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Or just remove UKR and BLR from that list, it should be enough.
That's not a good event by the way, since it's missing the list of TAGs for which it could fire.
yay that helped thanks a lot now i can progress with the rest of my little project
 
I know that this is a very broad question, but which mod has the best naval warfare and amphibious assault AI?

I am trying to create a Japan that prioritizes landing on beach provinces in China, Thailand, and Indonesia.

This ai file is for the USA to invade China, but if you change the:

combat = {....... at war with this country or list of countries
befriend = {..... my friends
country_priorities = {.... no forces on CAN or MEX border, but forces on CHC and PRK border.. see it ?
ignore = {.. ignore these provinces
province_priorities = {... specifically attack these provinces
staging_province = {.... stage the invasion from here... put lots of marines here and boats to carry them
target = { .... sea provinces I want to attack or hold from the enemy

this file can be used for invading any country from any other country.

EDIT: I may have changed the air ai to be more aggressive as in modern times?


Code:
#USA invasion of Iraq 2003 by novapaddy for MDS2 in 2013
#
switch = no # [yes/no]
max_front_ratio = 2.0
max_garrison_prop = 0.2
min_garrison_prop = 0.10
neutrality = 80
war = 10
upgrading = 0.15
reinforcement = 0.4
strat_redeploy_threshold = 50
max_redeploying = 0.25
no_exp_forces_to = { }
use_offensive_supply = yes
max_fuel_offensive = 300
exp_force_ratio = 0.1
max_front_ratios = {
CHC = 2.0
PRK = 0.4
}

###################################
# Diplomacy
###################################
combat = {
CHC = 500
PRK = 50
 }
 befriend = {
    U72 = 100
    AST = 100
    CHI = 50
    KOR = 100
    JAP = 100
    ISR = 50
    }
###################################
# Ground Combat, Leaders and Garrisons
###################################
garrison = {
    home_multiplier     = 0.1
    overseas_multiplier = 1.0
    home_peace_cap         = 5
    war_zone_odds         = 1.2
    key_point_prio_mult    = 1.3
    revolt_risk_mult    = 0.3

    # PRIORITIES:
    beach            = 15        # Beach level 2
    capital            = 15        # Our capital
    human_border    = 10        # Ignored for allied human players
    reserves = 0.1
    opposing_alliance    = 10    # For neutrals, all alliances are "opposing"
    claim_threat        = 0    # If we are neutral, countries with claims on us get this
    unstable_border        = 10    # Bordering countries at war with someone else get this
  
    country_priorities = {
        CAN = -1
        MEX = -1
        CHC = 50
        PRK = 10
    }
      
    ignore = {
    1844 1842 1845 1847 1855 1852 1843 1841 1839 1840 1846 1850 1849 1854 1829 1830 1831
        }
      
        province_priorities = {
        1247 = 300
        1371 = 350
        1297 = 400
        1281 = 400
        1289 = 100
            }
    }
  
    front = {
    recklessness         = 2 # 0-3
    distrib_vs_ai         = reactive
    distrib_vs_human     = reactive
  
    enemy_reinf_days    = 5
    reserve_prop        = 0.2
    panic_ratio_vs_ai    = 1.75
    panic_ratio_vs_human    = 1.75
    base_attack_odds    = 0.8 #1.3
    min_attack_odds        = 0.4
    max_attack_odds        = 4.0
    reinforce_odds        = 1.5
    withdraw_odds        = 0.35
  
    support_defense_prop = 0.33
  
    river       = 1.0
    largefort     = 0.5
    smallfort    = 1.0
    occupied    = 1.1
    owned        = 1.1
    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     = 0.60
    }
###################################
# Air bombardment and defense #almost copy of air_ground.ai
###################################
# Air AI File For Ground Bombings as priority
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead

air_marshal = {
    min_mission_strength_org    = 0.5
    icxdayscostfactor             = 8.0        # How to value true industrial cost when calculating expect causalties
    manpowercostfactor            = 80.0        # 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         = 50.0
    groundattackdesirability         = 40.0
    inderdictiondesirability         = 20.0
    logisticalstrikedesirability     = 10.0
    runwaycrateringdesirability     = 10.0
    strategicstrikedesirability     = 100.0
    installationstrikedesirability     = 5.0
    navalstrikedesirability         = 15.0
    portstrikedesirability             = 10.0
    convoyraiddesirability            = 10.0
  
