# Bulgaria 1936 AI File by Lothos
switch = no # [yes/no]
max_front_ratio = 1.2
max_garrison_prop = 0.30
min_garrison_prop = 0.20
neutrality = 120
war = 1
upgrading = 0.35
reinforcement = 0.2
strat_redeploy_threshold = 25
exp_force_ratio = 0.25
exp_force_ratios = {
}
no_exp_forces_to = { }
###################################
# Diplomacy
###################################
combat = {
}
liberate = { BOS MTN }
demand_claims = {
SER
ROM
GRE
ALB
}
claim_acceptance = -150
# Special resistance against "influence" by the listed nations. Value range = [0 - 10]
resistance = {
RUS = 5
OTT = 4
}
befriend = {
GER = 80
AUS = 60
OTT = 50
HUN = 60
ALB = 40
RUS = 30
}
protect = {
ALB = 50
OTT = 40
HUN = 50
}
target = {
# Claims on Romania
307 = 100 # Constanta
# Claims on Greece
365 = 100 # Kavala
366 = 50 # Edessa
# Claims on Yugoslavia
331 = 50 # Skopje
328 = 50 # Stip
}
trade = {
cancel_deal_threshold = 2
energy = -1
rare_materials = -1
metal = -1
oil = -1
supplies = -1
money = -1
favored = {
AUS = 100
}
embargo = {
ROM SER GRE
}
}
tech_sharing = {
favored = {
GER = 120
ITA = 80
AUS = 80
HUN = 100
}
embargo = {
ROM SER GRE
}
not = { }
prioritized = {
# Arcriculture
5020 = 100
5030 = 100
5040 = 100
# Inf support
1310 = 100
1320 = 100
1330 = 100
1340 = 100
1350 = 100
1360 = 100
1190 = 100
1200 = 100
1210 = 100
1220 = 100
1230 = 100
1240 = 100
1260 = 100
1270 = 100
1280 = 100
1290 = 100
# Production
5050 = 100
5060 = 100
5070 = 100
5080 = 100
5090 = 100
5100 = 100
5110 = 100
5120 = 100
5130 = 100
5140 = 100
5160 = 100
5150 = 100
5180 = 100
5310 = 100
5320 = 100
5330 = 100
5340 = 100
5350 = 100
5360 = 100
#land doct
6100 = 100
#planes
4030 = 100
4060 = 100
4090 = 100
4050 = 100
4080 = 100
4110 = 100
4170 = 100
4280 = 100
4180 = 100
#armor
2170 = 100
2180 = 100
2190 = 100
2200 = 100
2210 = 100
11020 = 100
2320 = 100
2330 = 100
2340 = 100
2350 = 100
2360 = 100
# Mountain Unit techs
1110 = 100
1120 = 100
1130 = 100
1140 = 100
}
}
###################################
# Spying
###################################
spyprefs =
{
percentage_on_spies = 0.2
percentage_foreign_mission = 0.7
# Used for Homeland Defense Spying
spyprefsdata =
{
NumberOfSpies = 5
counter_espionage = 10
country = BUL
}
# Defaul Spy parms used for countries the AI is atwar with but has no specific entry
spyprefsdata = {
country_priorities = 3
NumberOfSpies = 3
min_number_of_spies = 1
steal_blueprint = 10
minister_assassination = 1
smear_campaign = 3
coup = 0
sabotage_industry = 5
nuclear_sabotage = 0
found_partisans = 0
massmedia = 3
counter_espionage = 5
disrupt_techteam = 5
country = SER
}
}
###################################
# Construction and Tech Research
###################################
#Default values
construction = {
max_factor = 0.000
AA_batteries = no
max_AA_level = 4
AA_provs = {
417 # Sofia
}
coastal_fort = no
max_coastal_level = 2
coastal_fort_provs = { }
radar_station = no
max_radar = 5
radar_provs = { }
air_base = no
max_air_base = 1
air_base_provs = { }
naval_base = no
max_naval_base = 3
naval_base_provs = { }
land_fort = no
max_land_level = 2
fort_borders = { }
ic_at_war = no
force_ic_until = 1935
ic_end_year = 1935
IC_provs = {
321 # Sofia
}
}
military = {
relative_build_scheme = no
max_batch_peace = 360
max_batch_war = 180
max_batch_home_front = 180
#### Divisions etc...
infantry = 20
cavalry = 0
motorized = 50
mechanized = 0
light_armor = 0
armor = 10
paratrooper = 0
