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PB-DK

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the german.ai file
*updated*

ripped the target part of the invasion ai.


#
# Hearts of Iron
#
# By Trip
# Mod by ZE EVIL Overlord
# Standard Germany AI file
#

# 100 = Total warmonger, 0 = absolute pacifist
war = 90
strat_redeploy_threshold = 20
max_garrison_prop = 0.5
min_garrison_prop = 0.2
Influence = {
ARG AUS BUL CRO CZE FIN GRE HUN IRQ ITA JAP
PER ROM SER SLO YUG
}

construction = {

max_factor = 0.2

max_AA = 4
AA_batteries = atwar
max_AA_level = 10

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 = 46
cavalry = 0
motorized = 7
mechanized = 6
panzer = 8
paratrooper = 0
marine = 0
bergsjaeger = 3
# 70 %

fighter = 8
strategic_bomber = 0
tactical_bomber = 5
naval_bomber = 2
dive_bomber = 5
transport_plane = 0
torpedo_plane = 0
# 20 %

battleship = 1
carrier = 0
destroyer = 1
cruiser = 1
submarine = 6
transports = 1
# 10 %
}

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

1304 1406 1408 # Infantry techs that benefit armor and other offensive units

2210 2313 2316 2410 2506 2614 2707 #Customized Armor Version Techs

10102 10503 10802 #Interceptors

9102 9504 9802 #Dive Bombers

9105 9507 9805 9972 #Tactical Bombers

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

11101 11203 11302 11305 11307 11402 11404 11407 11501 #'Offensive' Doctrines

4001 4300 4303 4400 4500 4600 4601 4700 4701 4800 4900 4940 4941 #Industry preferences (stem techs + coal:eek:il:rubber)

4401 # Industry Vehicle Construction

}

electronics = 2.2
armor = 4.0
infantry = 4.3
industry = 4.1
rocket = 1.8
nuclear = 0.2
heavy_aircraft = 2.8
light_aircraft = 3.3
naval = 0.1
submarine = 1.1
artillery = 5.4
naval_doctrine = 0.1
land_doctrine = 6.0
air_doctrine = 4.0
}

garrison = {
# OVERSEAS DISTRIBUTION:
defend_overseas_beaches = yes
area_multiplier = {
650 = 5.0 # Königsberg in order to get a decent build-up before Fall Weiss.
}

# PRIORITIES:
beach_1 = 60 # Beach level 1
beach_2 = 60 # Beach level 2
beach_3 = 60 # Beach level 3
capital = 100 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 200 # The next country targeted for attack by this AI

opposing_alliance = 100 # For neutrals, all alliances are "opposing"
claim_threat = 50 # 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 = {
VIC = -1
SCH = -1
FIN = -1
POL = 100
YUG = 60
SOV = 200
BEL = 50
HOL = 50
GRE = 50
HUN = -1
ROM = -1
BUL = -1
DEN = 60
SLO = -1
}

# Specific provinces
province_priorities = {
527 = 20 # Paris
1097 = 80 # Tobruk
1098 = 60 # Benghazi
908 = 100 # Roma
906 = 100 # Firenze
}

key_point_prio_mult = 2
}

front = {
recklessness = 2 # 0-3
distrib_vs_ai = even
distrib_vs_human = reactive

base_attack_odds = 2.0 # Default is 2.5

panic_ratio_vs_ai = 2.0 # Default is 1.5
}

invasion = {

base = 0.1 #Relative modifier. (lower = specific targets much more important.)
random = 10.0 #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 = 6.0 #higher = avoid long distance.
pocket = 1.2 #prioritise pockets, ie provinces with no adjacent controlled by same.
island = 2.0 #prioritise taking pure islands.
enemy = 2.0 #higher = much more vary of troops in province.
adjacentenemy = 4.0 #higher = much more vary of troops nearby


}

bomber = {

#defensive fighter ai factors

defensiveIC = 2.0
recentlyBombed = 8.0 #protect anything bombed.
protectOil = 3.0
protectCoal = 2.0
protectSteel = 2.0
protectRubber = 1.0

#Evaluation factors for determening which landarea to be strategically bombarded.

areaSize = 2.0 #size of area.
areaDistance = 1.0 #distance
adjacency = 1.0 #if its neighbor to us.

