 0 decimal places |
naval_detection | Naval Detection | |
naval_strike | Naval Strike | |
naval_hit_chance | Naval Hit Chance | |
strike_force_movement_org_loss | Strike Force Org loss | Number with 2 decimal places |
naval_has_potf_in_combat_attack | Attack when in combat alongside the Pride of the Fleet | |
naval_has_potf_in_combat_defense | Defense when in combat alongside the Pride of the Fleet | |
navy_casualty_on_hit | Casualties factor on hit | |
navy_casualty_on_sink | Casualties on sink | |
naval_accidents_chance | Accident chance | |
critical_receive_chance | Chance to Receive Critical Hit | Number with 1 decimal places |
naval_critical_effect_factor | Effects of sustained Critical Hits | Number with 2 decimal places |
naval_critical_score_chance_factor | Chance to score Critical Hit | |
navy_submarine_attack_factor navy_submarine_defence_factor navy_submarine_detection_factor navy_screen_attack_factor navy_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_efficiency | Screening Efficiency | Number with 1 decimal places |
convoy_escort_efficiency | Escort efficiency | |
submarine_attack | Submarine Attack | |
convoy_raiding_efficiency_factor | Convoy Raiding Efficiency | Number with 2 decimal places |
sortie_efficiency | Sortie efficiency | Number with 0 decimal places |
fighter_sortie_efficiency | Fighters sortie efficiency | |
carrier_traffic | Carrier Traffic | |
carrier_capacity_penalty_reduction | Carrier overcrowding | Number with 1 decimal places |
port_strike | Port strikes | |
naval_mine_hit_chance | Chance to hit naval mine | Number with 2 decimal places |
naval_mines_damage_factor | Naval mines damage | Number with 0 decimal places |
naval_mines_effect_reduction | Naval mines avoidance | |
mines_planting_by_fleets_factor | Naval minelaying efficiency | |
mines_sweeping_by_fleets_factor | Naval minesweeping efficiency | |
naval_torpedo_hit_chance_factor | Torpedo hit chance | Number with 2 decimal places |
naval_torpedo_reveal_chance_factor | Torpedo reveal chance | |
naval_torpedo_screen_penetration_factor | Torpedo screen penetration | |
naval_torpedo_cooldown_factor | Torpedo cooldown | |
navy_anti_air_attack | Naval AA attack | Number with 1 decimal places |
navy_anti_air_attack_factor | Naval AA attack | Number with 2 decimal places |
naval_retreat_chance | Retreat Decision Chance | Number with 0 decimal places |
naval_retreat_speed | Fleet speed while retreating | |
sub_retreat_speed | Submarine speed while retreating | |
convoy_retreat_speed | Convoy speed while retreating | |
naval_enemy_fleet_size_ratio_penalty_factor | Enemy fleet size penalty | Number with 2 decimal places |
naval_enemy_retreat_chance | Enemy retreat chance | |
production_cost_max_convoy production_cost_max_ship_hull_submarine production_cost_max_ship_hull_light production_cost_max_ship_hull_heavy production_cost_max_ship_hull_cruiser production_cost_max_ship_hull_carrier production_cost_max_<hull_type> | <hull> Max Cost | Number with 0 decimal places |
navy_refit_speed | Naval Equipment Refitting Speed | |
navy_refit_ic_cost | Naval Equipment Refitting Cost | |
repair_speed_factor | Ship Repair Speed | |
transport_capacity | Troop convoy requirements | Number with 2 decimal places |
invasion_preparation | Invasion Preparation Time | Number with 1 decimal places |
naval_invasion_capacity | Naval Invasion Capacity | Number with 0 decimal places |
naval_invasion_penalty | Invasion Penalty | |
amphibious_invasion | Amphibious Invasion Speed | Number with 1 decimal places |
amphibious_invasion_defence | Invasion Defense | Number with 0 decimal places |
democratic_drift communism_drift fascism_drift neutrality_drift <ideology_group>_drift | Daily <ideology_group> Support | Number with 2 decimal places |
