Maybe increasing country_priorities' value of GER and decreasing it for JAP (and MAN) in sov_1941.ai file will help? It's just an idea...
Unchanged code with default values:
Code:
garrison = {
defend_overseas_beaches = no
home_multiplier = 1.0
overseas_multiplier = 0.5
home_peace_cap = 20
war_zone_odds = 2.0
key_point_prio_mult = 0.0
revolt_risk_mult = 0.3
# PRIORITIES:
beach = 0 # Beach level 2
capital = 20 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 50 # The next country targeted for attack by this AI
opposing_alliance = 50 # For neutrals, all alliances are "opposing"
claim_threat = 0 # If we are neutral, countries with claims on us get this
unstable_border = 0 # Bordering countries at war with someone else get this
# Borders with specific countries
country_priorities = {
CHI = -1
MON = -1
TAN = -1
SIK = -1
AFG = -1
IRQ = -1
ENG = -1
PER = -1
TUR = -1
FIN = 20
ROM = 150
[B]GER = 100[/B]
ITA = 50
[b]JAP = 20[/b]
MAN = 20
SWE = -1
NOR = -1
HUN = 15
SLO = 15
BUL = 15
}
EDIT: Because currently being in war, AI is probably behaving already according to some other, more specific situational ai file from ai sub-folder named "switch" (file which is turned on by an event, and not according to sov_1941.ai or sov_1939.ai) - so the relevant files in which country_priorities's values might need to be rebalanced too (in order to get more Soviet units deployed in West) are also sov_germany.ai and sov_defense_ger_border.ai (can someone confirm this, please?). As far as I have understood, the deployment process is regulated (partly so, excluding composition of units) in the
garrison section of the ai files and the function of
front section is to position already deployed troops according to the rules that guide attacking and defending in certain situations. (Although in this case, maybe Soviet troops are deliberately deployed in East in order to give for the fresh recruits time to regain organization while they move to West and before they face the enemy?)