Fallout's Doomsday 2.5.1.2 for Darkest Hour (latest release: 22-04-2023)

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Slaughter

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Apr 25, 2009
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Fallout's Doomsday
A mod for Darkest Hour

============================================

The spirit of the ancient heroes lives in their deeds, their inspiration, the rousing of our spirits
FzFB4z0.png



Even as they come and go

zCICCdK.gif


As long as humanity lives, there will be heroes and villains, and all those in between, the men in the grey line, hanging on, struggling against the storm.

tyIQMAB.jpg



And there always will be


BtWp3Qf.png



After all...
War. War Never Changes...

==================================
Current Team Members:
Slaughter


Retired/Inative Team Members:
SwordOfJustice
Arcangelus
Messenger
Miguel Lanius

NEW, IMPROVED VERSION FODD 2.5.1.2 - For HOIDH 1.05.1
Checksum: JLPE
We currently have links for mediafire and ModDB. I intend to add the option of downloading from Github in the near future.
Download Link:

FODD 2.5.1.2 Main Mod File (Mediafire)
This download file is a rar file. Extract this archive into the Mods folder of your Darkest Game installation. Does not include the FODD Soundtrack, it is a separate download.

FODD Soundtrack v1.0.
FODD Soundtrack v1.0 on ModDB.
This optional download file is a rar file. Extract this archive into the folder of your latest FODD mod folder. It contains numerous music files, among them OSTs for all Fallout games (Fallout/Fallout 2/Fallout Tactics/Fallout 3/Fallout New Vegas/Fallout 4/Fallout 76), as well as other files. Thanks to Kill_Tactician on the FODD Discord for the files.




Changelog:


Code:
FODD 2.5.1.2 Changelog 02-01-2023

FODD_ID_Numbers.txt: Updated some references:
	- Updated event IDs by adding the Calgary Confederacy

/ai

	AFG/Kansas Free State:
		- Improved the AI somewhat, with front ratios, upgrade and reinforcement max sliders and fuel count for offensives.
		- Will now use offensive supply in all start dates.
		- Fixed organization in combat files, It annoyed me. I now order by higher number then alphabetically. 


		AFG_2245.ai: 
			max_front_ratios = {
				NOR = 2.0
				BEN = 2.0
				TEX = 2.0
				SOV = 2.0
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			combat = {
				BEN = 20 # Beastlords, residal distrust from the Quincy attack on Ghouls
				#BLR = 20 # Texas Reformed
				IRQ = 20 # The Vipers
				JAP = 20 # Robot Nation. Hostile due to Calculator, cools off with time. Non-mutual except for Nasty Mainframe.
				TEX = 20 # New Church
				#ALB = 10 # Caesar's Legion
				NOR = 10 # The Huns
				SOV = 5 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
				}

		AFG_2247.ai:
			max_front_ratios = {
				NOR = 2.0
				BEN = 2.0
				TEX = 2.0
				SOV = 2.0
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400
			combat = {
				#BLR = 20 # Texas Reformed
				IRQ = 20 # The Vipers
				TEX = 20 # New Church
				BEN = 15 # Beastlords, residal distrust from the Quincy attack on Ghouls. Fading distrust.
				JAP = 15 # Robot Nation. Hostile due to Calculator, cools off with time. Non-mutual except for Nasty Mainframe.
				ALB = 10 # Caesar's Legion
				NOR = 10 # The Huns
				SOV = 5  # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
				}

		AFG_2249.ai:
			max_front_ratios = {
				AZB = 2.0
				NOR = 2.0
				BEN = 2.0
				TEX = 2.0
				SOV = 2.0
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			strat_redeploy_threshold = 25
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600
			combat = {
				TEX = 25 # New Church
				IRQ = 20 # The Vipers
				#BLR = 20 # Texas Reformed
				ALB = 15 # Caesar's Legion
				NOR = 15 # The Huns
				BEN = 10 # Beastlords, residal distrust from the Quincy attack on Ghouls. Fading distrust.
				JAP = 10 # Robot Nation. Hostile due to Calculator, cools off with time. Non-mutual except for Nasty Mainframe.
				SOV = 10 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
				}

		AFG_2251.ai:
			max_front_ratios = {
				AZB = 2.0
				NOR = 2.0
				BEN = 2.0
				TEX = 2.0
				SOV = 2.0
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			combat = {
				TEX = 25 # New Church
				#BLR = 20 # Texas Reformed
				IRQ = 20 # The Vipers
				NOR = 20 # The Huns
				ALB = 15 # Caesar's Legion
				SOV = 10 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
				ARG = 5 # Harlequins
				AZB = 5 # Dark Cathedral
				BEN = 5 # Beastlords, residal distrust from the Quincy attack on Ghouls. Fading distrust.
				JAP = 5 # Robot Nation. Hostile due to Calculator, cools off with time. Non-mutual except for Nasty Mainframe.
				}

		AFG_2253.ai:
			max_front_ratios = {
				AZB = 2.0
				NOR = 2.0
				BEN = 2.0
				TEX = 2.0
				SOV = 2.0
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			combat = {
				TEX = 30 # New Church
				NOR = 25 # The Huns
				#BLR = 20 # Texas Reformed
				IRQ = 20 # The Vipers
				ALB = 15 # Caesar's Legion
				SOV = 15 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
				ARG = 10 # Harlequins
				AZB = 10 # Dark Cathedral
				ARA = 5  # Warriors of Ice 
				CZE = 5  # Spiders
				HON = 5  # Mexican Raiders
				QUE = 5  # Quebec
				}


		AFG_2255.ai:
			max_front_ratios = {
				AZB = 2.0
				NOR = 2.0
				BEN = 2.0
				TEX = 2.0
				SOV = 2.0
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1500
			combat = {
				NOR = 30 # The Huns
				TEX = 30 # New Church
				#BLR = 20 # Texas Reformed
				ENG = 20 # Enclave
				IRQ = 20 # The Vipers
				ALB = 15 # Caesar's Legion
				ARG = 15 # Harlequins
				AZB = 15 # Dark Cathedral
				SOV = 15 # Mutant Army, due to Super Mutants trying to take Plutonius in FOT
				ARA = 10 # Warriors of Ice 
				CZE = 10 # Spiders
				GER = 10 # Vault City
				HON = 10 # Mexican Raiders
				QUE = 10 # Quebec
				}

	ALB/Caesar's Legion:
		- Will now dedicate more garrisons and forces to fronts of its main rivals
		- Added a few settings to adjust things like reinforcement and upgrading IC use.
		- Maximum fuel for offensive supply set, increases as the game advances.
		- Will now build forts at borders with some enemies. Not many tho, the Legion is at its core an offensive not defensive force.
		- Redid a few things to conform to the current standard.
		- Will attack the Wanamingo Dawn

		ALB_2245.ai:
			max_front_ratios = {
				BRA = 2.0
				CAL = 2.0
				IRQ = 2.0
				SWE = 2.0
				TUR = 2.0
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			combat = {
				IRQ = 40 # The Vipers
				BRA = 20 # Reservation
				CAL =  5 # New California Republic. Was 10.
				SWE =  5 # The Hub
				TUR =  5 # Necropolis
				}
			land_fort = yes
			max_land_level = 1
			fort_borders = { BRA CAL IRQ SWE TUR }
			fort_provs = {
				730  # Tucson/Two Sun
				6155 # Globe
			}