democratic_acceptance communism_acceptance fascism_acceptance neutrality_acceptance <ideology_group>_acceptance | Acceptance of <ideology_group> Diplomacy | |
drift_defence_factor | Ideology drift defense | Number with 1 decimal places |
master_ideology_drift | Master Ideology Drift | Number with 2 decimal places |
political_power_cost | Daily Political Power Cost | Number with 0 decimal places |
political_power_gain | Daily Political Power Gain | Number with 2 decimal places |
political_power_factor | Political Power Gain | |
stability_factor | Stability | |
stability_weekly | Weekly Stability | |
stability_weekly_factor | Weekly Stability Gain | |
party_popularity_stability_factor | Party Popularity Stability Modifier | |
war_stability_factor | War Penalty Stability Modifier | |
defensive_war_stability_factor | Defensive War Penalty Stability Modifier | |
offensive_war_stability_factor | Offensive War Penalty Stability Modifier | |
war_support_factor | War Support | |
war_support_weekly | Weekly War Support | |
war_support_weekly_factor | Weekly War Support Gain | |
command_power_gain | Daily Command Power Gain | |
command_power_gain_mult | Daily Command Power Gain Multiplier | Number with 0 decimal places |
max_command_power | Maximum Command Power Increase | |
max_command_power_mult | Maximum Command Power Increase Multiplier | |
surrender_limit | Surrender Limit | Number with 2 decimal places |
forced_surrender_limit | Surrender Limit | |
max_surrender_limit_offset | Minimum Surrender Limit | |
monthly_population | Monthly Population | Number with 1 decimal places |
conscription | Recruitable Population | Number with 2 decimal places |
conscription_factor | Recruitable Population Factor | Number with 0 decimal places |
recruitable_population | Additional Recruitable Population | Number with 3 decimal places |
recruitable_population_factor | Recruitable Population | Number with 2 decimal places |
non_core_manpower | Non-core Manpower | |
weekly_manpower | Weekly Manpower | Number with 0 decimal places |
mobilization_speed | Mobilization speed | Number with 2 decimal places |
research_speed_factor | Research Speed | |
research_sharing_per_country_bonus | Technology sharing bonus | |
research_sharing_per_country_bonus_factor | Technology sharing bonus | |
encryption | Encryption | |
encryption_factor | Encryption | |
decryption | Decryption | |
decryption_factor | Decryption | |
civilian_factory_use | Civilian Factory Use | Number with 0 decimal places; requires Waking the Tiger |
consumer_goods_factor | Consumer Goods Factories | Number with 0 decimal places |
min_export | Resources to Market | |
trade_opinion_factor | Trade deal opinion factor | Number with 2 decimal places |
faction_trade_opinion_factor | Faction trade deal opinion factor | |
trade_cost_for_target_factor | Target country trade cost | |
extra_trade_to_target_factor | Extra trade to overlord | |
overlord_trade_cost_factor | Overlord trade cost | |
extra_trade_to_overlord_factor | Extra trade to overlord | |
autonomy_gain_trade | Freedom gain by trade | |
autonomy_gain_trade_factor | Freedom gain by trade | |
improve_relations_maintain_cost_factor | Improve relations maintain cost | Number with 0 decimal places |
opinion_gain_monthly | Improve relations opinion | Number with 1 decimal places |
opinion_gain_monthly_factor | Improve relations opinion | Number with 2 decimal places |
opinion_gain_monthly_same_ideology | Same ideology monthly opinion | Number with 1 decimal places |
opinion_gain_monthly_same_ideology_factor | Same ideology monthly opinion | Number with 2 decimal places |
guarantee_cost | Guarantee Cost | Number with 0 decimal places |
guarantee_tension | Guarantee tension limit | Number with 1 decimal places |
join_faction_tension | Join faction tension limit | |
subversive_activites_upkeep | Subversive activities cost | Number with 0 decimal places |
