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Kretoxian

Anon, we are legion
23 Badges
Oct 12, 2005
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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.

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
	}
}
 
U.S. AI file, when the USSR ai has been done one of the main objectives will have been achieved
Part one
Code:
switch = no
claim_acceptance = 10
neutrality = 20
# The countries we will set free if we control their territory.
liberate = {
	LIT
	EST
	LAT
	RUS
	BLR
	GEO
	U33
	U34
	U82
	UKR
	U80
	KAZ
	AZB
	ARM
	TRK
	UZB
	KYG
	TAJ
}
# Special resistance against "influence" by the listed nations. Value range = [0 - 10]
resistance = { 
	#EUROPE	
	SOV = 10
	ROM = 10
	BUL = 10
	POL = 10
	DDR = 10
	HUN = 10
	CZE = 10
	ALB = 10
	U65 = 10
	#ASIA
	U66 = 10
	CHC = 5
	PRK = 7
}
# Country tags listed with a value specifying how much we want to destroy them.
combat = {
	#EUROPE
	SOV = 90
	ROM = 70
	BUL = 70
	HUN = 70
	ALB = 70
	POL = 70
	CZE = 70
	DDR = 70
	U65 = 70
	#ASIA
	U66 = 80
	CHC = 85
	PRK = 75
}
# Countries listed here are considered withing our 'sphere of influence'. We will strive to guarantee their independence.
protect = {
	# SOUTH AMERICA
	ARG = 300 # Argentina
	BOL = 300 # Bolivia
	BRA = 300 # Brazil
	CHL = 300 # Chile
	COL = 300 # Colombia
	ECU = 300 # Ecuador
	GUY = 300 # Guyana
	PAR = 300 # Paraguay
	PRU = 300 # Peru
	URU = 300 # Uruguay
	VEN = 300 # Venezuela

	# CENTRAL AMERICA
	COS = 300 # Costa Rica
	CUB = 150 # Cuba
	DOM = 300 # Dominican Republic
	GUA = 300 # Guatemala
	HAI = 300 # Haiti
	HON = 300 # Honduras
	MEX = 300 # Mexico
	PAN = 300 # Panama
	SAL = 300 # El Salvador
	NIC = 150 # Nicaragua
	PAN = 150 # Panama

	# NORTH AMERICA
	CAL = 300 # California
	CSA = 300 # Confederated States
	QUE = 300 # Quebec
	TEX = 300 # Texas
	CAN = 300 # canada
	
	#EUROPE 
	ENG = 200 # United Kingdom
	FRA = 200 # France
	DFR = 200 # Deutsches Federalistches Republik
	ITA = 200 # Italy
	SPA = 200 # Franquist Spain
	POR = 200 # Portugal
	BEL = 200 # Belgium
	TUR = 200 # Turkey
	GRE = 200 # Greece
	NOR = 200 # Norway
	HOL = 200 # Holland
	LUX = 200 # Luxembourg
	DEN = 200 # Denmark
	AUS = 200 # Republic of Austria
	
	#MIDDLE EAST
	ISR = 50 # Israel (low value to prevent unwanted DOWs)
	SAU = 200 # Saudi Arabia
	U33 = 100 # Kuwait
	U34 = 100 # United Arab Emirates
	YEM = 100 # North Yemen
	
	#ASIA
	CHI = 200 # Taiwan
	KOR = 200 # South Korea
	JAP = 200 # Japan
	PHI = 200 # Philipinnes
	VIE = 200 # South Vietnam
	SIA = 200 # Thailand
	
	#OCEANIA
	AST = 200 # Australia
	NZL = 200 # New Zealand
	U43 = 100 # Guam
	U44 = 100 # Northern Marianas
	U47 = 100 # Micronesia
	U52 = 100 # Samoa
	
	#OFF-MAP
	U69 = 300 # United Nations
}
# Countries listed here are considered our natural allies. We will try to influence them and ally with them.
befriend = {
	#EUROPE
	ENG = 90 # United Kingdom
	IRE = 30 # Ireland
	FRA = 70 # France 
	SPA = 60 # Franquist Spain
	ITA = 65 # Italy
	LUX = 50 # Luxembourg 
	BEL = 70 # Belgium
	HOL = 70 # Holland
	DFR = 85 # Deutsches Federalistches Republik
	POR = 55 # Portugal
	DEN = 70 # Denmark
	NOR = 65 # Norway
	ICL = 40 # Iceland
	SWE = 35 # Sweden
	FIN = 35 # Finland
	GRE = 60 # Greece
	TUR = 70 # Turkey
	AUS = 20 # Austria
	SCH = 20 # Switzerland
	
	#MIDDLE EAST
	ISR = 60 # Israel
	SAU = 40 # Saudi Arabia
	YEM = 40 # North Yemen
	U33 = 40 # Kuwait
	U34 = 40 # United Arab Emirates
	
	#SOUTH AMERICA
	ARG = 60 # Argentina
	CHL = 60 # Chile
	URU = 40 # Uruguay
	PAR = 40 # Paraguay
	BOL = 50 # Bolivia
	PRU = 50 # Peru
	BRA = 70 # Brazil
	GUY = 50 # Guyana
	U77 = 40 # Suriname
	COL = 60 # Colombia
	ECU = 50 # Ecuador
	
	#CENTRAL AMERICA
	PAN = 60 # Panama
	NIC = 30 # Nicaragua
	HON = 30 # Honduras
	SAL = 20 # El Salvador
	COS = 30 # Costa Rica
	GUA = 20 # Guatemala
	
	#NORTH AMERICA
	CAN = 80 # Canada
	MEX = 70 # Mexico
	
	#ASIA
	CHI = 80 # Taiwan
	KOR = 80 # South Korea
	JAP = 80 # Japan
	SIA = 60 # Thailand
	PHI = 75 # Philipinnes
	VIE = 80 # Vietnam
	
	#OCEANIA
	AST = 90 # Australia
	NZL = 85 # New Zealand
	U40 = 80 # Papua New Guinea
	U42 = 80 # Bougainville
	U47 = 75 # Micronesia
	U52 = 70 # Samoa
	
	#CARIBEAN
	CUB = 40 # Cuba
	HAI = 60 # Haiti
	DOM = 50 # Dominican Republic
	U59 = 65 # Jamaica
	U63 = 50 # Barbados
	U58 = 75 # Bahamas
	
	#Africa 
	SAF = 75 # South Africa
}
# Provinces with an assigned priority. These are strategic goals for the AI (it will try to take them in wars and demand them in peace treaties.)
target = {
	#EUROPE
	300 = 70 # Berlin
	485 = 80 # Warsaw
	469 = 75 # Prague
	457 = 65 # Budapest
	424 = 60 # Bucharest
	417 = 50 # Sofia
	390 = 40 # Tirana
	238 = 70 # Kiev
	212 = 75 # Minsk
	207 = 75 # Kauna
	197 = 75 # Riga
	194 = 75 # Tallinn
	187 = 80 # Leningrad
	175 = 100 # Moscow
	163 = 80 # Stalingrad
	205 = 75 # Liepaja
	133 = 75 # Murmansk
	154 = 75 # Archangelsk
	
	
	#ASIA
	1205 = 90 # Beijing
	1201 = 85 # Pyongyang
	1372 = 75 # Vladivostock, it was one of the main Soviet ports in the Pacific
	1199 = 85 # Seoul, just in case there's a war
	1237 = 75 # Shangai
	1236 = 75 # Suzhou
	1235 = 75 # Nanjing
	1323 = 80 # Taipei
	1315 = 85 # Hong Kong
	1328 = 75 # Hanoi
	1337 = 75 # Saigon
	1353 = 70 # Singapore
	1552 = 60 # Omsk
	1525 = 70 # Okhotsk
	1418 = 50 # Kyzyl
	1404 = 50 # Ulan Bator
	
	#OCEANIA
	1728 = 70 # Canberra
	1871 = 70 # Wellington
	1613 = 60 # Truk
	1624 = 80 # Guam
	1785 = 60 # Marcus Island
	1786 = 75 # Wake Island
	662 = 75 # Midway
	
	#AFRICA
	1121 = 70 #Pretoria
	992 = 70 # Monrovia
	
	#CARIBEAN
	657 = 80 # Guantánamo
	654 = 75 # Havana
	655 = 75 # Santa Clara
	656 = 75 # Camagüey
}
upgrading = 0.4		
reinforcement = 0.4	
desperation = 0.5

# The ETA at which the AI uses strat. redeploy.
strat_redeploy_threshold = 30

# Proportion of divisions that may be strategically redeploying at the same time. Default: 0.25
max_redeploying = 0.50

# The "war monger" value affects the propensity of a country for declaring wars:
war = 25

# if the ai should use offensive supply
use_offensive_supply = yes

# only use offensive supply if the fuel needed for it is less than this divided by unit strength. Default: 100
max_fuel_offensive = 100

#if ai should evacuate troops from island with low value
evac_islands = no

max_front_ratio			= 6.0		# The max wanted friendly-to-enemy division ratio along the front. Default is 4.0.
max_front_ratios = { 			# Override the default against specific countries. Ignored against humans.
	
	#EUROPE
	SOV = 5.0 
	POL = 4.0
	ROM = 4.0
	BUL = 4.0
	CZE = 4.0
	DDR = 5.0
	HUN = 4.0
	U65 = 4.0
	
	#ASIA
	PRK = 5.0
	CHC = 5.0
	U66 = 4.0
	
	#CARIBBEAN
	CUB = 3.0
	
	#MIDDLE EAST
	IRQ = 3.0
}
# Proportion of our land divisions that we are prepared to relinquish control over.
# NOTE: Do not set too low - the AI must be allowed to give over control of its forces in "allied war zones". Default: 0.75.
exp_force_ratio			= 0.10

# Will never send exp. forces _overseas_ to these countries:
# NOTE: May still give some to neighboring allies though.
no_exp_forces_to = {
	
	#EUROPE
	SOV
	BUL
	POL
	HUN
	CZE
	DDR
	YUG
	ROM
	U65
	
	#ASIA
	PRK
	CHC
	U66
	
	#CARIBEAN
	CUB
	DOM
	HAI
	
	#SOUTH AMERICA
	ARG
	CHL
	BOL
	PRU
	COL
	GUY
	U77
	COL
	ECU
	
	#CENTRAL AMERICA
	PAN
	NIC
	COS
	HON
	SAL
	GUA
	
	#NORTH AMERICA
	MEX
}
max_garrison_prop		= 0.8 	# The war-time desired proportion of troops allocated to garrison duty
min_garrison_prop		= 0.2 	# The war-time minimum proportion of troops allocated to garrison duty
# NOTE: In areas without fronts, _all_ land units are controlled by the Garrison AI (except forces preparing for an invasion.)

construction = {
	max_factor			= 0.6		# Proportion of Production IC that should be used for province buildings.

