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Kevin Mc Carthy

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Originally posted by Spoonist

Problems:
-As the USA is designed right now it builds too few army units.
I will tweak that. It doesn't help that your mech are 5 times better when you are outnumber 10:1 and constantly bombed.

I run CORE 0.532 and the twofold problem is the US ai builds 250 divisions by 1943 but never does anything with them.

The current AI dosn't reinforce any invasion.
 

unmerged(14683)

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Originally posted by Kevin Mc Carthy
I run CORE 0.532 and the twofold problem is the US ai builds 250 divisions by 1943 but never does anything with them.

The current AI dosn't reinforce any invasion.

It's mainly problem of "sleeping AI" or lack of transports in the right place. Try to reaload game few times from autosave - sometimes it helps (AI wakes up).
Not that I not believe you, that in your game (and in 80% of other games) it not happened, but on the testing platform I got regular invasions on the continent (either Italy or later - Spain).
 

mauzzer

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Ive tested some when I made a scenario of july 1944 and placing the d-day landing forces, in historic numbers, in Normandie and ofcourse in southern Italy (also reshaped the east-front to that date). I tested a couple games hands-off and saw the outnumbered German forces getting beated eventually by the Allies and Soviets almost round the historical time in 1945 (one time the allies even made a land connection with the southern Italy forces which was pretty cool.

I tested a lot and found that the only way to make it work properly was by giving Caen and Cherbourg to the USA (or UK) after which they would advance in numbers but ofcourse the supply system failed after the captured prov. turned French..

The only way I could make it work likde it should was by dropping France entirely. Only then the US/UK forces made a decent advance (UK forces being given to USA as exp. forces. )

I dont know if it was an AI problem or a French lack of supply problem and I would love to know the awnser but for sure there wasn;t much d-day as long as France was French. Not so important not 2 have france I figured since the game would be virtually over when Germany is defeated and France was ofcourse under control of the allied (USA) forces.

I know this aint the right thread for stories like this but I hope that this info can be of some use to anyone.

Still my dream remains : Paulis getting cut of at Stalinggrad and massive unstopable forces landing at Normandie................
 
Last edited:

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I have quite a few DDay in 1.05c:
The british had 30+ div in porsthmouth: First wave 11 div facing 2-3 Germ. div. Then they send all the reminin div. At last 24 div in Caen. (excellent job about the 1.05c invasion AI, Johan)
Then: Germans troops come from the 7 directions around Caen;

Battle 24 Brit. div(inf+tanks+wavell) versus 10. German div = British defeated (most inf.).

There was no supply problem, but the 7 directions attack = -70% efficiency...

I made a mod for the US, they did land in Brest, Naples, Korea with 4-10 div. They had obvious tech superiority. Pb: tons of axis tac bombers bomb the beach heads = Org and strength halved in a few days. Axis counterattack=Back to the sea.

This problem is due to the fact there is noway to tell the AI to deploy fighters in combat areas, they are supposed to only be used by the AI to defend against strat bombing .

Any thought about the fighter problem?
 

hansmaa

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Here is what the Norwegian Bomber-section looks like:


bomber = {

# Fighter section:
defensiveIC = 1.000
recentlybombed = 2.000
protectoil = 1.000
protectcoal = 1.000
protectsteel = 1.000
protectrubber = 1.000

# Bomber section
areasize = 5.000
areadistance = 1.000
adjacency = 10.000
targetic = 1.000
avoidaa = 1.000
targetcoal = 1.000
targetsteel = 1.000
targetoil = 1.000
targetrubber = 1.000
occupied = 25.000
fighter = 1.000
}


Now, try to increase recentlybombed = significantly to see if that will draw more fighters into defending the bridgehead.

It might be as you said, that the AI only will defend what has been strat. bombed (ie. not defend bombed troops or ships) or that it only will defend provinces it owns (and not just occupies). This we need to test, so keep up the good work :)

Edit: split the section into Fighter & Bomber part
 

Tamerlan

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The AI was like that (Trip's stuff)

defensiveIC = 1.000
recentlybombed = 4.000
protectoil = 1.000
protectcoal = 1.000
protectsteel = 1.000
protectrubber = 1.000

Now I try

defensiveIC = 0.000
recentlybombed = 4.000
protectoil = 0.000
protectcoal = 0.000
protectsteel = 0.000
protectrubber = 0.000

I am almost sure the 50 fighters will still remain in the US... I just hope I'll be wrong.

BTW I do not understancd the "split the section into Fighter & Bomber part". Do you mean using brackets?

As a last resort, I could make "liberated" provinces by allies in France/Italy build AA +10 but that stinks a bit......
 

hansmaa

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Hi there!

I just thought of something. Something that I should have thought of when I answered last time:

Where is the fighters stationed? In England? If not, there is no way you'll get them there as far as I know, as there is no way for the US-fighters to cross the Atlantic due to fuel limitations.

Make sure you place some fighters in Northern England (Or maybe even Iceland if the range of the US fighters is great enough) to test if that is the reason your US-based fighters won't defend those bridgeheads.

Hope it will work if you do this :)
 

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Hi hansmaa,
I do not think so, actually, I think the AI cheats on range (I noticed it ahen I gave planes as exp forces and I drive the plane myself they have longer range I think) + US fighters are quite advanced. And I do not know how yo make the US create their fighters in England.

Well maybe time for me to output my AI files. OK it will be pretty long so I will break it in several replies.
 

Tamerlan

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This is for 1.05c NO MOD

First of all: switching AI events for the USA
event = {
id = 10018
random = no
country = USA

trigger = {
ai = yes
war = { country = FRA country = GER } # USA comes to save the day
}
name ="AI_EVENT"
desc =""
style = 0

date = { day = 1 month = january year = 1939 }
offset = 3 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = ai which = "USA39.ai" }
}
}

#US at war

event = {
id = 10029
random = no
country = USA

trigger = {
OR = {
#Force US to enter war if Japan too naughty
war = { country = USA country = JAP } # USA comes to save the day
war = { country = ENG country = JAP }
war = { country = PHI country = JAP }
war = { country = SOV country = JAP }
NOT = { exists = CHI }
#Very debatable, but helps prevent axis winning too easily
warentry = 100

}
}

name ="US can not ignore this, US AT WAR"
desc ="This means war!"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 3 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = alliance which = ENG }
command = { type = war which = JAP }
command = { type = warentry value = 20 }
command = { type = trigger which = 10019 }
}
}


#1943 triggers Overlord, could be random to postpone it

event = {
id = 10140
random = no
country = USA
trigger = {
war = { country = USA country = GER }
}

name ="We are ready"
desc =""
style = 0

date = { day = 1 month = may year = 1943 }
offset = 3 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = trigger which = 10021 }
}
}


#DDay trigger event

event = {
id = 10021
random = no
country = USA

trigger = {
war = { country = USA country = GER } # USA comes to save the day
war = { country = ENG country = GER }
AND = {
war = { country = SOV country = GER }
OR = {
#Let's do it early, so that we can take care of Asia later...
event = 10140
#Open the second front before the soviets collapse
AND = {
control = { province = 788 data = GER } # Leningrad
control = { province = 846 data = GER } # Moscow
}
control = { province = 1225 data = GER } # Stalingrad
#Save Europe from Communism
control = { province = 602 data = SOV } # Berlin
AND = {
control = { province = 633 data = SOV } # Budapest
control = { province = 643 data = SOV } # Warsaw
}
#The mediterranean sea is going to be locked
control = { province = 972 data = ITA } # Madrid
control = { province = 972 data = GER } # Madrid
control = { province = 972 data = VIC } # Madrid
alliance = { country = SPA country = GER }
}
}
}

name ="Let's plan Overlord together"
desc =""
style = 0

date = { day = 1 month = january year = 1936 }
offset = 3 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = ai which = "USA43.ai" }
command = { type = trigger which = 10032 }
command = { type = trigger which = 10033 }
command = { type = trigger which = 10139 }
}
}