		ALB_2247.ai:
			max_front_ratios = {
				BRA = 2.0
				CAL = 2.0
				IRQ = 2.0
				SWE = 2.0
				TUR = 2.0
			} 
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400
			combat = {
				IRQ = 60 # Vipers. was 15, then 20, then 30. Now 50. Reciprocated.
				BRA = 40 # Reservation. Was 50, now 40.
				ARM = 10 # Kurtz' Camp
				CAL = 10 # NCR.	Was 50.
				JAP = 10 # Robot Nation.
				MOR = 10 # New Canaan
				POL = 10 # Broken Hills
				SWE = 10 # Hub
				TUR = 10 # Necropolis
				GER = 5  # Vault City
				POR = 5  # Gecko
				SCH = 5  # Pioneer Alliance
				WLL = 5  # Wanamingo Dawn
				}

			land_fort = yes
			max_land_level = 1
			fort_borders = { ARM BRA CAL GER IRQ JAP MOR POL POR SCH SWE TUR WLL }
			fort_provs = {
				730 # Tucson
				731 # Flagstaff
				6155 # Globe
			}


		ALB_2249.ai:
			max_front_ratios = {
				BRA = 2.0
				CAL = 2.0
				IRQ = 2.0
				SWE = 2.0
				TEX = 2.0
				TUR = 2.0
			} 
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600
			combat = {
				IRQ = 80 # Vipers. was 15, then 20, then 30. Now 50. Vipers. Reciprocated.
				BRA = 50 # Reservation. Was 30, now 50.
				BLR = 40 # Texas Reformed
				AFG = 20 # Kansas Free State
				ARG = 20 # Harlequins
				ARM = 20 # Kurtz' Camp
				CAL = 20 # NCR.	Was 50.
				ITA = 20 # Brotherhood of Steel
				JAP = 20 # Robot Nation.
				MOR = 20 # New Canaan
				POL = 20 # Broken Hills
				SWE = 20 # Hub
				TEX = 20 # New Church. A possible invasion target as well.
				TUR = 20 # Necropolis
				AST = 10 # Under-Nation
				CHC = 10 # Shi Empire
				GER = 10 # Vault City
				POR = 10 # Gecko
				SCH = 10 # Pioneer Alliance
				}

			land_fort = yes
			max_land_level = 1
				fort_borders = { AFG ARM ARG AST BRA CAL CHC GER IRQ ITA JAP MOR POL POR SCH SWE TEX TUR WLL }
			fort_provs = {
				730 # Tucson
				731 # Flagstaff
				2678 # Moab
				4357 # San Luis Río Colorado
				6145 # Yuma
				6151 # Tuba
				6153 # Kingman
				6155 # Globe
				6156 # Parker
			}	

		ALB_2251.ai:
			max_front_ratios = {
				#BRA = 2.0
				CAL = 2.0
				IRQ = 2.0
				SWE = 2.0
				TEX = 2.0
				TUR = 2.0
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			combat = {
				IRQ = 100 # Vipers. Reciprocated.
				BRA = 70  # Reservation. Was 30, now 50.
				BLR = 50  # Texas Reformed
				AFG = 40  # Kansas Free State
				CAL = 40  # NCR. Was 50
				JAP = 40  # Robot Nation.
				MOR = 40  # New Canaan
				ARM = 30  # Kurtz' Camp
				POL = 30  # Broken Hills
				SWE = 30  # Hub
				TEX = 30  # New Church. A possible invasion target as well.
				TUR = 30  # Necropolis
				ARG = 20  # Harlequins
				AST = 20  # Under-Nation
				CHC = 20  # Shi Empire
				CZE = 20  # Spiders
				ITA = 20  # Brotherhood of Steel
				GER = 15  # Vault City
				POR = 15  # Gecko
				SCH = 15  # Pioneer Alliance
				BEN = 10  # Beast Lords
				CSA = 10  # Manitou Tribes
				SPA = 10  # East BOS
				U53 = 10  # Nuka Cola Company
				CAM = 5   # Reavers
				SOV = 5   # Mutant Army
				}

			land_fort = yes
			max_land_level = 1
				fort_borders = { AFG ARM ARG AST BEN BRA BLR CAM CAL CHC CSA CZE GER IRQ ITA JAP MOR POL POR SCH SOV SPA SWE TEX TUR U53 WLL }
			fort_provs = {
			730 # Tucson
			731 # Flagstaff
			2678 # Moab
			4357 # San Luis Río Colorado
			6145 # Yuma
			6151 # Tuba
			6153 # Kingman
			6155 # Globe
			6156 # Parker
			}


		ALB_2253.ai:
			max_front_ratios = {
				#BRA = 2.0
				CAL = 2.0
				#IRQ = 2.0
				SWE = 2.0
				TEX = 2.0
				TUR = 2.0
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			exp_force_ratio = 0.50
			combat = {
				IRQ = 120 # Vipers. Reciprocated.
				BRA = 100 # Reservation.
				CAL = 80  # NCR. Was 50.
				JAP = 80  # Robot Nation
				AFG = 60  # Kansas Free State
				BLR = 60  # Texas Reformed
				MOR = 60  # New Canaan
				ARG = 40  # Harlequins
				ARM = 40  # Kurtz' Camp
				CZE = 40  # Spiders
				POL = 40  # Broken Hills
				TEX = 40  # New Church. A possible invasion target as well.
				TUR = 40  # Necropolis
				AST = 30  # Under-Nation
				CHC = 30  # Shi Empire
				ITA = 30  # Brotherhood of Steel
				SWE = 30  # Hub
				BEN = 20  # Beast Lords
				CSA = 20  # Manitou Tribes
				GER = 20  # Vault City
				MAD = 20  # Mayan Empire
				MEX = 20  # NROM
				POR = 20  # Gecko
				SCH = 20  # Pioneer Alliance
				SPA = 20  # East BOS
				U53 = 20  # Nuka Cola Company
				ARA = 10  # Warriors of Ice
				CAM = 10  # Reavers
				CAN = 10  # RCC
				QUE = 10  # Quebec
				SOV = 10  # Mutant Army
				BEL = 5   # God-Machine
				MTN = 5   # Calgary Confederacy
				}
			land_fort = yes
			max_land_level = 4
				fort_borders = { AFG ARA ARM ARG AST BEL BEN BRA BLR CAM CAN CAL CHC CSA CZE GER IRQ ITA JAP MAD MEX MOR MTN POL POR QUE SCH SOV SPA SWE TEX TUR U53 WLL }
			fort_provs = {
				730 # Tucson
				731 # Flagstaff
				2678 # Moab
				4357 # San Luis Río Colorado
				6145 # Yuma
				6151 # Tuba
				6153 # Kingman
				6155 # Globe
				6156 # Parker
			}