	AA_batteries	 	= yes	# yes = all the time, no = none, atwar = build during wars, not_atwar = build during peace
	max_AA_level		= 8			# Don't improve beyond this level.
	AA_provs			= { 
							#PACIFIC
							1624  # Guam
							1785  # Marcus Island
							1786  # Wake Island
							662  # Midway 
	
							#CARIBBEAN
							657 # Guantánamo
							}		# List of prioritized provinces

	coastal_fort 		= yes
	max_coastal_level	= 8				# Don't improve beyond this level.
	coastal_fort_provs	= { #PACIFIC
							1624  # Guam
							1785  # Marcus Island
							1786  # Wake Island
							662  # Midway 
	
							#CARIBBEAN
							657 # Guantánamo 
							}		# List of prioritized provinces

	radar_station 		= yes
	max_radar			= 8				# Don't improve beyond this level.
	radar_provs			= { #PACIFIC
							1624  # Guam
							1785  # Marcus Island
							1786  # Wake Island
							662  # Midway 
	
							#CARIBBEAN
							657 # Guantánamo
							}		# List of prioritized provinces

	air_base 			= yes
	max_air_base		= 10				# Don't improve beyond this level.
	air_base_provs		= { #PACIFIC
							1624  # Guam
							1785  # Marcus Island
							1786  # Wake Island
							662  # Midway 
							1193 # Okinawa
	
							#CARIBBEAN
							657 # Guantánamo
							}		# List of prioritized provinces

	naval_base 			= yes
	max_naval_base		= 10				# Don't improve beyond this level.
	naval_base_provs		= { #PACIFIC
							1624  # Guam
							1785  # Marcus Island
							1786  # Wake Island
							662  # Midway 
							1193 # Okinawa
	
							#CARIBBEAN
							657 # Guantánamo 
							}	# List of prioritized provinces

	land_fort			= yes
	max_land_level		= 9				# Don't improve land forts beyond this level.
	fort_borders = {					# Build land forts along these borders
		SOV
		DDR
		PRK
		CHC
	}
	fort_provs		= { #PACIFIC
							1624  # Guam
							1785  # Marcus Island
							1786  # Wake Island
							662  # Midway 
	
							#CARIBBEAN
							657 # Guantánamo  
							}	# List of prioritized provinces

	ic_at_war			= yes 		# Normally, we always build IC if there is a large resource surplus. The exception could be during wars.
	force_ic_until		= 1995				# Ignore presence of a resource surplus and build IC anyway, until year X. (Useful for countries anticipating expansion.)
	ic_end_year			= 1995				# Stop building IC at the end of year X.
	IC_provs			= { 
							#NORTH AMERICA
							651  650  649  648  677  676  672  646  647  669  670  644  645  634  635  636  637  643  633  632  631  638  639  606 
                            607  605  604  603  612  602  598  593  592  608  609  610  611  594  597  595  596  582  583  599  600  601  613  614 
                            629  630  640  641  642  671  673  674  675  678  679  615  628  617  616  618  619  627  680  681  682  683  684  685 
                            686  687  688  689  626  625  620  621  624  623  622  690  691  692  693  694  695  696  697  698  699  787  788  789 
                            790  791  792  793  710  711  712  713  714  715  716  717  719  720  721  748  722  723  724  725  727  728  729  730 
                            731  732  733  706  707  708  709  705  704  703  702  701  700  775  774  770  771  772  773  776  777  779  780  781 
                            782  783  784  785  786  778  769  768  734  736  735  767  761  762  763  764  765  766  553  551  550  549  548  547 
                            546  545  544  543  542  718  726  746  
							 }		# List of prioritized provinces

	nuclear_reactor = yes
	nuclear_reactor_prov = 726				#province ai will try to build nuclear reactors in
	max_nuclear = 10					#max nuclear reactor size ai will try to get
	rocket_test = yes
	rocket_test_prov = 650				#province to build rocket test site in
	max_rocket = 10 					#max rocket test site size
}
garrison = {

	# OVERSEAS GARRISONING:
	defend_overseas_beaches = yes

	# Basic need is X divisions per area where X is: number of provinces - attrition provinces
	home_multiplier = 0.5 # In home area, multiply basic need by X. Default: 0.5
	overseas_multiplier = 0.3333 # In other area, multiply basic need by X. Default: 0.3333
	home_peace_cap = 1 # If at peace, we need at most X divisions in our capital area.
	war_zone_odds = 2.0  # Default: 2.0 (strive to transport in 2x enemy nr of divisions)
	area_multiplier = { # If an area contains a specific province, multiply the basic need by value (overrides overseas_multiplier, but if it is the home area it is ignored.)
		#ASIA
		#South Korea First Line of Fire
		1199 = 2.0
		1198 = 2.0
		#South Korea Second Line of Fire
		1197 = 1.5
		#Busan
		1196 = 2.0
		#Rest of South Korea
		1195 = 1.5
		1194 = 1.0
		#South Vietnam
		1334 = 2.0
		1335 = 2.0
		1337 = 2.5
		1338 = 1.5
		
		#EUROPE
		#DFR first line of fire
		89 = 3.0
		85 = 3.0
		84 = 3.0
		82 = 3.0
		313 = 3.0 
		312 = 3.0
		375 = 3.0
		#DFR Second Line of fire
		90 = 2.0
		88 = 1.0
		86 = 1.0
		81 = 1.0
		314 = 1.5
		376 = 1.5
		374 = 1.5
		#Wilhelmshaven, an important port
		80 = 2.0
		
		#TURKEY first line
		450 = 3.0
		1851 = 3.0
		409 = 2.5
		#TURKEY SECOND LINE
		449 = 2.0
		1852 = 2.0
		1855 = 2.0
		1854 = 2.0
		408 = 2.0
		439 = 2.0
		437 = 1.5
		440 = 1.5
}
	# PRIORITIES:

	beach = 30					# Beach prio
	capital = 30				# Our capital
	human_border = 0			# Ignored for allied human players
	war_target = 50			# The next country targeted for attack by this AI

	reserves = 20	# bonus for provinces just behind a frontline.

	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 = {
		CAN = -1
		MEX = -1	
	}

	# Specific provinces
	province_priorities = {
	1624 = 80 # Guam
	1785 = 60 # Marcus Island
	1786 = 75 # Wake Island
	662 = 75 # Midway
	}
	
	ignore = { }

	key_point_prio_mult		= 0.300	# Value * key point value in a province = prio for that province
}
front = {
	river = 		1.0   	(What to multiply attacking power with if crossing a river. < 1.0 is an advantage..)

	# the following modifies the odds-strength for defender.   (1.0 = no difference.)
	largefort 	= 1.0 #for forts above level 6.
	smallfort	= 1.0 #for forts 6 and below
	occupied	= 1.0 #for surrounded pocket at enemy territory
	owned		= 1.0 #for surrounded pocket at own territory

	#Odds modifiying variables
	# the following is to reduce odds-strength for attacker.
	frozen_attack 	= 0.50
	snow_attack 	= 0.50
	blizzard_attack = 0.25
	storm_attack 	= 0.60
	muddy_attack 	= 0.75

	#reduces the size of odds in total.. (1.0 = no difference, 0.5 = halved.)
	jungle_attack 	= 0.85
	mountain_attack	= 0.60
	swamp_attack 	= 0.60
	forest_attack 	= 0.85
	hill_attack 	= 0.75
	urban_attack 	= 0.40
	
	# Proportion of divisions in a front province that may be used to support the defense of neighboring provinces. Default 0.33
	support_defense_prop = 0.33

	recklessness 		= 	1
	
	# Even - Distribute forces evenly along the whole front.
	# Reactive - Try to match enemy troop concentrations.
	# Defensive - More troops in strategically important provinces (IC, Victory Points, Oil, etc)
	# Offensive - Concentrate more troops where the enemy us weak
	# Operational Defensive - The fewer avenues of escape, the less troops (to avoid encirclement.)
	distrib_vs_ai 		= 	Offensive
	distrib_vs_human 	= 	defensive

	# Countries we do not counter-attack for a certain number of days
	enemy_handicap = {
		# NOTE: These values are ignored for human-controlled enemies.
		# CAUTION: Values apply for _every_new_ war with a set nation.
		#EUROPE
		SOV = 20
		DDR = 20
		POL = 20
		CZE = 20
		U65 = 20
		
		#ASIA
		PRK = 30
		U66 = 30
	}

	passivity = { # Against specified enemies.
		# Valid values: 0-100 (%)
		CHC = 90
		HUN = 80
		ROM = 80
		BUL = 70
		ALB = 70
		MON = 90
		
	}
	
	province_priorities = {
	300 = 0.7 # Berlin
	485 = 0.8 # Warsaw
	469 = 0.7 # Prague
	457 = 0.6 # Budapest
	424 = 0.6 # Bucharest
	417 = 0.5 # Sofia
	390 = 0.4 # Tirana
	238 = 0.7 # Kiev
	212 = 0.7 # Minsk
	207 = 0.7 # Kauna
	197 = 0.7 # Riga
	194 = 0.7 # Tallinn
	187 = 0.8 # Leningrad
	175 = 1.0 # Moscow
	163 = 0.8 # Stalingrad
	205 = 0.7 # Liepaja
	133 = 0.7 # Murmansk
	154 = 0.7 # Archangelsk
	
	
	#ASIA
	1205 = 0.9 # Beijing
	1201 = 0.8 # Pyongyang
	1372 = 0.7 # Vladivostock, it was one of the main Soviet ports in the Pacific
	1199 = 0.8 # Seoul, just in case there's a war
	1237 = 0.7 # Shangai
	1236 = 0.7 # Suzhou
	1235 = 0.7 # Nanjing
	1323 = 0.8 # Taipei
	1315 = 0.8 # Hong Kong
	1328 = 0.7 # Hanoi
	1337 = 0.7 # Saigon
	1353 = 0.7 # Singapore
	1552 = 0.6 # Omsk
	1525 = 0.7 # Okhotsk
	1418 = 0.5 # Kyzyl
	1404 = 0.5 # Ulan Bator
	
	#OCEANIA
	1728 = 0.7 # Canberra
	1871 = 0.7 # Wellington
	1613 = 0.6 # Truk
	1624 = 0.8 # Guam
	1785 = 0.6 # Marcus Island
	1786 = 0.7 # Wake Island
	662 = 0.7 # Midway
	
	#AFRICA
	1121 = 0.7 #Pretoria
	992 = 0.7 # Monrovia
	
	#CARIBEAN
	657 = 0.8 # Guantánamo
	654 = 0.6 # Havana
	655 = 0.4 # Santa Clara
	656 = 0.3 # Camagüey
		
	}
	

	reserve_prop			= 	0.5	# Maximum proportion of total divisions in a front allowed to remain behind the front line ( HQs and divisions needing to recover.)

	panic_ratio_vs_ai		=	1.5	# Front requests more troops if outnumbered by this factor. NOTE: this results in troops being drawn from garrison duties, etc, so set HIGH.
	panic_ratio_vs_human	=	2.0	# Front requests more troops if outnumbered by this factor. NOTE: this results in troops being drawn from garrison duties, etc, so set HIGH.

	enemy_reinf_days 		= 	1.5	# Count enemy units less than X days from a target province in odds calculations

	base_attack_odds		=	1.5	# Will attack at X odds or better
	min_attack_odds			=	1.5	# If stalemated for a long period, may go as low as these attack odds
	max_attack_odds			=	2.0	# Don't use more force than necessary to reach these odds
	reinforce_odds			=	2.0 	# Send in more troops if the attacking force is at these odds
	withdraw_odds			= 	1.5	# Break off attacks and withdraw at these odds
	# NOTE: the calculations for retreating from _defensive_ positions are too complex to condense to a few variables
	# NOTE: will _also_ retreat if the average organization is too low
}
military = {
	relative_build_scheme 	= no	# Should the AI strive to maintain a relative balance between unit types [yes] or simply allocate percentages (see below) of the total production [no]. Default: yes

	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
	# NOTE: AI production run size is also limited by other factors, such as Total IC capacity, days until end of scenario, and desperation.