    # 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     = 2.0
    groundattacklosstolerance         = 3.5
    interdictionlosstolerance         = 3.5
    logisticalstrikelosstolerance     = 3.5
    runwaycrateringlosstolerance     = 3.5
    strategicstriketolerance         = 3.5
    installationstriketolerance     = 2.5
    navalstriketolerance             = 3.0
    portstriketolerance             = 5.0
    convoyraidtolerance                = 1.0

    # efficency is a tweakable param to adjust according to how
    #    much actual damage comes from doing this mission (not to be confused with desirability)
    logisticalstrikeefficency     = 0.1
    runwaycrateringefficency     = 0.1
    strategicstrikeefficency     = 0.1
    installationstrikeefficency = 0.1

    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 naval_strike = yes port_strike = yes }
    taskforcetype = { name = "Hard Bombing" desiredratio = 0.200 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 naval_strike = yes port_strike = yes }
    taskforcetype = { name = "Strategic Bombing" desiredratio = 0.500 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 = 0.250 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 = 0.300 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 }

    nukestriketolerance = -35.0000
    nukestrikedesirability = 50.0000
    }

  
###################################
# Invasions and Naval
###################################
invasion = {
    invasion            = yes
    base                = 0.1    #Relative modifier. (lower = specific targets much more important.)
    random                = 10.0    #How big a random range.  (1.0 = 1%)
    coastal                = 0.1    #increase to avoid coastal forts more.
    beach                = 0.01    #higher, avoid worst beaches.
    max_distance          = 100.0  #About the distance from Japan to Batavia
    max_staging_distance = 100.0 # How far should the staging area be from the target invasion point
    distance            = 0.01    #higher = avoid long distance.
    pocket                = 20.0    #prioritise pockets, ie provinces with no adjacent controlled by same.
    island                = 0.01    #prioritise taking pure islands.
    enemy                = 1.0    #higher = much more vary of troops in province.
    adjacentenemy         = 0.2    #higher = much more vary of troops nearby
    air_base            = 1.5
    naval_base             = 1.5
    air_support         = 3.0
    redirect             = priority
    ignore                = no
    help_allies         = yes    #[yes/no]
    
    staging_province = {
        1552    #Tokyo
        1553      #Osaka
        1560    #Nagasaki
        1554    #Hiroshima
        1734 # Pearl harbour
        1889 # San Francisco
        1565 # Manila
        1683 # guam
        1563 # okinawa
        }
    target = {
    1338 = 1000
        1358 = 1000
        1371 = 1000
        1369 = 1000
        1367 = 1000
                              
        }
    }
 
Hi,

I would edit one listing in the invasion section and I change "random = 10" to "random = 0.01".
 
This ai file is for the USA to invade China, but if you change the:

combat = {....... at war with this country or list of countries
befriend = {..... my friends
country_priorities = {.... no forces on CAN or MEX border, but forces on CHC and PRK border.. see it ?
ignore = {.. ignore these provinces
province_priorities = {... specifically attack these provinces
staging_province = {.... stage the invasion from here... put lots of marines here and boats to carry them
target = { .... sea provinces I want to attack or hold from the enemy

this file can be used for invading any country from any other country.

EDIT: I may have changed the air ai to be more aggressive as in modern times?


Code:
[Quote]

Thanks, this will be super usefull

I forgot to say thank you for this, but it will be super useful!
 
Hi guys,
Hopefully someone here will be able to help me with my invasion issues.
I made some research already and editted a lot of time my file but never achieved substantial results.
Context: this is 1940, the French have Germany under puppet and need to launch an invasion of Scandinavia, it's a challenge yes but not unlike to historical Nazi invasion of Norway and the German AI achieve it on a regular basis in vanilla Darkest Hour. So my question is: what's wrong with my code? This is the first time I mod the AI that much in Darkest Hour and honestly it's harder than I thought.
Code:
###################################
# Invasions and Naval
###################################
invasion = {
     base        = 0.1   
    random        = 8.0  
    coastal        = 1.0  
    beach        = 2.0   
    distance    = 2.0   
    max_distance    = 150.0 
    max_staging_distance = 25.0   
    pocket        = 20.0   
    island        = 0.1   
    enemy        = 1.0  
    adjacentenemy     = 0.5   
    air_base    = 1.5
    naval_base     = 0.4
    air_support = 3.0
    redirect     = priority
    ignore        = no
    help_allies = no
   
    staging_province = {
        147    # Whilhelmshaven
        154    # Bremen
    }
   
    target = {
        #Norway
        491    = 4000    #Alesund
        485    = 4000    #Kristiansand
        483    = 4000    #Oslo
        493    = 4000    #Trondheim
        495    = 4000    #Narvik

