czar1111 said:OK, you have done this before. What do you think is first priority?
I was going to try some links Copper Nicus gave me and see what info is there on HoI2 files, then start on changing provinces as required?
czar1111 said:Well, the reason I think it would be best to start with a straight conversion of TGW files to 1914 files is that we should be able to get something up and running a lot quicker?
czar1111 said:And a thought: Even if not in the time period of the game - Russo-Japanese War as a Battle Scenario?
czar1111 said:Do we have someone out ther who fancies themselves as a grand strategic planner? If so, please post here.
czar1111 said:Would also be interested in your views on which techs the nations might have persued and where the decision points were? What made them pick one tech path over another?
Allenby said:Well, for 1914 you'll probably want the following:
German AI
- Offensive-Belgium/Defensive-East
- Offensive-Northern France/Defensive-East
- Defensive-Northern France/Offensive-East in the event of failure to crush France
French AI
- Offensive-Alsace-Lorraine (Plan XVII)
- Defensive if Germany captures Brussels
- Offensive if Germany gets near Paris
Austro-Hungarian AI
- Offensive-Serbia (Plan B)
- Offensive-Russia (Plan R)
Russian AI
- Offensive-Galicia (Case A)
- Offensive-Prussia-Silesia (Case G)
- General Offensive (Case A/G - most likely)
Serbian AI
- Defensive
When I play as Russia.
I invade Rumania and destroy Turkey early in the war.
Then I sweep west and wipe out Austria-Hungary - easy
czar1111 said:ATTN: Your Country Needs YOU!
Did YOU play TGW mod and 'win'?
Below are some of the main AIs we will be writing for 1914.
Now these are very historical, and, in many cases I have actual maps I can look at to see what the objectives were/ are:
So, how can you help.
I want to know HOW YOU USUALLY WON.
Did you, as any country, develop a 'fool proof' strategy?
If so - what was it?
Please be brief but for example you might say:
This will help because...
It will help me write better AI (hopefully)
It will help me identify AI weakness you have been exploiting
# German 1914 TEST 1 AI File by PB_DK
switch = no # [yes/no]
max_garrison_prop = 0.30
min_garrison_prop = 0.20
neutrality = 90.000
war = 50
strat_redeploy_threshold = 25
exp_force_ratio = 0.04
exp_force_ratios = {
}
no_exp_forces_to = { }
desperation = 0.1
upgrading = 0.15 #max % of ic used on this slider.
reinforcement = 0.1 #max % of ic used on this slider.
max_front_ratio = 2 # The max wanted friendly-to-enemy division ratio along the front. Default is 4.0.
max_front_ratios = {
HOL = 2
BEL = 3
FRA = 1.5
RUS = 0.75
HOL = 0.75
ITA = 0.75
}
###################################
# Diplomacy
###################################
combat = {
FRA = 50 }
demand_claims = {
}
befriend = {
}
protect = {
}
target = {
}
trade = {
energy = -1
rare_materials = -1
metal = -1
oil = -1
supplies = -1
money = -1
favored = {
}
embargo = {
}
}
tech_sharing = {
favored = {
}
embargo = {
}
not = { }
prioritized = { }
}
###################################
# Construction and Tech Research
###################################
construction = {
max_factor = 0.150
AA_batteries = atwar
max_AA_level = 10
AA_provs = {
75 # Cologne
74 # Saarbruken
314 # Stuttgart
86 # Hannover
311 # Dresden
300 # Berlin
376 # Munchen
}
coastal_fort = atwar
max_coastal_level = 3
coastal_fort_provs = {
90 # Kiel
}
radar_station = atwar
max_radar = 2
radar_provs = {
67 # Essen
82 # Kassel
80 # Wilhemshafen
300 # Berlin
314 # Stutgart
51 # Brussels
47 # Amsterdam
44 # Lille
56 # Paris
}
air_base = atwar
max_air_base = 3
air_base_provs = {
67 # Essen
}
naval_base = not_atwar
max_naval_base = 10
naval_base_provs = {
90 # kiel }
land_fort = yes
max_land_level = 3
fort_borders = { FRA BEL ITA RUS }
ic_at_war = yes
force_ic_until = 1900
ic_end_year = 1938
IC_provs = {
74 # Saarburken
376 # Munchen
300 # Berlin
75 # Cologne
314 # Stuttgart
86 # Hannover
311 # Dresden
300 # Berlin
}
}
military = {
relative_build_scheme = yes #yes while at peace
max_batch_peace = 360
max_batch_war = 360
max_batch_home_front = 180
#### Divisions etc...
infantry = 44
cavalry = 5
motorized = 3
mechanized = 0
light_armor = 0
armor = 1
paratrooper = 0
marine = 0
bergsjaeger = 1
garrison = 3
hq = 3
militia = 1
# 61 %
interceptor = 3
multi_role = 1
escort = 1
cas = 3
strategic_bomber = 2 #zeps?