# Example Build scheme:
	infantry = 		5
	cavalry = 		0
	motorized = 	5
	mechanized = 	10
	light_armor = 	0
	armor = 		10
	paratrooper = 	5
	marine = 		5
	bergsjaeger = 	2
	garrison = 		3
	hq = 			5
	militia = 		0
					# 50 %

	multi_role = 	3
	interceptor = 	3
	strategic_bomber = 3
	tactical_bomber = 3
	naval_bomber = 	3
	cas = 			3
	transport_plane = 3
	flying_bomb = 	3
	flying_rocket = 1
					# 25 %

	battleship = 	0
	light_cruiser = 3
	heavy_cruiser = 3
	battlecruiser = 2
	destroyer = 	3
	carrier = 		3
	escort_carrier = 3
	submarine = 	3
	nuclear_submarine = 3
	transport = 	2
					# 25 %
					# 100%
# NOTE: The sum _must_ be exactly 100%!


# Brigade preferences:
# (% of eligible division types that should be built with a certain brigade type)
# Land types:
	artillery			=	20
	sp_artillery		=	15
	rocket_artillery	=	5
	sp_rocket_artillery	=	5
	anti_tank			=	10
	tank_destroyer		=	10
	light_armor_brigade	=	10
	heavy_armor			=	25
	super_heavy_armor	=	25
	armored_car			=	15
	anti_air			=	20
	police				=	15
	engineer			= 	15
# Sum of these should be <= 100

# Naval types:
	cag				=	50
	naval_asw = 40
	naval_anti_air_s = 40
	naval_anti_air_l = 20
	naval_radar_s = 20
	naval_radar_l = 20
	naval_fire_controll_l = 20
	naval_fire_controll_s = 20
	naval_torpedoes_l = 40
	naval_torpedoes_s = 40
	naval_anti_air_l = 20
	naval_anti_air_s = 20
	naval_radar_l = 20
	naval_radar_s = 20
# Sum of these should be <= 100

#The AI will always build escort fighters when it builds tactical bombers and strategic bombers.
}
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 } 

}
 
and part two:
Code:
#Factors regarding amphibious invasions by ai.
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	  = nearest   # priority refers to targets in the AI file,
						    				# nearest is the closest enemy beach where the AI has
						    				# good attack odds and home is to return back to port

	#specific provinces can be targetted to get special bonuses..
	target = {
		#USSR PACIFIC COAST
		1525 = 100 
		1372 = 200
		1172 = 50
		1176 = 30
		#NORTH KOREAN COAST
		1392 = 100
		1393 = 100
		#SOUTH KOREAN COAST, JUST IN CASE
		1195 = 200
		1196 = 300
		#CHINESE COAST
		1202 = 200
		1203 = 100
		1237 = 100
		1313 = 80
		1321 = 80
		1320 = 80
		#SOUTH vIETNAMESE COAST
		1337 = 80
		1338 = 80
		1335 = 80
		#USSR BALTIC COAST
		510 = 100
		206 = 150
		205 = 150
		197 = 175
		194 = 200
		187 = 300
		#USSR NORTHERN SEA COAST
		133 = 250
		154 = 300
		#USSR BLACK SEA COAST
		253 = 300
		233 = 250
		255 = 250
	}
}
#Factors controlling the naval AI
admiral = {
	#specific provinces can be targetted to get special bonuses..
	base = {
		683	# Hawaii
		1756	# Samoa
		765	# San Francisco
		633	# Norfolk
		651	# Miami
		602	# Boston
		1613	# Truk
		1670	# Rabaul
		1337	# Saigon
		1353	# Singapore
		1628	# Batavia
		1737	# Manila
		1624	# Guam
		1193	# Okinawa
	}
	target = { } 
	core = {
		2348
		2347
		2346
		2535
		2534
		2533
		2531
		2530
		1922
		1936
		1937
		1938
		1943
		1931
		2564
		2563
	} 

	min_org		= 95%	# NEW: Percent of org gained back before the unit can leave port
	min_dmg		= 95%   # 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 	= 50% 	# NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships

}
# Factors to modify for technological development.
technology = {
	endgoal = { 
	#INFANTRY TECH TREE
	1080 # Future Inf. Div.
	1140 # Future NATO Mot. Div.
	1280 # Future Inf. Div. Motorization
	1360 # Future Heavy Marines Div
	1440 # Future Mechanized
	1600 # Future Airborne
	1680 # Future Mountain
	1890 # Future Commands & Comm.
	1970 # Future Logistics
	10060 # Future Mar. Equipt.
	10150 # Future Airb. Equipt.
	}			#list of endgoals to achieve.
	#The rest of the list will be completed when the tech trees are completely done
	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 = 3.0
	infantry = 3.0
	industry = 2.75
	aircraft = 3.0
	naval = 2.75
	land_doctrines = 4.0
	air_doctrines = 2.5
	naval_doctrines = 2.5
	secret_weapons = 2.5
}
# Factors to modify Trade Agreements.
trade = {
	favored = {
		#EUROPE (NATO)
		ENG = 100
		FRA = 100
		DFR = 100
		DEN = 100
		ITA = 100
		SPA = 100
		POR = 100
		NOR = 100
		GRE = 100
		TUR = 100
		BEL = 100
		HOL = 100
		LUX = 100
		ICL = 100
		#EUROPE (NEUTRAL)
		IRE = 75
		SWE = 75
		FIN = 75
		SCH = 75
		AUS = 75
		#MIDDLE EAST
		ISR = 100
		SAU = 50
		U33 = 50
		U34 = 50
		PER = 50
		#ASIA
		JAP = 100
		KOR = 100
		PHI = 100
		CHI = 100
		VIE = 100
		IND = 75
		U41 = 75
		#OCEANIA
		AST = 100
		NZL = 100
		U47 = 100
		#SOUTH AMERICA
		ARG = 50
		PAR = 50
		BOL = 50
		CHL = 50
		BRA = 100
		COL = 50
		ECU = 50
		VEN = 75
		#CENTRAL AMERICA
		PAN = 75
		NIC = 25
		HON = 25
		COS = 25
		SAL = 50
		GUA = 50
		#NORTH AMERICA
		MEX = 75
		CAN = 100
		#CARIBEAN
		CUB = 50
		HAI = 75
		DOM = 50
		#AFRICA
		LIB = 100
	}
	embargo = {
		#EUROPE
		SOV
		DDR
		POL
		CZE
		HUN
		YUG
		ALB
		BUL
		ROM
		U65
		#ASIA
		CHC
		PRK
		U66
	}
	
	# A threshold for when the AI should cancel trade agreements. Default is 4.0. A lower value means the AI will be more eager to cancel bad deals.
	cancel_deal_threshold = 2.0		

	# These override the resource values in "db\resource_values.csv" for this AI unless set to -1 (default.)
	energy = 			-1
	rare_materials = 	-1
	metal =				-1
	oil = 				-1
	supplies = 			-1
	money = 			-1
}
# Factors to modify Tech Sharing
tech_sharing = {
	favored = {
		#EUROPE (NATO)
		ENG = 100
		FRA = 100
		DFR = 100
		DEN = 100
		ITA = 100
		SPA = 100
		POR = 100
		NOR = 100
		GRE = 100
		TUR = 100
		BEL = 100
		HOL = 100
		LUX = 100
		ICL = 100
		
		#MIDDLE EAST
		ISR = 100
		
		#ASIA
		JAP = 100
		KOR = 100
		PHI = 100
		CHI = 100
		VIE = 100
		
		#OCEANIA
		AST = 100
		NZL = 100
		U47 = 100
		
		#SOUTH AMERICA
		BRA = 100
		
		#CENTRAL AMERICA
		
		#NORTH AMERICA
		CAN = 100
		#CARIBEAN
		
		#AFRICA
		
	}
	embargo = {
		TAG  		# Will not trade techs with these countries.
		...
	}
	not = { }
	prioritized = { }
}
#prevents ai from accepting peace deals

ferocity = yes

#controls how much forces ai can send to different countries (not implemented internally)

exp_force_ratios = { } 

#SPYING
spyprefs = {
percentage_on_spies = 0.2
#percentage_on_spies: the amount of the income a country will spend on intelligence.

percentage_foreign_mission = 0.7
#The amount of the income a country will spend on intelligence.

spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = SOV
}
spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = POL
}
spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = CZE
}
spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = ROM
}
spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = DDR
}
spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = YUG
}
spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = ALB
}
spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = BUL
}
spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = HUN
}
spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = PRK
}
spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = CHC
}
spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = U66
}
spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = U65
}

# 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 =	 USA
}
}

This is my second AI file, of course feel free to make any suggestion.

PS: Longthread is looooooooong !!!
 
Just wanted to tell you that neutrality=80 is actually pretty low IIRC.

I also think that it would be a good idea to make a generalized NATO and Warsaw Pact AIs, because a lot of things will match for the alliance members and then just code country-specific modifications separately.

Also something must be done to prevent countries from building huge armies like they do in HOI time period.
 
kami888 said:
Just wanted to tell you that neutrality=80 is actually pretty low IIRC.

Yes but i gave Israel 80 of neutrality because i wanted to avoid alliances, like USA and Israel DOWning Nasseer.
Although perhaps i could use the "opposing_alliance" command, the thing is that i don't know how it works, higher values means higher opposition???

kami888 said:
I also think that it would be a good idea to make a generalized NATO and Warsaw Pact AIs, because a lot of things will match for the alliance members and then just code country-specific modifications separately.

Well, yes but for now better concentrate in the AIs for the two superpowers and we will see that later ok?

kami888 said:
Also something must be done to prevent countries from building huge armies like they do in HOI time period.

I think that this can be done adjusting these parameters:
Code:
military = {
	relative_build_scheme 	= no	# Should the AI strive to maintain a relative balance between unit types [yes] or simply allocate percentages (see below) of the total production [no]. Default: yes

	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
	# NOTE: AI production run size is also limited by other factors, such as Total IC capacity, days until end of scenario, and desperation.

Perhaps with a higher number in "max_batch_peace" the AI will not build those enormous quantities of units.
And we don't have to forget that in the statistics a WW2 infantry division will take 810 days (two years and almost three months) to complete.
 
Yes but i gave Israel 80 of neutrality because i wanted to avoid alliances, like USA and Israel DOWning Nasseer.
Yes, and 80 is still pretty low. Try 120 at least.

Well, yes but for now better concentrate in the AIs for the two superpowers and we will see that later ok?
No, because that would render the idea of having generalized NATO and Warsaw Pact AIs rather worthless.

The idea is to make generalized AIs first, then add the country-specific stuff.

Perhaps with a higher number in "max_batch_peace" the AI will not build those enormous quantities of units.
Ok. I'm not really sure of the effect these parameters will have on the game, so you'll have to try them out.
 
kami888 said:
Yes, and 80 is still pretty low. Try 120 at least.

Trying..... done.


Kami888 said:
No, because that would render the idea of having generalized NATO and Warsaw Pact AIs rather worthless.

Well, i suppose that it would not be too hard to do. Perhaps modifying the US ai file and changing some province defense/attack priorities and it should do the trick

Kami888 said:
Ok. I'm not really sure of the effect these parameters will have on the game, so you'll have to try them out.

Yeah neither i because i'm really noob in AI modding.
 
Soviet AI file completed, part one:
Code:
switch = no			# Default is "yes". If turned off, the AI will not automatically try to switch to a more appropriate AI file every year.