#Evaluate which province to get a bombing mission.

targetIC = 3.0 #How important are IC to target..
avoidAA = 1.0 #how bad AA are.
targetCoal = 2.0
targetSteel = 2.0
targetOil = 2.0
targetRubber = 2.0
occupied = 1.0 #Subtract for provinces which are occupied, ie bomb germany ahead of france as UK.

}

admiral = {
target = {
593 = 100
656 = 100
657 = 100
600 = 100
651 = 100
597 = 100
591 = 100
}
}
 
Last edited:

PB-DK

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German 36-38.ai File

#
# Hearts of Iron
#
# By Trip
# Mod by Ze EVIL Overlord
#
# Standard Germany AI file
#

# 100 = Total warmonger, 0 = absolute pacifist
war = 80
strat_redeploy_threshold = 20
max_garrison_prop = 0.2
min_garrison_prop = 0.0
Influence = {
ARG AUS BUL CRO CZE FIN HUN IRQ ITA JAP
PER ROM SER SLO YUG
}

construction = {

max_factor = 0.5

max_AA = 1
AA_batteries = yes
max_AA_level = 10

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 = 45
cavalry = 0
motorized = 8
mechanized = 6
panzer = 9
paratrooper = 0
marine = 0
bergsjaeger = 2
# 70 %

fighter = 10
strategic_bomber = 0
tactical_bomber = 6
naval_bomber = 2
dive_bomber = 6
transport_plane = 0
torpedo_plane = 0
# 24 %

battleship = 0
carrier = 0
destroyer = 1
cruiser = 1
submarine = 3
transports = 1
# 6 %
}

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

1304 1406 1408 # Infantry techs that benefit armor and other offensive units

2210 2313 2316 2410 2506 2614 2707 #Customized Armor Version Techs

10102 10503 10802 #Interceptors

9102 9504 9802 #Dive Bombers

9105 9507 9805 9972 #Tactical Bombers

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

4001 4300 4303 4400 4500 4600 4601 4700 4701 4800 4900 4940 4941 #Industry preferences (stem techs + coal:eek:il:rubber)

4401 # Industry Vehicle Construction

}

electronics = 4.0
armor = 4.1
infantry = 4.3
industry = 5.0
rocket = 2.1
nuclear = 0.2
heavy_aircraft = 2.8
light_aircraft = 3.4
naval = 0.1
submarine = 1.1
artillery = 5.4
naval_doctrine = 0.1
land_doctrine = 0.1
air_doctrine = 0.1
}

garrison = {
# OVERSEAS DISTRIBUTION:
defend_overseas_beaches = yes
area_multiplier = {
650 = 5.0 # Königsberg in order to get a decent build-up before Fall Weiss.
}

# PRIORITIES:
beach_1 = 60 # Beach level 1
beach_2 = 60 # Beach level 2
beach_3 = 60 # Beach level 3
capital = 100 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 200 # 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 = 60 # Bordering countries at war with someone else get this

# Borders with specific countries
country_priorities = {
VIC = -1
FIN = -1
POL = 100
YUG = 60
SOV = 200
}

# Specific provinces
province_priorities = {
527 = 60 # Paris
}

key_point_prio_mult = 2
}

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

base_attack_odds = 2.0 # Default is 2.5

panic_ratio_vs_ai = 2.0 # Default is 1.5
}

bomber = {

#defensive fighter ai factors

defensiveIC = 2.0
recentlyBombed = 8.0 #protect anything bombed.
protectOil = 3.0
protectCoal = 2.0
protectSteel = 2.0
protectRubber = 1.0

#Evaluation factors for determening which landarea to be strategically bombarded.

areaSize = 2.0 #size of area.
areaDistance = 1.0 #distance
adjacency = 1.0 #if its neighbor to us.

