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
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
}
}
*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
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: