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Diplomacy:
Monthly diplomatic points gain: defines.country.BASE_MONTHLY_DIPLOPOINTS * (1 + sum of diplomatic_points + sum of diplomatic_points_modifier)
Influence:
Total base daily influence gain: defines.country.BASE_GREATPOWER_DAILY_INFLUENCE * (1 + sum of influence) * (1 + sum of influence_modifier)
Base daily influence gain per country:
if total priority bars > 0: Total base influence gain * priority bars / total priority bars
else: Total base influence gain / number of countries (excluding banned)
Country influence gain modifier:
note: 'our' and 'we' refers to the influencer. 'target' is the country being influenced.
formula: 1 + score mod + relations mod + population mod + investment mod + puppet mod + neighbour mod + continent mod + discredit mod
score mod: 1 - target score / our score
relations mod: relations / defines.diplomacy.RELATION_INFLUENCE_MODIFIER
population mod:
if target population > LARGE_POPULATION_LIMIT:
formula: floor((target population - LARGE_POPULATION_LIMIT) / LARGE_POPULATION_INFLUENCE_PENALTY_CHUNK) * LARGE_POPULATION_INFLUENCE_PENALTY
target population: total of pop sizes
LARGE_POPULATION_LIMIT: defines.pops.LARGE_POPULATION_LIMIT
LARGE_POPULATION_INFLUENCE_PENALTY_CHUNK: defines.pops.LARGE_POPULATION_INFLUENCE_PENALTY_CHUNK
LARGE_POPULATION_INFLUENCE_PENALTY: defines.diplomacy.LARGE_POPULATION_INFLUENCE_PENALTY
else: 0
investment mod:
if value of total investments in target > 0: (1 - value of our investment / value of total investments in target) * - defines.diplomacy.INVESTMENT_INFLUENCE_DEFENSE
else: 0
puppet mod:
if is our puppet: defines.diplomacy.PUPPET_BONUS_INFLUENCE_PERCENT
else: 0
neighbour mod:
if target is direct neighbour: defines.diplomacy.NEIGHBOUR_BONUS_INFLUENCE_PERCENT
else if target has a sphereling as neighbour: defines.diplomacy.SPHERE_NEIGHBOUR_BONUS_INFLUENCE_PERCENT
else: 0
continent mod:
if target is on a different continent: defines.diplomacy.OTHER_CONTINENT_BONUS_INFLUENCE_PERCENT
else: 0
discredit mod:
if we are discredited: defines.diplomacy.DISCREDIT_INFLUENCE_GAIN_FACTOR
else: 0
Daily influence gain per country: Base daily influence gain per country * Country influence gain modifier
Colonisable life rating: defines.country.COLONIAL_LIFERATING + sum of colonial_life_rating
Economy:
Budget:
Loan interest per day:
formula: (NBD + FBD * (1 + FIM)) * max(0.01, LBI+BIM)/30
NBD: National bank debt = debt owed to your national bank.
FBD: Foreign bank debt = debt owed to foreign national banks and private investors.
1+FIM: Foreign interest modifier = sum of loan_interest modifiers from non-tech
max(0.01: Hardcoded value. Reasoning unknown.
LBI: defines.economy.LOAN_BASE_INTEREST
BIM: Base interest modifier = sum of loan_interest modifiers from technology.
/30: Hardcoded value to represent days in a month.
Gold income daily:
formula: MGQ * GOLD_TO_CASH_RATE
MGQ: Money good quanity = total production of goods with money = yes
GOLD_TO_CASH_RATE: defines.country.GOLD_TO_CASH_RATE
Production:
Human resource management:
Vacancies: max employees - employees count
Maximum employees hired per day:
formula: max(employees available, relative maximum)
employees available: unemployed employee pops in state
relative maximum:
if employees count = 0 & max employees >= 6667: 0.2775 * Vacancies
else: ceil(0.15 * Vacancies) - 1
0.15: Hardcoded value.