		ALB_2255.ai: 
			max_front_ratios = {
				#BRA = 2.0
				CAL = 3.0
				ENG = 3.0
				#IRQ = 2.0
				PRK = 3.0
				SWE = 2.0
				TEX = 2.0
				TUR = 2.0
				USA = 3.0
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			exp_force_ratio = 0.50
			combat = {
				IRQ = 150 # Vipers. No really, why aren't you people dead?
				BRA = 120 # Reservation (why it isn't dead yet?)
				CAL = 100 # NCR. Was 50.
				JAP = 100 # Robot Nation
				USA = 90  # FUSA
				AFG = 80  # Kansas Free State
				MOR = 80  # New Canaan
				ARG = 60  # Harlequins
				BLR = 60  # Texas Reformed
				CZE = 60  # Spiders
				HOL = 60  # New Arroyo
				PRK = 60  # Polar Station Zeta
				ARM = 50  # Kurtz' Camp
				POL = 50  # Broken Hills
				TEX = 50  # New Church. A possible invasion target as well.
				TUR = 50  # Necropolis
				AST = 40  # Under-Nation
				AZB = 40  # Dark Cathedral
				CHC = 40  # Shi Empire
				ITA = 40  # Brotherhood of Steel
				MAD = 40  # Mayan Empire
				MEX = 40  # NROM
				SWE = 40  # Hub
				BEN = 30  # Beast Lords
				CSA = 30  # Manitou Tribes
				GER = 30  # Vault City
				POR = 30  # Gecko
				SCH = 30  # Pioneer Alliance
				SPA = 30  # East BOS
				U53 = 30  # Nuka Cola Company
				ARA = 20  # Warriors of Ice
				BOS = 20  # Commonwealth
				CAM = 20  # Reavers
				CAN = 20  # RCC
				QUE = 20  # Quebec
				SOV = 15  # Mutant Army
				ALG = 10  # Darien Tribes
				BEL = 10  # God-Machine	
				MTN = 10  # Calgary Confederacy	
				}
			land_fort = yes
			max_land_level = 5
			fort_borders = { AFG ALG ARA ARM ARG AST AZB BEL BEN BOS BRA BLR CAM CAN CAL CHC CSA CZE GER HOL IRQ ITA JAP MAD MEX MOR MTN POL POR QUE SCH SOV SPA SWE TEX TUR U53 USA WLL }
			fort_provs = {
				730 # Tucson
				731 # Flagstaff
				2678 # Moab
				4357 # San Luis Río Colorado
				6145 # Yuma
				6151 # Tuba
				6153 # Kingman
				6155 # Globe
				6156 # Parker
			}


	ALG/Darien Tribes:
		- Will now set upgrading and reinforcement IC sliders.
		- Maximum fuel for offensive supply set, increases as the game advances.
		- Maximum front ratios set.
		ALG_2245.ai
			max_front_ratios = {
				MAD = 3.0 # Mayan Empire
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200

		ALG_2247.ai
			max_front_ratios = {
				MAD = 3.0 # Mayan Empire
				MEX = 3.0 # New Republic of Mexico (NROM)
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400

		ALG_2249.ai
			max_front_ratios = {
				HON = 3.0 # Mexican Raiders
				MAD = 3.0 # Mayan Empire
				MEX = 3.0 # New Republic of Mexico (NROM)
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600

		ALG_2251.ai
			max_front_ratios = {
				HON = 3.0 # Mexican Raiders
				MAD = 3.0 # Mayan Empire
				MEX = 3.0 # New Republic of Mexico (NROM)
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
		ALG_2253.ai
			max_front_ratios = {
				HON = 3.0 # Mexican Raiders
				MAD = 3.0 # Mayan Empire
				MEX = 3.0 # New Republic of Mexico (NROM)
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
		ALG_2255.ai
			max_front_ratios = {
				HON = 3.0 # Mexican Raiders
				MAD = 3.0 # Mayan Empire
				MEX = 3.0 # New Republic of Mexico (NROM)
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200


	ARA.ai: Will now embargo Calgary Confederacy and the Commonwealth.

	ANG/Junkers:
		- Added maximum upgrading and reinforcement sliders. Will use 0.5 for reinforcement due to the US Civil War, in the early dates, and 0.05 for upgrading because its not a priority early on with the civil war.
		- Maximum front ratios set. Will prioritize The States and Zombie Apocalypse at first, before prioritizing the Dark Cathedral as well.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.

		ANG_2245.ai:
			max_front_ratios = {
				AUS = 2.0 # Zombie Apocalypse
				USA = 2.5 # The States
			} 
			upgrading = 0.05
			reinforcement = 0.5	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200

		ANG_2247.ai:
			max_front_ratios = {
				AUS = 2.0 # Zombie Apocalypse
				AZB = 2.5 # Dark Cathedral
				USA = 2.5 # The States
			} 
			upgrading = 0.05
			reinforcement = 0.5	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400

		ANG_2249.ai:
			max_front_ratios = {
				AUS = 2.0 # Zombie Apocalypse
				AZB = 2.5 # Dark Cathedral
				USA = 2.5 # The States
			} 
			upgrading = 0.1 # up from 0.05 because civil war should be over by now
			reinforcement = 0.3	# max % of ic used on this slider. Down from 0.5 because US Civil War should be finished by then.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600

		ANG_2251.ai:
			max_front_ratios = {
				AUS = 2.0 # Zombie Apocalypse
				AZB = 3.0 # Dark Cathedral
				USA = 3.0 # The States
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			combat = {
				AUS = 80 # Zombie Apocalypse
				USA = 55 # FUSA   
				AZB = 30 # Dark Cathedral
				ARA = 10 # Warriors of Ice
				BLR = 10 # Texas Reformed
				SPA = 10 # East BOS
				CZE = 5  # Spiders
				}

		ANG_2253.ai:
			max_front_ratios = {
				AUS = 2.0 # Zombie Apocalypse
				AZB = 3.0 # Dark Cathedral
				USA = 3.0 # The States
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			combat = {
				AUS = 100 # Zombie Apocalypse
				USA = 65  # FUSA 
				AZB = 40  # Dark Cathedral
				ARA = 15  # Warriors of Ice
				BLR = 15  # Texas Reformed
				SPA = 15  # East BOS
				CZE = 10  # Spiders
				CAL = 5	  # NCR
				AST = 2   # The Under-Nation
				}

		ANG_2255.ai:
			max_front_ratios = {
				AUS = 2.0 # Zombie Apocalypse
				AZB = 3.0 # Dark Cathedral
				USA = 3.0 # The States
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			combat = {
				AUS = 120 # Zombie Apocalypse
				USA = 75  # FUSA 
				AZB = 50  # Dark Cathedral
				ARA = 20  # Warriors of Ice
				BLR = 20  # Texas Reformed
				PRK = 20  # Polar Station Zeta
				SPA = 20  # East BOS 	
				CZE = 15  # Spiders
				CAL = 10  # NCR
				AST = 4   # The Under-Nation
				ALG = 2   # Darien Tribes 
				}


	ARG/Harlequins:
		- The AI files weren't switching, so it was using the same AI the entire game. Fixed, it will now use the newer AI.
			- ARG_2245.ai, ARG_2247.ai, ARG_2249.ai, ARG_2251.ai, ARG_2253.ai, ARG_2255.ai:
				switch = yes # [yes/no]
		- Fixed fort building, Harlequins will now properly fortify provinces, will go for forts beyond lvl2 and borders with certain countries as well.
		- Added maximum upgrading and reinforcement sliders.
		- Maximum front ratios set.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.
		- Increased priority to garrison the border with New Church and later on, Spiders.