foreign_subversive_activities | Foreign subversive activities efficiency | |
justify_war_goal_time | Justify war goal time | Number with 1 decimal places |
justify_war_goal_when_in_major_war_time | Justify war goal time when at war with a major | |
generate_wargoal_tension | Generate war goal tension limit | |
generate_wargoal_tension_against | Generate war goal tension limit against country | |
civil_war_involvement_tension | Civil war involvement tension | |
enemy_justify_war_goal_time | Justify war goal time on us | |
enemy_declare_war_tension | Declare war tension on us | |
send_volunteer_divisions_required | Divisions required for sending volunteer force | Number with 1 decimal places |
send_volunteer_size | Max volunteer force divisions | Number with 0 decimal places |
send_volunteer_factor | Max volunteer force divisions | Number with 1 decimal places |
send_volunteers_tension | Send volunteers tension limit | |
air_volunteer_cap | Air volunteer cap | Number with 0 decimal places |
no_compliance_gain | No Compliance Gain | Boolean |
starting_compliance | Starting Compliance | Number with 0 decimal places |
required_garrison_factor | Required Garrisons | Number with 0 decimal places; state modifier |
compliance_gain | Daily Compliance Gain | Number with 3 decimal places; state modifier |
compliance_growth | Compliance Growth Speed | Number with 0 decimal places; state modifier |
compliance_growth_on_our_occupied_states | Compliance Growth Speed in our states occupied by the enemy; state modifier | |
resistance_activity | Resistance Activity Chance | Number with 1 decimal places; state modifier |
resistance_garrison_penetration_chance | Garrison Penetration Chance | Number with 2 decimal places; state modifier |
resistance_growth | Resistance Growth Speed | Number with 0 decimal places; state modifier |
resistance_growth_on_our_occupied_states | Resistance Growth Speed in our states occupied by the enemy | |
resistance_decay | Resistance Decay Speed | |
resistance_decay_on_our_occupied_states | Resistance Decay Speed in our states occupied by the enemy | |
resistance_target | Resistance Target | |
resistance_target_on_our_occupied_states | Resistance Target in our states occupied by the enemy | |
resistance_damage_to_garrison | Damage to Garrisons | Number with 2 decimal places; state modifier |
resistance_damage_to_garrison_on_our_occupied_states | Damage to Enemy Garrisons in our states occupied by the enemy | |
legitimacy_daily | Daily Legitimacy Gain | Number with 2 decimal places |
targeted_legitimacy_daily | Daily Legitimacy Gain | Number with 1 decimal places |
legitimacy_gain_factor | Legitimacy Gain | Number with 0 decimal places |
exile_manpower_factor | Daily Exile Manpower | Number with 2 decimal places |
puppet_cost_factor | Puppet cost | Number with 1 decimal places |
occupation_cost | Occupation Cost | Number with 2 decimal places |
annex_cost_factor | Annex cost | Number with 1 decimal places |
subjects_autonomy_gain | Master impact | Number with 1 decimal places |
autonomy_gain | Daily autonomy progress gain | |
autonomy_gain_global_factor | All autonomy gain | |
autonomy_gain_warscore | Freedom gain by war score | Number with 2 decimal places |
autonomy_gain_ll_to_subject | Freedom gain by subject from lend lease from overlord | |
autonomy_gain_ll_to_subject_factor | Freedom gain by subject from lend lease from overlord | |
autonomy_gain_ll_to_overlord | Freedom gain by lend lease to overlord | |
autonomy_gain_ll_to_overlord_factor | Freedom gain by lend lease to overlord | |
autonomy_manpower_share | Subject manpower requirement | |
license_subject_master_purchase_cost | License cost between subject and master | |
can_master_build_for_us | Master can build constructions on the subject's territory | Boolean |
