
Weight = 0.1 # Weight controls how many transports a unit needs to embark. Reliability = 0.9 # Reliability controls how often equipment will suffer random failures. # Units with no organisation can't fight or move effectively. The following list is all the valid modifiers for use in units (and equipment):īase max_organisation = 20 # Organisation indicates combat readiness and how organized a unit is. Land units almost always use the following:įor max_organisation, vanilla uses the following values:įor combat_width, vanilla uses the following values: Typically air units will not use any modifiers, whilst naval units use only supply_consumption and max_organisation.

Units use modifiers to determine which stats they have and what special actions they may take. Note that the textureFile path doesn't have to be strictly /Hearts of Iron IV/gfx/interface/counters/divisions_large/, it can be any path. To assign an icon to the new group you must go to /Hearts of Iron IV/interface/subuniticons.gfx and define a new spritetype as follows: Then, to add a localisation for our newly created group we must go to any localization file (preferably /Hearts of Iron IV/localisation/unit_I_english.yml) and define a new loc key as follows: The game will internally create the group and asign it to the current unit. Inside any unit file, type the name of the new group in the "group" argument. You cannot add new internal or map icon types, but you can add new groups. # Modifiers that occur only in specific terrain # Modifiers control the stats of the unit. Unit won't be available until the nation has this equipment

# Equipment that is required for this unit. # How the unit is grouped division-wise, i.e. Transport = # Sets the speed of subunit via equipment. Mountaineers = yes # Used to define subunit as mountaineersĬan_be_parachuted = yes # Used to define subunit as paratroopers. Marines = yes # Used to define subunit as marine

Special_forces = yes # Used to define subunit as special forces

Priority = # Controls which icon is used if multiple subunits of the same type existĪctive = yes / no # Whether the unit is usable without explicit unlocking in technologyĬavalry = yes # Used to define subunit as cavalry # Controls the map icon category used for the unit Sprite = # Refers to _entity in a gfx/entities/.*.asset file - Controls the unit used on the map Units are found in /Hearts of Iron IV/common/units/*.txt. If you spot a mistake then you are welcome to fix it.