			ARG_2245.ai:
				max_front_ratios = {
					TEX = 2.0 # New Church
				} 
				upgrading = 0.1 # 
				reinforcement = 0.3	# max % of ic used on this slider.
				max_redeploying = 0.25
				use_offensive_supply = yes
				max_fuel_offensive = 200

				land_fort = yes
				max_land_level = 2
				fort_borders = { TEX }
				fort_provs = { 680 }

				garrison = { 
					# Borders with specific countries
						country_priorities = { 
							TEX = 20 # New Church
						}
				}

			ARG_2247.ai:
				max_front_ratios = {
					TEX = 2.0 # New Church
				}
				upgrading = 0.1 # 
				reinforcement = 0.3	# max % of ic used on this slider.
				max_redeploying = 0.25
				use_offensive_supply = yes
				max_fuel_offensive = 400

				land_fort = yes
				max_land_level = 4
				fort_borders = { TEX }
				fort_provs = { 680 }

				garrison = { 
					# Borders with specific countries
						country_priorities = { 
							TEX = 20 # New Church
						}
				}

			ARG_2249.ai:
				max_front_ratios = {
					CZE = 2.0 # Spiders
					TEX = 2.0 # New Church
				}
				neutrality = 50.000
				upgrading = 0.1 # 
				max_redeploying = 0.25
				use_offensive_supply = yes
				max_fuel_offensive = 600

				land_fort = yes
				max_land_level = 6
				fort_borders = { CZE TEX }
				fort_provs = { 680 }

				garrison = { 
					# Borders with specific countries
						country_priorities = { 
							CZE = 20 # Spiders
							TEX = 20 # New Church
						}
				}

			ARG_2251.ai:
				max_front_ratios = {
					CZE = 2.0 # Spiders
					TEX = 2.0 # New Church
				}
				upgrading = 0.1 # 
				reinforcement = 0.3	# max % of ic used on this slider.
				max_redeploying = 0.25
				use_offensive_supply = yes
				max_fuel_offensive = 800
				combat = { 
					TEX = 40
					CZE = 20
					}

				land_fort = yes
				max_land_level = 8
				fort_borders = { CZE TEX }
				fort_provs = { 680 }

				garrison = { 
					# Borders with specific countries
						country_priorities = { 
							CZE = 20 # Spiders
							TEX = 20 # New Church
						}
				}


			ARG_2253.ai:
				max_front_ratios = {
					CZE = 2.0 # Spiders
					TEX = 2.0 # New Church
				}
				upgrading = 0.1 # 
				reinforcement = 0.3	# max % of ic used on this slider.
				max_redeploying = 0.25
				use_offensive_supply = yes
				max_fuel_offensive = 1000
				combat = { 
					TEX = 50
					CZE = 20
					}

				land_fort = yes
				max_land_level = 10
				fort_borders = { CZE TEX }
				fort_provs = { 680 }

				garrison = { 
					# Borders with specific countries
						country_priorities = { 
							CZE = 20 # Spiders
							TEX = 20 # New Church
						}
				}

			ARG_2255.ai:
				max_front_ratios = {
					CZE = 2.0 # Spiders
					TEX = 2.0 # New Church
				}
				upgrading = 0.1 # 
				reinforcement = 0.3	# max % of ic used on this slider.
				max_redeploying = 0.25
				use_offensive_supply = yes
				max_fuel_offensive = 1200
				combat = { 
					TEX = 60
					CZE = 20
					}

				land_fort = yes
				max_land_level = 10
				fort_borders = { CZE TEX }
				fort_provs = { 680 }

				garrison = { 
					# Borders with specific countries
						country_priorities = { 
							CZE = 20 # Spiders
							TEX = 20 # New Church
						}
				}



	ARM/Kurtz's Camp:
		- The AI files weren't switching, so it was using the same AI the entire game. Fixed, it will now use the newer AI.
			- ARM_2245.ai, ARM_2247.ai, ARM_2249.ai, ARM_2251.ai, ARM_2253.ai, ARM_2255.ai: 
				switch = yes # [yes/no]
		- Added maximum upgrading and reinforcement sliders.
		- Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.
		- Will build forts in more borders now, plus will build forts more gradually.
		- A few provinces on garrison country priorities and combat no longer make sense since the location change. Changed those to adress it.

		ARM_2245.ai:
			max_front_ratios = {
				ALB = 2.0 # Caesar's Legion
				BHU = 2.0 # White Legs Tribe
				JAP = 2.0 # Robot Nation
				MOR = 2.0 # New Canaan
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			combat = {
				BHU = 20 # White Legs Tribe
				MOR = 20 # New Canaan
				#ITA = 15 # Brotherhood of Steel
				BRA = 10 # Reservation
				CAL = 10 # New California Republic
				IRQ = 10 # Vipers
				JAP = 10 # Robot Nation
				TUR = 10 # Necropolis
				ALB = 5 # Caesar's Legion
				AST = 5 # Under-Nation
				HON = 5 # Mexican Raiders
				}


			AA_batteries = yes
			max_AA_level = 2
			AA_provs = { 6162 }

			land_fort = yes
			max_land_level = 2
			fort_borders = { ALB BHU JAP MOR }
			fort_provs = { 6162 }

			garrison = { 
				# Borders with specific countries
				country_priorities = {
					BHU = 30 # White Legs Tribe
					ALB = 30 # Caesar's Legion
					JAP = 30 # Robot Nation
					MOR = 30 # New Canaan
					GER = 20 # Vault City
					#CAL = 30 # New California Republic
					#CHC = 30 # Shi Empire
					#ITA = 30 # Brotherhood of Steel
					#MEX = 30 # NROM
					#HON = 15 # Mexican Raiders
					IRQ = 15 # Vipers
				}
			}

		ARM_2247.ai:
			max_front_ratios = {
				ALB = 2.0 # Caesar's Legion
				BHU = 2.0 # White Legs Tribe
				JAP = 2.0 # Robot Nation
				MOR = 2.0 # New Canaan
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400
			combat = {
				BHU = 25 # White Legs Tribe
				MOR = 25 # New Canaan
				#ITA = 20 # Brotherhood of Steel
				BRA = 15 # Reservation
				CAL = 15 # New California Republic
				IRQ = 15 # Vipers
				JAP = 15 # Robot Nation
				TUR = 15 # Necropolis
				ALB = 10 # Caesar's Legion
				AST = 10 # Under-Nation
				HON = 10 # Mexican Raiders
				FRA = 5  # New Reno
				GER = 5  # Vault City
				POL = 5  # Broken Hills
				}

