Well this thread is more intended to be some kind of placeholder for the future AI files.
I made the Israeli AI to have something to start with.
Please note that this is my very first ai file ever made, don't be too rude with the critics please.
And yes the tech research parameters are not ended.
I made the Israeli AI to have something to start with.
Please note that this is my very first ai file ever made, don't be too rude with the critics please.
And yes the tech research parameters are not ended.
Code:
switch = no
neutrality = 80 #to prevent an alliance which could end in an unwanted WW3
claim_acceptance = 0
demand_claims = {
EGY
SYR
LEB
JOR
}
resistance = {
EGY = 10
SYR = 10
LEB = 10
JOR = 10
SOV = 5
}
liberate = { }
combat = {
EGY = 70
SYR = 70
LEB = 60
JOR = 40
}
protect = {
USA = 100
ENG = 100
}
befriend = {
USA = 50
ENG = 50
}
target = {
#Sinai Peninsula plus gaza
900 = 80
1799 = 70
1800 = 60
1801 = 50
#Jerusalen plus Golan Heights
1797 = 80
1795 = 70
}
upgrading = 0.2
reinforcement = 0.2
desperation = 0.5
strat_redeploy_threshold = 30
max_redeploying = 0.25
use_offensive_supply = yes
max_fuel_offensive = 100
evac_islands = yes
war = 20
max_front_ratio = 4.0
max_front_ratios = {
EGY = 3.0
SYR = 2.0
JOR = 1.0
LEB = 1.0
}
exp_force_ratio = 0.75
no_exp_forces_to = {
EGY
SYR
JOR
LEB
IRQ
PER
SAU
YEM
SOV
}
max_garrison_prop = 0.3
min_garrison_prop = 0.1
construction = {
max_factor = 0.6
AA_batteries = atwar
max_AA_level = 5
AA_provs = { 1798 404 406 }
coastal_fort = no
radar_station = yes
max_radar = 3
radar_provs = { 1798 404 406 }
air_base = yes
max_air_base = 10
air_base_provs = { 1798 404 406 }
naval_base = yes
max_naval_base = 10
naval_base_provs = { 1798 406 }
land_fort = not_atwar
max_land_level = 5
fort_borders = {
EGY
SYR
PAL
JOR
LEB
}
fort_provs = { 1798 404 406 }
ic_at_war = no
force_ic_until = 1980
ic_end_year = 1989
IC_provs = { 1798 404 406 }
nuclear_reactor = yes
nuclear_reactor_prov = 1798
max_nuclear = 10
rocket_test = no
}
garrison = {
defend_overseas_beaches = no
home_multiplier = 0.5
overseas_multiplier = 0
home_peace_cap = 3
war_zone_odds = 2.0
area_multiplier = {
1799 = 1.5
1800 = 1.4
1801 = 1.3
900 = 2.0
}
beach = 50
capital = 50
human_border = 50
war_target = 100
reserves = 20
opposing_alliance = 100
claim_threat = 100
unstable_border = 50
country_priorities = {
EGY = -20
SYR = -20
JOR = -20
LEB = -20
}
province_priorities = {
1798 = 50
404 = 30
406 = 30
1799 = 10
}
ignore = {
1796
901
1802
1794
1792
}
key_point_prio_mult = 1
}
front = {
river = 1.0 (What to multiply attacking power with if crossing a river. < 1.0 is an advantage..)