tactical_bomber = 4
naval_bomber = 1
transport_plane = 1
flying_bomb = 0
flying_rocket = 0
# 16 %
carrier = 0
battleship = 2
battlecruiser = 2
heavy_cruiser = 3
light_cruiser = 4
destroyer = 6
submarine = 4
transports = 2
# 23 %
#### Brigades
artillery = 30
sp_artillery = 5
rocket_artillery = 0
sp_rct_artillery = 0
anti_tank = 1
tank_destroyer = 1
light_armor_brigade = 1
heavy_armor = 4
super_heavy_armor = 0
armored_car = 10
anti_air = 5
police = 5
engineer = 5
cag = 100.000
}
technology = {
endgoal = { }
preference = { }
ignore = { }
armor = 2
infantry = 6
industry = 5
aircraft = 5
naval = 3
land_doctrines = 3
secret_weapons = 2
air_doctrines = 2
naval_doctrines = 2
}
###################################
# Ground Combat, Leaders and Garrisons
###################################
leader_ratio = {
land_field_marshal =0.021
land_general =0.051
land_lt_general =0.411
sea_grand_admiral =0.021
sea_admiral =0.061
sea_vice_admiral =0.401
air_marshal =0.021
air_general =0.091
air_lt_General =0.111
}
garrison = {
defend_overseas_beaches = yes
home_multiplier = 1.0
overseas_multiplier = 1.0
home_peace_cap = 20
war_zone_odds = 2.0
key_point_prio_mult = 0.5
revolt_risk_mult = 0.3
# PRIORITIES:
beach = 0 # Beach level 2
capital = 40 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 100 # The next country targeted for attack by this AI
opposing_alliance = 50 # For neutrals, all alliances are "opposing"
claim_threat = 25 # If we are neutral, countries with claims on us get this
unstable_border = 50 # Bordering countries at war with someone else get this
# Borders with specific countries
country_priorities = {
}
ignore = {
}
province_priorities = {
}
area_multiplier = {
}
}
front = {
recklessness = 2 # 0-3
distrib_vs_ai = offensive
distrib_vs_human = reactive
enemy_reinf_days = 6
reserve_prop = 0.1 #on the offensive
panic_ratio_vs_ai = 2.5
panic_ratio_vs_human = 2.5
base_attack_odds = 1.5
min_attack_odds = 1.25
max_attack_odds = 3.0
reinforce_odds = 1.2
withdraw_odds = 0.6
strength = 1.0
organisation = 2.0
soft_attack = 1.0
hard_attack = 2.0
ground_defense = 1.0
dig_in = 1.25 # Against defender
frozen_attack = 1.0
snow_attack = 1.0
blizzard_attack = 1.0
storm_attack = 1.0
muddy_attack = 1.0
largefort = 2.0
smallfort = 1.5
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
###################################
###################################
# 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 = 1 #increase to avoid coastal forts more.
beach = 1 #higher, avoid worst beaches.
distance = 0.1 #higher = avoid long distance.
max_distance = 20.0 #About the distance from Rostock to Narvik
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 = 1
air_support = 3.0
redirect = home
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 = 60 # NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships
ignore = {
"Irish West Coast"
"Cape Finisterre"
"Bay of Biscay"
"Central Northsea"
"West Northsea"
"English Channel"
"The Hebreides"
"Irish Sea"
}
#Which provinces to use as bases..
base = {
296
325
}
target = { }
core = {
2473
2474
2475
2476
2477
2478
}
}
max_front_ratio = 2 # The max wanted friendly-to-enemy division ratio along the front. Default is 4.0.
max_front_ratios = {
BEL = 0.75
FRA = 3
RUS = 0.75
HOL = 0.5
ITA = 0.75
}