#Evaluate which province to get a bombing mission.

targetIC = 3.0 #How important are IC to target..
avoidAA = 1.0 #how bad AA are.
targetCoal = 2.0
targetSteel = 2.0
targetOil = 2.0
targetRubber = 2.0
occupied = 1.0 #Subtract for provinces which are occupied, ie bomb germany ahead of france as UK.

}

admiral = {
target = {
593 = 100
656 = 100
657 = 100
600 = 100
651 = 100
597 = 100
591 = 100
}
}
 
Last edited:

PB-DK

Former Paradox Fan
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the german_bob.ai file

#
# Hearts of Iron
#
# By Trip
# Mod by Ze EVIL Overlord
#
# Germany AI file for the 'Battle of Britain'
#

# 100 = Total warmonger, 0 = absolute pacifist
war = 80
max_garrison_prop = 0.3
min_garrison_prop = 0.1
construction = {

max_factor = 0.2

max_AA = 4
AA_batteries = atwar
max_AA_level = 10

coastal_fort = atwar
max_coastal_level = 5

ic_at_war = yes
force_ic_until = 1939
ic_end_year = 1943
}

military = {

relative_build_scheme = no

infantry = 44
cavalry = 0
motorized = 8
mechanized = 6
panzer = 9
paratrooper = 0
marine = 0
bergsjaeger = 2
# 68 %

fighter = 8
strategic_bomber = 8
tactical_bomber = 5
naval_bomber = 0
dive_bomber = 5
transport_plane = 0
torpedo_plane = 0
# 26 %

battleship = 0
carrier = 0
destroyer = 1
cruiser = 1
submarine = 3
transports = 1
# 6 %
}

technology = {

endgoal = {}
preference = {

1304 1406 1408 # Infantry techs that benefit armor and other offensive units

2210 2313 2316 2410 2506 2614 2707 #Customized Armor Version Techs

10102 10503 10802 #Interceptors

9102 9504 9802 #Dive Bombers

9105 9507 9805 9972 #Tactical Bombers

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

11101 11203 11302 11305 11307 11402 11404 11407 11501 #'Offensive' Doctrines

4001 4300 4303 4400 4500 4600 4601 4700 4701 4800 4900 4940 4941 #Industry preferences (stem techs + coal:eek:il:rubber)

4401 # Industry Vehicle Construction

}

electronics = 2.2
armor = 4.1
infantry = 4.3
industry = 4.1
rocket = 2.1
nuclear = 0.2
heavy_aircraft = 2.8
light_aircraft = 3.4
naval = 0.1
submarine = 1.1
artillery = 5.4
naval_doctrine = 0.1
land_doctrine = 6.0
air_doctrine = 3.5
}

garrison = {

defend_overseas_beaches = yes

# PRIORITIES:
beach_1 = 50 # Beach level 1
beach_2 = 55 # Beach level 2
beach_3 = 60 # Beach level 3
capital = 100 # 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 = {
VIC = -1
FIN = -1
POL = 100
YUG = 50
SOV = 200
}

# Specific provinces
province_priorities = {
527 = 50 # Paris
}

key_point_prio_mult = 2
}

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

base_attack_odds = 2.0 # Default is 2.5

panic_ratio_vs_ai = 2.0 # Default is 1.5
}

bomber = {

#defensive fighter ai factors

defensiveIC = 3.0
recentlyBombed = 7.0 #protect anything bombed.
protectOil = 3.0
protectCoal = 2.0
protectSteel = 2.0
protectRubber = 1.0

#Evaluation factors for determening which landarea to be strategically bombarded.

areaSize = 2.0 #size of area.
areaDistance = 1.0 #distance
adjacency = 1.0 #if its neighbor to us.

