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czar1111 said:
OK, you have done this before. What do you think is first priority?

I was going to try some links Copper Nicus gave me and see what info is there on HoI2 files, then start on changing provinces as required?

I wouldn't say that the you necessarily have to take the TGW AI files and alter the provinces and anything else to make them work.

Perhaps you could outline what files will be needed for the major powers in 1914, and then fill in the details later?
 
Well, the reason I think it would be best to start with a straight conversion of TGW files to 1914 files is that we should be able to get something up and running a lot quicker?

True, it could be improved on by tweaking the files later but it is a very good start.

Also (most importantly for me) it gives me a good chance to learn as I go.

I understand about 60-70% at the moment.
There are things I know can be done - but I am sure not quite sure how yet.
Some of the syntax still has me a bit baffled too.

I can already visualise some of the different files required based on options chosen in the game... perhaps.

Immitating WWI will be relatively easy I think (we have a model to work from).
it's the possible variations that have me confused.

And a thought: Even if not in the time period of the game - Russo-Japanese War as a Battle Scenario?

Do we have someone out ther who fancies themselves as a grand strategic planner? If so, please post here. :)
 
I'd say the different files needed to simulate the war plans. A German East First, Schlieffen Plan, and perhaps frontal assault on France for 1914, then the standard "Offensive" and "Defensive" AIs for the rest of the war. Apparently one changes what countries the AI focuses on by using the handicap command, which I don't fully understand.

As for Russia, we have the AH or Germany first AIs, AH should get Plan B and Plan R, France starts with Plan XVII and then the defence of northern France AI. Britain should get a pacifist AI until war breaks out, and then start sending loads of troops to France. Throw in the odd assault in Turkey as well. Italy gets two main AIs, either against AH or against France. The Turks should just attempt to survive against Russia and Britain.
 
czar1111 said:
Well, the reason I think it would be best to start with a straight conversion of TGW files to 1914 files is that we should be able to get something up and running a lot quicker?

I see.

Well, I'm not exactly looking to get anything up and running rapidly. The emphasis is getting the AI files right, not done to meet a deadline. I would prefer that new AI were written more or less from scratch - if existing ones were to be used, then I would fear that you would spend your time making small alterations when big changes are necessary.

You are at liberty to use them if you wish - just don't get cramped by them. :)


czar1111 said:
And a thought: Even if not in the time period of the game - Russo-Japanese War as a Battle Scenario?

I have something like that in mind. Not yet, though.


czar1111 said:
Do we have someone out ther who fancies themselves as a grand strategic planner? If so, please post here. :)

Well, for 1914 you'll probably want the following:

German AI
  • Offensive-Belgium/Defensive-East
  • Offensive-Northern France/Defensive-East
  • Defensive-Northern France/Offensive-East in the event of failure to crush France

French AI
  • Offensive-Alsace-Lorraine (Plan XVII)
  • Defensive if Germany captures Brussels
  • Offensive if Germany gets near Paris

Austro-Hungarian AI
  • Offensive-Serbia (Plan B)
  • Offensive-Russia (Plan R)

Russian AI
  • Offensive-Galicia (Case A)
  • Offensive-Prussia-Silesia (Case G)
  • General Offensive (Case A/G - most likely)

Serbian AI
  • Defensive
 
Thanks Allenby & ptan54,

I had some of those on my list.

Rumania offencive / defensive AI
I was even considering an AI for Plan 1919. :)

Would also be interested in your views on which techs the nations might have persued and where the decision points were? What made them pick one tech path over another?

Don't worry Allenby, I don't feel constrained by previous work (or by history for that matter!) but it's nice to have a good starting position.

Oh, and for others working on this project:
I expect to get called away to work in 1-2 weeks. Might be gone for a month. Can take work with me - but will be out of touch with you all for that time. I'm trying to get enough together so that I can take something ongoing to work on. :)
 
czar1111 said:
Would also be interested in your views on which techs the nations might have persued and where the decision points were? What made them pick one tech path over another?