# Inter-Agent distribution variables

# Modifier to chance that country will accept a demand for territory.
claim_acceptance = 10 

# The countries we will demand territory from if we have claims on them.
demand_claims = { 
	#Europe
	POL
	DDR
	ROM
	BUL
	YUG
	ALB
	HUN
	CZE
	DFR
	SCH
	DEN
	DFR
	SPA
	SPR
	GRE
	SWE
	FIN
	NOR
	ENG
	IRE
	ITA
	AUS
	U65
	POR
	#Middle East
	TUR
	LEB
	SYR
	ISR
	SAU
	IRQ
	PER
	YEM
	OMN
	AFG
	#Africa
	LBY
	EGY
	MOR
	TUN
	ALG
	LIB
	SAF
	SOM
	ETH
	SUD
	#Asia
	MON
	PAK
	IND
	U41
	BUR
	SIA
	LAO
	CAM
	VIE
	U66
	CHC
	PRK
	KOR
	JAP
	CHI
	#Oceania
	INO
	MLY
	AST
	NZL
	#South America
	ARG
	CHL
	BOL
	PRU
	ECU
	BRA
	VEN
	GUY
	COL
	#Central America
	PAN
	NIC
	COS
	HON
	GUA
	SAL
	MEX
	#Caribbean
	CUB
	HAI
	DOM
	#North America
	CAN
	USA
	}
# The countries we will set free if we control their territory.
liberate = {
	#Europe
	U65
	U66
	VIC #Commie France
	DDR
	EUS
	SCO
	PAL
	U71
	U72
	U73
	U74
	#Asia
	CHC
	PRK
	#Middle East
	U36
}
# Special resistance against "influence" by the listed nations. Value range = [0 - 10]
resistance = { 
	#Europe - NATO members
	ENG = 10
	FRA = 10
	DFR = 10
	DEN = 10
	NOR = 10
	ITA = 10
	SPA = 10
	POR = 10
	AUS = 10
	GRE = 10
	TUR = 10
	ICL = 10
	BEL = 10
	LUX = 10
	HOL = 10
	#Europe - Non NATO
	SWE = 7
	FIN = 7
	SCH = 9
	IRE = 8
	#North America
	USA = 10
	CAN = 10
	MEX = 10
	#Central & Caribbean
	CUB = 4
	HAI = 8
	DOM = 8
	NIC = 6
	PAN = 8
	GUA = 8
	HON = 8
	SAL = 8
	COS = 8
	#South America
	COL = 8
	VEN = 8
	BRA = 6
	PRU = 8
	BOL = 8
	CHL = 8
	ARG = 8
	ECU = 8
	PAR = 8
	URU = 8
	#Oceania 
	AST = 10
	NZL = 10
	INO = 8
	#Asia
	JAP = 10
	KOR = 10
	MLY = 10
	VIE = 10
	CHI = 10
	PHI = 10
	IND = 8
	BUR = 8
	SIA = 8
	LAO = 7
	CAM = 7
	BHU = 8
	NEP = 8
	PAK = 10
	PER = 10
	AFG = 10
	IRQ = 10
	CHC = 9
	#Middle East
	SAU = 10
	ISR = 10
	LEB = 2
	SYR = 2
	#Africa
	EGY = 1
	LBY = 3
	ETH = 4
	YEM = 6
	OMN = 7
}
# Country tags listed with a value specifying how much we want to destroy them.
combat = {
	#Europe
	ENG = 95
	FRA = 90
	BEL = 80
	LUX = 60
	HOL = 80
	DFR = 85
	SPA = 90
	POR = 70
	ITA = 70
	NOR = 70
	DEN = 70
	GRE = 70
	TUR = 80
	#North America
	USA = 100
	CAN = 90
	#Middle East
	ISR = 90
	AFG = 80
	#Asia 
	JAP = 90
	KOR = 90
	#Oceania
	AST = 90
	NZL = 90
}
# Countries listed here are considered withing our 'sphere of influence'. We will strive to guarantee their independence.
protect = {
	#Soviet Sphere of influence - Europe
	DDR = 100
	POL = 100
	HUN = 100
	BUL = 100
	ROM = 100
	ALB = 100
	CZE = 100
	MON = 100
	U65 = 100
	U66 = 100
	#Soviet Influence - America
	CUB = 70
}
# Countries listed here are considered our natural allies. We will try to influence them and ally with them.
befriend = {
	#Soviet Sphere of influence - Europe & Asia
	DDR = 100
	POL = 100
	HUN = 100
	BUL = 100
	ROM = 100
	ALB = 100
	CZE = 100
	MON = 100
	U65 = 100
	U66 = 100
	#Soviet Influence - America
	CUB = 70
}
# Provinces with an assigned priority. These are strategic goals for the AI (it will try to take them in wars and demand them in peace treaties.)
target = {
	#Ok, let's start with Europe
	#East Europe & Soviet homeland
	175 = 100
	187 = 100
	163 = 100
	253 = 100
	238 = 100
	1848 = 100
	212 = 100
	194 = 100
	197 = 100
	205 = 100
	206 = 100
	510 = 100
	485 = 85
	424 = 85
	417 = 85
	390 = 85
	457 = 85
	390 = 85
	463 = 85
	154 = 100
	1372 = 100
	1525 = 100
	1544 = 100
	#Central, South & Western Europe
	469 = 85
	300 = 90
	88 = 90
	82 = 90
	80 = 90
	294 = 90
	67 = 90
	75 = 90
	532 = 70
	515 = 70
	524 = 75
	523 = 75
	71 = 85
	47 = 85
	51 = 85
	56 = 100
	18 = 85
	364 = 85
	326 = 85
	325 = 90
	38 = 80
	32 = 95
	331 = 60
	357 = 70
	535 = 65
	341 = 80
	354 = 80
	347 = 85
	348 = 95
	336 = 90
	334 = 80
	401 = 90
	394 = 60
	396 = 70
	#The United Kingdom, Ireland & Iceland
	5 = 97
	3 = 90
	6 = 40
	7 = 40
	8 = 40
	9 = 60
	10 = 40
	12 = 70
	11 = 50
	14 = 90
	13 = 80
	16 = 95
	17 = 80
	19 = 100
	15 = 40
	22 = 45
	20 = 50
	21 = 50
	23 = 60
	30 = 75
	24 = 80
	28 = 85
	29 = 40
	1 = 90
	2 = 70
	#Scandinavia
	107 = 80
	292 = 85
	110 = 85
	118 = 90
	98 = 70
	93 = 65
	101 = 85
	127 = 80
	137 = 80
	140 = 80
	141 = 80
	143 = 80
	142 = 90
	133 = 100
	135 = 100
	#Middle East
	#Turkey
	409 = 95
	439 = 90
	448 = 95
	440 = 90
	450 = 80
	#Syria, Lebanon & Iraq
	1792 = 60
	1794 = 60
	1793 = 65
	1866 = 75
	1823 = 80
	#Israel, Egypt & Jordan
	404 = 85
	1798 = 90
	406 = 90
	1797 = 95
	1796 = 60
	900 = 95
	906 = 75
	#Saudi Arabia, Oman & Yemen
	1807 = 60
	1819 = 70
	1812 = 75
	1813 = 75
	#Africa
	#Sudan & the Horn of Africa
	1066 = 60
	1037 = 80
	1046 = 40
	1039 = 50
	#Tanzania, Moçambique, South Africa & Madagascar
	1140 = 35
	1123 = 40
	1121 = 65
	1119 = 70
	1116 = 80
	1134 = 40
	1137 = 50
	#Namibia,Angola, Congo & Rest of Africa
	1108 = 35
	1101 = 60
	1095 = 65
	1094 = 70
	1063 = 55
	1090 = 75
	1008 = 75
	1002 = 70
	992 = 80
	988 = 80
	981 = 70
	972 = 65
	#AMERICA
	#USA
	606 = 100
	608 = 100
	603 = 100
	602 = 100
	600 = 100
	614 = 100
	616 = 100
	620 = 100
	670 = 100
	651 = 100
	716 = 100
	748 = 100
	761 = 100
	762 = 100
	765 = 100
	783 = 100
	782 = 100
	780 = 100
	549 = 100
	#Canada
	588 = 100
	589 = 100
	585 = 100
	569 = 100
	797 = 100
	541 = 100
	556 = 100
	#OCEANIA
	#Australia
	1712 = 100
	1719 = 100
	1703 = 100
	1722 = 100
	1727 = 100
	1728 = 100
	#New Zealand
	1871 = 100
	1872 = 100
}
upgrading = 0.4		#max % of ic used on this slider.
reinforcement = 0.3	#max % of ic used on this slider.

desperation = 0.3	#If more than this % of ic is occupied by enemy, panic and build militia hordes.

# The ETA at which the AI uses strat. redeploy.
strat_redeploy_threshold = 150

# Proportion of divisions that may be strategically redeploying at the same time. Default: 0.25
max_redeploying = 0.25

# if the ai should use offensive supply
use_offensive_supply = yes

# only use offensive supply if the fuel needed for it is less than this divided by unit strength. Default: 100
max_fuel_offensive = 200

#if ai should evacuate troops from island with low value
evac_islands = yes

# The "war monger" value affects the propensity of a country for declaring wars:
war = 25

# The tendency of a nation to create and accept alliances, and accept military access. The higher the value, the more "neutral" the nation. NOTE: this does not affect the tendency of a nation to start wars.
neutrality = 20

max_front_ratio			= 6.0		# The max wanted friendly-to-enemy division ratio along the front. Default is 4.0.
max_front_ratios = { 			# Override the default against specific countries. Ignored against humans.
	#Europe
	FIN = 4.0
	NOR = 4.0
	SWE = 4.0
	DEN = 4.0
	DFR = 4.0
	FRA = 5.0
	AUS = 4.0
	ENG = 5.0
	GRE = 4.0
	TUR = 4.0
	ITA = 4.0
	SPA = 4.0
	POR = 4.0
	#America
	USA = 5.0
	CAN = 5.0
	#OCeania
	AST = 5.0
	NZL = 5.0
	#Middle East
	ISR = 4.0
}
# Proportion of our land divisions that we are prepared to relinquish control over.
# NOTE: Do not set too low - the AI must be allowed to give over control of its forces in "allied war zones". Default: 0.75.
exp_force_ratio			= 0.75
# Will never send exp. forces _overseas_ to these countries:
# NOTE: May still give some to neighboring allies though.
no_exp_forces_to = {
	#Europe
	DFR
	DEN
	NOR
	SWE
	FIN
	HOL
	LUX
	BEL
	FRA
	ENG
	SPA
	SCH
	AUS
	ITA
	POR
	GRE
	TUR
	#America
	USA
	CAN
	MEX
	#Middle East
	ISR
	SAU
	YEM
	OMN
	IRQ
	#Asia
	CHC
	CHI
	KOR
	PRK
	VIE
	BUR
	IND
	PHI
	JAP
	NEP
	BHU
	PAK
	PER
	U41
	SIA
	MLY
	INO
	#Oceania
	AST
	NZL
}
 
part two:
Code:
max_garrison_prop		= 0.4 	# The war-time desired proportion of troops allocated to garrison duty
min_garrison_prop		= 0.2 	# The war-time minimum proportion of troops allocated to garrison duty
# NOTE: In areas without fronts, _all_ land units are controlled by the Garrison AI (except forces preparing for an invasion.)
construction = {
	max_factor			= 0.8		# Proportion of Production IC that should be used for province buildings.