#Trigger change of AI in case of total defeat/victory in Europe
#Note that the new US AI can make a tough fight in western France also USSR is collapsing so there might need more trigger

event = {
id = 10141
random = no
country = USA
trigger = {
OR = {
event = 10021
NOT = { exists = ENG }
}
OR = {
#too much for us, better things to do
AND = {
NOT = {
OR = {
control = { province = 788 data = SOV } # Leningrad
control = { province = 1225 data = SOV } # Stalingrad
control = { province = 846 data = SOV } # Moscow
control = { province = 1359 data = SOV } # Baku
control = { province = 1371 data = SOV } # Magnitogorsk
}
}
}
alliance = { country = SOV country = GER }
NOT = { exists = SOV }
NOT = { exists = ENG }
#Let's give new priorities to our victorious army
AND = {
NOT = { exists = GER }
NOT = { war = { country = ITA country = USA } }
NOT = { war = { country = SPA country = USA } }
NOT = { war = { country = VIC country = USA } }
}
}


}

name ="Go for Eastern Asia and South America"
desc =""
style = 0

date = { day = 1 month = january year = 1936 }
offset = 3 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = ai which = "USA45.ai" }
}
}
 

Tamerlan

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UK/Canada
Please note no Australia/New Zealand/South Africa DDay event because in case Gilbratar straits is closed (it occurs quite often), they are needed to help British in Africa/Italy/India

#US troops in England

event = {
id = 10019
random = no
country = ENG

trigger = {
war = { country = USA country = GER } # USA comes to save the day
war = { country = ENG country = GER }
}

name ="Us troops in England"
desc ="Let US troops come in the SW"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 3 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = secedeprovince which = USA value = 502 }
command = { type = trigger which = 10030 }
}
}


event = {
id = 10030
random = no
country = ENG

trigger = {
war = { country = USA country = GER }
war = { country = ENG country = GER }
war = { country = CAN country = GER }
event = 10019
}

name ="Canadian troops in England"
desc ="We welcome canadian troops"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 3 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = secedeprovince which = CAN value = 501 }
command = { type = trigger which = 10031 }
}
}

event = {
id = 10031
random = no
country = CAN
trigger = {
ai = yes
war = { country = USA country = GER }
war = { country = ENG country = GER }
war = { country = CAN country = GER }
event = 10030
}

name ="AI_EVENT"
desc ="We welcome canadian troops"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 3 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = ai which = "CAN41.ai" }
}
}

event = {
id = 10032
random = no
country = CAN

trigger = {
ai = yes
war = { country = USA country = GER }
war = { country = ENG country = GER }
war = { country = CAN country = GER }
event = 10021
}

name ="OVERLORD"
desc ="Let's cross the channel!"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 3 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = ai which = "CAN43.ai" }
}
}

event = {
id = 10033
random = no
country = ENG

trigger = {
ai = yes
war = { country = USA country = GER }
war = { country = ENG country = GER }
event = 10021
}

name ="OVERLORD"
desc ="UK43AI"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 3 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = ai which = "UK43.ai" }
}
}
 

Tamerlan

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  • Europa Universalis 4: Emperor
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  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
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  • Europa Universalis III
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  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
France Events
Vichy appearance event updated

#########################################################################
# The Vichy Regime-Edited to avoid supply disappearing after DDay
#########################################################################
event = {
id = 2800
random = no
country = FRA

