# Minor 1936 AI File by Lothos
switch = no # [yes/no]
max_front_ratio = 1.2
max_garrison_prop = 0.30
min_garrison_prop = 0.20
neutrality = 95
war = 1
upgrading = 0.35
reinforcement = 0.2
strat_redeploy_threshold = 25
exp_force_ratio = 0.750
exp_force_ratios = { }
no_exp_forces_to = { }
###################################
# Diplomacy
###################################
combat = { }
demand_claims = { }
# Special resistance against "influence" by the listed nations. Value range = [0 - 10]
resistance = { }
befriend = { }
protect = { }
target = {}
trade = {
cancel_deal_threshold = 2
energy = -1
rare_materials = -1
metal = -1
oil = -1
supplies = -1
money = -1
favored = { }
embargo = { }
}
tech_sharing = {
favored = { }
embargo = { }
not = { }
prioritized = {
# Arcriculture
5020 = 100
5030 = 100
5040 = 100
# Inf support
1310 = 100
1320 = 100
1330 = 100
1340 = 100
1350 = 100
1360 = 100
# Production
5050 = 100
5060 = 100
5070 = 100
5080 = 100
5090 = 100
5100 = 100
5110 = 100
5120 = 100
5130 = 100
5150 = 100
5180 = 100
}
}
###################################
# Spying
###################################
spyprefs =
{
percentage_on_spies = 0.2
percentage_foreign_mission = 0.7
# Used for Homeland Defense Spying
spyprefsdata =
{
NumberOfSpies = 3
counter_espionage = 10
home_defence = yes
}
# Defaul Spy parms used for countries the AI is atwar with but has no specific entry
spyprefsdata = {
country_priorities = 3
NumberOfSpies = 3
min_number_of_spies = 1
steal_blueprint = 10
minister_assassination = 1
smear_campaign = 3
coup = 4
sabotage_industry = 5
nuclear_sabotage = 0
found_partisans = 0
massmedia = 3
counter_espionage = 5
disrupt_techteam = 5
country = NONE
}
}
###################################
# Construction and Tech Research
###################################
#Default values
construction = {
max_factor = 0.00
AA_batteries = no
max_AA_level = 2
AA_provs = { }
coastal_fort = no
max_coastal_level = 3
coastal_fort_provs = { }
radar_station = no
max_radar = 5
radar_provs = { }
air_base = no
max_air_base = 2
air_base_provs = { }
naval_base = no
max_naval_base = 5
naval_base_provs = { }
land_fort = no
max_land_level = 2
fort_borders = { }
ic_at_war = no
force_ic_until = 1935
ic_end_year = 1935
IC_provs = { }
}
military = {
relative_build_scheme = no
max_batch_peace = 360
max_batch_war = 180
max_batch_home_front = 180
#### Divisions etc...
infantry = 100
cavalry = 0
motorized = 0
mechanized = 0
light_armor = 0
armor = 0
paratrooper = 0
marine = 0
bergsjaeger = 0
garrison = 0
hq = 0
militia = 0
# 100 %
interceptor = 0
multi_role = 0
cas = 0
strategic_bomber = 0
tactical_bomber = 0
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 0 %
battleship = 0
carrier = 0
escort_carrier = 0
destroyer = 0
light_cruiser = 0
heavy_cruiser = 0
battlecruiser = 0
submarine = 0
nuclear_submarine = 0
transports = 0
# 0 %
#### Brigades
artillery = 20
sp_artillery = 0
rocket_artillery = 0
sp_rct_artillery = 0
anti_tank = 18
tank_destroyer = 0
light_armor_brigade = 0
heavy_armor = 0
super_heavy_armor = 0
armored_car = 0
anti_air = 0
police = 0
engineer = 0
cag = 100.000
}
technology = {
endgoal = { }
preference = {
# Tools
5050 5060 5070
# Engineering
5080 5090 5100
# Production Control
5110 5120
# Assembly Line
5130 5180
#Infantry
1010 1020 1030 1040 1050 1060
# Land Doctrines
6010 6030
}
ignore = {
# Assembly Line
5140 5150 5160 5170
# Arcriculture
5010 5020 5030 5040
# Oil Refining
5190 5200 5210 5220 5230 5240
# Mountain Unit techs
1110 1120 1130 1140
# Airborne
1070 1080 1090 1100
# Marines
1150 1160 1170 1180
# Cavalry
1190 1200 1210 1220
# Air Transports
4250 4260 4270
# Rocketry
5550 5560 5570 5580 5590
# Atomic Research
5470 5480 5490 5500 5510 5520 5530 5540
# Bas Decimetric
5410 5420 5430 5440 5450 5460
# motorized
1230 1240 1250
# Mechanized
1260 1270 1280 1290
# Land Doctrines
6210
# Light tanks
2020 2030 2040 2050 2060
# Medium tanks
2010 2070 2080 2090
# Heavy Tanks and Semi-Modern Tank
2100 2110 2120 2140
# Tank destroyers
2170 2180 2190 2200 2210
# SP guns
2220 2230 2240 2250
# SP Rocket Artillery
2260 2270 2280
# Static Anti-Air
2450 2460 2470 2480 2490 2500
# Anti Air Brigade
2510 2520 2530 2540
}
armor = 1
infantry = 6
industry = 3
aircraft = 0
naval = 0
land_doctrines = 8
secret_weapons = 0
air_doctrines = 0
naval_doctrines = 0
}
###################################
# Ground Combat, Leaders and Garrisons
###################################
leader_ratio = {
land_field_marshal =0.02
land_general =0.031