marine = 0
bergsjaeger = 28
garrison = 0
hq = 0
militia = 0
# 75 %
interceptor = 10
multi_role = 0
escort = 2
cas = 5
strategic_bomber = 0
tactical_bomber = 2
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 20 %
battleship = 0
carrier = 0
destroyer = 2
light_cruiser = 0
heavy_cruiser = 0
battlecruiser = 0
submarine = 1
transports = 0
# 5 %
#### Brigades
artillery = 30
sp_artillery = 0
rocket_artillery = 0
sp_rct_artillery = 0
anti_tank = 0
tank_destroyer = 15
light_armor_brigade = 0
heavy_armor = 0
super_heavy_armor = 0
armored_car = 0
anti_air = 0
police = 0
engineer = 5
cag = 100.000
}
technology = {
endgoal = { }
preference = {
# Tools
5810 5820 5050 5830 5060 5070 5130 5110 5120 5840 5850 5860
# Engineering
5800 5080 5090 5100 5900 5910
#Assembly lines
5140 5180
#Infantry
1010 1020 1030 1040 1050 1060 1070 1080 1090 1100 1110 1120 1130 1140 1150 13000 13010 13020
# Motorized
1396 1400 1410 1420 1430 1440 1450 1460
# Cavalry
13060 13070 13080 1310 1320 1330 1340 1350 1360 1370 1380 1390
# Mechanized
1470 1480 1490 1510 1520
#Artillery
2290 2300 2310 2900 2910 2920 2930 2940 2320 2330 2340 2360 2950 2350
# Naval Bomber
4700 4710 4190 4200 4210 15140 15150
# Multirole Fighters
4040 4070 4100
# Light tanks
7600 7610 2010 2630 2640 2650 2030 2040 2050
# Medium tanks
2070 2080 2090 2140 11000 2660 11010 2670
# Manpower Focus Human Wave Path (SOV)
6570 6300 6310 6320 6330 6340 6350 6360 6370 14060 6900
# Air Doctrines
9040 9050 9060 9080 9100 9130 9140 9190 9200 9210 9220 9230 9240 9250 9260 9270 9280 9290 9300 9310 9320 9330 9340 9350 9360 9370 9380 9390 9400 9410 9420
# CAS
4400 4170 4280 4450 4180 15120 15130
}
ignore = {
#EQUIPMENT Jungle / Desert / Sturdy
5940 5950 5960 5970 5980 5990
#Assembly lines
5150 5160 5170
# Airborne
1670 1680 1690 1700 1710 1720 1730 1740
# Marines
1560 1570 1580 1590 1600 1610 1620 1630 1640 1650 1660
# Air Transports
4290 4250 4260 4270 15180 15190
# Strategic Bomber
4220 4230 4240
# Rocketry
5560 7550 7560 7570 7580 7590
# Oil Refining
5190 5200 5210 5220 5230 5240
# Atomic Research
5470 5480 5490 5500 5510 5520 5530 5540
# Bas Decimetric
5410 5420 5430 5440 5450 5460
# Tank destroyers
2170 2180 2850 2190 2200 2210 11020
# SP guns
2220 2230 2240 2250 11030 11040 2960
# SP Rocket Artillery
2980 2260 2270 2280 11050 11060 2990
# Static Anti-Air
2800 2450 2460 2470 2480 2490 2500 11080
# Anti Air Brigade
2810 2820 2510 2520 2530 2540 11090
# Rocket Artillery
2370 2380 2390
# Armoured Cars
2860 2870 2880 2020 2150 2160 2890 11110
# Strategic Air Doctrines 9140
9150 9160 9170 9180 9430 9440 9450 9460
}
armor = 3
infantry = 4
industry = 4
aircraft = 1
naval = 0
land_doctrines = 1
secret_weapons = 0
air_doctrines = 1
naval_doctrines = 0
}
###################################
# Ground Combat, Leaders and Garrisons
###################################
leader_ratio = {
land_field_marshal =0.02
land_general =0.031
land_lt_general =0.41
sea_grand_admiral =0.02
sea_admiral =0.061
sea_vice_admiral =0.401
air_marshal =0.02
air_general =0.091
air_lt_General =0.11
}
garrison = {
defend_overseas_beaches = yes
home_multiplier = 1.0
overseas_multiplier = 0.5
home_peace_cap = 20
war_zone_odds = 2.0
key_point_prio_mult = 0
revolt_risk_mult = 1.0
# PRIORITIES:
beach = 20 # Beach level 2
capital = 40 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 50 # The next country targeted for attack by this AI