master_build_autonomy_factor | Autonomy from building | Number with 0 (unconfirmed) decimal places |
cic_to_overlord_factor | Civilian industry to overlord | Number with 2 decimal places |
mic_to_overlord_factor | Military industry to overlord | |
cic_to_target_factor | Civilian industry to target country | |
mic_to_target_factor | Military industry to target country | |
production_oil_factor | Synthetic Oil | Number with 0 decimal places |
fuel_cost | Fuel Cost | |
base_fuel_gain | Fuel Gain | Number with 2 decimal places |
base_fuel_gain_factor | Fuel Gain | |
fuel_gain | Fuel Gain per Oil | Number with 0 decimal places |
fuel_gain_factor | Fuel Gain per Oil | Number with 2 decimal places |
fuel_gain_from_states | Fuel Gain from Refineries | |
fuel_gain_factor_from_states | Fuel Gain from Refineries | |
max_fuel | Fuel Capacity (K) | |
max_fuel_building | Fuel Capacity (K) | |
max_fuel_factor | Fuel Capacity | |
refit_speed | Refitting Speed | Number with 0 decimal places |
refit_ic_cost | Refitting Cost | |
industrial_factory_donations | Industrial Factory Donations | |
military_factory_donations | Military Factory Donations | |
dockyard_donations | Dockyard Donations | |
global_building_slots | Max Factories in a State | |
global_building_slots_factor | Max Factories in a State | |
production_speed_infrastructure_factor production_speed_industrial_complex_factor production_speed_arms_factory_factor production_speed_dockyard_factor production_speed_fuel_silo_factor production_speed_synthetic_refinery_factor production_speed_naval_base_factor production_speed_radar_station_factor production_speed_air_base_factor production_speed_anti_air_building_factor production_speed_bunker_factor production_speed_coastal_bunker_factor production_speed_rocket_site_factor production_speed_nuclear_reactor_factor production_speed_<building_type>_factor | <building_type> construction speed | Number with 2 decimal places |
conversion_cost_civ_to_mil_factor | Civilian to Military Factory conversion cost | |
conversion_cost_mil_to_civ_factor | Military to Civilian Factory conversion cost | |
industrial_capacity_factory | Factory Output | |
industrial_capacity_dockyard | Dockyard Output | |
production_factory_start_efficiency_factor | Production Efficiency Base | |
production_factory_max_efficiency_factor | Production Efficiency Cap | |
production_factory_efficiency_gain_factor | Production Efficiency growth | |
production_lack_of_resource_penalty_factor | Lack of Resources Penalty | |
line_change_production_efficiency_factor | Production Efficiency Retention | |
repair_speed_infrastructure_factor repair_speed_industrial_complex_factor repair_speed_arms_factory_factor repair_speed_dockyard_factor repair_speed_fuel_silo_factor repair_speed_synthetic_refinery_factor repair_speed_naval_base_factor repair_speed_radar_station_factor repair_speed_air_base_factor repair_speed_anti_air_building_factor repair_speed_bunker_factor repair_speed_coastal_bunker_factor repair_speed_rocket_site_factor repair_speed_nuclear_reactor_factor repair_speed_<building_type>_factor | <building_type> Repair Speed | |
industry_free_repair_factor | Free repair | |
industry_repair_factor | Factory Repair Speed | |
industry_air_damage_factor | Factory Bomb Vulnerability | |
tech_air_damage_factor | Anti-Air Bombing Damage Reduction | |
static_anti_air_damage_factor | Static Anti Air damage factor | |
static_anti_air_hit_chance_factor | Static Anti Air hit chance factor | |
nuclear_production | Allows Nuclear Bomb | Boolean |
nuclear_production_factor | Nuclear Production | Number with 0 decimal places |
naval_torpedo_range_factor | Torpedo range | |
experience_gain_factor | Leader Experience Gain | |
experience_gain_navy | Naval Experience Gain | |
experience_gain_navy_factor | Naval Experience Gain | |
experience_gain_navy_unit_factor | Ship Experience Gain | |