land_lt_general =0.41
sea_grand_admiral =0.02
sea_admiral =0.061
sea_vice_admiral =0.401
air_marshal =0.02
air_general =0.091
air_lt_General =0.11
}
garrison = {
defend_overseas_beaches = yes
home_multiplier = 1.0
overseas_multiplier = 0.5
home_peace_cap = 20
war_zone_odds = 2.0
key_point_prio_mult = 0
revolt_risk_mult = 1.0
# PRIORITIES:
beach = 20 # Beach level 2
capital = 40 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 50 # The next country targeted for attack by this AI
opposing_alliance = 50 # For neutrals, all alliances are "opposing"
claim_threat = 0 # If we are neutral, countries with claims on us get this
unstable_border = 0 # Bordering countries at war with someone else get this
# Borders with specific countries
country_priorities = { }
province_priorities = { }
area_multiplier = { }
}
front = {
recklessness = 1 # 0-3
distrib_vs_ai = even
distrib_vs_human = even
enemy_reinf_days = 6
reserve_prop = 0.1
panic_ratio_vs_ai = 2.5
panic_ratio_vs_human = 2.5
base_attack_odds = 1.3
min_attack_odds = 1.1
max_attack_odds = 3.0
reinforce_odds = 1.2
withdraw_odds = 0.6
strength = 1.0
organisation = 1.0
soft_attack = 1.0
hard_attack = 1.0
ground_defense = 1.0
dig_in = 1.0 # Against defender
frozen_attack = 1.0
snow_attack = 1.0
blizzard_attack = 1.0
storm_attack = 1.0
muddy_attack = 1.0
occupied = 0.7
owned = 0.7
jungle_attack = 1.0
mountain_attack = 1.0
swamp_attack = 1.0
forest_attack = 1.0
hill_attack = 1.0
urban_attack = 1.0
river = 1.0
enemy_handicap = { }
passivity = { }
}
###################################
# Air bombardment and defense
###################################
# Air AI File For Ground Bombings as priority
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead
air_marshal = {
min_mission_strength_org = 0.8
icxdayscostfactor = 10.0 # How to value true industrial cost when calculating expect causalties
manpowercostfactor = 100.0 # How to value manpower cost when calculating expect causalties
destructionriskthreashold = 0.2 # when to fear a divisiopn might be destroyed
# desirability is a multiplier used when calcualting the mission desirability
airsuperioritydesirability = 30.0
groundattackdesirability = 40.0
inderdictiondesirability = 20.0
logisticalstrikedesirability = 2.0
runwaycrateringdesirability = 10.0
strategicstrikedesirability = 10.0
installationstrikedesirability = 5.0
navalstrikedesirability = 15.0
portstrikedesirability = 9.0
convoyraiddesirability = 9.0
# tolerance is the required kill:loss ration expected to do
# mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
airsuperioritylosstolerance = 1.0
groundattacklosstolerance = 1.0
interdictionlosstolerance = 2.0
logisticalstrikelosstolerance = 0.5
runwaycrateringlosstolerance = 1.5
strategicstriketolerance = 4.5
installationstriketolerance = 1.5
navalstriketolerance = 1.0
portstriketolerance = 1.0
convoyraidtolerance = 1.0
# efficency is a tweakable param to adjust according to how
# much actual damage comes from doing this mission (not to be confused with desirability)
logisticalstrikeefficency = 0.01
runwaycrateringefficency = 0.01
strategicstrikeefficency = 0.01
installationstrikeefficency = 0.01
taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes }
taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }
taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }
taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }
}
###################################
# Invasions and Naval
###################################
invasion = {
base = 0.1 #Relative modifier. (lower = specific targets much more important.)
random = 8.0 #How big a random range. (1.0 = 1%)
coastal = 0.1 #increase to avoid coastal forts more.
beach = 0.1 #higher, avoid worst beaches.
distance = 0.1 #higher = avoid long distance.
pocket = 20.0 #prioritise pockets, ie provinces with no adjacent controlled by same.
island = 0.1 #prioritise taking pure islands.
enemy = 2.0 #higher = much more vary of troops in province.
adjacentenemy = 2.0 #higher = much more vary of troops nearby
air_base = 1.5
naval_base = 0.1
air_support = 3.0
redirect = nearest
ignore = no
target = { }
}
admiral = {
min_org = 100 # NEW: Percent of org gained back before the unit can leave port
min_dmg = 98 # NEW: Percent of dmg gained back before the unit can leave port
return_org = 60 # NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
return_dmg = 80 # NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships
ignore = { }
target = { }
core = { }
}