opposing_alliance = 50 # For neutrals, all alliances are "opposing"
claim_threat = 0 # If we are neutral, countries with claims on us get this
unstable_border = 0 # Bordering countries at war with someone else get this
# Borders with specific countries
country_priorities = {
GER = 50
ITA = -1
ROM = 80
URU = 80
SER = 50
GRE = 80
YUG = 20
HUN = 20
SOV = 100
RUS = 80
SLO = -1
POL = 50
TUR = 20
}
province_priorities = { }
area_multiplier = { }
}
front = {
recklessness = 1 # 0-3
distrib_vs_ai = defensive
distrib_vs_human = defensive
enemy_reinf_days = 6
reserve_prop = 0.1
panic_ratio_vs_ai = 2.5
panic_ratio_vs_human = 2.5
base_attack_odds = 1.3
min_attack_odds = 1.1
max_attack_odds = 3.0
reinforce_odds = 1.2
withdraw_odds = 0.6
strength = 1.0
organisation = 1.0
soft_attack = 1.0
hard_attack = 1.0
ground_defense = 1.0
dig_in = 1.0 # Against defender
frozen_attack = 1.0
snow_attack = 1.0
blizzard_attack = 1.0
storm_attack = 1.0
muddy_attack = 1.0
occupied = 0.7
owned = 0.7
jungle_attack = 1.0
mountain_attack = 1.0
swamp_attack = 1.0
forest_attack = 1.0
hill_attack = 1.0
urban_attack = 1.0
river = 1.0
enemy_handicap = { }
passivity = { }
}
###################################
# Air bombardment and defense
###################################
air_marshal = {
icxdayscostfactor = 10.0 # How to value true industrial cost when calculating expect causalties
manpowercostfactor = 100.0 # How to value manpower cost when calculating expect causalties
destructionriskthreashold = 0.2 # when to fear a divisiopn might be destroyed
# desirability is a multiplier used when calcualting the mission desirability
airsuperioritydesirability = 30.0
groundattackdesirability = 40.0
inderdictiondesirability = 20.0
logisticalstrikedesirability = 2.0
runwaycrateringdesirability = 10.0
strategicstrikedesirability = 10.0
installationstrikedesirability = 5.0
navalstrikedesirability = 15.0
portstrikedesirability = 9.0
# tolerance is the required kill:loss ration expected to do
# mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
airsuperioritylosstolerance = 1.0
groundattacklosstolerance = 1.0
interdictionlosstolerance = 2.0
logisticalstrikelosstolerance = 0.5
runwaycrateringlosstolerance = 1.5
strategicstriketolerance = 4.5
installationstriketolerance = 1.5
navalstriketolerance = 1.0
portstriketolerance = 1.0
# efficency is a tweakable param to adjust according to how
# much actual damage comes from doing this mission (not to be confused with desirability)
logisticalstrikeefficency = 0.01
runwaycrateringefficency = 0.01
strategicstrikeefficency = 0.01
installationstrikeefficency = 0.01
taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes }
taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }
taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }
taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }
}
###################################
# Invasions and Naval
###################################
invasion = {
invasion = no
base = 0.1 #Relative modifier. (lower = specific targets much more important.)
random = 8.0 #How big a random range. (1.0 = 1%)
coastal = 0.1 #increase to avoid coastal forts more.
beach = 0.1 #higher, avoid worst beaches.
distance = 20.0 #higher = avoid long distance.
pocket = 20.0 #prioritise pockets, ie provinces with no adjacent controlled by same.
island = 0.1 #prioritise taking pure islands.
enemy = 2.0 #higher = much more vary of troops in province.