# Triggered by GER 2021

name = "EVT_2800_NAME"
desc = "EVT_2800_DESC"
style = 0

action_a = {
name = "ACTIONNAME2800A" # We have no choice but to accept
command = { type = land_fort which = 555 value = -9 }
command = { type = land_fort which = 542 value = -9 }
command = { type = land_fort which = 554 value = -9 }
command = { type = independence which = VIC value = 0 }
command = { type = capital which = 312 } # French Guyana
command = { type = secedeprovince which = GER value = 950 }
command = { type = secedeprovince which = GER value = 948 }
command = { type = secedeprovince which = GER value = 922 }
command = { type = secedeprovince which = GER value = 918 }
command = { type = secedeprovince which = GER value = 919 }
command = { type = secedeprovince which = GER value = 518 }
command = { type = secedeprovince which = GER value = 520 }
command = { type = secedeprovince which = GER value = 522 }
command = { type = secedeprovince which = GER value = 524 }
command = { type = secedeprovince which = GER value = 525 }
command = { type = secedeprovince which = GER value = 526 }
command = { type = secedeprovince which = GER value = 527 }
command = { type = secedeprovince which = GER value = 528 }
command = { type = secedeprovince which = GER value = 529 }
command = { type = secedeprovince which = GER value = 531 }
command = { type = secedeprovince which = GER value = 532 }
command = { type = secedeprovince which = GER value = 533 }
command = { type = secedeprovince which = GER value = 534 }
command = { type = secedeprovince which = GER value = 535 }
command = { type = secedeprovince which = GER value = 536 }
command = { type = secedeprovince which = GER value = 537 }
command = { type = secedeprovince which = GER value = 538 }
command = { type = secedeprovince which = GER value = 539 }
command = { type = secedeprovince which = GER value = 542 }
command = { type = secedeprovince which = GER value = 543 }
command = { type = secedeprovince which = GER value = 544 }
command = { type = secedeprovince which = GER value = 547 }
command = { type = secedeprovince which = GER value = 548 }
command = { type = secedeprovince which = GER value = 550 }
command = { type = secedeprovince which = GER value = 551 }
command = { type = secedeprovince which = GER value = 552 }
command = { type = secedeprovince which = GER value = 553 }
command = { type = secedeprovince which = GER value = 554 }
command = { type = secedeprovince which = GER value = 555 }
command = { type = secedeprovince which = GER value = 556 }
command = { type = secedeprovince which = GER value = 557 }
command = { type = secedeprovince which = GER value = 558 }
command = { type = secedeprovince which = GER value = 560 }
command = { type = secedeprovince which = GER value = 561 }
command = { type = secedeprovince which = GER value = 577 }
command = { type = secedeprovince which = GER value = 590 }
command = { type = trigger which = 3000 } # Spain might cede provinces to Vichy
command = { type = trigger which = 3803 } # Japan might demand Vichy territories
command = { type = trigger which = 3850 } # Japan might demand Vichy territories - Axis Japan
command = { type = sleepevent which = 2103 }
command = { type = sleepleader which = 24001 }
command = { type = sleepleader which = 24002 }
command = { type = sleepleader which = 24003 }
command = { type = sleepleader which = 24005 }
command = { type = sleepleader which = 24006 }
command = { type = sleepleader which = 24009 }
command = { type = sleepleader which = 24014 }
command = { type = sleepleader which = 24015 }
command = { type = sleepleader which = 24018 }
command = { type = sleepleader which = 24019 }
command = { type = sleepleader which = 24021 }
command = { type = sleepleader which = 24024 }
command = { type = sleepleader which = 24025 }
command = { type = sleepleader which = 24026 }
command = { type = sleepleader which = 24030 }
command = { type = sleepleader which = 24031 }
command = { type = sleepleader which = 24032 }
command = { type = sleepleader which = 24035 }
command = { type = sleepleader which = 24036 }
command = { type = sleepleader which = 24038 }
command = { type = sleepleader which = 24039 }
command = { type = sleepleader which = 24040 }
command = { type = sleepleader which = 24041 }
command = { type = sleepleader which = 24047 }
command = { type = sleepleader which = 24049 }
command = { type = sleepleader which = 24050 }
command = { type = sleepleader which = 24052 }
command = { type = sleepleader which = 24053 }
command = { type = sleepleader which = 24054 }
command = { type = sleepleader which = 24058 }
command = { type = sleepleader which = 24059 }
command = { type = sleepleader which = 24060 }
command = { type = sleepleader which = 24061 }
command = { type = sleepleader which = 24062 }
command = { type = sleepleader which = 24063 }
command = { type = sleepleader which = 24064 }
command = { type = sleepleader which = 24065 }
command = { type = sleepleader which = 24066 }
command = { type = sleepleader which = 24069 }
command = { type = sleepleader which = 24070 }
command = { type = sleepleader which = 24076 }
command = { type = sleepleader which = 24078 }
command = { type = sleepleader which = 24083 }
command = { type = sleepleader which = 24086 }
command = { type = sleepleader which = 24087 }
command = { type = sleepleader which = 24088 }
command = { type = sleepleader which = 24090 }
command = { type = sleepleader which = 24091 }
command = { type = sleepleader which = 24092 }
command = { type = sleepleader which = 24093 }
command = { type = sleepleader which = 24094 }
command = { type = sleepleader which = 24095 }
command = { type = sleepleader which = 24100 }
command = { type = sleepleader which = 24104 }
command = { type = sleepleader which = 24106 }
command = { type = sleepleader which = 24107 }
command = { type = sleepleader which = 24108 }
command = { type = sleepleader which = 24112 }
command = { type = sleepleader which = 24114 }
command = { type = sleepleader which = 24115 }
command = { type = sleepleader which = 24120 }
command = { type = sleepleader which = 24121 }
command = { type = sleepleader which = 24122 }
command = { type = sleepleader which = 24125 }
command = { type = sleepleader which = 24126 }
command = { type = sleepleader which = 24127 }
command = { type = sleepleader which = 24130 }
command = { type = sleepleader which = 24131 }
command = { type = sleepleader which = 24132 }
command = { type = sleepleader which = 24133 }
command = { type = sleepleader which = 24134 }
command = { type = sleepleader which = 24135 }
command = { type = sleepleader which = 24136 }
command = { type = sleepleader which = 24139 }
command = { type = sleepleader which = 24140 }
command = { type = sleepleader which = 24141 }
command = { type = sleepleader which = 24142 }
command = { type = sleepleader which = 24143 }
command = { type = sleepleader which = 24144 }
command = { type = sleepleader which = 24145 }
command = { type = sleepleader which = 24146 }
command = { type = sleepleader which = 24153 }
command = { type = sleepleader which = 24155 }
command = { type = sleepleader which = 24159 }
command = { type = sleepleader which = 24160 }
command = { type = sleepleader which = 24163 }
command = { type = sleepleader which = 24165 }
command = { type = sleepleader which = 24167 }
command = { type = sleepleader which = 24168 }
command = { type = sleepleader which = 24169 }
command = { type = sleepleader which = 24171 }
command = { type = sleepleader which = 24173 }
command = { type = sleepleader which = 24174 }
command = { type = sleepleader which = 24177 }
command = { type = sleepleader which = 24178 }
command = { type = sleepleader which = 24179 }
command = { type = sleepleader which = 24180 }
command = { type = sleepleader which = 24181 }
command = { type = sleepleader which = 24183 }
command = { type = sleepleader which = 24184 }
command = { type = sleepleader which = 24185 }
command = { type = sleepleader which = 24187 }
command = { type = sleepleader which = 24189 }
command = { type = sleepleader which = 24190 }
command = { type = sleepleader which = 24194 }
command = { type = sleepleader which = 24195 }
command = { type = sleepleader which = 24197 }
command = { type = sleepleader which = 24198 }
command = { type = sleepleader which = 24199 }
command = { type = sleepleader which = 24201 }
command = { type = sleepleader which = 24202 }
command = { type = sleepleader which = 24203 }
command = { type = sleepleader which = 24206 }
command = { type = sleepleader which = 24207 }
command = { type = sleepleader which = 24209 }
command = { type = sleepleader which = 24211 }
command = { type = sleepleader which = 24212 }
command = { type = sleepleader which = 24214 }
command = { type = sleepleader which = 24215 }
command = { type = sleepleader which = 24217 }
command = { type = sleepleader which = 24218 }
command = { type = sleepleader which = 24219 }
command = { type = sleepleader which = 24220 }
command = { type = sleepleader which = 24221 }
command = { type = sleepleader which = 24222 }
command = { type = sleepleader which = 24223 }
command = { type = sleepleader which = 24224 }
command = { type = sleepleader which = 24225 }
command = { type = sleepleader which = 24226 }
command = { type = sleepleader which = 24228 }
command = { type = sleepleader which = 24230 }
command = { type = sleepleader which = 24231 }
command = { type = sleepleader which = 24232 }
command = { type = sleepleader which = 24233 }
command = { type = sleepleader which = 24235 }
command = { type = sleepleader which = 24236 }
command = { type = sleepleader which = 24237 }
command = { type = sleepleader which = 24241 }
command = { type = sleepleader which = 24251 }
command = { type = sleepleader which = 24258 }
command = { type = sleepleader which = 24261 }
command = { type = sleepleader which = 24262 }
command = { type = sleepleader which = 24265 }
command = { type = sleepleader which = 24266 }
command = { type = sleepleader which = 24275 }
command = { type = sleepleader which = 24276 }
command = { type = sleepleader which = 24278 }
command = { type = sleepleader which = 24279 }
command = { type = sleepleader which = 24280 }
command = { type = sleepleader which = 24284 }
command = { type = sleepleader which = 24285 }
command = { type = sleepleader which = 24289 }
command = { type = sleepleader which = 24294 }
command = { type = sleepleader which = 24295 }
command = { type = sleepleader which = 24296 }
command = { type = sleepleader which = 24297 }
command = { type = sleepleader which = 24305 }
command = { type = sleepleader which = 24308 }
command = { type = sleepleader which = 24309 }
command = { type = sleepleader which = 24310 }
command = { type = sleepleader which = 24311 }
command = { type = sleepleader which = 24312 }
command = { type = sleepleader which = 24313 }
command = { type = sleepleader which = 24314 }
command = { type = sleepleader which = 24318 }
command = { type = sleepleader which = 24320 }
command = { type = sleepleader which = 24321 }
command = { type = sleepleader which = 24324 }
command = { type = sleepleader which = 24012 }
command = { type = sleepleader which = 24013 }
command = { type = sleepleader which = 24016 }
command = { type = sleepleader which = 24034 }
command = { type = sleepleader which = 24042 }
command = { type = sleepleader which = 24044 }
command = { type = sleepleader which = 24055 }
command = { type = sleepleader which = 24068 }
command = { type = sleepleader which = 24071 }
command = { type = sleepleader which = 24073 }
command = { type = sleepleader which = 24089 }
command = { type = sleepleader which = 24096 }
command = { type = sleepleader which = 24097 }
command = { type = sleepleader which = 24101 }
command = { type = sleepleader which = 24103 }
command = { type = sleepleader which = 24105 }
command = { type = sleepleader which = 24116 }
command = { type = sleepleader which = 24124 }
command = { type = sleepleader which = 24119 }
command = { type = sleepleader which = 24147 }
command = { type = sleepleader which = 24150 }
command = { type = sleepleader which = 24151 }
command = { type = sleepleader which = 24157 }
command = { type = sleepleader which = 24186 }
command = { type = sleepleader which = 24192 }
command = { type = sleepleader which = 24210 }
command = { type = sleepleader which = 24085 }
command = { type = sleepleader which = 24239 }
command = { type = sleepleader which = 24242 }
command = { type = sleepleader which = 24243 }
command = { type = sleepleader which = 24244 }
command = { type = sleepleader which = 24245 }
command = { type = sleepleader which = 24246 }
command = { type = sleepleader which = 24248 }
command = { type = sleepleader which = 24249 }
command = { type = sleepleader which = 24252 }
command = { type = sleepleader which = 24325 }
command = { type = sleepleader which = 24256 }
command = { type = sleepleader which = 24257 }
command = { type = sleepleader which = 24259 }
command = { type = sleepleader which = 24264 }
command = { type = sleepleader which = 24269 }
command = { type = sleepleader which = 24271 }
command = { type = sleepleader which = 24272 }
command = { type = sleepleader which = 24273 }
command = { type = sleepleader which = 24281 }
command = { type = sleepleader which = 24286 }
command = { type = sleepleader which = 24287 }
command = { type = sleepleader which = 24292 }
command = { type = sleepleader which = 24298 }
command = { type = sleepleader which = 24303 }
command = { type = sleepleader which = 24304 }
command = { type = sleepleader which = 24315 }
command = { type = sleepleader which = 24317 }
command = { type = sleepleader which = 24323 }
command = { type = sleepleader which = 24260 }
command = { type = sleepleader which = 24196 }
command = {type = secedeprovince which = VIC value = 1081 }
command = {type = secedeprovince which = VIC value = 1083 }
command = { type = trigger which = 10136 }
}