			AA_batteries = yes
			max_AA_level = 4
			AA_provs = { 6162 }

			land_fort = yes
			max_land_level = 4
			fort_borders = { ALB BHU BRA IRQ JAP MOR }
			fort_provs = { 6162 }

			country_priorities = {
				BHU = 30 # White Legs Tribe
				ALB = 30 # Caesar's Legion
				JAP = 30 # Robot Nation
				MOR = 30 # New Canaan
				CAL = 20 # New California Republic
				GER = 20 # Vault City
				#CAL = 30 # New California Republic
				#CHC = 30 # Shi Empire
				#ITA = 30 # Brotherhood of Steel
				#MEX = 30 # NROM
				#HON = 15 # Mexican Raiders
				BRA = 15 # Reservation
				IRQ = 15 # Vipers
			}


		ARM_2249.ai:
			max_front_ratios = {
				ALB = 2.0 # Caesar's Legion
				BHU = 2.0 # White Legs Tribe
				BRA = 2.0 # Reservation
				IRQ = 2.0 # Vipers
				JAP = 2.0 # Robot Nation
				MOR = 2.0 # New Canaan
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600
			combat = {
				BHU = 30 # White Legs
				MOR = 30 # New Canaan
				#ITA = 25 # Brotherhood of Steel
				BRA = 20 # Reservation
				CAL = 20 # New California Republic
				IRQ = 20 # Vipers
				JAP = 20 # Robot Nation
				TUR = 20 # Necropolis
				ALB = 15 # Caesar's Legion
				AST = 15 # Under-Nation
				HON = 15 # Mexican Raiders
				FRA = 10 # New Reno
				GER = 10 # Vault City
				POL = 10 # Broken Hills
				}

			AA_batteries = yes
			max_AA_level = 6
			AA_provs = { 6162 }

			land_fort = yes
			max_land_level = 6
			fort_borders = { ALB AST BHU BRA CAL GER IRQ JAP MOR TUR }
			fort_provs = { 6162 }

			country_priorities = {
				BHU = 30 # White Legs Tribe
				ALB = 30 # Caesar's Legion
				JAP = 30 # Robot Nation
				MOR = 30 # New Canaan
				CAL = 20 # New California Republic
				GER = 20 # Vault City
				#CAL = 30 # New California Republic
				#CHC = 30 # Shi Empire
				#ITA = 30 # Brotherhood of Steel
				#MEX = 30 # NROM
				#HON = 15 # Mexican Raiders
				BRA = 15 # Reservation
				IRQ = 15 # Vipers
			}


		ARM_2251.ai: 
			max_front_ratios = {
				ALB = 2.0 # Caesar's Legion
				BHU = 2.0 # White Legs Tribe
				BRA = 2.0 # Reservation
				CAL = 2.0 # New California Republic
				IRQ = 2.0 # Vipers
				JAP = 2.0 # Robot Nation
				MOR = 2.0 # New Canaan
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			combat = {
				BHU = 35 # White Legs Tribe
				MOR = 35 # New Canaan
				#ITA = 30 # Brotherhood of Steel
				BRA = 25 # Reservation
				CAL = 25 # New California Republic
				IRQ = 25 # Vipers
				JAP = 25 # Robot Nation
				TUR = 25 # Necropolis
				ALB = 20 # Caesar's Legion
				AST = 20 # Under-Nation
				HON = 20 # Mexican Raiders
				FRA = 15 # New Reno
				GER = 15 # Vault City
				POL = 15 # Broken Hills
				AFG = 5 # Kansas Free State
				NOR = 5 # The Huns
				TEX = 5 # New Church
				}

			AA_batteries = yes
			max_AA_level = 8
			AA_provs = { 6162 }

			land_fort = yes
			max_land_level = 8
			fort_borders = { AFG ALB AST BHU BRA CAL FRA GER HON IRQ JAP MOR NOR POL TEX TUR }
			fort_provs = { 6162 }

			country_priorities = {
				BHU = 30 # White Legs Tribe
				ALB = 30 # Caesar's Legion
				JAP = 30 # Robot Nation
				MOR = 30 # New Canaan
				CAL = 20 # New California Republic
				GER = 20 # Vault City
				#CAL = 30 # New California Republic
				#CHC = 30 # Shi Empire
				#ITA = 30 # Brotherhood of Steel
				#MEX = 30 # NROM
				#HON = 15 # Mexican Raiders
				BRA = 15 # Reservation
				IRQ = 15 # Vipers
			}


		ARM_2253.ai:
			max_front_ratios = {
				ALB = 2.0 # Caesar's Legion
				BHU = 2.0 # White Legs Tribe
				BRA = 2.0 # Reservation
				CAL = 2.0 # New California Republic
				IRQ = 2.0 # Vipers
				JAP = 2.0 # Robot Nation
				MOR = 2.0 # New Canaan
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000

			combat = {
				BHU = 40 # White Legs Tribe
				MOR = 40 # New Canaan
				#ITA = 35 # Brotherhood of Steel
				BRA = 30 # Reservation
				CAL = 30 # New California Republic
				IRQ = 30 # Vipers
				JAP = 30 # Robot Nation
				TUR = 30 # Necropolis
				ALB = 25 # Caesar's Legion
				AST = 25 # Under-Nation
				HON = 25 # Mexican Raiders
				FRA = 20 # New Reno
				GER = 20 # Vault City
				POL = 20 # Broken Hills
				AFG = 10 # Kansas Free State
				NOR = 10 # The Huns
				TEX = 10 # New Church
				POR = 5  # Gecko
				SCH = 5  # Pioneer Alliance
				HOL = 5  # New Arroyo
				BLR = 5  # Texas Reformed
				}

			AA_batteries = yes
			max_AA_level = 10
			AA_provs = { 6162 }

			land_fort = yes
			max_land_level = 10
			fort_borders = { AFG ALB AST BHU BLR BRA CAL FRA GER HOL HON IRQ JAP MOR NOR POL POR SCH TEX TUR }
			fort_provs = { 6162 } 

			country_priorities = {
				BHU = 30 # White Legs Tribe
				ALB = 30 # Caesar's Legion
				JAP = 30 # Robot Nation
				MOR = 30 # New Canaan
				CAL = 20 # New California Republic
				GER = 20 # Vault City
				#CAL = 30 # New California Republic
				#CHC = 30 # Shi Empire
				#ITA = 30 # Brotherhood of Steel
				#MEX = 30 # NROM
				#HON = 15 # Mexican Raiders
				BRA = 15 # Reservation
				IRQ = 15 # Vipers
			}