0.2775: 1 - (1 - 0.15)^2
note: Rounding is unknown for the 0.2775 case. See https://discord.com/channels/1063392556160909312/1063416834650554398/1204520366643347476
Minimum employees hired per day:
formula: max(absolute minimum, relative minimum)
absolute minimum: 50 (hardcoded value)
relative minimum: floor(defines.economy.EMPLOYMENT_HIRE_LOWEST * employees count)
Military:
Maximum units per soldier POP:
if POP size < defines.military.POP_MIN_SIZE_FOR_REGIMENT: 0
else:
formula: ceil(POP size / (POP_SIZE_PER_REGIMENT * location factor))
POP_SIZE_PER_REGIMENT: defines.military.POP_SIZE_PER_REGIMENT
location factor:
if is protectorate: defines.military.POP_MIN_SIZE_FOR_REGIMENT_PROTECTORATE_MULTIPLIER
else if is colony: defines.military.POP_MIN_SIZE_FOR_REGIMENT_COLONY_MULTIPLIER
else if location is core: 1
else: defines.military.POP_MIN_SIZE_FOR_REGIMENT_NONCORE_MULTIPLIER
Reinforcements per army:
formula: 5 * round(supply factor * sum of unit reinforcements * REINFORCE_SPEED * local reinforce rate * (1 + reinforce_rate) * (1 + reinforce_speed) / 5)
supply factor:
if unit received all its supplies: 1
else:
formula: ((x^(n+1) - 1)/(x - 1) - 1) / n
x: received supply
n: number of units in the army
unit reinforcements: 1000 * max_strength * unit reinforce rate
max_strength: as defined in /units/<unit>.txt
1000: (max_)strength is defined in thousands of soldiers. Reinforcements per army uses the number of soldiers.
unit reinforce rate:
if unit is mobilised: 0.5
else if pop is too small for a single unit: 0.5
else if pop supports too many units: Maximum units per soldier POP / number of supported units
else: 1
REINFORCE_SPEED: defines.military.REINFORCE_SPEED
local reinforce rate:
if location owner == army owner: 2
else if army is exiled: 0
else if location is uncolonised: 0
else if location controller is hostile:
if location neighbours a province controlled by an ally in this war: 0.5
else if location is coastal & not blockaded: 0.25
else: 0.1
else: 1
reinforce_rate: sum of reinforce_rate modifiers from tech
reinforce_speed: sum of reinforce_speed modifiers on country
5 * round(... /5): round to multiple of 5
Regiment experience gain per day of combat:
formula: d6 * defines.military.EXP_GAIN_DIV * (1 + sum of experience gain modifiers) + unexplained
d6: random integer (inclusive) 1-6
unexplained: see https://discord.com/channels/1062018115275325480/1062021872545447936/1278664121323356190 or https://media.discordapp.net/attachments/1062021872545447936/1278666211848228906/image.png?ex=66d1a235&is=66d050b5&hm=47bafd0f86451a25aebd7b728e96dda264bc0704a4e398ca59931390a902b968&=&format=webp&quality=lossless
Politics:
Westernisation:
Upper house reform support:
formula: sum of (Ideology support factor * Ideology upper house share)
Ideology support factor: common/ideologies.txt add_economic_reform or add_military_reform
Economic reform cost modifier: defines.country.ECONOMIC_REFORM_UH_FACTOR * Upper house reform support + self_unciv_economic_modifier
Military reform cost modifier: defines.country.MILITARY_REFORM_UH_FACTOR * Upper house reform support + self_unciv_military_modifier
POPs:
Monthly pop growth:
formula: BASE_POPGROWTH + (min(40, LR * (1 + LRM)) - MIN_LIFE_RATING_FOR_GROWTH) * LIFE_RATING_GROWTH_BONUS + population_growth + pop_growth + global_population_growth/10
BASE_POPGROWTH: defines.pops.BASE_POPGROWTH
min(40,: Hardcoded limit to life rating.Reasoning unknown.