action_b = {
name = "ACTIONNAME2800B" # Never! Vive la France!
command = { }
}
}



#Historically AEF quickly free french+avoid puppet vichy to send rubber to Germany

event = {
id = 10136
random = no
country = VIC

trigger = {
event = 2800
}

name ="AI_EVENT"
desc ="AEF is lost"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 6 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = secedeprovince which = FRA value = 1127 }
command = { type = secedeprovince which = FRA value = 1128 }
command = { type = secedeprovince which = FRA value = 1126 }
command = { type = secedeprovince which = FRA value = 1124 }
command = { type = secedeprovince which = FRA value = 1118 }
command = { type = secedeprovince which = FRA value = 1116 }
command = { type = secedeprovince which = FRA value = 1117 }
command = { type = secedeprovince which = FRA value = 1120 }
command = { type = secedeprovince which = FRA value = 1111 }
command = { type = secedeprovince which = FRA value = 1122 }
command = { type = secedeprovince which = FRA value = 1113 }
command = { type = secedeprovince which = FRA value = 1114 }
command = { type = secedeprovince which = FRA value = 1109 }
command = { type = secedeprovince which = FRA value = 1108 }
command = { type = secedeprovince which = FRA value = 1112 }
command = { type = trigger which = 10037 }
}
}

event = {
id = 10137
random = no
country = FRA

trigger = {
event = 10136
}

name ="AI_EVENT"
desc ="AEF joins"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 6 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = capital which = 1126} # Libreville
}
}

#simulate French colonies to join the Free French (historically in many steps)

event = {
id = 10138
random = no
country = VIC

trigger = {
war = { country = VIC country = FRA }
war = { country = USA country = VIC }
}

name ="AI_EVENT"
desc ="Sudan is lost"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 6 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = secedeprovince which = FRA value = 1056 }
command = { type = secedeprovince which = FRA value = 1043 }
command = { type = secedeprovince which = FRA value = 1051 }
command = { type = secedeprovince which = FRA value = 1044 }
command = { type = secedeprovince which = FRA value = 1045 }
command = { type = secedeprovince which = FRA value = 1052 }
command = { type = secedeprovince which = FRA value = 1053 }
command = { type = secedeprovince which = FRA value = 1047 }
command = { type = secedeprovince which = FRA value = 1048 }
command = { type = secedeprovince which = FRA value = 1049 }
command = { type = secedeprovince which = FRA value = 1050 }
command = { type = secedeprovince which = FRA value = 1073 }
command = { type = secedeprovince which = FRA value = 1074 }
command = { type = secedeprovince which = FRA value = 1075 }
command = { type = secedeprovince which = FRA value = 1060 }
command = { type = secedeprovince which = FRA value = 1061 }
command = { type = secedeprovince which = FRA value = 1329 }
command = { type = secedeprovince which = FRA value = 1319 }
command = { type = secedeprovince which = FRA value = 1322 }
command = { type = secedeprovince which = FRA value = 1330 }
command = { type = secedeprovince which = FRA value = 1331 }
command = { type = secedeprovince which = FRA value = 1333 }
command = { type = secedeprovince which = FRA value = 1289 }
command = { type = secedeprovince which = FRA value = 1072 }
command = { type = secedeprovince which = FRA value = 1026 }
command = { type = secedeprovince which = FRA value = 1025 }
command = { type = secedeprovince which = FRA value = 1030 }
command = { type = secedeprovince which = FRA value = 1031 }
command = { type = secedeprovince which = FRA value = 1033 }
command = { type = secedeprovince which = FRA value = 1076 }
command = { type = secedeprovince which = FRA value = 31 }
command = { type = secedeprovince which = FRA value = 1041 }
command = { type = secedeprovince which = FRA value = 1046 }
}
}

#does not make a lot of difference in gameplay, but every little bit helps


event = {
id = 10139
random = no
country = FRA
trigger = {
ai = yes
war = { country = USA country = GER }
war = { country = ENG country = GER }
war = { country = FRA country = GER }
event = 10021
}

name ="OVERLORD"
desc ="That's our busyness too"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 3 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = ai which = "free_french43.ai" }
}
}


#North Africa liberated (avoid allied units too garrison the desert border)


event = {
id = 10134
random = no
country = VIC

trigger = {
war = { country = VIC country = FRA }
NOT = {
OR =
{
control = { province = 1083 data = VIC }
control = { province = 1081 data = VIC }
control = { province = 1080 data = VIC }
control = { province = 1077 data = VIC }
control = { province = 1004 data = VIC }
control = { province = 1003 data = VIC }
control = { province = 1006 data = VIC }
control = { province = 1012 data = VIC }
control = { province = 1011 data = VIC }
control = { province = 1022 data = VIC }
}
}
}

name ="AI_EVENT"
desc ="Yield Maghreb"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 6 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = secedeprovince which = FRA value = 1083 }
command = { type = secedeprovince which = FRA value = 1081 }
command = { type = secedeprovince which = FRA value = 1080 }
command = { type = secedeprovince which = FRA value = 1077 }
command = { type = secedeprovince which = FRA value = 1004 }
command = { type = secedeprovince which = FRA value = 1003 }
command = { type = secedeprovince which = FRA value = 1006 }
command = { type = secedeprovince which = FRA value = 1012 }
command = { type = secedeprovince which = FRA value = 1011 }
command = { type = secedeprovince which = FRA value = 1022 }
command = { type = secedeprovince which = FRA value = 1023 }
command = { type = secedeprovince which = FRA value = 1007 }
command = { type = secedeprovince which = FRA value = 1005 }
command = { type = secedeprovince which = FRA value = 1078 }
command = { type = secedeprovince which = FRA value = 1082 }
command = { type = secedeprovince which = FRA value = 1079 }
command = { type = secedeprovince which = FRA value = 1024 }
command = { type = trigger which = 10035 }
}
}

event = {
id = 10135
random = no
country = FRA

trigger = {
event = 10134
}

name ="AI_EVENT"
desc ="Yield Maghreb"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 6 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = capital which = 1077 } # Alger
}
}