#Evaluate which province to get a bombing mission.

targetIC = 8.0 #How important are IC to target..
avoidAA = 1.0 #how bad AA are.
targetCoal = 3.0
targetSteel = 3.0
targetOil = 2.0
targetRubber = 2.0
occupied = 1.0 #Subtract for provinces which are occupied, ie bomb germany ahead of france as UK.

}
 

PB-DK

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the german_barbarossa.ai file
*UPDATED*

#
# Hearts of Iron
#
# By Trip
# Mod By Ze EVIL Overlord
#
# Germany Barbarossa AI file
#

# 100 = Total warmonger, 0 = absolute pacifist
war = 90
strat_redeploy_threshold = 20
max_garrison_prop = 0.6
min_garrison_prop = 0.3
Influence = {
ARG AUS BUL CRO CZE FIN HUN IRQ ITA JAP
PER ROM SER SLO YUG
}

construction = {

max_factor = 0.2

max_AA = 4
AA_batteries = atwar
max_AA_level = 10

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 = 46
cavalry = 0
motorized = 8
mechanized = 6
panzer = 8
paratrooper = 0
marine = 0
bergsjaeger = 2
# 74 %

fighter = 7
strategic_bomber = 0
tactical_bomber = 5
naval_bomber = 2
dive_bomber = 5
transport_plane = 0
torpedo_plane = 0
# 20 %

battleship = 1
carrier = 0
destroyer = 1
cruiser = 1
submarine = 7
transports = 1
# 6 %

}

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

1304 1406 1408 # Infantry techs that benefit armor and other offensive units

2210 2313 2316 2410 2506 2614 2707 #Customized Armor Version Techs

10102 10503 10802 #Interceptors

9102 9504 9802 #Dive Bombers

9105 9507 9805 9972 #Tactical Bombers

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

11101 11203 11302 11305 11307 11402 11404 11407 11501 #'Offensive' Doctrines

4001 4300 4303 4400 4500 4600 4601 4700 4701 4800 4900 4940 4941 #Industry preferences (stem techs + coal:eek:il:rubber)

4401 # Industry Vehicle Construction

}

electronics = 2.2
armor = 4.0
infantry = 4.3
industry = 4.1
rocket = 1.8
nuclear = 0.2
heavy_aircraft = 2.8
light_aircraft = 3.3
naval = 0.1
submarine = 1.1
artillery = 5.4
naval_doctrine = 0.1
land_doctrine = 6.0
air_doctrine = 4.0
}

garrison = {

defend_overseas_beaches = yes

# PRIORITIES:
beach_1 = 50 # Beach level 1
beach_2 = 55 # Beach level 2
beach_3 = 60 # Beach level 3
capital = 100 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 200 # The next country targeted for attack by this AI

opposing_alliance = 100 # For neutrals, all alliances are "opposing"
claim_threat = 50 # 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 = {
VIC = -1
FIN = -1
SWE = -1
GRE = 50
SCH = -1
BEL = 50
HOL = 50
POL = 100
YUG = 50
SOV = 200
BUL = -1
ROM = -1
HUN = -1
SLO = -1
DEN = 80
}

# Specific provinces
province_priorities = {
527 = 20 # Paris
1097 = 60 # Tobruk
1098 = 60 # Benghazi
908 = 100 # Roma
906 = 100 # Firenze
}

key_point_prio_mult = 2
}

front = {
recklessness = 2 # 0-3
distrib_vs_ai = even
distrib_vs_human = reactive

base_attack_odds = 2.0 # Default is 2.5

panic_ratio_vs_ai = 2.0 # Default is 1.5
}

invasion = {

base = 1.0 #Relative modifier. (lower = specific targets much more important.)
random = 10.0 #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 = 6.0 #higher = avoid long distance.
pocket = 1.2 #prioritise pockets, ie provinces with no adjacent controlled by same.
island = 2.0 #prioritise taking pure islands.
enemy = 2.0 #higher = much more vary of troops in province.
adjacentenemy = 4.0 #higher = much more vary of troops nearby

}

bomber = {

#defensive fighter ai factors

defensiveIC = 3.0
recentlyBombed = 7.0 #protect anything bombed.
protectOil = 3.0
protectCoal = 2.0
protectSteel = 2.0
protectRubber = 1.0

#Evaluation factors for determening which landarea to be strategically bombarded.

areaSize = 2.0 #size of area.
areaDistance = 1.0 #distance
adjacency = 1.0 #if its neighbor to us.