        #Sweden
        2153 = 4000 # Goterborg
         2152 = 3750 # Malmo
         2159 = 3750 # Stockholm
        2158 = 3750 # Uppsala
         2162 = 3750 # Gavle
        2166 = 3750 # Lulea

        #Finland
        525 = 2000 # Helsinki
        524 = 2000 # Turku
        521 = 2000 # Vaasa

        #Suicidal actions
        2137 = -1 #St John
        1783 = -1 #Greenland
        36  = -1  #Belfast
        1949 = -1
        1780 = -1
        1775 = -1
    }
}
admiral = {
    min_org        = 100    
    min_dmg        = 98   
    return_org     = 60    
    return_dmg     = 80   

    ignore = {
        #Murmansk/Archangel
        "Barents Sea"
        "Arctic Ocean"
       
       
        #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 Coase (Atlantic Side)
        "Portugese Coast"
        "Cap St Vincent"
       
       
        #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"
       
        #Central Mediterranean
        "Tyrrhenian Sea"
        "Adriatic Sea"
       
        #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"
    }
    base = {
        37 # Brest
        86 # Toulon
        728 # Oran
        57  # Nantes
    }
    target = { }
    core = {
         2699
         2701
         2702
         2703
    2188
    2189
    }

Thanks in advance!

Cheers,
TheRemQc
 
Last edited:
Gosh, I really wouldn't know, but I'd like to. How about changing organization to the same as damage.
min_org = 100 to 98. Perfect organization is probably difficult for the AI.
 
Gosh, I really wouldn't know, but I'd like to. How about changing organization to the same as damage.
min_org = 100 to 98. Perfect organization is probably difficult for the AI.
Good idea, I'll try that.
The thing is out of more or less 25 test run, they invaded only four times. And they never brought in more than 5 divisions in total. Could it be a doctrine issue?
 
The AI is rarely hampered by requisites and limitations that the player has to put up with. Number of divisions in total for contiguous amphibious operations is probably the same, though just a guess. That naval landing tech, I think it's 3, 5, 7 divisions in all landings, for researching up, is the max at any one time, for all current amphibious operations.

Then, it's a matter of getting the AI to deliver more troops.
 
Then, it's a matter of getting the AI to deliver more troops.
Once the beachead is established is the AI still considering what it's doing as an naval invasion or a land operation where it has to ship troops via sea transportation?
 
Probably both, though perhaps the AI doesn't get serious about land operations until it has at least two provinces secured. I've seen Kaiserreich games where Canada(lol) and Germany have one province secured in the Isles of Communism but that last a long time, several months, so they gotta have lots of troops established to not get pushed back into the waves.

Eyy check out the misc file in db.

Change these lines to this:

Code:
# Air vs Navy - Org dmg - Increasing this will increase ORG damage naval unit takes from air units [multiplier]
    1.5
# Air vs. Navy - Str dmg - Increasing this will increase STR damage naval unit takes from air units [multiplier]
    0.15

Organization remains the same, but planes will have less effect on sinking ships. That'll help out the AI to at least see it function game after game.
 
Last edited:
Yeah, looking at what the Canadian AI does in Kaiserreich I cannot believe I won't be able to make this work! It's just frustating to put so much hours into finding what you think is the problem only to find out that it wasn't that.
Do you think if I use a French core as staging point (instead of Wilhelmshaven I use currently) it would help the AI to achieve better results?
 
Yeah, looking at what the Canadian AI does in Kaiserreich I cannot believe I won't be able to make this work! It's just frustating to put so much hours into finding what you think is the problem only to find out that it wasn't that.
Do you think if I use a French core as staging point (instead of Wilhelmshaven I use currently) it would help the AI to achieve better results?
Sure, avoiding having to make the AI account for too much going on to achieve success will get the results. E.g., avoiding the revolt risk in non-cores.

Oh, yeah, but by that point, if Germany is a puppet of France then there is likely no revolt risk besides Germany having too much dissent.
 