Resistance

########################## Resistance/ strat bombing prep of overlord###########
#### Very debatable, but should help to slow down counterattacks

event = {
id = 10034
random = no
country = GER

trigger = {
war = { country = USA country = GER }
war = { country = ENG country = GER }
event = 10021
control = { province = 950 data = GER }
}

name ="Terrorist activities in Western Europe"
desc ="Resistance sabotages!"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 6 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = infrastructure which = 950 value = -34 }
}
}

event = {
id = 10035
random = no
country = GER

trigger = {
war = { country = USA country = GER }
war = { country = ENG country = GER }
event = 10021
NOT = { control = { province = 950 data = GER } }
OR =
{
control = { province = 950 data = FRA }
control = { province = 950 data = USA }
control = { province = 950 data = CAN }
control = { province = 950 data = ENG }
control = { province = 950 data = NZL }
control = { province = 950 data = AST }
control = { province = 950 data = SAF }
control = { province = 950 data = SPR }
control = { province = 950 data = HOL }
control = { province = 950 data = BEL }
control = { province = 950 data = SOV }
}
}

name ="Engineers report"
desc ="Allied engineers repair"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 6 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = infrastructure which = 950 value = 34 }
####The following line should be replaced-removed when fighter AI works OK
command = { type = flak which = 950 value = 10}
}
}

Note: a lot of similar events for French/Belgian/Netherlands provinces, also not that the most important here is the +10 AA, which prevents bridgeheads to be wiped out immediately by airpower
 

Tamerlan

Aedile
41 Badges
Apr 28, 2003
4.302
4
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  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
Italy events

event = {
id = 10132
random = no
country = ITA

trigger = {
war = { country = USA country = GER }
war = { country = ENG country = GER }
NOT = { control = { province = 908 data = ITA } }
OR =
{
control = { province = 908 data = FRA }
control = { province = 908 data = USA }
control = { province = 908 data = CAN }
control = { province = 908 data = ENG }
control = { province = 908 data = NZL }
control = { province = 908 data = AST }
control = { province = 908 data = SAF }
control = { province = 908 data = SPR }
}
}

name ="AI_EVENT"
desc ="Simulate AI fighters"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 6 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
####The following line should be replaced-removed when fighter AI works OK
command = { type = flak which = 908 value = 10}
}
}

Note: actually a lot of events like the one above for southern Italy

#Lybian deserts goes to UK (otherwise the UK will keep 50 Units to keep the border)

event = {
id = 10133
random = no
country = ITA

trigger = {
war = { country = ENG country = ITA }
NOT = {
OR =
{
control = { province = 1094 data = ITA }
control = { province = 1095 data = ITA }
control = { province = 1089 data = ITA }
control = { province = 1088 data = ITA }
control = { province = 1085 data = ITA }
control = { province = 1086 data = ITA }
control = { province = 1087 data = ITA }
}
}
}

name ="AI_EVENT"
desc ="Take Africa"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 6 # Check for trigger conditions every 3 days
deathdate = { day = 30 month = december year = 1947 }

action_a = {
####The following line should be replaced-removed when fighter AI works OK
command = { type = control which = ENG value = 1084 }
command = { type = control which = ENG value = 1107 }
command = { type = control which = ENG value = 1105 }
command = { type = control which = ENG value = 1106 }
}
}
 

Tamerlan

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Now the AI files
I hope I did not forgot something above :rolleyes:

I will try to include only the things I updated, but I might not succeed, so if you see your own stuff there, be sure it is yours, and sorry in advance.

USA.ai

war = 70
strat_redeploy_threshold = 20
max_front_ratio = 6
max_garrison_prop = 0.75
min_garrison_prop = 0.25


construction = {
max_factor = 1.0
force_ic_until = 1939
ic_end_year = 1939
}

influence = {
ENG BRA CHI CHL COL ECU
HON MEX PAR PHI PRU SPA SPR URU VEN POR GRE
}



military = {

relative_build_scheme = no
#prewar tanks are not that much useful/especially for the USA
infantry = 10
cavalry = 0
motorized = O
mechanized = 0
panzer = 4
paratrooper = 0
marine = 0
bergsjaeger = 1

# 15 %
#need long range stuff
fighter = 5
strategic_bomber = 5
tactical_bomber = 5
naval_bomber = 5
dive_bomber = 0
transport_plane = 0
torpedo_plane = 0
# 20 %

battleship = 8
carrier = 10
destroyer = 13
cruiser = 8
submarine = 0
transports = 26
# 65 %
}

technology = {

endgoal = {}
preference = {LIKE TRIP }

electronics = 8.0 riginaly 3.0
armor = 2.0 # originaly 1.7
infantry = 2.0
industry = 6.0
rocket = 2.0
nuclear = 3.0# originally 2.4
heavy_aircraft = 2.5
light_aircraft = 2.5
naval = 4.0
submarine = 0.1 # originally 1.5
artillery = 4.0
naval_doctrine = 5.0
land_doctrine = 3.0
air_doctrine = 3.0
}

garrison = {

# OVERSEAS DISTRIBUTION
home_peace_cap = 10
overseas_multiplier = 2.0
defend_overseas_beaches = yes
area_multiplier = {
267 = 0
}

# PRIORITIES:
beach_1 = 5 # Beach level 1
beach_2 = 5 # Beach level 2
beach_3 = 10 # Beach level 3
capital = 10 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 100 # The next country targeted for attack by this AI

opposing_alliance = 100 # For neutrals, all alliances are "opposing"
claim_threat = 100 # If we are neutral, countries with claims on us get this
unstable_border = 50 # Bordering countries at war with someone else get this

# Borders with specific countries
country_priorities = {
CAN = -1
}
LIKE TRIP
}
 

Tamerlan

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USA39.ai

war = 70
strat_redeploy_threshold = 20
max_front_ratio = 6
max_garrison_prop = 0.75
min_garrison_prop = 0.25

construction = {
max_factor = 0.5
force_ic_until = 1939
}

influence = {
MEX ENG BRA CHI CHL COL ECU
HON PAR PHI PRU SPA SPR URU VEN POR GRE
}



military = {

relative_build_scheme = no
#prewar tanks are not that much useful/especially for the USA
infantry = 5
cavalry = 0
motorized = 5
mechanized = 5
panzer = 5
paratrooper = 0
marine = 10
bergsjaeger = 0

# 30%
#need long range stuff
fighter = 4
strategic_bomber = 4
tactical_bomber = 4
naval_bomber = 7
dive_bomber = 0
transport_plane = 0
torpedo_plane = 0
# 19 %

battleship = 5
carrier = 7
destroyer = 7
cruiser = 7
submarine = 0
transports = 25
# 51%
}

technology = {

endgoal = {}
preference = {
LIKE TRIP
}

electronics = 6.0 riginaly 3.0
armor = 3.5 # originaly 1.7
infantry = 3.5
industry = 4.0
rocket = 1.5
nuclear = 3.0# originally 2.4
heavy_aircraft = 3.0
light_aircraft = 3.0
naval = 3.5
submarine = 0.1 # originally 1.5
artillery = 3.5
naval_doctrine = 3.0
land_doctrine = 3.0
air_doctrine = 3.0
}

garrison = {

# OVERSEAS DISTRIBUTION
home_peace_cap = 10
overseas_multiplier = 2.0
defend_overseas_beaches = yes
area_multiplier = {
267 = 0
}