largefort = 1.0
smallfort = 1.5
occupied = 2.0
owned = 2.0
frozen_attack = 0.50
snow_attack = 0.50
blizzard_attack = 0.25
storm_attack = 0.60
muddy_attack = 0.75
jungle_attack = 0.85
mountain_attack = 0.60
swamp_attack = 0.60
forest_attack = 0.85
hill_attack = 0.75
urban_attack = 0.40
support_defense_prop = 0.45
recklessness = 2
distrib_vs_ai = offensive
distrib_vs_human = offensive
enemy_handicap = {
EGY = 120
SYR = 200
JOR = 200
LEB = 200
}
passivity = {
EGY = 10
SYR = 50
JOR = 60
LEB = 70
}
province_priorities = {
900 = 0.4
1800 = 0.2
1801 = 0.2
1799 = 0.1
1797 = 0.3
1795 = 0.3
}
reserve_prop = 0.5
panic_ratio_vs_ai = 70
panic_ratio_vs_human = 70
enemy_reinf_days = 30 # Count enemy units less than X days from a target province in odds calculations
base_attack_odds = 40 # Will attack at X odds or better
min_attack_odds = 20 # If stalemated for a long period, may go as low as these attack odds
max_attack_odds = 20 # Don't use more force than necessary to reach these odds
reinforce_odds = 40 # Send in more troops if the attacking force is at these odds
withdraw_odds = 20 # Break off attacks and withdraw at these odds
}
military = {
relative_build_scheme = no
max_batch_peace = 800 # Max production run length in DAYS while at peace
max_batch_war = 500 # Max production run length in DAYS while at war with no home front
max_batch_home_front = 190 # Max production run length in DAYS while at war with home fronts
infantry = 10
cavalry = 0
motorized = 10
mechanized = 10
light_armor = 5
armor = 10
paratrooper = 10
marine = 5
bergsjaeger = 5
garrison = 3
hq = 2
militia = 0
#70%
multi_role = 5
interceptor = 3
strategic_bomber = 3
tactical_bomber = 4
naval_bomber = 1
cas = 4
transport_plane = 1
flying_bomb = 0
flying_rocket = 0
# 20%
battleship = 0
light_cruiser = 3
heavy_cruiser = 1
battlecruiser = 2
destroyer = 2
carrier = 0
escort_carrier = 0
submarine = 2
nuclear_submarine = 0
transport = 0
# 10%
# 100%
artillery = 20
sp_artillery = 10
rocket_artillery = 0
sp_rocket_artillery = 0
anti_tank = 20
tank_destroyer = 5
light_armor_brigade = 5
heavy_armor = 0
super_heavy_armor = 20
armored_car = 5
anti_air = 10
police = 2
engineer = 3
cag = 0
naval_asw = 40
naval_anti_air_s = 10
naval_anti_air_l = 10
naval_radar_s = 10
naval_radar_l = 10
naval_fire_controll_l = 10
naval_fire_controll_s = 10
naval_torpedoes_l = 0
naval_torpedoes_s = 0
naval_anti_air_l = 0
naval_anti_air_s = 0
naval_radar_l = 0
naval_radar_s = 0
}
air_marshal = {
icxdayscostfactor = 10.0
manpowercostfactor = 100.0
destructionriskthreashold = 0.2
airsuperioritydesirability = 10.0
airsuperioritylosstolerance = 1.0
groundattacklosstolerance = 1.0
groundattackdesirability = 1.0
interdictionlosstolerance = 1.5
inderdictiondesirability = 1.0
logisticalstrikelosstolerance = 4.5
logisticalstrikeefficency = 0.2
logisticalstrikedesirability = 100000.0
runwaycrateringlosstolerance = 1.5
runwaycrateringefficency = 0.01
runwaycrateringdesirability = 20000.0
strategicstriketolerance = 4.5
strategicstrikeefficency = 0.01
strategicstrikedesirability = 1000000.0
installationstriketolerance = 1.5
installationstrikeefficency = 0.01
installationstrikedesirability = 10.0
navalstriketolerance = 1.0
navalstrikedesirability = 10.0
portstriketolerance = 1.0
portstrikedesirability = 9.0
portstriketolerance = 1.0
portstrikedesirability = 0.0
# The defaults currently are:
taskforcetype = {
name = "Air Superiority"
desiredratio = 0.200
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 = "interdiction"
desiredratio = 0.100
rangeweight = 10.000
airkillpowerweight = 0.000
hardkillpowerweight = 0.000
softkillpowerweight = 2000.000
navalkillpowerweight = 0.000
strategickillpowerweight = 0.000
transportcapacityweight = -1000000.000
airvulnurabilityweight = -1.000
surfacevulnurabilityweight = 0.000
idle = yes
reorganize = yes
air_superiority = no
