standard Japan Ai file...
#
# Hearts of Iron
#
# By Trip
# Mod by ze Evil Overlord
#
# Standard Japan AI file
#
# 100 = Total warmonger, 0 = absolute pacifist
war = 70
strat_redeploy_threshold = 30
influence = {
AFG ARG BOL CHC CHI IRQ MAN MON PAR PER POR SIA TAN TIB TUR
}
construction = {
max_factor = 0.3
max_AA = 2
AA_batteries = atwar
max_AA_level = 5
coastal_fort = atwar
max_coastal_level = 5
ic_at_war = yes
force_ic_until = 1939
ic_end_year = 1943
}
military = {
relative_build_scheme = yes
infantry = 35
cavalry = 5
motorized = 5
mechanized = 0
panzer = 1
paratrooper = 0
marine = 10
bergsjaeger = 4
# 60 %
fighter = 8
strategic_bomber = 0
tactical_bomber = 3
naval_bomber = 3
dive_bomber = 3
transport_plane = 0
torpedo_plane = 3
# 20 %
battleship = 2
carrier = 3
destroyer = 8
cruiser = 4
submarine = 3
transports = 5
# 25 %
}
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
14014 14015 14016 14402 14403 #Naval Guns
9103 9505 9803 #Torpedo Bombers
9106 9508 9806 #Naval Bombers
11003 11100 11104 11200 11203 11205 11300 11301 11303 11400 11401 11404 11406 11500 #Land doctrines that DO NOT focus on armor/mechanized/motorized
}
electronics = 2.8
armor = 1.7
infantry = 4.0
industry = 6.0
rocket = 0.6
nuclear = 0.1
heavy_aircraft = 3.4
light_aircraft = 3.4
naval = 5.6
submarine = 2.3
artillery = 4.2
naval_doctrine = 5.4
land_doctrine = 3.0
air_doctrine = 4.9
}
garrison = {
# OVERSEAS DISTRIBUTION:
defend_overseas_beaches = yes
# overseas_multiplier = 1.0 # Default is 0.3333
home_peace_cap = 6
area_multiplier = {
1562 = 3.0 # Saishu - i.e. 2x basic division need on the mainland.
# This works really well, but Japan tends to have trouble with China without those garrison troops
1919 = 1.0 # Kwajalein
1812 = 2.0 # Bonin Islands
1998 = 1.0 # Palau
1996 = 1.0 # North Solomon Islands
1804 = 1.5 # Manila
}
# PRIORITIES:
beach_1 = 50 # Beach level 1
beach_2 = 50 # Beach level 2
beach_3 = 50 # Beach level 3
capital = 75 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 220 # 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 = 50 # Bordering countries at war with someone else get this
# Borders with specific countries
country_priorities = {
CHI = 150
SOV = 50
ENG = 100
USA = 150
}
key_point_prio_mult = 2
}
front = {
recklessness = 2 # 0-3
distrib_vs_ai = even
distrib_vs_human = reactive
enemy_reinf_days = 6
reserve_prop = 0.3
panic_ratio_vs_ai = 2.0
panic_ratio_vs_human = 1.5
base_attack_odds = 2.5
min_attack_odds = 1.0
max_attack_odds = 4.5
reinforce_odds = 1.1
withdraw_odds = 0.5
passivity = {
SOV = 90
}
}
invasion = {
base = 1.0 #Relative modifier. (lower = specific targets much more important.)
random = 50.0#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 = 10.0 #higher = much more wary of troops in province.
adjacentenemy = 1.0 #higher = much more wary of troops nearby
target = {
# China
1621 = 300
1698 = 400 # Shanghai
1703 = 400 # Kowloon
1724 = 400 # Haikou
1700 = 200 # Zhanjiang
1702 = 200 # Bobai
1622 = 100 # Jinan
1699 = 100 # Nantong
1562 = 200 # Jinzhou
}
}
bomber = {
#defensive fighter ai factors
defensiveIC = 2.0
recentlyBombed = 8.0
protectOil = 2.0
protectCoal = 1.0
protectSteel = 2.0
protectRubber = 2.0
#Evaluation factors for determening which landarea to be strategically bombarded.
areaSize = 1.0 # size of area.
areaDistance = 1.0 # distance
adjacency = 1.0 # if its neighbor to us.
#Evaluate which province to get a bombing mission.
targetIC = 9.0 #destroy NatChi industry base
avoidAA = 5.0 #lots of other targets in the area
targetCoal = 1.0
targetSteel = 1.0
targetOil = 5.0
targetRubber = 5.0
occupied = 20
}
admiral = {
target = {
1698 = 500 # Shanghai
1679 = 500
1680 = 500
1682 = 500
1686 = 500
1687 = 500
1720 = 1000
1721 = 500
1719 = 500
1723 = 100
1738 = 100
1718 = 100
1685 = 100
1826 = 100
1670 = 100
2001 = 100
}
}