experience_gain_navy_unit | Ship Experience Gain | |
resistance_tick | Resistance Growth | |
resistance_tick_auto | Resistance Growth | |
local_resources | Local Resources | |
local_resources_factor | Resource Gain Efficiency | Confirmed |
local_manpower | Local Manpower | Confirmed as a state modifier |
local_non_core_manpower | Local Non-core Manpower | Confirmed as a state modifier |
local_supplies | Local Supplies | Confirmed as a state modifier |
local_factories | Local Factories | |
local_intel_to_enemies | Intel to Enemies | |
local_factory_sabotage | Chance to Sabotage Constructions | Confirmed |
military_leader_cost_factor | Military Leader Cost | |
army_leader_cost_factor | Army Leader Cost | |
navy_leader_cost_factor | Navy Leader Cost | |
army_leader_start_level | Starting level of new army leaders | |
local_org_regain | Organization Regain | No effect as a state modifier |
army_bonus_air_superiority_factor | Air Superiority | |
enemy_army_bonus_air_superiority_factor | Enemy Air Support | |
local_building_slots | Max Factories in State | Confirmed as a state modifier |
local_building_slots_factor | Max Factories in State | Confirmed as a state modifier |
production_speed_buildings_factor | Construction Speed | |
partisan_effect | Effect of our partisans | |
enemy_partisan_effect | Effect of partisans on us | |
army_infantry_attack_factor | Infantry Division Attack | |
army_infantry_defence_factor | Infantry Division Defense | |
modifier_enemy_port_superiority_limit | Port strike enemy superiority limit: | |
equipment_capture | Equipment Capture Ratio Gain | Number with 1 decimal places |
equipment_capture_factor | Equipment Capture Ratio Modifier | |
equipment_conversion_speed | Conversion speed bonus | |
equipment_upgrade_xp_cost | Equipment Experience Cost | Number with 0 decimal places |
land_equipment_upgrade_xp_cost | Land Equipment Experience Cost | Number with 0 decimal places |
naval_equipment_upgrade_xp_cost | Naval Equipment Experience Cost | |
air_equipment_upgrade_xp_cost | Air Equipment Experience Cost | |
lend_lease_tension | Lend-lease tension limit | Number with 1 decimal places |
license_purchase_cost | License purchase cost | Number with 0 decimal places |
license_production_speed | License production speed | |
license_tech_difference_speed | License production speed from technology difference | |
license_infantry_purchase_cost license_naval_purchase_cost license_air_purchase_cost license_armor_purchase_cost | <archetype> license purchase cost | |
license_infantry_eq_cost_factor license_artillery_eq_cost_factor license_anti_tank_eq_cost_factor license_light_tank_eq_cost_factor | License purchase cost for <archetype> | |
license_infantry_eq_production_speed_factor license_artillery_eq_production_speed_factor license_anti_tank_eq_production_speed_factor license_light_tank_eq_production_speed_factor | License production speed for <archetype> | |
license_infantry_eq_tech_difference_speed_factor license_artillery_eq_tech_difference_speed_factor license_anti_tank_eq_tech_difference_speed_factor license_light_tank_eq_tech_difference_speed_factor | License production speed from technology difference for <archetype> | |
army_leader_start_attack_level | Starting Attack skill level of new army leaders | |
army_leader_start_defense_level | Starting Defense skill level of new army leaders | |
army_leader_start_logistics_level | Starting Logistics skill level of new army leaders | |
army_leader_start_planning_level | Starting Planning skill level of new army leaders | |
skill_bonus_factor | Leader Skill Bonuses | |
cannot_use_abilities | Cannot Use Combat Abilities | |
promote_cost_factor | Promotion Cost | |
sickness_chance | Chance to Get Sick | |
river_crossing_factor | River Crossing Speed Penalty | |
paratrooper_count_per_plane | Paratrooper per Plane | |