}
taskforcetype = {
name = "ground_attack"
desiredratio = 0.100
rangeweight = 10.000
airkillpowerweight = 0.000
hardkillpowerweight = 1000.000
softkillpowerweight = 1000.000
navalkillpowerweight = 0.000
strategickillpowerweight = 0.000
transportcapacityweight = -1000000.000
airvulnurabilityweight = -1.000
surfacevulnurabilityweight = 0.000
idle = yes
reorganize = yes
air_superiority = no
}
taskforcetype = {
name = "logistical_strike"
desiredratio = 0.100
rangeweight = 10.000
airkillpowerweight = 0.000
hardkillpowerweight = 1000.000
softkillpowerweight = 1000.000
navalkillpowerweight = 0.000
strategickillpowerweight = 0.000
transportcapacityweight = -1000000.000
airvulnurabilityweight = -1.000
surfacevulnurabilityweight = 0.000
idle = yes
reorganize = yes
air_superiority = no
}
taskforcetype = {
name = "runway_cratering"
desiredratio = 0.100
rangeweight = 10.000
airkillpowerweight = 0.000
hardkillpowerweight = 1000.000
softkillpowerweight = 1000.000
navalkillpowerweight = 0.000
strategickillpowerweight = 0.000
transportcapacityweight = -1000000.000
airvulnurabilityweight = -1.000
surfacevulnurabilityweight = 0.000
idle = yes
reorganize = yes
air_superiority = no
}
taskforcetype = {
name = "strategic_bombardment"
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 = -1.000
surfacevulnurabilityweight = 0.000
idle = yes
reorganize = yes
air_superiority = no
}
taskforcetype = {
name = "installation_strike"
desiredratio = 0.100
rangeweight = 10.000
airkillpowerweight = 0.000
hardkillpowerweight = 1000.000
softkillpowerweight = 0.000
navalkillpowerweight = 0.000
strategickillpowerweight = 1000.000
transportcapacityweight = -1000000.000
airvulnurabilityweight = -1.000
surfacevulnurabilityweight = 0.000
idle = yes
reorganize = yes
air_superiority = no
}
taskforcetype = {
name = "naval_strike"
desiredratio = 0.100
rangeweight = 10.000
airkillpowerweight = 0.000
hardkillpowerweight = 0.000
softkillpowerweight = 0.000
navalkillpowerweight = 2000.000
strategickillpowerweight = 0.000
transportcapacityweight = -1000000.000
airvulnurabilityweight = -1.000
surfacevulnurabilityweight = 0.000
idle = yes
reorganize = yes
air_superiority = no
}
taskforcetype = {
name = "port_strike"
desiredratio = 0.100
rangeweight = 10.000
airkillpowerweight = 0.000
hardkillpowerweight = 0.000
softkillpowerweight = 0.000
navalkillpowerweight = 2000.000
strategickillpowerweight = 0.000
transportcapacityweight = -1000000.000
airvulnurabilityweight = -1.000
surfacevulnurabilityweight = 0.000
idle = yes
reorganize = yes
air_superiority = no
}
taskforcetype = {
name = "convoy_air_raiding"
desiredratio = 0.100
rangeweight = 10.000
airkillpowerweight = 0.000
hardkillpowerweight = 0.000
softkillpowerweight = 0.000
navalkillpowerweight = 2000.000
strategickillpowerweight = 0.000
transportcapacityweight = -1000000.000
airvulnurabilityweight = -1.000
surfacevulnurabilityweight = 0.000
idle = yes
reorganize = yes
air_superiority = no
}
taskforcetype = {
name = "airborne_assault"
desiredratio = 0.100
rangeweight = 10.000
airkillpowerweight = 0.000
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 = no
}
taskforcetype = {
name = "air_supply"
desiredratio = 0.100
rangeweight = 10.000
airkillpowerweight = 0.000
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 = no
}
# the other defaults
taskforcetype = {
name = "Soft Bombing"
desiredratio = 0.200
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 = 0.100 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 }
}
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
}
invasion = {
#for evaluating specific province target.
base = 1.0 # Relative modifier. (lower = specific targets much more important.)
random = 1.0 # How big a random range. (1.0 = 1%)
coastal = 1.0 # increase to avoid coastal forts more.
beach = 1.0 # higher, avoid worst beaches.