# PRIORITIES:
beach_1 = 5 # Beach level 1
beach_2 = 5 # Beach level 2
beach_3 = 10 # Beach level 3
capital = 10 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 100 # The next country targeted for attack by this AI

opposing_alliance = 100 # For neutrals, all alliances are "opposing"
claim_threat = 100 # If we are neutral, countries with claims on us get this
unstable_border = 50 # Bordering countries at war with someone else get this

# Borders with specific countries
country_priorities = {
CAN = -1
}

LIKE TRIP
}

front = {
recklessness = 1 # 0-3
distrib_vs_ai = reactive
distrib_vs_human = reactive
}

invasion = {

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.
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 vary of troops in province.
adjacentenemy = 1.0 #higher = much more vary of troops nearby

}

LIKE TRIP
 

Tamerlan

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USA_rebound.ai

war = 50
strat_redeploy_threshold = 24
max_front_ratio = 4
max_garrison_prop = 0.9
min_garrison_prop = 0.7

influence = {
ENG BRA CHI CHL COL ECU
HON MEX PAR PHI PRU SPA SPR URU VEN POR GRE
}

construction = {
max_factor = 0.2
coastal_fort = atwar
max_coastal_level = 3
}

military = {

relative_build_scheme = no

infantry = 8
cavalry = 0
motorized = 0
mechanized = 14
panzer = 4
paratrooper = 0
marine = 6
bergsjaeger = 0
# 32%

fighter = 5
strategic_bomber = 5
tactical_bomber = 10
naval_bomber = 10
dive_bomber = 0
transport_plane = 0
torpedo_plane = 0
# 30%

battleship = 2
carrier = 6
destroyer = 5
cruiser = 5
submarine = 0
transports = 20
# 31%
}

technology = {

endgoal = {}
preference = {

3100 3101 3103 3300 3101 3302 3602 3970 3972 3971 3973 3974 3804 3600 3800 3801 3802 3803 3940 3941 3942 3943 #Computers

2106 2211 2313 2410 2506 2703 2707 #Customized Armor Version Techs

14010 14011 14105 14206 14207 14503 14603 14703 14803 #Tank Guns

}


electronics = 5.0 riginaly 3.0
armor = 3.5 # originaly 1.7
infantry = 3.5
industry = 4.0
rocket = 1.5
nuclear = 4.0# originally 2.4
heavy_aircraft = 3.0
light_aircraft = 3.0
naval = 3.5
submarine = 0.1 # originally 1.5
artillery = 3.5
naval_doctrine = 3.0
land_doctrine = 3.0
air_doctrine = 3.0
}
garrison = {

# OVERSEAS DISTRIBUTION
home_peace_cap = 5
home_multiplier = 0.05
defend_overseas_beaches = yes
overseas_multiplier = 4.0
area_multiplier = {
267 = 0
432 = 0
552 = 0.0
502 = 100.0
}
province_priorities = {
502 = 100 # Province 527 has prio 50
}
# PRIORITIES:
beach_1 = 0 # Beach level 1
beach_2 = 0 # Beach level 2
beach_3 = 0 # Beach level 3
capital = 0 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 200 # The next country targeted for attack by this AI

opposing_alliance = 150 # For neutrals, all alliances are "opposing"
claim_threat = 200 # If we are neutral, countries with claims on us get this
unstable_border = 20 # Bordering countries at war with someone else get this

# Borders with specific countries
country_priorities = {
CAN = -1
COL = -1
PAN = -1
MEX = -1
JAP = 150
ITA = 150
VIC = 100
GER = 50
}

key_point_prio_mult = 0
}

front = {
recklessness = 1 # 0-3
distrib_vs_ai = even
distrib_vs_human = even
enemy_reinf_days = 9
reserve_prop = 0.3
}

invasion = {

base = 0.5 #Relative modifier. (lower = specific targets much more important.)
random = 8.0 #How big a random range. (1.0 = 1%)
coastal = 0.0 #increase to avoid coastal forts more.
beach = 0.0 #higher, avoid worst beaches.
distance = 0.0 #higher = avoid long distance.
pocket = 1.0 #prioritise pockets, ie provinces with no adjacent controlled by same.
island = 6.0 #prioritise taking pure islands.
enemy = 8.0 #higher = much more vary of troops in province.
adjacentenemy = 8.0 #higher = much more vary of troops nearby

# Specific provinces
target = {


# Mid Pacific
1942 = 600 # Guam
1889 = 600 # Wake
17 = 500 # Midway
22 = 500 # Honolulu
28 = 300 # Johnston
34 = 300 # Palmyra

#Brasil
328 = 18000
354 = 16000
322 = 16000

#Argentina
384 = 16000
385 = 16000

# European Theatre
988 = 12000 # Sevilla
988 = 10000
989 = 10000
972 = 15000
1011 = 1000 #Casablanca
1003 = 1000 #Oran
1077 = 500 #Algiers
898 = 500 #Siracusa
901 = 600 #Napoli
889 = 400
948 = 400
922 = 400



# South Pacific
1928 = 300 # Yaren
40 = 300 # Gilbert Islands
1990 = 300 # Admiralty Islands
1991 = 500 # New Ireland
2025 = 500 # New Britain
1966 = 600 # North Solomon Islands
2119 = 600 # South Solomon Islands
2021 = 300 # Kirakira
2129 = 300 # New Hebrides
2126 = 300 # New Caledonia
2158 = 300 # Port Villa
50 = 300 # Ellice Islands
56 = 300 # Lambasa
63 = 400 # Samoa
45 = 400 # Baker
2003 = 200
2025 = 200
1787 = 200
1676 = 200
1590 = 200
}
}

bomber = {
defensiveIC = 4.0
recentlyBombed = 10.0 #protect anything bombed.
protectOil = 1.0
protectCoal = 1.0
protectSteel = 1.0
protectRubber = 1.0

areaSize = 1.0 #size of area.
areaDistance = 1.0 #distance
adjacency = 1.0 #if its neighbor to us.
targetIC = 1.0 #How important are IC to target..
avoidAA = 5.0 #how bad AA are.
targetCoal = 1.0
targetSteel = 20.0
targetOil = 1.0
targetRubber = 1.0
occupied = 1.0 #Subtract for provinces which are occupied, ie bomb germany ahead of france as UK.
fighter = 10.0

}

admiral = {
target = {
158 = 100
95 = 100
85 = 100
15 = 100
24 = 100
22 = 100
211 = 100
214 = 100
234 = 100
231 = 100
230 = 100
258 = 100
288 = 100
240 = 100
206 = 100
239 = 100
205 = 100
213 = 100
214 = 100
234 = 100
227 = 100
219 = 100
218 = 100
221 = 100
175 = 100
224 = 100
220 = 100
174 = 100
427 = 100
223 = 100
172 = 100
173 = 100
151 = 100
157 = 100
171 = 100
428 = 100
426 = 100
425 = 100
424 = 100
258 = 100
230 = 100
290 = 100
294 = 100
250 = 100
82 = 100
85 = 100
13 = 100
11 = 100
1 = 100
3 = 100
7 = 100
12 = 100
14 = 100
16 = 100
15 = 100
24 = 100
25 = 100
26 = 100
27 = 100
23 = 100
32 = 100
21 = 100
1913 = 100
1912 = 100
1890 = 100
18 = 100
19 = 100
20 = 100
}
}
 