		ARM_2255.ai:
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				ENG = 3.0 # Enclave
				PRK = 3.0 # Polar Station Zeta
				USA = 3.0 # The States
				ALB = 2.0 # Caesar's Legion
				BHU = 2.0 # White Legs Tribe
				BRA = 2.0 # Reservation
				IRQ = 2.0 # Vipers
				JAP = 2.0 # Robot Nation
				MOR = 2.0 # New Canaan
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			combat = {
				BHU = 45 # White Legs Tribe
				MOR = 45 # New Canaan
				#ITA = 40 # Brotherhood of Steel
				BRA = 35 # Reservation
				CAL = 35 # New California Republic
				IRQ = 35 # Vipers
				JAP = 35 # Robot Nation
				TUR = 35 # Necropolis
				ALB = 30 # Caesar's Legion
				AST = 30 # Under-Nation
				HON = 30 # Mexican Raiders
				FRA = 25 # New Reno
				GER = 25 # Vault City
				POL = 25 # Broken Hills
				AFG = 15 # Kansas Free State
				NOR = 15 # The Huns
				TEX = 15 # New Church
				POR = 10 # Gecko
				SCH = 10 # Pioneer Alliance
				HOL = 10 # New Arroyo
				BLR = 10 # Texas Reformed
				ENG = 5  # Enclave
				PRK = 5  # Polar Station Zeta
				USA = 5  # The States
				}


			land_fort = yes
			max_land_level = 10
			fort_borders = { AFG ALB AST BHU BLR BRA CAL ENG FRA GER HOL HON IRQ JAP MOR NOR POL POR PRK SCH TEX TUR USA }
			fort_provs = { 6162 }  

			country_priorities = {
				BHU = 30 # White Legs Tribe
				ALB = 30 # Caesar's Legion
				JAP = 30 # Robot Nation
				MOR = 30 # New Canaan
				CAL = 20 # New California Republic
				GER = 20 # Vault City
				#CAL = 30 # New California Republic
				#CHC = 30 # Shi Empire
				#ITA = 30 # Brotherhood of Steel
				#MEX = 30 # NROM
				#HON = 15 # Mexican Raiders
				BRA = 15 # Reservation
				IRQ = 15 # Vipers
			}


		ARM_Apocalypse.ai:
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				#ENG = 3.0 # Enclave
				PRK = 3.0 # Polar Station Zeta
				USA = 3.0 # The States
				ALB = 2.0 # Caesar's Legion
				BHU = 2.0 # White Legs Tribe
				BRA = 2.0 # Reservation
				IRQ = 2.0 # Vipers
				JAP = 2.0 # Robot Nation
				MOR = 2.0 # New Canaan
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200

			AA_batteries = yes
			max_AA_level = 10
			AA_provs = { 734 }

			land_fort = yes
			max_land_level = 10
			fort_borders = { AFG ALB AST BHU BLR BRA CAL FRA GER HOL HON IRQ JAP MOR NOR POL POR PRK SCH TEX TUR USA }
			fort_provs = { 6162 }  

			country_priorities = {
				BHU = 30 # White Legs Tribe
				ALB = 30 # Caesar's Legion
				JAP = 30 # Robot Nation
				MOR = 30 # New Canaan
				CAL = 20 # New California Republic
				GER = 20 # Vault City
				#CAL = 30 # New California Republic
				#CHC = 30 # Shi Empire
				#ITA = 30 # Brotherhood of Steel
				#MEX = 30 # NROM
				#HON = 15 # Mexican Raiders
				BRA = 15 # Reservation
				IRQ = 15 # Vipers
			}


	AST/Under-Nation:
		- The AI files weren't switching, so it was using the same AI the entire game. Fixed, it will now use the newer AI.
			- AST_2245.ai, AST_2247.ai, AST_2249.ai, AST_2251.ai, AST_2253.ai, AST_2255.ai: 
				switch = yes # [yes/no]
		- Added maximum upgrading and reinforcement sliders.
		- Fixed some formatting a bit.
		- Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.
		- Will build forts in more borders now. Will build forts quite a bit, because of rat mentality (like to hide in safe spaces and the underground).
		- Will now place special priority in defending borders against certain countries.
		

		AST_2245.ai:
			max_front_ratios = {
				GER = 2.0 # Vault City
				MOR = 1.5 # New Canaan
				MTN = 2.0 # Calgary Confederacy
				NOR = 2.0 # Huns
				POR = 1.5 # Gecko
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			befriend = {
				DEN = 50 # Den
				FRA = 50 # New Reno
				IRQ = 40 # Vipers
				ALB = 30 # Caesar's Legion
				SOV = 10 # Mutant Army
				}
			land_fort = yes
			max_land_level = 3
			fort_borders = { GER MOR MTN NOR POL POR }
			fort_provs = { 705 }

			country_priorities = {
				GER = 20 # Vault City
				MTN = 20 # Calgary Confederacy
				NOR = 20 # Huns
				MOR = 15 # New Canaan
				POR = 15 # Gecko		
			}

		AST_2247.ai:
			max_front_ratios = {
				GER = 2.0 # Vault City
				MOR = 1.5 # New Canaan
				MTN = 2.0 # Calgary Confederacy
				NOR = 2.0 # Huns
				POR = 1.5 # Gecko
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400
			befriend = {
				DEN = 50 # Den
				FRA = 50 # New Reno
				IRQ = 40 # Vipers
				ALB = 30 # Caesar's Legion
				SOV = 10 # Mutant Army
				}
			land_fort = yes
			max_land_level = 6
			fort_borders = { GER MOR MTN NOR POL POR SCH }
			fort_provs = { 705 }

			country_priorities = {
				GER = 20 # Vault City
				MTN = 20 # Calgary Confederacy
				NOR = 20 # Huns
				MOR = 15 # New Canaan
				POR = 15 # Gecko		
			}

		AST_2249.ai:
			max_front_ratios = {
				GER = 2.0 # Vault City
				MOR = 1.5 # New Canaan
				MTN = 2.0 # Calgary Confederacy
				NOR = 2.0 # Huns
				POR = 1.5 # Gecko
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600

			land_fort = yes
			max_land_level = 9
			fort_borders = { AFG GER HOL MOR MTN NOR POL POR SCH }
			fort_provs = { 705 }  

			country_priorities = {
				GER = 20 # Vault City
				MTN = 20 # Calgary Confederacy
				NOR = 20 # Huns
				MOR = 15 # New Canaan
				POR = 15 # Gecko		
			}

		AST_2251.ai:
			max_front_ratios = {
				GER = 2.0 # Vault City
				MOR = 1.5 # New Canaan
				MTN = 2.0 # Calgary Confederacy
				NOR = 2.0 # Huns
				POR = 1.5 # Gecko
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			befriend = {
				DEN = 50 # Den
				FRA = 50 # New Reno
				IRQ = 40 # Vipers
				ALB = 30 # Caesar's Legion
				SOV = 10 # Mutant Army
				ANG = 5  # Junkers
				}

			land_fort = yes
			max_land_level = 10
			fort_borders = { AFG BEN BHU GER HOL MOR MTN NOR POL POR SCH }
			fort_provs = { 705 }  

			country_priorities = {
				GER = 20 # Vault City
				MTN = 20 # Calgary Confederacy
				NOR = 20 # Huns
				MOR = 15 # New Canaan
				POR = 15 # Gecko		
			}

			
		AST_2253.ai:
			max_front_ratios = {
				GER = 2.0 # Vault City
				MOR = 1.5 # New Canaan
				MTN = 2.0 # Calgary Confederacy
				NOR = 2.0 # Huns
				POR = 1.5 # Gecko
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			befriend = {
				DEN = 50 # Den
				FRA = 50 # New Reno
				IRQ = 40 # Vipers
				ALB = 30 # Caesar's Legion
				SOV = 10 # Mutant Army
				ANG = 5  # Junkers
				}

			land_fort = yes
			max_land_level = 10
			fort_borders = { AFG ARM BEN BHU BLR CAL CAM GER HOL ITA MOR MTN NOR POL POR ROM SCH SPA TEX }
			fort_provs = { 705 }  
			     
			country_priorities = {
				GER = 20 # Vault City
				MTN = 20 # Calgary Confederacy
				NOR = 20 # Huns
				MOR = 15 # New Canaan
				POR = 15 # Gecko		
			}