We'll worry about that when we have the tech fields decided upon. :)

For now, it's best just to get the armies marching in the correct direction. :D
 
ATTN: Your Country Needs YOU!

Did YOU play TGW mod and 'win'?

Below are some of the main AIs we will be writing for 1914.

Now these are very historical, and, in many cases I have actual maps I can look at to see what the objectives were/ are:

Allenby said:
Well, for 1914 you'll probably want the following:

German AI
  • Offensive-Belgium/Defensive-East
  • Offensive-Northern France/Defensive-East
  • Defensive-Northern France/Offensive-East in the event of failure to crush France

French AI
  • Offensive-Alsace-Lorraine (Plan XVII)
  • Defensive if Germany captures Brussels
  • Offensive if Germany gets near Paris

Austro-Hungarian AI
  • Offensive-Serbia (Plan B)
  • Offensive-Russia (Plan R)

Russian AI
  • Offensive-Galicia (Case A)
  • Offensive-Prussia-Silesia (Case G)
  • General Offensive (Case A/G - most likely)

Serbian AI
  • Defensive

So, how can you help.

I want to know HOW YOU USUALLY WON. :D

Did you, as any country, develop a 'fool proof' strategy?

If so - what was it?

Please be brief but for example you might say:
When I play as Russia.
I invade Rumania and destroy Turkey early in the war.
Then I sweep west and wipe out Austria-Hungary - easy :D

This will help because...
It will help me write better AI (hopefully)
It will help me identify AI weakness you have been exploiting :mad:
 
czar1111 said:
ATTN: Your Country Needs YOU!

Did YOU play TGW mod and 'win'?

Below are some of the main AIs we will be writing for 1914.

Now these are very historical, and, in many cases I have actual maps I can look at to see what the objectives were/ are:



So, how can you help.

I want to know HOW YOU USUALLY WON. :D

Did you, as any country, develop a 'fool proof' strategy?

If so - what was it?

Please be brief but for example you might say:


This will help because...
It will help me write better AI (hopefully)
It will help me identify AI weakness you have been exploiting :mad:

czar, if you trawl through the 'Discussion on TGW x.x' threads in the HOI section, you'll find a wealth of user feedback from various users.
 
Attn Allenby, ptan54 and other 1914 modders, :)

I have been called away to work and will probably not be back for a month.
(so will be away from the boards)
I will take all my A.I. learning + doing stuff (maps, TGW ai, how to guides, province files, etc) with me and work on it there - starting with the AIs that Allenby has flagged as priorities. :cool:

Sorry for the absence - but I gotta eat. ;)
 
i have always had a thing for the great war... and i used to do some ai's for hoi 1... but it has been a long time since i have read up on my ww1 history since my library moved away (moved from parents...) im a bit short on books...

so anyway, im willing to lend a hand with some of the ai stuffing if you want some help... can't promise too much since i am already devoted to the TRP with Lothos and the guys...
 
German test ai

sample test ai, let me know when you get a working version of 1914 so i can start getting serious :D

here is a test ai of germany

Code:
# German 1914 TEST 1 AI File by PB_DK
switch = no # [yes/no]

max_garrison_prop = 0.30
min_garrison_prop = 0.20
neutrality = 90.000 
war = 50
strat_redeploy_threshold = 25
exp_force_ratio = 0.04
exp_force_ratios = {

} 
no_exp_forces_to = { }
desperation = 0.1


upgrading 	= 0.15	#max % of ic used on this slider.
reinforcement 	= 0.1	#max % of ic used on this slider.

max_front_ratio		= 2		# The max wanted friendly-to-enemy division ratio along the front. Default is 4.0.
max_front_ratios 	= {
	HOL = 2
	BEL = 3
	FRA = 1.5
	RUS = 0.75
	HOL = 0.75
	ITA = 0.75
}


###################################
# Diplomacy
###################################
combat = {
	FRA = 50 }

demand_claims = {
}
befriend = {
}
protect = {
}
target = { 
} 
trade = {
	energy 		= -1
	rare_materials 	= -1
	metal 		= -1
	oil 		= -1
	supplies 	= -1
	money 		= -1

	favored = {
	}
	embargo = {
	}
}
tech_sharing = {
	favored = {
	}
	embargo = {
	}
	not = { }
	prioritized = {	}
}