#Evaluate which province to get a bombing mission.

targetIC = 3.0 #How important are IC to target..
avoidAA = 1.0 #how bad AA are.
targetCoal = 2.0
targetSteel = 2.0
targetOil = 2.0
targetRubber = 2.0
occupied = 1.0 #Subtract for provinces which are occupied, ie bomb germany ahead of france as UK.

}

admiral = {
target = {
593 = 100
656 = 100
657 = 100
600 = 100
651 = 100
597 = 100
591 = 100
700 = 500
701 = 500
2161 = 500
473 = 100
962 = 100
1014 = 100
450 = 100
447 = 100
448 = 100
477 = 100
446 = 100
}
}
 
Last edited:

PB-DK

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the german_sealion.ai file

#
# Hearts of Iron
#
# By Trip
# Mod by Ze EVIL Overlord
#
# Germany AI file for 'Invasion Sealion'
#

# 100 = Total warmonger, 0 = absolute pacifist
war = 80
strat_redeploy_threshold = 20
max_garrison_prop = 0.6
min_garrison_prop = 0.3
Influence = {
AFG ARG AUS BOL BUL CRO CZE FIN GRE HUN IRQ ITA JAP
PAR PER POR ROM SER SLO SPA SWE TUR YUG
}

construction = {

max_factor = 0.2

max_AA = 4
AA_batteries = atwar
max_AA_level = 10

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 = 15
cavalry = 0
motorized = 4
mechanized = 3
panzer = 5
paratrooper = 0
marine = 0
bergsjaeger = 0
# 27 %

fighter = 8
strategic_bomber = 2
tactical_bomber = 5
naval_bomber = 8
dive_bomber = 5
transport_plane = 0
torpedo_plane = 2
# 30 %

battleship = 2
carrier = 1
destroyer = 12
cruiser = 5
submarine = 3
transports = 20
# 43 %
}

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

1304 1406 1408 # Infantry techs that benefit armor and other

offensive units

2210 2313 2316 2410 2506 2614 2707 #Customized Armor Version Techs

10102 10503 10802 #Interceptors

9102 9504 9802 #Dive Bombers

9105 9507 9805 9972 #Tactical Bombers

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

11101 11203 11302 11305 11307 11402 11404 11407 11501 #'Offensive'

Doctrines

4001 4300 4303 4400 4500 4600 4601 4700 4701 4800 4900 4940 4941

#Industry preferences (stem techs + coal:eek:il:rubber)

4401 # Industry Vehicle Construction

}

electronics = 2.2
armor = 4.0
infantry = 4.3
industry = 4.1
rocket = 1.8
nuclear = 0.2
heavy_aircraft = 2.8
light_aircraft = 3.3
naval = 0.1
submarine = 1.1
artillery = 5.4
naval_doctrine = 0.1
land_doctrine = 6.0
air_doctrine = 4.0
}

garrison = {

defend_overseas_beaches = yes

# PRIORITIES:
beach_1 = 50 # Beach level 1
beach_2 = 55 # Beach level 2
beach_3 = 60 # Beach level 3
capital = 100 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 200 # 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 = {
VIC = -1
FIN = -1
POL = 100
YUG = 50
SOV = 80
}

# Specific provinces
province_priorities = {
527 = 50 # Paris
}

key_point_prio_mult = 2
}

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

base_attack_odds = 2.0 # Default is 2.5

panic_ratio_vs_ai = 2.0 # Default is 1.5
}

bomber = {

#defensive fighter ai factors

defensiveIC = 3.0
recentlyBombed = 7.0 #protect anything bombed.
protectOil = 3.0
protectCoal = 2.0
protectSteel = 2.0
protectRubber = 1.0

#Evaluation factors for determening which landarea to be strategically

bombarded.

areaSize = 2.0 #size of area.
areaDistance = 1.0 #distance
adjacency = 1.0 #if its neighbor to us.