Tamerlan

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USA43.ai

war = 50
strat_redeploy_threshold = 24
#max_front_ratio = 6
max_front_ratio = 3
max_garrison_prop = 0.12
min_garrison_prop = 0.07

influence = {
MEX ENG BRA CHI CHL COL ECU
HON PAR PHI PRU SPA SPR URU VEN POR GRE
}

military = {

relative_build_scheme = no

infantry = 6
cavalry = 0
motorized = 0
mechanized = 16
panzer = 4
paratrooper = 0
marine = 6
bergsjaeger = 0
# 32%

fighter = 5
strategic_bomber = 5
tactical_bomber = 10
naval_bomber = 10
dive_bomber = 0
transport_plane = 0
torpedo_plane = 0
# 30%

battleship = 2
carrier = 6
destroyer = 5
cruiser = 5
submarine = 0
transports = 20
# 38%
}

technology = {

endgoal = {}
preference = {

3100 3101 3103 3300 3101 3302 3602 3970 3972 3971 3973 3974 3804 3600 3800 3801 3802 3803 3940 3941 3942 3943 #Computers

2106 2211 2313 2410 2506 2703 2707 #Customized Armor Version Techs

14010 14011 14105 14206 14207 14503 14603 14703 14803 #Tank Guns

}


electronics = 5.0 riginaly 3.0
armor = 3.5 # originaly 1.7
infantry = 3.5
industry = 4.0
rocket = 1.5
nuclear = 4.0# originally 2.4
heavy_aircraft = 3.0
light_aircraft = 3.0
naval = 3.5
submarine = 0.1 # originally 1.5
artillery = 3.5
naval_doctrine = 3.0
land_doctrine = 3.0
air_doctrine = 3.0
}
garrison = {

# OVERSEAS DISTRIBUTION
home_peace_cap = 5
home_multiplier = 0.05
war_zone_odds = 4
defend_overseas_beaches = yes
overseas_multiplier = 2.0
area_multiplier = {
267 = 0
432 = 0
552 = 3.0
531 = 5.0
532 = 5.0
502 = 0
}

# PRIORITIES:
beach_1 = 0 # Beach level 1
beach_2 = 0 # Beach level 2
beach_3 = 0 # Beach level 3
capital = 0 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 100 # The next country targeted for attack by this AI

opposing_alliance = 150 # For neutrals, all alliances are "opposing"
claim_threat = 100 # If we are neutral, countries with claims on us get this
unstable_border = 20 # Bordering countries at war with someone else get this

# Borders with specific countries
country_priorities = {
CAN = -1
COL = -1
PAN = -1
MEX = -1
JAP = 100
GER = 200
ITA = 50
VIC = 50
}

key_point_prio_mult = 0
}

front = {
recklessness = 3 # 0-3
distrib_vs_ai = reactive
distrib_vs_human = reactive

enemy_reinf_days = 9

reserve_prop = 0.3
panic_ratio_vs_ai = 1.0
panic_ratio_vs_human = 0.5
base_attack_odds = 1.5
min_attack_odds = 1.0
max_attack_odds = 2.0
reinforce_odds = 1.0
withdraw_odds = 0.5
}

invasion = {

base = 0.1 #Relative modifier. (lower = specific targets much more important.)
random = 12.0 #How big a random range. (1.0 = 1%)
coastal = 2.0 #increase to avoid coastal forts more.
beach = 2.0 #higher, avoid worst beaches.
distance = 0.0 #higher = avoid long distance.
pocket = 1.0 #prioritise pockets, ie provinces with no adjacent controlled by same.
island = 3.0 #prioritise taking pure islands.
enemy = 5.0 #higher = much more vary of troops in province.
adjacentenemy = 5.0 #higher = much more vary of troops nearby

# Specific provinces
target = {

# Japanese Sphere
1812 = 5000 # Bonin Islands (Iwo Jima)
1937 = 5000 # Mariane Islands
1894 = 1500 # Minamitorishima
1998 = 1500 # Palau
2002 = 4000 # Caroline Islands
2001 = 6000 # Truk Islands
1899 = 4000 # Eniwetok
1909 = 1500 # Bikini
1903 = 1500 # Palikir
1919 = 4000 # Kwajalein
1923 = 4000 # Marshall Islands

# Philipines
1800 = 2000 # Bagiuo
1804 = 6000 # Manilla
1976 = 2000 # Davao

# Mid Pacific
1942 = 6000 # Guam
1889 = 6000 # Wake
17 = 5000 # Midway
22 = 500 # Honolulu
28 = 700 # Johnston
34 = 700 # Palmyra

# European Theatre
1011 = 1200 #Casablanca
1003 = 1350 #Oran
1077 = 6000 #Algiers
898 = 5000 #Siracusa
901 = 4000 #Napoli

538 = 13000 #Brest
922 = 12000 #La Rochelle
948 = 12000 #Bordeaux
956 = 12000 #Bilbao
531 = 12000 # Caen
518 = 12000 # Lille
537 = 12000 # Saint-Malo
532 = 13000 # Cherbourg
589 = 12000 # Wilhelmshafen
527 = 15000 # Paris
889 = 500
948 = 500
922 = 500

# Mainland Japan
1823 = 700
1822 = 700


# South Pacific
1928 = 200 # Yaren
40 = 200 # Gilbert Islands
1990 = 200 # Admiralty Islands
1991 = 1500 # New Ireland
2025 = 1500 # New Britain
1966 = 4000 # North Solomon Islands
2119 = 4000 # South Solomon Islands
2021 = 200 # Kirakira
2129 = 200 # New Hebrides
2126 = 200 # New Caledonia
2158 = 200 # Port Villa
50 = 100 # Ellice Islands
56 = 100 # Lambasa
63 = 100 # Samoa
45 = 100 # Baker
2003 = 700
2025 = 800
1787 = 600
1676 = 300
1590 = 300
}
}

bomber = {
defensiveIC = 4.0
recentlyBombed = 10.0 #protect anything bombed.
protectOil = 1.0
protectCoal = 1.0
protectSteel = 1.0
protectRubber = 1.0

areaSize = 1.0 #size of area.
areaDistance = 1.0 #distance
adjacency = 1.0 #if its neighbor to us.
targetIC = 1.0 #How important are IC to target..
avoidAA = 5.0 #how bad AA are.
targetCoal = 1.0
targetSteel = 20.0
targetOil = 1.0
targetRubber = 1.0
occupied = 1.0 #Subtract for provinces which are occupied, ie bomb germany ahead of france as UK.
fighter = 10.0

}

admiral = {
target = {
158 = 100
95 = 100
85 = 100
15 = 100
24 = 100
22 = 100
211 = 100
214 = 100
234 = 100
231 = 100
230 = 100
258 = 100
288 = 100
240 = 100
206 = 100
239 = 100
205 = 100
213 = 100
214 = 100
234 = 100
227 = 100
219 = 100
218 = 100
221 = 100
175 = 100
224 = 100
220 = 100
174 = 100
427 = 100
223 = 100
172 = 100
173 = 100
151 = 100
157 = 100
171 = 100
428 = 100
426 = 100
425 = 100
424 = 100
258 = 100
230 = 100
290 = 100
294 = 100
250 = 100
82 = 100
85 = 100
13 = 100
11 = 100
1 = 100
3 = 100
7 = 100
12 = 100
14 = 100
16 = 100
15 = 100
24 = 100
25 = 100
26 = 100
27 = 100
23 = 100
32 = 100
21 = 100
1913 = 100
1912 = 100
1890 = 100
18 = 100
19 = 100
20 = 100
}
}
 