LR: Province life rating
1+LRM: Life rating modifier = sum of life_rating modifiers
MIN_LIFE_RATING_FOR_GROWTH: defines.pops.MIN_LIFE_RATING_FOR_GROWTH
LIFE_RATING_GROWTH_BONUS: defines.pops.LIFE_RATING_GROWTH_BONUS
population_growth: Sum of population_growth modifiers
pop_growth: Sum of pop_growth modifiers
global_population_growth/10: Sum of global_population_growth modifiers
Attitudes:
Consciousness from literacy: defines.pops.CON_LITERACY * Plurality * POP literacy * (1 + literacy_con_impact)
Needs:
Base needs scalar: (1 + Plurality) * (1 + 2 * Consciousness / defines.pops.PDEF_BASE_CON) * (1 + sum of goods_demand) * defines.pop.BASE_GOODS_DEMAND * POP size / 200000
Life needs scalar: Base needs scalar * (1 + <strata>_life_needs modifier)
Invention needs scalar: 1 + number of inventions * defines.pops.INVENTION_IMPACT_ON_DEMAND
Everyday needs scalar: Base needs scalar * Invention needs scalar * (1 + <strata>_everyday_needs modifier)
Luxury needs scalar: Base needs scalar * Invention needs scalar * (1 + <strata>_luxury_needs modifier)
POP income:
Base life needs costs: Base needs scalar * sum of (life need quantity * good price)
Pensions: 2 * pension_level * administrative efficiency * social spending slider * Base life needs costs * (1 - effective tax) * POP size / 200000
Unemployment subsidies: 2 * unemployment_benefit * administrative efficiency * social spending slider * Base life needs costs * (1 - effective tax) * POP size / 200000
Wages:
Minimum (worker) wage: 2 * minimum_wage * administrative efficiency * Base life needs costs * (1 - effective tax) * POP size / 200000
RGO wages:
Owners:
if minimum worker wages > normal worker wage:
formula: (RGO income - total worker income) * owner POP size / n_owners * (1 - effective tax)
else:
formula: RGO income * min(0.5, 2 * n_owners / n_workers) * owner POP size / n_owners * (1 - effective tax)
n_owners: total size of owner POPs in state
n_workers: number of employed workers in RGO
min(0.5: Hardcoded maximum of half the RGO income.
2 *: Hardcoded value.
Workers:
if is_slave: 0
else:
if minimum wage > normal wage:
formula: min(minimum wage, RGO income * employed workers in POP / total non-slave employed workers) * (1 - effective tax)
else:
formula: RGO income * max(0.5, 1 - 2 * n_owners / n_workers) * employed workers in POP / total non-slave employed workers * (1 - effective tax)
n_owners: total size of owner POPs in state
n_workers: number of employed workers in RGO
max(0.5: Hardcoded minimum of half the RGO income.
2 *: Hardcoded value.
Scores:
Industrial power:
formula: sum of investment scores + sum of state factory scores
investment score: money_invested * defines.country.INVESTMENT_SCORE_FACTOR / 100
state factory score:
if n_workers > 0:
formula: sum_factory_levels_in_state * max(0.2, min(4, floor(n_workers_in_state / 100) * 400 / sum_workforce_in_state))
sum_factory_levels_in_state: sum of factory levels in the state
max(0.2: Hardcoded minimum score per factory level.
min(4: Hardcoded maximum score per factory level.
floor(n_workers_in_state / 100): Hardcoded number step.
400: Hardcoded value.
n_workers_in_state: Total size of worker POPs in state (employed or not).
sum_workforce_in_state: Sum of (factory level * workforce), defined in /common/production_types.txt.
else: 0
Military power:
formula: soldier & army score + capital ship score + leaders score
soldier & army score:
formula: disarmed penalty * regular army size * supply consumption * sum unit stats / (7 * (1 + n_unit_types))
disarmed penalty:
if is_disarmed: defines.diplomacy.DISARMAMENT_ARMY_HIT
else: 1
regular army size: min(4 * number of deployed non-mobilised regiments, possible regiment count)
supply consumption: From army tab, not unit types.
sum unit stats: Sum of ((attack + defence + land_attack_modifier + land_defense_modifier) * discipline) for each land unit type (including locked).
n_unit_types: Number of land unit types (including locked).
7*: Hardcoded value.
capital ship score:
formula: sum ship stats / 250
sum ship stats: Sum of ((hull + naval_defense_modifier) * (gun_power + naval_attack_modifier)) for each capital ship instance.
/250: Hardcoded value.
leader score: min(number of generals, number of deployed non-mobilised regiments)
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