adjacentenemy = 2.0 #higher = much more vary of troops nearby
air_base = 1.5
naval_base = 0.1
air_support = 3.0
redirect = nearest
ignore = no
target = { }
}
admiral = {
min_org = 100 # NEW: Percent of org gained back before the unit can leave port
min_dmg = 98 # NEW: Percent of dmg gained back before the unit can leave port
return_org = 60 # NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
return_dmg = 80 # NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships
ignore = {
#Baltic Area
"Northern Baltic"
"Southern Baltic"
"Bothnian Bay"
#Murmansk/Archangel
"Barents Sea"
"Arctic Ocean"
#Norway Coast (Denmark Coast)
"Norwegian Sea"
"East North Sea"
"Kattegat"
#North Sea, East Coast of England
"Central Northsea"
"West Northsea"
"Southeast Northsea"
#England/France border Sea Areas
"English Channel"
"Bay of Biscay"
"Cape Finisterre"
#Spanish Coast (Atlantic Side)
"Portugese Coast"
"Cap St Vincent"
#Iceland
"Faroes Gap"
"Denmark Strait"
#Ireland/West Coast of England
"Irish Sea"
"The Hebreides"
"Irish West Coast"
#Greenland
"Greenland Coast"
"Northern Sea of Labrador"
"Southern Sea of Labrador"
#Canada East Coast
"Hudson Bay"
"Grand Banks"
"Canadian Maritimes"
#Western Mediterranean
"Costa del Sol"
"Gulf of Lyon"
"Algerian Coast"
#Central Mediterranean
"Tyrrhenian Sea"
"Adriatic Sea"
#Eastern Mediterranean
"Aegean Sea"
"Egyptian Coast"
#North Atlantic
"North Atlantic"
"Western Approaches"
"The Seamounts"
"Azores"
#Central Atlantic
"Central Atlantic"
"Central Mid-Atlantic Ridge"
"Bermuda Triangle"
"Guiana Basin"
"South-Central Mid-Atlantic Ridge"
"Cap Verde"
#South Atlantic
"Pernambuco Plain"
"Ascension Fracture Zone"
"Argentine Plain"
"Angola Plain"
#Caribbean Sea and Guilf of Mexico
"West Gulf of Mexico"
"East Gulf of Mexico"
"Florida Strait"
"Yucatan Strait"
"Windward Islands"
"Central Carribean"
#Brazil and Argentina Coast
"Coast of Guyana"
"Coast of Recife"
"Coast of Uruguay"
"Coast of Brazil"
"Coast of Argentina"
# West Africa
"Coast of Africa"
"Coast of Bissao"
#Equitorial Africa
"Gulf of Guinea"
"Coast of Angola-Namibia"
#South Africa
"Coast of South Africa"
"Atlantic-Indian Ridge"
#East Africa
"Red Sea"
"Horn of Africa"
#Madagascar Coast
"South Mozambique Channel"
"North Mozambique Channel"
"Northeast Coast of Madagascar"
"Southeast Coast of Madagascar"
#North Indian Ocean (Persian Gulf)
"Persian Gulf"
"North Arabian Sea"
"South Arabian Sea"
"Coast of Ceylon"
#Central/South Indian Ocean
"Mascarene Plateau"
"Mid-Indian Ridge"
"Ninetyeast Ridge"
"Southeast Indian Ocean"
"Southwest Indian Ocean"
#Bay of Bengal & West Indonesia
"East Bay of Bengal"
"West Bay of Bengal"
"Malacca Strait"
"Java Ridge"
"Java Trench"
#Indo-China, Borneo, Phillipenes
"Gulf of Siam"
"Coast of Indochina"
"Spratly Sea"
"Coast of Brunei"
"Flores Sea"
"Sulu Sea"
"Celebes Sea"
"Luzon Strait"
#China Coast
"Taiwan Strait"
"Yellow Sea"
#Japanese Coast
"Sea of Japan"
"Ryukyus"
"Coast of Japan"
"South Sea of Okhotsk"
"West Sea of Okhotsk"
"East Sea of Okhotsk"
#Mariana Basin, Phillipenes
"Philipine Trench"
"Central Philippine Sea"
"Mariana Trench"
"East Mariana Basin"
"Mid-Pacific Mountains"
"North Bismarck Sea"
#New Guinea, East/North Australia and New Zealan
"Coast of New Guinea"
"Molucca Sea"
"Banda Sea"
"Arafura Sea"
"South Bismarck Sea"
"Solomon Sea"
"West Coral Sea"
"East Coral Sea"
"North Tasman Sea"
"South Tasman Sea"
"East Cost of New Zealand"
# South and West Australia
"Timor Sea"
"West Coast of Australia"
"East Great Australian Bight"
"West Great Australian Bight"
#North Pacific
"Coast of Kamchatka"
"East Bering Sea"
"West Bering Sea"
"Aleutians"
"Northwest Pacific Basin"
"North Northeast Pacific Basin"
#Central Pacific
"Hawaiian Rise"
"North East Pacific Ocean"
"Marshalls Sea"
"South East Pacific Ocean"
"Marianas"
"Western Solomons"
"Eastern Solomons"
"US Maritimes"
"Carolines"
#South Pacific
"Gilberts"
"Line Islands"
"Fiji Basin"
"Southwest Pacific Basin"
# South American West Coast
"Southeast Pacific Basin"
"West Coast of Chile"
"West Coast of Peru"
"South Southeast Pacific Ocean"
"North Southeast Pacific Ocean"
# USA West Coast
"Gulf of Alaska"
"West Coast of the United States"
#West Coast of Mexico
"West Coast of Mexico"
"West Coast of Central America"
}
target = { }
core = { 2742 }
}