Last edited:
Hi guys,
Hopefully someone here will be able to help me with my invasion issues.
I made some research already and editted a lot of time my file but never achieved substantial results.
Context: this is 1940, the French have Germany under puppet and need to launch an invasion of Scandinavia, it's a challenge yes but not unlike to historical Nazi invasion of Norway and the German AI achieve it on a regular basis in vanilla Darkest Hour. So my question is: what's wrong with my code? This is the first time I mod the AI that much in Darkest Hour and honestly it's harder than I thought.
Code:
###################################
# Invasions and Naval
###################################
invasion = {
     base        = 0.1 
    random        = 8.0
    coastal        = 1.0
    beach        = 2.0 
    distance    = 2.0 
    max_distance    = 150.0
    max_staging_distance = 25.0 
    pocket        = 20.0 
    island        = 0.1 
    enemy        = 1.0
    adjacentenemy     = 0.5 
    air_base    = 1.5
    naval_base     = 0.4
    air_support = 3.0
    redirect     = priority
    ignore        = no
    help_allies = no
 
    staging_province = {
        147    # Whilhelmshaven
        154    # Bremen
    }
 
    target = {
        #Norway
        491    = 4000    #Alesund
        485    = 4000    #Kristiansand
        483    = 4000    #Oslo
        493    = 4000    #Trondheim
        495    = 4000    #Narvik

        #Sweden
        2153 = 4000 # Goterborg
         2152 = 3750 # Malmo
         2159 = 3750 # Stockholm
        2158 = 3750 # Uppsala
         2162 = 3750 # Gavle
        2166 = 3750 # Lulea

        #Finland
        525 = 2000 # Helsinki
        524 = 2000 # Turku
        521 = 2000 # Vaasa

        #Suicidal actions
        2137 = -1 #St John
        1783 = -1 #Greenland
        36  = -1  #Belfast
        1949 = -1
        1780 = -1
        1775 = -1
    }
}
admiral = {
    min_org        = 100  
    min_dmg        = 98 
    return_org     = 60  
    return_dmg     = 80 

    ignore = {
        #Murmansk/Archangel
        "Barents Sea"
        "Arctic Ocean"
     
     
        #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 Coase (Atlantic Side)
        "Portugese Coast"
        "Cap St Vincent"
     
     
        #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"
     
        #Central Mediterranean
        "Tyrrhenian Sea"
        "Adriatic Sea"
     
        #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"
    }
    base = {
        37 # Brest
        86 # Toulon
        728 # Oran
        57  # Nantes
    }
    target = { }
    core = {
         2699
         2701
         2702
         2703
    2188
    2189
    }

Thanks in advance!

Cheers,
TheRemQc

What exactly is the problem here? Is the AI not landing? If so, invasion AI is usually the place to look, yes. Many factors make this difficult but generally speaking high values in areas such as the beach value could dissuage the AI from landing, or there being some sort of land conflict going on that makes the ignore = no setting fire. There exist other culprits, however. For example, the garrison ai may be taking up too many troops that would be needed to conduct an invasion. Examine these values. Is it landing with too few units? You are most likely looking in the wrong place and should consider looking into the front AI, which more directly affects the number of units brought to bear in combat and presumably also any sort of invasion.
 
Hi, good advice on landings. Change "random = 8" to "random = 0.01". Landings fixed. Lower all other values to 0.5

Next, WAC is right, look at Front ai for invading inland. Turn off invasion. "invasion = no" that will help but how do you write that into an event? Write event to trigger after one of the invasion provinces is taken with an offset of say 20 or 30 days.

Good luck and Cheers!
 
I'm currently rebuilding the AI file from the ground, these advices are very helpful. Thank you guys!
Hi, good advice on landings. Change "random = 8" to "random = 0.01". Landings fixed. Lower all other values to 0.5
I was alredy doing what wordsarecool said and I'll try that too.
Related question: is there a good way to stage the invasion from an ally port? Or is it likely to confuse the AI too much?
 
Hi, is there a good way to stage the invasion from an ally port?
I can't say that i have checked where the ai is invading from but i always have some home prov. in the switch file. I will add one close port for UK in med. I will use malta but I always have a high max distance, something like 125 so they can reach N.africa from home prov. I will check on that. I do limit the number of staging prov. though to 3 or 4. Bob
 
I can't say that i have checked where the ai is invading from but i always have some home prov. in the switch file. I will add one close port for UK in med. I will use malta but I always have a high max distance, something like 125 so they can reach N.africa from home prov. I will check on that.
Thanks!
In my situation, it would be highly preferable to use the province of an ally because it reduce the risk of the troopships being intercepted by a large margin. So if you have any feedback on this it would be appreciated.
 
Hello. I wanted to ask if anyone knows how to modify AI for a nation to send its troops to defend the borders of a puppet state. Thanks so much.
 
Hello. I wanted to ask if anyone knows how to modify AI for a nation to send its troops to defend the borders of a puppet state. Thanks so much.

This is an eternal question and only new patch can fix it. AI will protect it's puppets only if it's puppet at war. At peace time, AI will never watch for puppet's borders