paradrop_organization_factor | Paratrooper Organization Factor | |
paratrooper_aa_defense | Paratrooper Anti Air Defense | |
fortification_damage | Fort Damage from Combat | |
fortification_collateral_chance | Fort Combat Damage Chance | |
wounded_chance_factor | Chance to get wounded in combat | |
reassignment_duration_factor | Army reassignment duration | |
naval_invasion_prep_speed | Invasion Preparation Speed | |
army_fuel_capacity_factor | ||
army_fuel_consumption_factor | ||
exiled_divisions_attack_factor | ||
own_exiled_divisions_attack_factor | ||
exiled_divisions_defense_factor | ||
own_exiled_divisions_defense_factor | ||
resistance_tick_in_states_controlled_by_enemy | ||
experience_gain_infantry_training_factor experience_gain_infantry_combat_factor experience_gain_mountaineers_training_factor experience_gain_mountaineers_combat_factor experience_gain_marine_training_factor experience_gain_marine_combat_factor experience_gain_paratrooper_training_factor experience_gain_paratrooper_combat_factor experience_gain_bicycle_battalion_training_factor experience_gain_bicycle_battalion_combat_factor experience_gain_cavalry_training_factor experience_gain_cavalry_combat_factor experience_gain_armored_car_training_factor experience_gain_armored_car_combat_factor experience_gain_armored_car_recon_training_factor experience_gain_armored_car_recon_combat_factor experience_gain_motorized_training_factor experience_gain_motorized_combat_factor experience_gain_motorized_rocket_brigade_training_factor experience_gain_motorized_rocket_brigade_combat_factor experience_gain_mechanized_training_factor experience_gain_mechanized_combat_factor experience_gain_amphibious_mechanized_training_factor experience_gain_amphibious_mechanized_combat_factor experience_gain_engineer_training_factor experience_gain_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 Gain | Number with 0 decimal places |
political_advisor_cost_factor economy_cost_factor trade_laws_cost_factor mobilization_laws_cost_factor army_chief_cost_factor navy_chief_cost_factor air_chief_cost_factor high_command_cost_factor theorist_cost_factor materiel_manufacturer_cost_factor naval_manufacturer_cost_factor aircraft_manufacturer_cost_factor tank_manufacturer_cost_factor industrial_concern_cost_factor country_cost_factor hidden_ideas_cost_factor <idea_group>_cost_factor | <idea_group> Cost | Number with 0 decimal places |
Documentation | Effects • Triggers • Defines • Modifiers • List of modifiers • Scopes • Localisation • Variables • Arrays • On actions |
Scripting | AI • Bookmarks • Buildings • Cosmetic tags • Countries • Divisions • Decisions • Equipment • Events • Ideas • Ideologies • National Focuses • Resources • Scripted GUI • Technology • Units |
Map | Map • States • Supply areas • Strategic regions |
Graphical | Interface • Graphical Assets • Entities • Posteffects • Particles • Fonts |
Cosmetic | Portraits • Namelists • Music • Sound |
Other | Console commands • Troubleshooting • Mod structure |
Retrieved from 'https://hoi4.paradoxwikis.com/index.php?title=List_of_modifiers&oldid=35756'
This article was written in collaboration with the Loresworn Order, who provided a lot of the theory-crafting behind today's piece. Also thanks to this Reddit thread, which has a lot of tips beyond what we talk about today. Additional thanks to reddit user 'billguncrash' for writing int with some additional tips and pointers.
If you're a wargamer who's into his/her videogames, you'll most likely have seen (if not played) Hearts of Iron IV. The fourth iteration of their 'grand strategy wargame', Hearts of Iron manages to keep the classic Paradox grand-strategy scale, but focus it into a wargame context by having players navigate the political, and then military landscape of the world between 1936 – 1948.