	AA_batteries	 	= yes	# yes = all the time, no = none, atwar = build during wars, not_atwar = build during peace
	max_AA_level		= 10			# Don't improve beyond this level.
	AA_provs			= { }		# List of prioritized provinces

	coastal_fort 		= not_atwar
	max_coastal_level	= 10				# Don't improve beyond this level.
	coastal_fort_provs	= { 
							133
							154
							187
							194
							197
							206
							205
							510
							1372
							1525
							}		# List of prioritized provinces

	radar_station 		= yes
	max_radar			= 10			# Don't improve beyond this level.
	radar_provs			= { }		# List of prioritized provinces

	air_base 			= yes
	max_air_base		= 10			# Don't improve beyond this level.
	air_base_provs		= { }		# List of prioritized provinces

	naval_base 			= yes
	max_naval_base		= 10			# Don't improve beyond this level.
	naval_base_provs		= { 
							133
							154
							187
							194
							197
							206
							205
							510
							1372
							1525 
							}	# List of prioritized provinces

	land_fort			= yes
	max_land_level		= 10				# Don't improve land forts beyond this level.
	fort_borders = {					# Build land forts along these borders
		POL
		CHC
		DFR
		FIN
		NOR
	}
	fort_provs		= { }	# List of prioritized provinces

	ic_at_war			= yes 		# Normally, we always build IC if there is a large resource surplus. The exception could be during wars.
	force_ic_until		= 1995				# Ignore presence of a resource surplus and build IC anyway, until year X. (Useful for countries anticipating expansion.)
	ic_end_year			= 1995				# Stop building IC at the end of year X.
	IC_provs			= { 1372 1373 1371 1370 1369 1367 1366 1527 1529 1528 1526 1523 1410 1525 1524 1409 1164 1165 1166 1167 1170 1171 1172 1405
                             1175 1522 1521 1384 1383 1520 1416 1415 1414 1413 1162 1412 1411 1163 1159 1160 1158 1417 1558 1557 1423 1556 1550 1549
                             1547 1546 1559 1561 1560 1562 1563 1532 1537 1538 1545 1544 1548 1543 1540 1539 1536 1535 1533 1534 1157 1531 1156 1155
                             1154 1565 1564 1571 1597 1598 1554 1555 1553 1552 1594 1596 1573 1593 1592 1591 1590 1589 1588 1587 1424 1586 1585 1584
                             1583 1581 1576 1575 1574 1572 1566 1567 1570 1577 1578 1580 1582 1579 1569 1568 1150 1151 1152 1153 1773 1772 1771 154 
                             1840 1841 165  153  151  152  150  135  134  133  1838 1847 1857 1849 1850 1848 1845 1844 1846 1843 255  256  257  270 
                             1842 1837 271  164  1833 1834 1836 1839 1827 1828 1835 1829 1832 1831 1830 252  253  254  1777 1778 1776 1775 1780 1781
                             1782 1783 1774 163  162  161  160  159  157  156  158  155  169  168  167  179  180  166  178  177  170  171  172  173 
                             174  175  176  181  182  183  184  190  191  189  185  186  187  188  192  200  201  212  225  226  227  228  231  232 
                             233  234  251  250  235  236  237  238  239  240  220  272  241  273  274  275  276  277  278  279  280  281  282  283 
                             284  249  258  259  260  248  247  243  262  261  269  268  267  266  265  264  263  1490 1491 1485 1487 1488 1427 1428
                             1426 1425 1429 94   215  216  217  218  219  221  242  244  245  246  285  286  287  288  289  1149 1161 1368 1422 1489
                             1856 1858 1907 1541 1542 1551 1874 1176 1177 1174 145  146  194  193  195  196  197  198  202  203  204  205  206  577 
                             207  511  199  510  214  208  213  209  211  210      507    503  504  562  506  502  501  500  229  230  434 
                               435  222  1418 499 132 465 464 463 
							   }		# List of prioritized provinces

	nuclear_reactor = yes
	nuclear_reactor_prov = 241				#chernobyl
	max_nuclear = 10					#max nuclear reactor size ai will try to get
	rocket_test = yes
	rocket_test_prov = 1587				#province to build rocket test site in
	max_rocket = 10 					#max rocket test site size
}
garrison = {

	# OVERSEAS GARRISONING:
	defend_overseas_beaches = yes # "no" is default

	# Basic need is X divisions per area where X is: number of provinces - attrition provinces
	home_multiplier = 0.5 # In home area, multiply basic need by X. Default: 0.5
	overseas_multiplier = 0.4 # In other area, multiply basic need by X. Default: 0.3333
	home_peace_cap = 1 # If at peace, we need at most X divisions in our capital area.
	war_zone_odds = 2.0  # Default: 2.0 (strive to transport in 2x enemy nr of divisions)
	area_multiplier = { 
		#Europe,First line of Fire
		296 = 2.0
		297 = 2.0
		310 = 2.5
		83 = 2.0
		311 = 2.0
		471 = 2.0
		466 = 2.0
		465 = 2.0
		464 = 2.0
		463 = 2.0
		467 = 2.5
		458 = 2.0
		#Europe Second Line of Fire
		298 = 1.5
		299 = 1.5
		300 = 1.5
		301 = 1.5
		470 = 1.5
		#Finnish & Norway border
		145 = 1.75
		146 = 1.75
		152 = 1.75
		150 = 1.75
		135 = 1.75
		133 = 2.0
		132 = 2.0
		#Chinese,Afghan & Iranian Border
		1491 = 1.25
		1487 = 1.25
		1485 = 1.25
		1428 = 1.25
		1429 = 1.25
		1490 = 1.25
		1907 = 1.25
		1858 = 1.25
		1856 = 2.0
		1422 = 1.25
		1423 = 1.25
		1557 = 1.25
		1420 = 1.25
		1434 = 1.25
		1436 = 1.25
		1438 = 1.25
		1399 = 1.25
		1385 = 1.25
		1383 = 1.25
		1522 = 1.25
		1523 = 1.5
		1528 = 1.25
		1529 = 1.25
		1368 = 1.25
		1367 = 1.25
		1370 = 1.25
		1373 = 1.25
		1372 = 2.0
		#Turkish Border
		1848 = 2.0
		1850 = 2.0
		}

	# PRIORITIES:

	beach = 30					# Beach prio
	capital = 30				# Our capital
	human_border = 0			# Ignored for allied human players
	war_target = 50			# The next country targeted for attack by this AI

	reserves = 20	# bonus for provinces just behind a frontline.

	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 = {
		FIN = -1
		TUR = -1
		PER = -1
		AFG = -1
		CHC = -1
		JAP = -1
	}

	# Specific provinces
	province_priorities = {
		#Europe,First line of Fire
		296 = 80
		297 = 80
		310 = 85
		83 = 80
		311 = 80
		471 = 80
		466 = 80
		465 = 80
		464 = 80
		463 = 80
		467 = 85
		458 = 80
		#Europe Second Line of Fire
		298 = 60
		299 = 60
		300 = 60
		301 = 60
		470 = 60
		#Finnish & Norwegian border
		145 = 75
		146 = 75
		152 = 75
		150 = 75
		135 = 75
		133 = 80
		132 = 80
		#Chinese,Afghan & Iranian Border
		1491 = 50
		1487 = 50
		1485 = 50
		1428 = 50
		1429 = 50
		1490 = 50
		1907 = 50
		1858 = 50
		1856 = 80
		1422 = 50
		1423 = 50
		1557 = 50
		1420 = 50
		1434 = 50
		1436 = 50
		1438 = 50
		1399 = 50
		1385 = 50
		1383 = 50
		1522 = 50
		1523 = 70
		1528 = 50
		1529 = 50
		1368 = 50
		1367 = 50
		1370 = 50
		1373 = 50
		1372 = 80
	}
	
	ignore = { }

	key_point_prio_mult		= 0.300	# Value * key point value in a province = prio for that province
}
front = {
	river = 		1.0   	(What to multiply attacking power with if crossing a river. < 1.0 is an advantage..)

	# the following modifies the odds-strength for defender.   (1.0 = no difference.)
	largefort 	= 1.0 #for forts above level 6.
	smallfort	= 1.0 #for forts 6 and below
	occupied	= 1.0 #for surrounded pocket at enemy territory
	owned		= 1.0 #for surrounded pocket at own territory

	#Odds modifiying variables
	# the following is to reduce odds-strength for attacker.
	frozen_attack 	= 0.50
	snow_attack 	= 0.50
	blizzard_attack = 0.25
	storm_attack 	= 0.60
	muddy_attack 	= 0.75

	#reduces the size of odds in total.. (1.0 = no difference, 0.5 = halved.)
	jungle_attack 	= 0.85
	mountain_attack	= 0.60
	swamp_attack 	= 0.60
	forest_attack 	= 0.85
	hill_attack 	= 0.75
	urban_attack 	= 0.40
	
	# Proportion of divisions in a front province that may be used to support the defense of neighboring provinces. Default 0.33
	support_defense_prop = 0.33
	recklessness 		= 	2
	
	# Even - Distribute forces evenly along the whole front.
	# Reactive - Try to match enemy troop concentrations.
	# Defensive - More troops in strategically important provinces (IC, Victory Points, Oil, etc)
	# Offensive - Concentrate more troops where the enemy us weak
	# Operational Defensive - The fewer avenues of escape, the less troops (to avoid encirclement.)
	distrib_vs_ai 		= 	offensive
	distrib_vs_human 	= 	defensive

	# Countries we do not counter-attack for a certain number of days
	enemy_handicap = {
		# NOTE: These values are ignored for human-controlled enemies.
		# CAUTION: Values apply for _every_new_ war with a set nation.
		NOR = 20
		DEN = 20
		FIN = 20
		DFR = 20
		FRA = 20
		HOL = 20
		BEL = 20
		LUX = 20
		ENG = 10
		SPA = 20
		ITA = 20
		GRE = 20
		TUR = 20
		POR = 20
		USA = 10
		CAN = 10
		AST = 10
		NZL = 10
		}

	passivity = { # Against specified enemies.
		# Valid values: 0-100 (%)
		NOR = 50
		DEN = 50
		FIN = 80
		DFR = 10
		FRA = 0
		HOL = 0
		BEL = 0
		LUX = 0
		ENG = 0
		SPA = 50
		ITA = 40
		GRE = 30
		TUR = 30
		POR = 20
		USA = 0
		CAN = 0
		AST = 0
		NZL = 0
	}
	
	province_priorities = { }
	

	reserve_prop			= 	0.2	# Maximum proportion of total divisions in a front allowed to remain behind the front line ( HQs and divisions needing to recover.)

	panic_ratio_vs_ai		=	1.5	# Front requests more troops if outnumbered by this factor. NOTE: this results in troops being drawn from garrison duties, etc, so set HIGH.
	panic_ratio_vs_human	=	2.0	# Front requests more troops if outnumbered by this factor. NOTE: this results in troops being drawn from garrison duties, etc, so set HIGH.

	enemy_reinf_days 		= 	1.5	# Count enemy units less than X days from a target province in odds calculations

	base_attack_odds		=	1.5	# Will attack at X odds or better
	min_attack_odds			=	1.5	# If stalemated for a long period, may go as low as these attack odds
	max_attack_odds			=	2.0	# Don't use more force than necessary to reach these odds
	reinforce_odds			=	2.0	# Send in more troops if the attacking force is at these odds
	withdraw_odds			= 	1.5	# Break off attacks and withdraw at these odds
	# NOTE: the calculations for retreating from _defensive_ positions are too complex to condense to a few variables
	# NOTE: will _also_ retreat if the average organization is too low
}
military = {
	relative_build_scheme 	= no	# Should the AI strive to maintain a relative balance between unit types [yes] or simply allocate percentages (see below) of the total production [no]. Default: yes

	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
	# NOTE: AI production run size is also limited by other factors, such as Total IC capacity, days until end of scenario, and desperation.

# Example Build scheme:
	infantry = 		5
	cavalry = 		0
	motorized = 	5
	mechanized = 	10
	light_armor = 	0
	armor = 		10
	paratrooper = 	5
	marine = 		5
	bergsjaeger = 	2
	garrison = 		3
	hq = 			5
	militia = 		0
					# 50 %

	multi_role = 	3
	interceptor = 	3
	strategic_bomber = 3
	tactical_bomber = 3
	naval_bomber = 	3
	cas = 			3
	transport_plane = 3
	flying_bomb = 	3
	flying_rocket = 1
					# 25 %

	battleship = 	0
	light_cruiser = 3
	heavy_cruiser = 3
	battlecruiser = 2
	destroyer = 	3
	carrier = 		3
	escort_carrier = 3
	submarine = 	3
	nuclear_submarine = 3
	transport = 	2
					# 25 %
					# 100%
# NOTE: The sum _must_ be exactly 100%!


