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De_Genius

Colonel
47 Badges
Feb 5, 2003
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If a country doesnt have a specific AI file, which AI file is then loaded ?
I want to create my own SCA AI file. I have done so before, but that was in Doomsday, so to be sure I dont screw it up, I will build the new AI on top of the AI of a minor country.
 
Could be minor_default.ai:

Code:
# 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 = { } 
}