###################################
# Construction and Tech Research
###################################
construction = { 
	max_factor = 0.150 


	AA_batteries = atwar
	max_AA_level = 10 
	AA_provs = { 
		75  # Cologne
		74  # Saarbruken
		314 # Stuttgart
		86  # Hannover
		311 # Dresden
		300 # Berlin
		376 # Munchen
	}

	coastal_fort = atwar
	max_coastal_level = 3
	coastal_fort_provs = {
		90 # Kiel
	} 

	radar_station = atwar
	max_radar = 2
	radar_provs = {
		67 # Essen
		82 # Kassel
		80 # Wilhemshafen
		300 # Berlin
		314 # Stutgart
		51 # Brussels
		47 # Amsterdam
		44 # Lille
		56 # Paris
	} 

	air_base = atwar
	max_air_base = 3
	air_base_provs = {
		67 # Essen
	} 

	naval_base = not_atwar 
	max_naval_base = 10 
	naval_base_provs = {
		90 # kiel } 

	land_fort = yes
	max_land_level = 3
	fort_borders = { FRA BEL ITA RUS } 

	ic_at_war = yes
	force_ic_until = 1900
	ic_end_year = 1938
	IC_provs = {
		74  # Saarburken
		376 # Munchen
		300 # Berlin
		75  # Cologne
		314 # Stuttgart
		86  # Hannover
		311 # Dresden
		300 # Berlin
	} 
}

military = { 
	relative_build_scheme 	= yes #yes while at peace
	max_batch_peace 	= 360 
	max_batch_war 		= 360 
	max_batch_home_front 	= 180

	#### Divisions etc...
	infantry 	= 44
	cavalry 	= 5
	motorized 	= 3
	mechanized 	= 0
	light_armor 	= 0
	armor 		= 1
	paratrooper 	= 0
	marine 		= 0
	bergsjaeger 	= 1
	garrison	= 3
      	hq 		= 3
	militia 	= 1
#				61 %
	interceptor 	= 3
	multi_role 	= 1
	escort 		= 1
	cas 		= 3
	strategic_bomber = 2 #zeps?
	tactical_bomber = 4
	naval_bomber 	= 1
	transport_plane = 1
	flying_bomb 	= 0
	flying_rocket 	= 0
#				16 %
	carrier 	= 0
	battleship 	= 2
	battlecruiser 	= 2
	heavy_cruiser 	= 3
	light_cruiser 	= 4
	destroyer 	= 6
	submarine 	= 4
	transports 	= 2
#				23 %

	#### Brigades
	artillery 		= 30
	sp_artillery 		= 5 
	rocket_artillery	= 0 
	sp_rct_artillery 	= 0
	anti_tank 		= 1
	tank_destroyer 		= 1
	light_armor_brigade 	= 1
	heavy_armor 		= 4
	super_heavy_armor 	= 0
	armored_car 		= 10
	anti_air 		= 5
	police 			= 5	
	engineer 		= 5 

	cag = 100.000 
}

technology = { 
	endgoal 	= { } 
	preference 	= { } 
	ignore 		= { }
 
	armor 		= 2 
	infantry 	= 6
	industry 	= 5
	aircraft 	= 5
	naval 		= 3
	land_doctrines 	= 3
	secret_weapons 	= 2
	air_doctrines 	= 2
	naval_doctrines = 2
}  

###################################
# Ground Combat, Leaders and Garrisons
###################################
leader_ratio = {
	land_field_marshal 	=0.021
	land_general 		=0.051
	land_lt_general 	=0.411

	sea_grand_admiral 	=0.021
	sea_admiral 		=0.061
	sea_vice_admiral 	=0.401

	air_marshal 		=0.021
	air_general 		=0.091
	air_lt_General 		=0.111
}
garrison = {
	defend_overseas_beaches = yes
	home_multiplier 	= 1.0
	overseas_multiplier 	= 1.0
	home_peace_cap 		= 20
	war_zone_odds 		= 2.0
	key_point_prio_mult	= 0.5
	revolt_risk_mult	= 0.3