An integral part of the game, as you can imagine, involves fighting in the wars that erupt during this era. While history is directed a bit more than it is in other Paradox games, there's actually more flexibility here than previous iterations. So while you're always fighting, in a very general sense, the second 'War of the World' the nature and course of that war can be radically different every time.
Land, Sea and Air.. And then more land
While HoI IV has dedicated mechanics and systems for fighting in the air as well as at sea, at its heart (… of iron?) this is a game about land wars. To fight the land wars, you need to create divisions using the wonderfully flexible, and slightly impenetrable Division Designer. What does it all mean? What do all those stats do? What defines the effectiveness of one Division vs. another? That's where we come in.
First off, you'll want to watch this video. TJ's done a great job at breaking down what all the stats mean, even if he is dropping F-bombs like its the Battle of Britain. With a basic understand of what everything does, you're ready to start looking at how to craft divisions.
There are a few basic things to remember:
- General consensus is that Combat Width of a division should be kept at or below 20 (see section below).
- Research & Doctrines will affect some of the basic principles laid out here, as will more advanced models of things. Always check the tool-tips.
- Always keep in mind the production capacity of your nation. If you're a smaller, poorer country you will need to scale down considerably.
- Changing division templates costs XP, which can be hard to get in the early game depending on who you are. Try to plan ahead how you want to set up your divisions, as you won't be able to afford too much trial and error.
- A good way to get XP while at peace is to train divisions, and send volunteers to other wars (which is dependant on ideology and World Tension). Training divisions costs equipment, but the combat bonus units get when they reach level 3 is invaluable, so you get dual benefits.
- A Division is made up of Regiments, which are in turn made up of Battalions. Regiments are columns, so the more battalions a regiment is the more troops it has to cycle though, but generally speaking you want to be as 'deep' as you are wide, especially at the 20 Combat Width size. A 3X3 grid or a 4/3/3 set-up usually works.
- In very general terms, Infantry provide a Division with HP, Defence and Organisation, while Armour provides the hitting power in terms of Hard Attack, Soft Attack (although infantry are good on this as well) & Breakthrough.
Combat Width
The basic combat width of a province (without any modifiers) is 80, which means each side can field up to 80 widths worth of Divisions (not account for any modifiers). In addition, an extra 40 width is applied per additional ‘front’. So if you’re attacking one territory from three, that’s a width of 160. In practice and sticking to the 20 width per division, you’ll be attacking with 4 divisions on the main thrust, and then two per flank. It’s worth noting that in this 3 v 1 scenario, only you get the extra width - the enemy has to stick with the 80 they get from their one province.
The reason you should stick to a combat width of 20 is down to how the game handles someone being ‘over’ the limit of a province. In simple terms, 4 x 20 = 80, but 4 x 21 is 84. This means an entire division gets sent to reserve resulting in you actually only attacking with 3x21, which is 63. If your enemy has stuck to 20 combat width, and assuming they've designed well, you’re at a 17 point disadvantage and will probably lose.
Support Vs. Line
Support Battalions are a key part of a division's make-up. You'll notice certain types, like towed Artillery & Anti-Tank guns, can also be put in as 'Line' Battalions as part of dedicated Regiments. The main differences between whether a battalion is 'support' or 'line' is:
![Hoi4 Special Forces Limit Hoi4 Special Forces Limit](https://squasheditions.com/img/3e465b9c36a822d28d91f04dbae63a0c.jpg)
- Support slots don't change the speed of a division, which is set to the slowest unit. This means you can put support artillery with a motorized infantry division and it will still go as fast as the motorised units, for example.
- Support regiments can be air dropped along with paratroopers, which allows you to give some much needed backbone to these divisions.
- Support regiments require less equipment and manpower. But in the case of, say, artillery or AT, they also have less of an effect on the division's stats in comparison to a full regiment of the same type.