# Brigade preferences:
# (% of eligible division types that should be built with a certain brigade type)
# Land types:
	artillery			=	20
	sp_artillery		=	15
	rocket_artillery	=	5
	sp_rocket_artillery	=	5
	anti_tank			=	10
	tank_destroyer		=	10
	light_armor_brigade	=	10
	heavy_armor			=	25
	super_heavy_armor	=	25
	armored_car			=	15
	anti_air			=	20
	police				=	15
	engineer			= 	15
# Sum of these should be <= 100

# Naval types:
	cag				=	50
	naval_asw = 40
	naval_anti_air_s = 40
	naval_anti_air_l = 20
	naval_radar_s = 20
	naval_radar_l = 20
	naval_fire_controll_l = 20
	naval_fire_controll_s = 20
	naval_torpedoes_l = 40
	naval_torpedoes_s = 40
	naval_anti_air_l = 20
	naval_anti_air_s = 20
	naval_radar_l = 20
	naval_radar_s = 20
# Sum of these should be <= 100

#The AI will always build escort fighters when it builds tactical bombers and strategic bombers.
}
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



}
#Factors regarding amphibious invasions by ai.
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	  = nearest   # priority refers to targets in the AI file,
						    				# nearest is the closest enemy beach where the AI has
						    				# good attack odds and home is to return back to port

	#specific provinces can be targetted to get special bonuses..
	target = {
		#US East Coast
		583 = 500
		600 = 500
		601 = 500
		602 = 550
		603 = 500
		604 = 500
		605 = 500
		607 = 500
		606 = 600
		633 = 550
		634 = 500
		644 = 500
		646 = 500
		648 = 500
		650 = 500
		651 = 500
		649 = 500
		#US West Coast
		761 = 500
		762 = 500
		765 = 500
		766 = 500
		786 = 500
		782 = 500
		780 = 500
		#Canada West Coast
		556 = 500
		541 = 500
		#Canada East Coast
		578 = 500
		579 = 500
		580 = 500
		576 = 500
		1909 = 500
		586 = 500
		574 = 500
		575 = 500
		564 = 500
		565 = 500
		566 = 500
		561 = 500
		560 = 500
		#Alaska
		549 = 500
		550 = 100
		553 = 500
		#U.K. & Ireland
		5 = 1000
		6 = 1000
		7 = 1000
		20 = 1000
		19 = 1000
		17 = 1000
		23 = 1000
		24 = 1000
		30 = 1000
		27 = 1000
		28 = 1000
		#Mediterranean Islands
		535 = 700
		534 = 700
		367 = 700
		91 = 700
		396 = 700
		444 = 700
		525 = 700
		526 = 700
		#Atlantic Islands
		1867 = 650
		538 = 650
		652 = 650
		653 = 650
		964 = 650
		963 = 650
		1146 = 650
		#OCEANIA
		#Australia
		1712 = 600
		1703 = 600
		1722 = 600
		1727 = 600
		1728 = 600
		#New Zealand
		1871 = 600
		1872 = 600
	}
}
#Factors controlling the naval AI
admiral = {
	#specific provinces can be targetted to get special bonuses..
	target = { }

	#This is used to determine that it's a core seazone and its control is important.
	core = {
		2468
		2467
		2466
		2480
		2483
		2484
		2384
		2383
		2381
		2382
		2385
		#Sea of Okhotsk
		2226
		2225
		2221
		2219
		2218
		2217
		2220
		2224
		2216
		2214
		2222
		2215
		2212
		2223
		2191
		2227
		2228
		2229
		2236
		2237
		2238
		2235
	}
	
	#Which provinces to use as bases..
	base = {
		133
		154
		187
		205
		206
		197
		194
		1372
		1525
		1175
		253
		1848
	}
	
	#Which areas to ignore.
	ignore = { }

	min_org		= 95%	# NEW: Percent of org gained back before the unit can leave port
	min_dmg		= 95%   # 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 	= 50% 	# NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships

}
 
And part three:
Code:
# Factors to modify Trade Agreements.
trade = {
	favored = {
		DDR = 100
		POL = 100
		CZE = 100
		HUN = 100
		ROM = 100
		BUL = 100
		ALB = 100
		U65 = 100
		U66 = 100
		MON = 100
		IRE = 75
		SWE = 75
		FIN = 75
		SCH = 75
		AUS = 75
		LEB = 75
		SYR = 75
		EGY = 75
		IND = 75
		U41 = 75
		CHC = 50
		PRK = 50
	}
	embargo = {
		DEN
		NOR
		DFR
		FRA
		ENG
		SPA
		ITA
		GRE
		TUR
		ISR
		POR
		USA
		CAN
		JAP
		KOR
		CHI
		AST
		NZL
		VIE
	}
	
	# A threshold for when the AI should cancel trade agreements. Default is 4.0. A lower value means the AI will be more eager to cancel bad deals.
	cancel_deal_threshold = 6.0		

	# These override the resource values in "db\resource_values.csv" for this AI unless set to -1 (default.)
	energy = 			-1
	rare_materials = 	-1
	metal =				-1
	oil = 				-1
	supplies = 			-1
	money = 			-1
}

# Factors to modify Tech Sharing
tech_sharing = {
	favored = {
		DDR = 100
		POL = 100
		CZE = 100
		HUN = 100
		ROM = 100
		BUL = 100
		ALB = 100
		U65 = 100
		U66 = 100
		MON = 100
		IRE = 75
		SWE = 75
		FIN = 75
		SCH = 75
		AUS = 75
		LEB = 75
		SYR = 75
		EGY = 75
		IND = 75
		U41 = 75
		CHC = 50
		PRK = 50
	}
	embargo = {
		DEN
		NOR
		DFR
		FRA
		ENG
		SPA
		ITA
		GRE
		TUR
		ISR
		POR
		USA
		CAN
		JAP
		KOR
		CHI
		AST
		NZL
		VIE
	}
	not = { }
	prioritized = { }
}
#prevents ai from accepting peace deals

ferocity = yes

#controls how much forces ai can send to different countries (not implemented internally)

exp_force_ratios = { } 
# Factors to modify for technological development.
technology = {
	endgoal = { 
	#INFANTRY TECH TREE
	1080 # Future Inf. Div.
	1200 # Future Warsaw Pact Mot. Division
	1280 # Future Inf. Div. Motorization
	1360 # Future Heavy Marines Div
	1440 # Future Mechanized
	1600 # Future Airborne
	1680 # Future Mountain
	1890 # Future Commands & Comm.
	1970 # Future Logistics
	10060 # Future Mar. Equipt.
	10150 # Future Airb. Equipt.
	}			#list of endgoals to achieve.
	#The rest of the list will be completed when the tech trees are completely done
	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 = 3.0
	infantry = 3.0
	industry = 2.75
	aircraft = 3.0
	naval = 2.75
	land_doctrines = 4.0
	air_doctrines = 2.5
	naval_doctrines = 2.5
	secret_weapons = 2.5
}
################################################## #########
# SPY
################################################## #########



spyprefs =
{
percentage_on_spies = 0.4
#percentage_on_spies: the amount of the income a country will spend on intelligence.

percentage_foreign_mission = 0.8
#The amount of the income a country will spend on intelligence.

spyprefsdata =
{
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = USA
}
spyprefsdata =
{
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = ENG
}
spyprefsdata =
{
	country_priorities= 9
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = FRA
}
spyprefsdata =
{
	country_priorities= 9
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = DFR
}
spyprefsdata =
{
	country_priorities= 9
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = HOL
}
spyprefsdata =
{
	country_priorities= 9
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = BEL
}
spyprefsdata =
{
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = ITA
}
spyprefsdata =
{
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = SPA
}
spyprefsdata =
{
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = GRE
}
spyprefsdata =
{
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = LUX
}
spyprefsdata =
{
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = POR
}
spyprefsdata =
{
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = TUR
}
spyprefsdata =
{
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = CAN
}
spyprefsdata =
{
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = NOR
}
spyprefsdata =
{
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = JAP
}
spyprefsdata =
{
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = KOR
}
spyprefsdata =
{
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = CHI
}
spyprefsdata =
{
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = AST
}
spyprefsdata =
{
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 10
	coup = 0
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 0
	massmedia = 10
	counter_espionage = 5
	disrupt_techteam = 10

	#The target country.
	country = NZL
}
# 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 =	 sov
}
#An Example :

#steal_blueprint = 10
#minister_assassination = 1
#sabotage_industry = 20

#In the long run the nation will perform 10 more “steal_blueprint” then minister_assassination and 10 more “sabotage_industry” then “steal_blueprint”.

}
 
And here is the AI file for England:
Part 1
Code:
switch = no
claim_acceptance = 10
neutrality = 20
# The countries we will set free if we control their territory.
liberate = {
	LIT
	EST
	LAT
	RUS
	BLR
	GEO
	U33
	U34
	U82
	UKR
	U80
	KAZ
	AZB
	ARM
	TRK
	UZB
	KYG
	TAJ
}
# Special resistance against "influence" by the listed nations. Value range = [0 - 10]
resistance = { 
	#EUROPE	
	SOV = 10
	ROM = 10
	BUL = 10
	POL = 10
	DDR = 10
	HUN = 10
	CZE = 10
	ALB = 10
	U65 = 10
	#ASIA
	U66 = 10
	CHC = 5
	PRK = 7
}
# Country tags listed with a value specifying how much we want to destroy them.
combat = {
	#EUROPE
	SOV = 70
	ROM = 70
	BUL = 70
	HUN = 70
	ALB = 70
	POL = 70
	CZE = 70
	DDR = 70
	U65 = 70
	#ASIA
	U66 = 80
	CHC = 85
	PRK = 75
}
# Countries listed here are considered withing our 'sphere of influence'. We will strive to guarantee their independence.
protect = {
	#EUROPE 
	FRA = 200 # France
	DFR = 200 # Deutsches Federalistches Republik
	ITA = 200 # Italy
	POR = 200 # Portugal
	BEL = 200 # Belgium
	TUR = 200 # Turkey
	GRE = 200 # Greece
	NOR = 200 # Norway
	HOL = 200 # Holland
	LUX = 200 # Luxembourg
	DEN = 200 # Denmark
	AUS = 200 # Republic of Austria
	
	#ASIA
	MLY = 200 # Malaysia
	JAP = 200 # Japan
	PHI = 200 # Philipinnes
	VIE = 200 # South Vietnam
	SIA = 200 # Thailand
	
	#OCEANIA
	AST = 200 # Australia
	NZL = 200 # New Zealand
	
	#OFF-MAP
	U69 = 300 # United Nations
}
# Countries listed here are considered our natural allies. We will try to influence them and ally with them.
befriend = {
	#EUROPE
	FRA = 70 # France 
	ITA = 65 # Italy
	LUX = 50 # Luxembourg 
	BEL = 70 # Belgium
	HOL = 70 # Holland
	DFR = 85 # Deutsches Federalistches Republik
	POR = 55 # Portugal
	DEN = 70 # Denmark
	NOR = 65 # Norway
	ICL = 40 # Iceland
	SWE = 35 # Sweden
	FIN = 35 # Finland
	GRE = 60 # Greece
	TUR = 70 # Turkey
	AUS = 20 # Austria
	SCH = 20 # Switzerland
	
	#MIDDLE EAST
	SAU = 40 # Saudi Arabia
	YEM = 40 # North Yemen
	U33 = 40 # Kuwait
	U34 = 40 # United Arab Emirates
	IND = 60 # India
	PAK = 60 # Pakistan
	