		AST_2255.ai:
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				ENG = 3.0 # The Enclave
				GER = 2.0 # Vault City
				MOR = 1.5 # New Canaan
				MTN = 2.0 # Calgary Confederacy
				NOR = 2.0 # Huns
				POR = 1.5 # Gecko
				PRK = 3.0 # Polar Station Zeta
				USA = 3.0 # The States
			} 
			upgrading = 0.1 # 
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			befriend = {
				DEN = 50 # Den
				FRA = 50 # New Reno
				IRQ = 40 # Vipers
				ALB = 30 # Caesar's Legion
				SOV = 10 # Mutant Army
				ANG = 5  # Junkers
				}

			land_fort = yes
			max_land_level = 10
			fort_borders = { AFG ARM BEN BHU BLR CAL CAM CZE ENG GER HOL ITA MOR MTN NOR POL POR PRK QUE ROM SCH SPA TEX USA }
			fort_provs = { 705 }  

			country_priorities = {
				GER = 20 # Vault City
				MTN = 20 # Calgary Confederacy
				NOR = 20 # Huns
				MOR = 15 # New Canaan
				POR = 15 # Gecko		
			}



	AZB/Dark Cathedral:
		- The AI files weren't switching, so it was using the same AI the entire game. Fixed, it will now use the newer AI.
		- combat rating against New Church and Kansas Free State decreased by ~/4. This is because in the E3 map, they farther away from the Dark Cathedral now. 
		- Other nation-targets had similar decreases at smaller proportions, through they will be compensated by increasing Dark Cathedral aggression as the game progresses.
		- Will make friends with New Reno and Den now, due to being criminal and slaver nations.
		- Will now acquire extra targets later on.
		- Will only start building forts and AA in 2249 and beyond - I assume that if Dark Cathedral lasts this far, the Civil War is done or almost finished. Will make more forts, generally.
		- Will build AAs when at peace.
		- Will use offensive supply now.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.
		- Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
		
			AZB_2245.ai:
				switch = yes # [yes/no]
				max_front_ratios = {
					USA = 3.0 # The States 
				}
				max_redeploying = 0.25
				use_offensive_supply = yes
				max_fuel_offensive = 200
				use_offensive_supply = yes
				combat = {
					USA = 90 # FUSA
					CAN = 25 # RCC
					CSA = 25 # Manitou Tribes
					ARA = 15 # Warriors of Ice
					BEN = 15 # Beastlords				
					SOV = 15 # Mutant Army
					SPA = 15 # East BOS
					AFG = 10 # Kansas Free State
					CZE = 10 # Spiders
					TEX = 10 # New Church
					IRQ = 5 # The Vipers
					}
				# Borders with specific countries
				country_priorities = {
					USA = 50 # The States
					#ALB = 20
					CAN = 20 # Royal Canadian Commonwealth
					AUS = 15 # Zombie Apocalypse
					ENG = 10 # Enclave
					}

			AZB_2247.ai:
				switch = yes # [yes/no]
				use_offensive_supply = yes
				neutrality = 55.000 
				war = 40
				max_redeploying = 0.25
				use_offensive_supply = yes
				max_fuel_offensive = 400
				combat = {
					USA = 95 # FUSA
					CAN = 30 # RCC
					CSA = 30 # Manitou Tribes
					ARA = 20 # Warriors of Ice
					BEN = 20 # Beastlords				
					SOV = 20 # Mutant Army
					SPA = 20 # East BOS
					AFG = 15 # Kansas Free State
					CZE = 15 # Spiders
					TEX = 15 # New Church
					IRQ = 10 # The Vipers
					U53 = 5  # Nuka Cola Corporation
					CAM = 5  # Reavers
					QUE = 5  # Quebec
					}
				befriend = {
					ALB = 10 # Caesar's Legion
					ANG = 10 # Junkers	
					NOR = 10 # The Huns
					FRA = 10 # New Reno
					DEN = 10 # Den
					}

			AZB_2249.ai:
				switch = yes # [yes/no]
				max_front_ratios = {
					CAN = 2.0 # Royal Canadian Commonwealth
					USA = 3.0 # The States 
				}
				neutrality = 50.000 
				war = 45
				max_redeploying = 0.25
				use_offensive_supply = yes
				max_fuel_offensive = 600
				combat = {
					USA = 100 # FUSA
					CAN = 35  # RCC
					CSA = 35  # Manitou Tribes
					ARA = 25  # Warriors of Ice
					BEN = 25  # Beastlords				
					SOV = 25  # Mutant Army
					SPA = 25  # East BOS
					AFG = 20  # Kansas Free State
					CZE = 20  # Spiders
					TEX = 20  # New Church
					IRQ = 15  # The Vipers
					CAM = 10  # Reavers
					QUE = 10  # Quebec
					U53 = 10  # Nuka Cola Corporation
					ARG = 5   # Harlequins
					AUS = 5   # Rad-Zombie Apocalypse
					JAP = 5   # Robot Nation
					MTN = 5   # Calgary Confederacy
					}

				befriend = {
					ALB = 10 # Caesar's Legion
					ANG = 10 # Junkers	
					NOR = 10 # The Huns
					FRA = 10 # New Reno
					DEN = 10 # Den
					}

				AA_batteries = yes

				land_fort = yes
				max_land_level = 2
				fort_borders = { AFG ARA ARG AUS BEN CAM CAN CZE CSA IRQ JAP MTN QUE SOV SPA TEX U53 USA }

				# Borders with specific countries
				country_priorities = {
					USA = 50 # The States
					#ALB = 20
					CAN = 20 # Royal Canadian Commonwealth
					AUS = 15 # Zombie Apocalypse
					ENG = 10 # Enclave
					}


			AZB_2251.ai:
				switch = yes # [yes/no]
				max_front_ratios = {
					CAN = 2.0 # Royal Canadian Commonwealth
					SOV = 2.0 # Mutant Army
					SPA = 2.0 # Midwestern BOS
					USA = 3.0 # The States 
				}
				neutrality = 45.000 
				war = 50
				max_redeploying = 0.25
				use_offensive_supply = yes
				max_fuel_offensive = 800
				combat = {
					USA = 110 # FUSA
					CAN = 40  # RCC
					CSA = 40  # Manitou Tribes
					ARA = 30  # Warriors of Ice
					BEN = 30  # Beastlords				
					SOV = 30  # Mutant Army
					SPA = 30  # East BOS
					AFG = 25  # Kansas Free State
					CZE = 25  # Spiders
					TEX = 25  # New Church
					IRQ = 20  # The Vipers
					CAM = 15  # Reavers
					QUE = 15  # Quebec
					U53 = 15  # Nuka Cola Corporation
					ARG = 10  # Harlequins
					AUS = 10  # Rad-Zombie Apocalypse
					JAP = 10  # Robot Nation
					MTN = 10  # Calgary Confederacy
					AST = 5   # Under-Nation
					BEL = 5   # God-Machine
					BLR = 5   # Texas Reformed
					JOR = 5   # Vault 10
					}

				befriend = {
					ALB = 10 # Caesar's Legion
					ANG = 10 # Junkers	
					NOR = 10 # The Huns
					FRA = 10 # New Reno
					DEN = 10 # Den
					}