Hoi4 Special Forces Limits
With this in mind, it's only really worth putting 'Line' versions of things like Artillery and AT on foot-infantry divisions. The speed penalty won't affect things as much, and you can give Infantry a lot more firepower. To keep within the 20 combat width limit you'll need to sacrifice an Infantry Regiment, but the trade-off in terms of HP and Organisation are worth it.
For armoured/combined arms divisions, generally you want to give them support battalions until you unlock the self-propelled tank chassis versions of Artillery & AT, so as not to be hit by speed penalties.
![Hoi4 Special Forces Limit Hoi4 Special Forces Limit](https://squasheditions.com/img/mount-and-blade-warband-cheat-mods-3.jpg)
Combined Arms
While you can create divisions that work for a specific purpose, you generally want to mix things up. Depending on the role your division will be filling will dictate the make-up. As we mentioned above, Infantry provide a lot of HP, Organisation and Defence, while armour provide a lot of the punch.
Again TJ does some great videos talking in depth into general theory crafting for Infantry and Armour divisions:
There's also one for more motorised divisions, but it generally covers elements from the other videos, and until you get to mechanised I would personally advise against having all motorised infantry divisions because they cost 200 extra manpower per battalion, plus have severe terrain penalties. All you get in return is really the extra speed, but there are better combinations you can use.
A 'Light Armour W/ Motorised', for example, is a more rounded unit, but Light Armour has its own drawbacks - they cost as much 'Medium' tanks but aren't as good, some one school of thought is to wait until you hit Medium before adding tanks to divisions.
Xerox 510 wide format scanner service manual. Make sure you check out this video on special forces design as well, including a dedicated Anti-Tank division. TJ also covers a land-based AA template, but we're getting conflicting reports over whether division-based AA actually has any effect right now. Personally, I never bother with it. Also worth keeping in mind is that Marine and Mountaineers are considered vastly superior to regular infantry due to the stat distribution (lower HP, but better organisation), so one option is to switch out all of your infantry for a specialist unit where possible.
We won't repeat too much of what TJ talks about, but there are some important lessons to always keep in mind when building and trying out new division templates: Lincoln weldanpower g8000 parts manual.
- Organisation is important. You'll run of organisation a lot sooner than you'll run out of health, and you'll lose 99% of battles due to low organisation.
- Engineer and Recon support battalions are auto-include. If you've got motorised or amour, Maintenance is also a must, with Field Hospital being good for infantry divisions. If you're fighting outside of mainland Europe, Logistics can also be a life saver.
- Signalling support is a secret weapon – use it more.
- You'll want separate Divisions for attack and defence, although it's possible to design all-rounders as well. Generally Infantry are better on defence than they are on attack, but Mechanised Battalions change this dynamic some-what.
- Standard Division templates for Infantry is 4/3/3, same for Infantry. Working towards the 20 Combat width, you then add and subtract other Battalion types from there. E.G., 3/3/4 Tank/Tank/Infantry (Motorised or Mechanised).
- With regards to trying to fight armour, a single AT battalion/support AT per division is enough at a minimum: 'A division's piercing is equal to 40% of the highest piercing in the division plus 60% of the weighted-average piercing of all battalions in the division' - HoI4 Wiki
Final Thoughts
There are exceptions to all the things above – terrain, who you're fighting, the production capacity of your nation, research.. these will all dictate or otherwise change what your 'optimum' regiment builds will be. You won't need much AT fighting against China, but you'll want a f***ton for Russia. The mountains of Italy are going to be problematic for armour or combined arms divisions, so the Mountaineer special forces troops will shine here. Also, we're told to avoid mud at all costs, apparently.
If you've yet to dive into the game, don't forget to check our our review of Hearts of Iron IV, which James split into two parts covering the civilian and military aspects. For my part, I think it's infinitely more accessible than Hearts of Iron III was, but still suffers from the peculiar problem of the planning and preparing for war being more fun than fighting the war itself. Still it's worth getting and will only get better over time, so for now at least consider yourself armed and ready for whatever is thrown at you.
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