distance = 1.0 # higher = avoid long distance.
max_distance = 20.0 # ignore distances at higher distance than this.. 1 = 100km ingame.
pocket = 1.0 # prioritise pockets, ie provinces with no adjacent controlled by same.
island = 1.0 # prioritise taking pure islands.
enemy = 1.0 # higher = much more wary of troops in province.
adjacentenemy = 1.0 # higher = much more wary of troops nearby
air_base = 0.1 # add this priority for air bases within adjacentenemy
naval_base = 0.1 # add this priority for naval bases within adjacentenemy
air_support = 0.1 # add this priority for beaches within reach of air_bases
ignore = no # Launch invasions even if we have a home front. Default: no
redirect = home
target = { }
}
admiral = {
#specific provinces can be targetted to get special bonuses..
target = {
2452 = 100
2454 = 50
2463 = 50
2453 = 100
2455 = 100
}
core = {
2452
2455
}
base = {
404
1798
406
900
1801
1800
1799
}
ignore = {
#PLEASE NOTE THAT ITS AREAS.. Not province-names
"northern baltic"
"southern baltic"
"western mediterranean"
}
min_org = 95%
min_dmg = 95%
return_org = 60%
return_dmg = 50%
}
# Factors to modify for technological development.
technology = {
endgoal = { ... } #list of endgoals to achieve.
preference = { ... } # list of techs to give bonus too.
ignore = { ... } # Techs we will never research
#preference to weight importance of research in these field.s
armor = 2.0
infantry = 3.0
industry = 2.5
aircraft = 0.6
naval = 0.1
land_doctrines = 4.0
air_doctrines = 0.9
naval_doctrines = 0.1
secret_weapons = 0.4
}
# Factors to modify Trade Agreements.
trade = {
favored = {
USA = 75
ENG = 75
CAN = 75
ITA = 75
FRA = 75
DFR = 75
GRE = 75
}
embargo = {
EGY
SYR
JOR
LEB
PAL
SAU
IRQ
PER
TUR
SOV
}
cancel_deal_threshold = 4.0
energy = -1
rare_materials = -1
metal = -1
oil = -1
supplies = -1
money = -1
}
# Factors to modify Tech Sharing
tech_sharing = {
favored = {
USA = 75 # Preferred Countries to trade techs with. Higher value also means better techs.
ENG = 75
CAN = 75
ITA = 75
FRA = 75
DFR = 75
GRE = 75
}
embargo = {
EGY
SYR
JOR
LEB
PAL
SAU
IRQ
PER
TUR
SOV
}
not = {
1080 # List of techs never to trade.
1140
1280
1360
1440
1520
1600
1680
1730
1810
1890
1970
10060
10150
}
prioritized = { }
}
ferocity = yes
exp_force_ratios = {
USA = 0.75
ENG = 0.25
}
technology = {
endgoal = {
1080
1140
1280
1360
1440
1520
1600
1680
1730
1810
1890
1970
10060
10150
}
preference = {
5010
5020
5030
5040
5050
5060
5070
5080
5090
5100
5110
5120
5130
5140
5370
5380
5390
5400
5410
5420
5430
5440
5450
5460
5470
5480
5490
5500
}
ignore = {
1150
1160
1170
1180
1190
1200
2150
2170
2200
2250
2290
}
armor = 3
infantry = 5
industry = 3
aircraft = 5
naval = 2
land_doctrines = 0
secret_weapons = 0
air_doctrines = 0
naval_doctrines = 0
}
spyprefs = {
percentage_on_spies = 0.2
percentage_foreign_mission = 0.7
spyprefsdata = {
country_priorities= 10
number_of_spies10
min_number_of_spies = 2
steal_blueprint = 10
minister_assassination = 15
smear_campaign = 1
coup = 1
sabotage_industry = 10
nuclear_sabotage = 0
found_partisans = 0
massmedia = 0
counter_espionage = 2
disrupt_techteam = 1
country = EGY
}
# when country is the same as the AI file that data will be used for intelligence protecting the country i.e. counter espionage.
spyprefsdata = {
NumberOfSpies = 3
counter_espionage = 10
country = EGY
}
}