	# PRIORITIES:
	beach			= 0	# Beach level 2
	capital			= 40	# Our capital
	human_border		= 0	# Ignored for allied human players
	war_target		= 100	# The next country targeted for attack by this AI
	
	opposing_alliance	= 50	# For neutrals, all alliances are "opposing"
	claim_threat		= 25	# 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 = {
	}
	ignore = {
	}
	province_priorities = {
	}
	area_multiplier = {
	}
}
front = { 
	recklessness 		= 2 # 0-3
	distrib_vs_ai 		= offensive
	distrib_vs_human 	= reactive

	enemy_reinf_days	= 6
	reserve_prop		= 0.1 #on the offensive
	panic_ratio_vs_ai	= 2.5
	panic_ratio_vs_human	= 2.5
	base_attack_odds	= 1.5
	min_attack_odds		= 1.25
	max_attack_odds		= 3.0
	reinforce_odds		= 1.2
	withdraw_odds		= 0.6

	strength 	= 1.0
	organisation 	= 2.0
	soft_attack 	= 1.0
	hard_attack 	= 2.0
	ground_defense 	= 1.0
	dig_in 		= 1.25 # Against defender

	frozen_attack 	= 1.0
	snow_attack 	= 1.0
	blizzard_attack = 1.0
	storm_attack 	= 1.0
	muddy_attack 	= 1.0

	largefort 	= 2.0
	smallfort 	= 1.5
	occupied 	= 0.7
	owned 		= 0.7

	jungle_attack 	= 1.0
	mountain_attack = 1.0
	swamp_attack 	= 1.0
	forest_attack 	= 1.0
	hill_attack 	= 1.0
	urban_attack 	= 1.0
	river 		= 1.0

      	enemy_handicap = {
	} 
      	passivity = {
	}
} 
###################################
# Air bombardment and defense
###################################

###################################
# Invasions and Naval
###################################
invasion = { 
 	base		= 0.1	#Relative modifier. (lower = specific targets much more important.)
	random		= 8.0	#How big a random range.  (1.0 = 1%)
	coastal		= 1	#increase to avoid coastal forts more.
	beach		= 1	#higher, avoid worst beaches.
	distance	= 0.1	#higher = avoid long distance.
	max_distance    = 20.0  #About the distance from Rostock to Narvik
	pocket		= 20.0	#prioritise pockets, ie provinces with no adjacent controlled by same.
	island		= 0.1	#prioritise taking pure islands.
	enemy		= 2.0	#higher = much more vary of troops in province.
	adjacentenemy 	= 2.0	#higher = much more vary of troops nearby
	air_base	= 1.5 
      	naval_base 	= 1 
      	air_support 	= 3.0 
      	redirect 	= home
	ignore		= no
      
	target = { 
	} 
} 
admiral = { 
	min_org		= 100	# NEW: Percent of org gained back before the unit can leave port
	min_dmg		= 98    # NEW: Percent of dmg gained back before the unit can leave port
	return_org 	= 60 	# NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
	return_dmg 	= 60 	# NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships

	ignore = {
		"Irish West Coast"
		"Cape Finisterre"
		"Bay of Biscay"
		"Central Northsea"
		"West Northsea"
		"English Channel"
		"The Hebreides"
		"Irish Sea"
	}
	#Which provinces to use as bases..
	base = {
		296
		325
	}
	target = { } 
	core = { 
		2473
		2474
		2475
		2476
		2477
		2478
	} 
}
 
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German 1914 french offensive

this should trigger as soon as vp are achived in belgium or holland or if germany goes with a france first strategy

Code:
 max_front_ratio		= 2		# The max wanted friendly-to-enemy division ratio along the front. Default is 4.0.
max_front_ratios 	= {
	BEL = 0.75
	FRA = 3
	RUS = 0.75
	HOL = 0.5
	ITA = 0.75
}
 
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