	#North America
	USA = 100 # USA
	CAN = 100 # Canada

	
	#OCEANIA
	AST = 100 # Australia
	NZL = 100 # New Zealand
	
	
	#CARIBEAN
	U59 = 65 # Jamaica
	U63 = 50 # Barbados
	U58 = 75 # Bahamas
	
	#Africa 
	SAF = 100 # South Africa
}
# Provinces with an assigned priority. These are strategic goals for the AI (it will try to take them in wars and demand them in peace treaties.)
target = {
	#EUROPE
	300 = 70 # Berlin
	485 = 80 # Warsaw
	469 = 75 # Prague
	457 = 65 # Budapest
	424 = 60 # Bucharest
	417 = 50 # Sofia
	390 = 40 # Tirana
	238 = 70 # Kiev
	212 = 75 # Minsk
	207 = 75 # Kauna
	197 = 75 # Riga
	194 = 75 # Tallinn
	187 = 80 # Leningrad
	175 = 100 # Moscow
	163 = 80 # Stalingrad
	205 = 75 # Liepaja
	133 = 75 # Murmansk
	154 = 75 # Archangelsk
	
	
	#ASIA
	1205 = 90 # Beijing
	1201 = 85 # Pyongyang
	1372 = 75 # Vladivostock, it was one of the main Soviet ports in the Pacific
	1199 = 85 # Seoul, just in case there's a war
	1237 = 75 # Shangai
	1236 = 75 # Suzhou
	1235 = 75 # Nanjing
	1323 = 80 # Taipei
	1315 = 85 # Hong Kong
	1328 = 75 # Hanoi
	1337 = 75 # Saigon
	1353 = 70 # Singapore
	1552 = 60 # Omsk
	1525 = 70 # Okhotsk
	1418 = 50 # Kyzyl
	1404 = 50 # Ulan Bator
	
	#OCEANIA
	1728 = 70 # Canberra
	1871 = 70 # Wellington
	1613 = 60 # Truk
	1624 = 80 # Guam
	1785 = 60 # Marcus Island
	1786 = 75 # Wake Island
	662 = 75 # Midway
	
	#AFRICA
	1121 = 70 #Pretoria
	992 = 70 # Monrovia
	
	#CARIBEAN
	657 = 80 # Guantánamo
	654 = 75 # Havana
	655 = 75 # Santa Clara
	656 = 75 # Camagüey
}
upgrading = 0.4		
reinforcement = 0.4	
desperation = 0.5

# The ETA at which the AI uses strat. redeploy.
strat_redeploy_threshold = 30

# Proportion of divisions that may be strategically redeploying at the same time. Default: 0.25
max_redeploying = 0.50

# The "war monger" value affects the propensity of a country for declaring wars:
war = 25

# if the ai should use offensive supply
use_offensive_supply = yes

# only use offensive supply if the fuel needed for it is less than this divided by unit strength. Default: 100
max_fuel_offensive = 100

#if ai should evacuate troops from island with low value
evac_islands = no

max_front_ratio			= 6.0		# The max wanted friendly-to-enemy division ratio along the front. Default is 4.0.
max_front_ratios = { 			# Override the default against specific countries. Ignored against humans.
	
	#EUROPE
	SOV = 5.0 
	POL = 4.0
	ROM = 4.0
	BUL = 4.0
	CZE = 4.0
	DDR = 5.0
	HUN = 4.0
	U65 = 4.0
	
	#ASIA
	PRK = 5.0
	CHC = 5.0
	U66 = 4.0
	
	#CARIBBEAN
	CUB = 3.0
	
	#MIDDLE EAST
	IRQ = 3.0
}
# Proportion of our land divisions that we are prepared to relinquish control over.
# NOTE: Do not set too low - the AI must be allowed to give over control of its forces in "allied war zones". Default: 0.75.
exp_force_ratio			= 0.10

# Will never send exp. forces _overseas_ to these countries:
# NOTE: May still give some to neighboring allies though.
no_exp_forces_to = {
	
	#EUROPE
	SOV
	BUL
	POL
	HUN
	CZE
	DDR
	YUG
	ROM
	U65
	
	#ASIA
	PRK
	CHC
	U66
	
	#CARIBEAN
	CUB
	DOM
	HAI
	
	#SOUTH AMERICA
	ARG
	CHL
	BOL
	PRU
	COL
	GUY
	U77
	COL
	ECU
	
	#CENTRAL AMERICA
	PAN
	NIC
	COS
	HON
	SAL
	GUA
	
	#NORTH AMERICA
	MEX
}
max_garrison_prop		= 0.8 	# The war-time desired proportion of troops allocated to garrison duty
min_garrison_prop		= 0.2 	# The war-time minimum proportion of troops allocated to garrison duty
# NOTE: In areas without fronts, _all_ land units are controlled by the Garrison AI (except forces preparing for an invasion.)

construction = {
	max_factor			= 0.6		# Proportion of Production IC that should be used for province buildings.

	AA_batteries	 	= yes	# yes = all the time, no = none, atwar = build during wars, not_atwar = build during peace
	max_AA_level		= 8			# Don't improve beyond this level.
	AA_provs			= { 
							
							}		# List of prioritized provinces

	coastal_fort 		= yes
	max_coastal_level	= 8				# Don't improve beyond this level.
	coastal_fort_provs	= { 
							}		# List of prioritized provinces

	radar_station 		= yes
	max_radar			= 8				# Don't improve beyond this level.
	radar_provs			= { 
							}		# List of prioritized provinces

	air_base 			= yes
	max_air_base		= 10				# Don't improve beyond this level.
	air_base_provs		= { 
							}		# List of prioritized provinces

	naval_base 			= yes
	max_naval_base		= 10				# Don't improve beyond this level.
	naval_base_provs		= { 
							}	# List of prioritized provinces

	land_fort			= yes
	max_land_level		= 9				# Don't improve land forts beyond this level.
	fort_borders = {					# Build land forts along these borders
		SOV
		DDR
		PRK
		CHC
	}
	fort_provs		= { 
							}	# List of prioritized provinces

	ic_at_war			= yes 		# Normally, we always build IC if there is a large resource surplus. The exception could be during wars.
	force_ic_until		= 1995				# Ignore presence of a resource surplus and build IC anyway, until year X. (Useful for countries anticipating expansion.)
	ic_end_year			= 1995				# Stop building IC at the end of year X.
	IC_provs			= { 
							#British Homeland Provinces
							3 5 6 7 8 9 10 11 12 13 14 15 16 17 19 20 21 22 23 28 29
							 }		# List of prioritized provinces

	nuclear_reactor = yes
	nuclear_reactor_prov = 12				#province ai will try to build nuclear reactors in
	max_nuclear = 10					#max nuclear reactor size ai will try to get
	rocket_test = no
	rocket_test_prov = 650				#province to build rocket test site in
	max_rocket = 10 					#max rocket test site size
}
garrison = {

	# OVERSEAS GARRISONING:
	defend_overseas_beaches = yes

	# Basic need is X divisions per area where X is: number of provinces - attrition provinces
	home_multiplier = 0.5 # In home area, multiply basic need by X. Default: 0.5
	overseas_multiplier = 0.3333 # In other area, multiply basic need by X. Default: 0.3333
	home_peace_cap = 1 # If at peace, we need at most X divisions in our capital area.
	war_zone_odds = 2.0  # Default: 2.0 (strive to transport in 2x enemy nr of divisions)
	area_multiplier = { # If an area contains a specific province, multiply the basic need by value (overrides overseas_multiplier, but if it is the home area it is ignored.)
		#ASIA
		#Malaysia
		1352 = 2.0
		1353 = 3.0
		1644 = 2.5
		
		#EUROPE
		75 = 3.0
		76 = 3.0
		87 = 3.0
		81 = 3.0
	}
	# PRIORITIES:

	beach = 30					# Beach prio
	capital = 30				# Our capital
	human_border = 0			# Ignored for allied human players
	war_target = 50			# The next country targeted for attack by this AI

	reserves = 20	# bonus for provinces just behind a frontline.

	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 = {
		IRE = -1	
	}

	# Specific provinces
	province_priorities = {
	
	}
	
	ignore = { 460 461 462 377 373 }

	key_point_prio_mult		= 0.300	# Value * key point value in a province = prio for that province
}
front = {
	river = 		1.0   	(What to multiply attacking power with if crossing a river. < 1.0 is an advantage..)

	# the following modifies the odds-strength for defender.   (1.0 = no difference.)
	largefort 	= 1.0 #for forts above level 6.
	smallfort	= 1.0 #for forts 6 and below
	occupied	= 1.0 #for surrounded pocket at enemy territory
	owned		= 1.0 #for surrounded pocket at own territory

	#Odds modifiying variables
	# the following is to reduce odds-strength for attacker.
	frozen_attack 	= 0.50
	snow_attack 	= 0.50
	blizzard_attack = 0.25
	storm_attack 	= 0.60
	muddy_attack 	= 0.75

	#reduces the size of odds in total.. (1.0 = no difference, 0.5 = halved.)
	jungle_attack 	= 0.85
	mountain_attack	= 0.60
	swamp_attack 	= 0.60
	forest_attack 	= 0.85
	hill_attack 	= 0.75
	urban_attack 	= 0.40
	
	# Proportion of divisions in a front province that may be used to support the defense of neighboring provinces. Default 0.33
	support_defense_prop = 0.33

	recklessness 		= 	1
	
	# Even - Distribute forces evenly along the whole front.
	# Reactive - Try to match enemy troop concentrations.
	# Defensive - More troops in strategically important provinces (IC, Victory Points, Oil, etc)
	# Offensive - Concentrate more troops where the enemy us weak
	# Operational Defensive - The fewer avenues of escape, the less troops (to avoid encirclement.)
	distrib_vs_ai 		= 	Offensive
	distrib_vs_human 	= 	defensive

	# Countries we do not counter-attack for a certain number of days
	enemy_handicap = {
		# NOTE: These values are ignored for human-controlled enemies.
		# CAUTION: Values apply for _every_new_ war with a set nation.
		#EUROPE
		SOV = 20
		DDR = 20
		POL = 20
		CZE = 20
		U65 = 20
		
		#ASIA
		PRK = 30
		U66 = 30
	}

	passivity = { # Against specified enemies.
		# Valid values: 0-100 (%)
		CHC = 90
		HUN = 80
		ROM = 80
		BUL = 70
		ALB = 70
		MON = 90
		
	}
	
	province_priorities = {
	300 = 0.7 # Berlin
	485 = 0.8 # Warsaw
	469 = 0.7 # Prague
	457 = 0.6 # Budapest
	424 = 0.6 # Bucharest
	417 = 0.5 # Sofia
	390 = 0.4 # Tirana
	238 = 0.7 # Kiev
	212 = 0.7 # Minsk
	207 = 0.7 # Kauna
	197 = 0.7 # Riga
	194 = 0.7 # Tallinn
	187 = 0.8 # Leningrad
	175 = 1.0 # Moscow
	163 = 0.8 # Stalingrad
	205 = 0.7 # Liepaja
	133 = 0.7 # Murmansk
	154 = 0.7 # Archangelsk
	
	
	#ASIA
	1205 = 0.9 # Beijing
	1201 = 0.8 # Pyongyang
	1372 = 0.7 # Vladivostock, it was one of the main Soviet ports in the Pacific
	1199 = 0.8 # Seoul, just in case there's a war
	1237 = 0.7 # Shangai
	1236 = 0.7 # Suzhou
	1235 = 0.7 # Nanjing
	1323 = 0.8 # Taipei
	1315 = 0.8 # Hong Kong
	1328 = 0.7 # Hanoi
	1337 = 0.7 # Saigon
	1353 = 0.7 # Singapore
	1552 = 0.6 # Omsk
	1525 = 0.7 # Okhotsk
	1418 = 0.5 # Kyzyl
	1404 = 0.5 # Ulan Bator
	