Tamerlan

Aedile
41 Badges
Apr 28, 2003
4.302
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USA45.ai

war = 50
strat_redeploy_threshold = 24
#max_front_ratio = 6
max_front_ratio = 3
max_garrison_prop = 0.33
min_garrison_prop = 0.12

influence = {
MEX ENG BRA CHI CHL COL ECU
HON PAR PHI PRU SPA SPR URU VEN POR GRE
}

military = {

relative_build_scheme = no

infantry = 6
cavalry = 0
motorized = 0
mechanized = 10
panzer = 4
paratrooper = 0
marine = 6
bergsjaeger = 6
# 32%

fighter = 5
strategic_bomber = 5
tactical_bomber = 10
naval_bomber = 10
dive_bomber = 0
transport_plane = 0
torpedo_plane = 0
# 30%

battleship = 2
carrier = 6
destroyer = 5
cruiser = 5
submarine = 0
transports = 20
# 38%
}

technology = {

endgoal = {}
preference = {

3100 3101 3103 3300 3101 3302 3602 3970 3972 3971 3973 3974 3804 3600 3800 3801 3802 3803 3940 3941 3942 3943 #Computers

2106 2211 2313 2410 2506 2703 2707 #Customized Armor Version Techs

14010 14011 14105 14206 14207 14503 14603 14703 14803 #Tank Guns

}


electronics = 2.0 riginaly 3.0
armor = 3.5 # originaly 1.7
infantry = 3.5
industry = 3.0
rocket = 1.5
nuclear = 3.0# originally 2.4
heavy_aircraft = 3.0
light_aircraft = 3.0
naval = 3.5
submarine = 0.1 # originally 1.5
artillery = 3.5
naval_doctrine = 3.0
land_doctrine = 3.0
air_doctrine = 3.0
}
garrison = {

# OVERSEAS DISTRIBUTION
home_peace_cap = 5
home_multiplier = 0.3
war_zone_odds = 4
defend_overseas_beaches = yes
overseas_multiplier = 3.0
area_multiplier = {
267 = 0
432 = 0
552 = 3.0
531 = 5.0
532 = 5.0
}

# PRIORITIES:
beach_1 = 50 # Beach level 1
beach_2 = 55 # Beach level 2
beach_3 = 60 # Beach level 3
capital = 5 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 200 # The next country targeted for attack by this AI

opposing_alliance = 150 # For neutrals, all alliances are "opposing"
claim_threat = 100 # If we are neutral, countries with claims on us get this
unstable_border = 20 # Bordering countries at war with someone else get this

# Borders with specific countries
country_priorities = {
CAN = -1
COL = -1
PAN = -1
MEX = -1
JAP = 150
ARG = 200
}

key_point_prio_mult = 0
}

front = {
recklessness = 3 # 0-3
distrib_vs_ai = reactive
distrib_vs_human = reactive

enemy_reinf_days = 3

reserve_prop = 0.1
panic_ratio_vs_ai = 1.0
panic_ratio_vs_human = 0.5
base_attack_odds = 1.5
min_attack_odds = 1.0
max_attack_odds = 2.0
reinforce_odds = 1.0
withdraw_odds = 0.5
}

invasion = {

base = 0.1 #Relative modifier. (lower = specific targets much more important.)
random = 12.0 #How big a random range. (1.0 = 1%)
coastal = 2.0 #increase to avoid coastal forts more.
beach = 2.0 #higher, avoid worst beaches.
distance = 0.0 #higher = avoid long distance.
pocket = 1.0 #prioritise pockets, ie provinces with no adjacent controlled by same.
island = 3.0 #prioritise taking pure islands.
enemy = 5.0 #higher = much more vary of troops in province.
adjacentenemy = 5.0 #higher = much more vary of troops nearby

# Specific provinces
target = {
#Brasil
328 = 9000
354 = 8000
322 = 8000

#Argentina
384 = 8000
385 = 8000

# Japanese Sphere
1812 = 5000 # Bonin Islands (Iwo Jima)
1937 = 5000 # Mariane Islands
1894 = 1500 # Minamitorishima
1998 = 1500 # Palau
2002 = 4000 # Caroline Islands
2001 = 6000 # Truk Islands
1899 = 4000 # Eniwetok
1909 = 1500 # Bikini
1903 = 1500 # Palikir
1919 = 4000 # Kwajalein
1923 = 4000 # Marshall Islands

# Philipines
1800 = 2000 # Bagiuo
1804 = 6000 # Manilla
1976 = 2000 # Davao

# Mid Pacific
1942 = 6000 # Guam
1889 = 6000 # Wake
17 = 5000 # Midway
22 = 500 # Honolulu
28 = 700 # Johnston
34 = 700 # Palmyra


# Mainland Japan
1823 = 700
1822 = 700


# South Pacific
1928 = 200 # Yaren
40 = 200 # Gilbert Islands
1990 = 200 # Admiralty Islands
1991 = 1500 # New Ireland
2025 = 1500 # New Britain
1966 = 4000 # North Solomon Islands
2119 = 4000 # South Solomon Islands
2021 = 200 # Kirakira
2129 = 200 # New Hebrides
2126 = 200 # New Caledonia
2158 = 200 # Port Villa
50 = 100 # Ellice Islands
56 = 100 # Lambasa
63 = 100 # Samoa
45 = 100 # Baker
2003 = 700
2025 = 800
1787 = 600
1676 = 300
1590 = 300
}
}

bomber = {
defensiveIC = 4.0
recentlyBombed = 10.0 #protect anything bombed.
protectOil = 1.0
protectCoal = 1.0
protectSteel = 1.0
protectRubber = 1.0

areaSize = 1.0 #size of area.
areaDistance = 1.0 #distance
adjacency = 1.0 #if its neighbor to us.
targetIC = 1.0 #How important are IC to target..
avoidAA = 5.0 #how bad AA are.
targetCoal = 1.0
targetSteel = 20.0
targetOil = 1.0
targetRubber = 1.0
occupied = 1.0 #Subtract for provinces which are occupied, ie bomb germany ahead of france as UK.
fighter = 10.0

}

admiral = {
target = {
158 = 100
95 = 100
85 = 100
15 = 100
24 = 100
22 = 100
211 = 100
214 = 100
234 = 100
231 = 100
230 = 100
258 = 100
288 = 100
240 = 100
206 = 100
239 = 100
205 = 100
213 = 100
214 = 100
234 = 100
227 = 100
219 = 100
218 = 100
221 = 100
175 = 100
224 = 100
220 = 100
174 = 100
427 = 100
223 = 100
172 = 100
173 = 100
151 = 100
157 = 100
171 = 100
428 = 100
426 = 100
425 = 100
424 = 100
258 = 100
230 = 100
290 = 100
294 = 100
250 = 100
82 = 100
85 = 100
13 = 100
11 = 100
1 = 100
3 = 100
7 = 100
12 = 100
14 = 100
16 = 100
15 = 100
24 = 100
25 = 100
26 = 100
27 = 100
23 = 100
32 = 100
21 = 100
1913 = 100
1912 = 100
1890 = 100
18 = 100
19 = 100
20 = 100
316 = 100
317 = 100
419 = 100
421 = 100
387 = 100
388 = 100
}
}