#Evaluate which province to get a bombing mission.

targetIC = 3.0 #How important are IC to target..
avoidAA = 1.0 #how bad AA are.
targetCoal = 2.0
targetSteel = 2.0
targetOil = 2.0
targetRubber = 2.0
occupied = 1.0 #Subtract for provinces which are

occupied, ie bomb germany ahead of france as UK.

}

admiral = {
target = {
593 = 100
656 = 100
657 = 100
600 = 100
651 = 100
597 = 100
591 = 100
504 = 500
516 = 500
517 = 500
473 = 100
962 = 100
1014 = 100
450 = 100
447 = 100
448 = 100
477 = 100
446 = 100
}
}
 
Last edited:

PB-DK

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the German_defense.ai file

#
# Hearts of Iron
#
# By Trip
# Mod by Ze EVIL Overlord
#
# Germany AI file when forced onto defense
#

# 100 = Total warmonger, 0 = absolute pacifist
war = 80
strat_redeploy_threshold = 20
max_garrison_prop = 0.4
min_garrison_prop = 0.2
construction = {

max_factor = 0.2

max_AA = 4
AA_batteries = atwar
max_AA_level = 10

coastal_fort = atwar
max_coastal_level = 5
max_land_level = 3
ic_at_war = yes
force_ic_until = 1939
ic_end_year = 1943
}

military = {

relative_build_scheme = yes

infantry = 59
cavalry = 0
motorized = 7
mechanized = 4
panzer = 14
paratrooper = 0
marine = 0
bergsjaeger = 0
# 84 %

fighter = 8
strategic_bomber = 0
tactical_bomber = 4
naval_bomber = 0
dive_bomber = 4
transport_plane = 0
torpedo_plane = 0
# 16 %

battleship = 0
carrier = 0
destroyer = 0
cruiser = 0
submarine = 0
transports = 0
# 0 %
}

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

1304 1406 1408 # Infantry techs that benefit armor and other offensive units

2210 2313 2316 2410 2506 2614 2707 #Customized Armor Version Techs

10102 10503 10802 #Interceptors

9102 9504 9802 #Dive Bombers

9105 9507 9805 9972 #Tactical Bombers

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

11101 11203 11302 11305 11307 11402 11404 11407 11501 #'Offensive' Doctrines

4001 4300 4303 4400 4500 4600 4601 4700 4701 4800 4900 4940 4941 #Industry preferences (stem techs + coal:eek:il:rubber)

4401 # Industry Vehicle Construction

}

electronics = 2.2
armor = 4.0
infantry = 4.3
industry = 4.1
rocket = 1.8
nuclear = 0.2
heavy_aircraft = 2.8
light_aircraft = 3.3
naval = 0.1
submarine = 1.1
artillery = 5.4
naval_doctrine = 0.1
land_doctrine = 6.0
air_doctrine = 4.0
}

garrison = {

defend_overseas_beaches = yes

# PRIORITIES:
beach_1 = 50 # Beach level 1
beach_2 = 55 # Beach level 2
beach_3 = 60 # Beach level 3
capital = 100 # 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 = {
VIC = -1
FIN = -1
POL = 100
YUG = 50
SOV = 200
}

# Specific provinces
province_priorities = {
527 = 50 # Paris
}

key_point_prio_mult = 2
}

front = {
recklessness = 1 # 0-3
distrib_vs_ai = even
distrib_vs_human = reactive
reserve_prop = 0.4
base_attack_odds = 2.0 # Default is 2.5

panic_ratio_vs_ai = 2.0 # Default is 1.5
}

bomber = {

#defensive fighter ai factors

defensiveIC = 4.0
recentlyBombed = 8.0 #protect anything bombed.
protectOil = 3.0
protectCoal = 2.0
protectSteel = 2.0
protectRubber = 1.0

#Evaluation factors for determening which landarea to be strategically bombarded.

areaSize = 2.0 #size of area.
areaDistance = 1.0 #distance
adjacency = 1.0 #if its neighbor to us.