	#OCEANIA
	1728 = 0.7 # Canberra
	1871 = 0.7 # Wellington
	1613 = 0.6 # Truk
	1624 = 0.8 # Guam
	1785 = 0.6 # Marcus Island
	1786 = 0.7 # Wake Island
	662 = 0.7 # Midway
	
	}
	

	reserve_prop			= 	0.5	# Maximum proportion of total divisions in a front allowed to remain behind the front line ( HQs and divisions needing to recover.)

	panic_ratio_vs_ai		=	1.5	# Front requests more troops if outnumbered by this factor. NOTE: this results in troops being drawn from garrison duties, etc, so set HIGH.
	panic_ratio_vs_human	=	2.0	# Front requests more troops if outnumbered by this factor. NOTE: this results in troops being drawn from garrison duties, etc, so set HIGH.

	enemy_reinf_days 		= 	1.5	# Count enemy units less than X days from a target province in odds calculations

	base_attack_odds		=	1.5	# Will attack at X odds or better
	min_attack_odds			=	1.5	# If stalemated for a long period, may go as low as these attack odds
	max_attack_odds			=	2.0	# Don't use more force than necessary to reach these odds
	reinforce_odds			=	2.0 	# Send in more troops if the attacking force is at these odds
	withdraw_odds			= 	1.5	# Break off attacks and withdraw at these odds
	# NOTE: the calculations for retreating from _defensive_ positions are too complex to condense to a few variables
	# NOTE: will _also_ retreat if the average organization is too low
}
military = {
	relative_build_scheme 	= no	# Should the AI strive to maintain a relative balance between unit types [yes] or simply allocate percentages (see below) of the total production [no]. Default: yes

	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
	# NOTE: AI production run size is also limited by other factors, such as Total IC capacity, days until end of scenario, and desperation.

# Example Build scheme:
	infantry = 		5
	cavalry = 		0
	motorized = 	5
	mechanized = 	10
	light_armor = 	0
	armor = 		10
	paratrooper = 	5
	marine = 		5
	bergsjaeger = 	2
	garrison = 		3
	hq = 			5
	militia = 		0
					# 50 %

	multi_role = 	3
	interceptor = 	3
	strategic_bomber = 3
	tactical_bomber = 3
	naval_bomber = 	3
	cas = 			3
	transport_plane = 3
	flying_bomb = 	3
	flying_rocket = 1
					# 25 %

	battleship = 	0
	light_cruiser = 3
	heavy_cruiser = 3
	battlecruiser = 2
	destroyer = 	3
	carrier = 		3
	escort_carrier = 3
	submarine = 	3
	nuclear_submarine = 3
	transport = 	2
					# 25 %
					# 100%
# NOTE: The sum _must_ be exactly 100%!


# Brigade preferences:
# (% of eligible division types that should be built with a certain brigade type)
# Land types:
	artillery			=	20
	sp_artillery		=	15
	rocket_artillery	=	5
	sp_rocket_artillery	=	5
	anti_tank			=	10
	tank_destroyer		=	10
	light_armor_brigade	=	10
	heavy_armor			=	25
	super_heavy_armor	=	25
	armored_car			=	15
	anti_air			=	20
	police				=	15
	engineer			= 	15
# Sum of these should be <= 100

# Naval types:
	cag				=	50
	naval_asw = 40
	naval_anti_air_s = 40
	naval_anti_air_l = 20
	naval_radar_s = 20
	naval_radar_l = 20
	naval_fire_controll_l = 20
	naval_fire_controll_s = 20
	naval_torpedoes_l = 40
	naval_torpedoes_s = 40
	naval_anti_air_l = 20
	naval_anti_air_s = 20
	naval_radar_l = 20
	naval_radar_s = 20
# Sum of these should be <= 100

#The AI will always build escort fighters when it builds tactical bombers and strategic bombers.
}
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 } 

}
 
and part 2:
Code:
#Factors regarding amphibious invasions by ai.
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	  = nearest   # priority refers to targets in the AI file,
						    				# nearest is the closest enemy beach where the AI has
						    				# good attack odds and home is to return back to port

	#specific provinces can be targetted to get special bonuses..
	target = {
		#USSR PACIFIC COAST
		1525 = 100 
		1372 = 200
		1172 = 50
		1176 = 30
		#NORTH KOREAN COAST
		1392 = 100
		1393 = 100
		#SOUTH KOREAN COAST, JUST IN CASE
		1195 = 200
		1196 = 300
		#CHINESE COAST
		1202 = 200
		1203 = 100
		1237 = 100
		1313 = 80
		1321 = 80
		1320 = 80
		#SOUTH vIETNAMESE COAST
		1337 = 80
		1338 = 80
		1335 = 80
		#USSR BALTIC COAST
		510 = 100
		206 = 150
		205 = 150
		197 = 175
		194 = 200
		187 = 300
		#USSR NORTHERN SEA COAST
		133 = 250
		154 = 300
		#USSR BLACK SEA COAST
		253 = 300
		233 = 250
		255 = 250
	}
}
#Factors controlling the naval AI
admiral = {
	#specific provinces can be targetted to get special bonuses..
	base = {
		23 #Plymouth
		21 #Porthsmouth
		20 #Dover
		17 #Norwich
		13 #Sheffield
		14 #Liverpool
		28 #Belfast
		5 #Scapa Flow
		900 #Suez Channel
		866 #Falklands
		1817 #Diego Garcia Island
	}
	target = { } 
	core = {
		2403
		2402
		2404
		2405
		2406
		2410
		2411
		2413
		2412
		2395
		2396
		2397
		2398
		2471
		2000
		2001
		2453
	} 

	min_org		= 95%	# NEW: Percent of org gained back before the unit can leave port
	min_dmg		= 95%   # 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 	= 50% 	# NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships

}
# Factors to modify for technological development.
technology = {
	endgoal = { 
	#INFANTRY TECH TREE
	1080 # Future Inf. Div.
	1140 # Future NATO Mot. Div.
	1280 # Future Inf. Div. Motorization
	1360 # Future Heavy Marines Div
	1440 # Future Mechanized
	1600 # Future Airborne
	1680 # Future Mountain
	1890 # Future Commands & Comm.
	1970 # Future Logistics
	10060 # Future Mar. Equipt.
	10150 # Future Airb. Equipt.
	}			#list of endgoals to achieve.
	#The rest of the list will be completed when the tech trees are completely done
	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 = 3.0
	infantry = 3.0
	industry = 2.75
	aircraft = 3.0
	naval = 2.75
	land_doctrines = 4.0
	air_doctrines = 2.5
	naval_doctrines = 2.5
	secret_weapons = 2.5
}
# Factors to modify Trade Agreements.
trade = {
	favored = {
		#EUROPE (NATO)
		FRA = 100
		DFR = 100
		DEN = 100
		ITA = 100
		SPA = 100
		POR = 100
		NOR = 100
		GRE = 100
		TUR = 100
		BEL = 100
		HOL = 100
		LUX = 100
		ICL = 100
		#EUROPE (NEUTRAL)
		IRE = 75
		SWE = 75
		FIN = 75
		SCH = 75
		AUS = 75
		#MIDDLE EAST
		ISR = 100
		SAU = 50
		U33 = 50
		U34 = 50
		PER = 50
		#ASIA
		JAP = 100
		KOR = 100
		PHI = 100
		CHI = 100
		VIE = 100
		IND = 75
		U41 = 75
		#OCEANIA
		AST = 100
		NZL = 100
		U47 = 100
		#SOUTH AMERICA
		ARG = 50
		PAR = 50
		BOL = 50
		CHL = 50
		BRA = 100
		COL = 50
		ECU = 50
		VEN = 75
		#CENTRAL AMERICA
		PAN = 75
		NIC = 25
		HON = 25
		COS = 25
		SAL = 50
		GUA = 50
		#NORTH AMERICA
		USA = 100
		MEX = 75
		CAN = 100
		#CARIBEAN
		HAI = 75
		DOM = 50
		
	}
	embargo = {
		#EUROPE
		SOV
		DDR
		POL
		CZE
		HUN
		YUG
		ALB
		BUL
		ROM
		U65
		#ASIA
		CHC
		PRK
		U66
	}
	
	# A threshold for when the AI should cancel trade agreements. Default is 4.0. A lower value means the AI will be more eager to cancel bad deals.
	cancel_deal_threshold = 2.0		

	# These override the resource values in "db\resource_values.csv" for this AI unless set to -1 (default.)
	energy = 			-1
	rare_materials = 	-1
	metal =				-1
	oil = 				-1
	supplies = 			-1
	money = 			-1
}
# Factors to modify Tech Sharing
tech_sharing = {
	favored = {
		#EUROPE (NATO)
		FRA = 100
		DFR = 100
		DEN = 100
		ITA = 100
		SPA = 100
		POR = 100
		NOR = 100
		GRE = 100
		TUR = 100
		BEL = 100
		HOL = 100
		LUX = 100
		ICL = 100
		
		#ASIA
		JAP = 100
		KOR = 100
		PHI = 100
		CHI = 100
		VIE = 100
		
		#OCEANIA
		AST = 100
		NZL = 100
		U47 = 100
		
		#SOUTH AMERICA
		BRA = 100
		
		#CENTRAL AMERICA
		
		#NORTH AMERICA
		USA = 100
		CAN = 100
		#CARIBEAN
		
		#AFRICA
		
	}
	embargo = {
		SOV
		DDR
		POL
		ROM
		BUL
		HUN
		CZE
		CHC
		PRK
		U66
	}
	not = { }
	prioritized = { }
}
#prevents ai from accepting peace deals

ferocity = yes

#controls how much forces ai can send to different countries (not implemented internally)

exp_force_ratios = { } 

#SPYING
spyprefs = {
percentage_on_spies = 0.4
#percentage_on_spies: the amount of the income a country will spend on intelligence.

percentage_foreign_mission = 0.8
#The amount of the income a country will spend on intelligence.

spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = SOV
}
spyprefsdata = {
	country_priorities= 9
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = POL
}
spyprefsdata = {
	country_priorities= 8
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = CZE
}
spyprefsdata = {
	country_priorities= 7
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = ROM
}
spyprefsdata = {
	country_priorities= 6
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = DDR
}
spyprefsdata = {
	country_priorities= 6
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = YUG
}
spyprefsdata = {
	country_priorities= 5
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = ALB
}
spyprefsdata = {
	country_priorities= 6
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = BUL
}
spyprefsdata = {
	country_priorities= 7
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = HUN
}
spyprefsdata = {
	country_priorities= 6
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = PRK
}
spyprefsdata = {
	country_priorities= 10
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = CHC
}
spyprefsdata = {
	country_priorities= 6
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = U66
}
spyprefsdata = {
	country_priorities= 6
	#Is an integer value between 0 and 10. The higher the value is the more spy actions will be preformed in the target nation.

	number_of_spies10
	#This is the number of spies a nation desire too has in the target nation.

	min_number_of_spies = 2
	#When this number is reacted a nation will start to do spy action in the target nation.
	
	#All the values below must be integers.
	steal_blueprint = 10
	minister_assassination = 0
	smear_campaign = 1
	coup = 1
	sabotage_industry = 10
	nuclear_sabotage = 15
	found_partisans = 5
	massmedia = 20
	counter_espionage = 10
	disrupt_techteam = 1

	#The target country.
	country = U65
}

# 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 =	 USA
}
}