#Evaluate which province to get a bombing mission.

targetIC = 3.0 #How important are IC to target..
avoidAA = 1.0 #how bad AA are.
targetCoal = 2.0
targetSteel = 2.0
targetOil = 2.0
targetRubber = 2.0
occupied = 1.0 #Subtract for provinces which are occupied, ie bomb germany ahead of france as UK.

}
 

Tamerlan

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I just think about something about tech tree, you should always put the more important tech AT THE END of the tech preferences.

That is why I put always application after theorical, and computing and industry at the end.

So if I did the thing properly it should look like that.

i.e.

4300 4200 4100

....... 4103 4102 4101 4004 4003 4002 4001

3300 3200 3100

........3205 3204 3203 3105 3104 3103 3003 3002 3001

Of course for tank gun tech, it should be in growing order since you want to get the most "advanced" tanks.
 

Tamerlan

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Yes :) Also in early phase of the game 36-38, Germany should put a bigger emphasizis in electronics, and even in industry. You should get a certain level in computing, probably just before Magnetron stuff but not sure. Ensure that in 39 they got mass production in planes, and vehicules, and maybe even ships.

I guess you also know that Germany get automatically quite a few conversion tech as any major state managed by the AI.
 
Last edited:

PB-DK

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i have been looking through all the ai files to find out if they truly are in use or not... most are but not all so i have been duing some thinking on what ai files are required (for germany)

pre-war ai.

blitzkrieg ai- before barbarossa
high content of mobile forces

BOB/sealion ai- (you dont need 2 ai files for that... historically)
strategic bombers and transports

Barbarossa ai- ger preps for barbarossa
more low cost units such as cav and regular inf
(also more garrisons units allround)

Defensive ai- germany goes for the last stand...
... dumdidum ... hehe


any comments?
 
Sep 8, 2003
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pub89.ezboard.com
That sounds OK. However, the Germans didn't really go for low cost units. That's what lost them the war right? They concentrated on expensive high tech weapons, at the expense of mass producable weapons. I still believe that the Germans are heavily underteched in this game.
 

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when germany entered russia in 1941 they only had about two dozen panzer divisions out of more than 200... the german armies also contained cavalry divisions that where used for recon work...

so no... the german army should not be exclusivly panzers and mot/mech... most of the german divisions that fought in ww2 didn't have access to an excessive amount of transportation beyond the good ol' horsy...

generally the germans lost the war because they made a lot of strategic errors (stalingrad, the alienation of the russians and all the rest) they could not keep up with the allies (and com's) in the amount of equipment...

i have spent a lot of time studying ww2 in my spare time... i dont consider myself an expert... but i do believe that had hitler not interfered with a lot of things... we would all be speaking german (atleast here in europe... ;))
 
Last edited:
Sep 8, 2003
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pub89.ezboard.com
Bad transportation can only be simulated using bad infastructure.

I agree about the strategic blunders, however, Germany's lack of using mass producable weapons also contributed greatly to their downfall. They made errors in tank/sub research, which set them back months. Guess this comes down to the efficient or historical debate.
 

PB-DK

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what i meant with transportation was that the armies were regular infantry... not moterized or mechanized...

it had nothing what so ever to do with infrastructure...

the standard german infantry division up to '45 still used horses for transportation... (supplies, equipment and such)

germany maintained a quite decent production thrughout the war, only slowed down because of lack of resources (from early 44 and onwards)

we can continue this discussion

HERE