				AA_batteries = yes
				max_AA_level = 6

				air_base = yes
				max_air_base = 6
				air_base_provs = {
					600 # Boston
					602 # New York
					606 # Washington D.C.
					}

				land_fort = yes
				max_land_level = 4
				fort_borders = { AFG ARA ARG AST AUS BEL BEN BLR CAM CAN CZE CSA IRQ JAP JOR MTN QUE SOV SPA TEX U53 USA }

					#### Divisions etc...
					armor 				= 0
					bergsjaeger 		= 0
					cavalry 			= 0
					garrison			= 5
					hq 					= 5
					infantry 			= 30
					light_armor 		= 10
					marine 				= 0
					militia 			= 5
					mechanized 			= 0
					motorized 			= 15
					paratrooper 		= 5
				#				80 %

				# Borders with specific countries
				country_priorities = {
					USA = 50 # The States
					#ALB = 20
					CAN = 20 # Royal Canadian Commonwealth
					AUS = 15 # Zombie Apocalypse
					ENG = 10 # Enclave
					}

			AZB_2253.ai:
				switch = yes # [yes/no]
				max_front_ratios = {
					CAN = 2.0 # Royal Canadian Commonwealth
					SOV = 2.0 # Mutant Army
					SPA = 2.0 # Midwestern BOS
					USA = 3.0 # The States 
				}
				neutrality = 40.000 
				war = 55
				max_redeploying = 0.25
				use_offensive_supply = yes
				max_fuel_offensive = 1000
				combat = {
					USA = 115 # FUSA
					CAN = 45  # RCC
					CSA = 45  # Manitou Tribes
					ARA = 35  # Warriors of Ice
					BEN = 35  # Beastlords				
					SOV = 35  # Mutant Army
					SPA = 35  # East BOS
					AFG = 30  # Kansas Free State
					CZE = 30  # Spiders
					TEX = 30  # New Church
					IRQ = 25  # The Vipers
					CAM = 20  # Reavers
					QUE = 20  # Quebec
					U53 = 20  # Nuka Cola Corporation
					ARG = 15  # Harlequins
					AUS = 15  # Rad-Zombie Apocalypse
					JAP = 15  # Robot Nation
					MTN = 15  # Calgary Confederacy
					AST = 10  # Under-Nation
					BEL = 10  # God-Machine
					BLR = 10  # Texas Reformed
					JOR = 10  # Vault 10
					BHU = 5   # White-Legs Tribe
					HON = 5   # Mexican Raiders
					MAD = 5   # Mayan Empire
					MEX = 5   # New Republic of Mexico (NROM)
					MOR = 5   # New Canaan
					POL = 5   # Broken Hills
					}

				befriend = {
					ALB = 10 # Caesar's Legion
					ANG = 10 # Junkers	
					NOR = 10 # The Huns
					FRA = 10 # New Reno
					DEN = 10 # Den
					}

				AA_batteries = yes
				max_AA_level = 8
				AA_provs = {
					600 # Boston
					602 # New York
					604 # Atlantic City
					606 # Washington D.C.
					607 # Baltimore
					608 # Philadelphia
					6473 # Charleston
					630 # Clarksburg
					632 # Norfolk
					6399 # Marion
					}

				air_base = yes
				max_air_base = 8
				air_base_provs = {
					600 # Boston
					602 # New York
					606 # Washington D.C.
					}

				land_fort = yes
				max_land_level = 6
				fort_borders = { AFG ARA ARG AST AUS BEL BEN BHU BLR CAM CAN CZE CSA HON IRQ JAP JOR MAD MEX MOR MTN POL QUE SOV SPA TEX U53 USA }

					#### Divisions etc...
					armor 				= 0
					bergsjaeger 		= 0
					cavalry 			= 0
					garrison			= 5
					hq 					= 5
					infantry 			= 30
					light_armor 		= 10
					marine 				= 0
					militia 			= 5
					mechanized 			= 0
					motorized 			= 15
					paratrooper 		= 5
				#				80 %

				# Borders with specific countries
				country_priorities = {
					USA = 50 # The States
					#ALB = 20
					CAN = 20 # Royal Canadian Commonwealth
					AUS = 15 # Zombie Apocalypse
					ENG = 10 # Enclave
					}

			AZB_2255.ai:
				switch = yes # [yes/no]
				max_front_ratios = {
					CAL = 3.0 # New California Republic
					CAN = 2.0 # Royal Canadian Commonwealth
					ENG = 3.0 # Enclave
					PRK = 3.0 # Polar Station Zeta
					SOV = 2.0 # Mutant Army
					SPA = 2.0 # Midwestern BOS
					USA = 3.0 # The States 
				}
				neutrality = 35.000 
				war = 60
				max_redeploying = 0.25
				use_offensive_supply = yes
				max_fuel_offensive = 1200

				combat = {
					USA = 120 # FUSA
					CAN = 50  # RCC
					CSA = 50  # Manitou Tribes
					ARA = 40  # Warriors of Ice
					BEN = 40  # Beastlords				
					SOV = 40  # Mutant Army
					SPA = 40  # East BOS
					AFG = 35  # Kansas Free State
					CZE = 35  # Spiders
					TEX = 35  # New Church
					IRQ = 30  # The Vipers
					CAM = 25  # Reavers
					QUE = 25  # Quebec
					U53 = 25  # Nuka Cola Corporation
					ARG = 20  # Harlequins
					AUS = 20  # Rad-Zombie Apocalypse
					JAP = 20  # Robot Nation
					MTN = 20  # Calgary Confederacy
					AST = 15  # Under-Nation
					BEL = 15  # God-Machine
					BLR = 15  # Texas Reformed
					JOR = 15  # Vault 10
					BHU = 10  # White-Legs Tribe
					HON = 10  # Mexican Raiders
					MAD = 10  # Mayan Empire
					MEX = 10  # New Republic of Mexico (NROM)
					MOR = 10  # New Canaan
					POL = 10  # Broken Hills
					CAL = 5   # New California Republic (NCR)
					CHC = 5   # Shi Empire
					ENG = 5   # Enclave
					GER = 5   # Vault City 
					HOL = 5   # New Arroyo
					ITA = 5   # Brotherhood of Steel
					POR = 5   # Gecko
					ROM = 5   # Redding
					SCH = 5   # Pioneer Alliance
					PRK = 5   # Polar Station Zeta
					SWE = 5   # The Hub
					TUR = 5   # Necropolis
					}

				befriend = {
					ALB = 10 # Caesar's Legion
					ANG = 10 # Junkers	
					NOR = 10 # The Huns
					FRA = 10 # New Reno
					DEN = 10 # Den
					}

				AA_batteries = yes
					max_AA_level = 10
					AA_provs = {
						600 # Boston
						602 # New York
						604 # Atlantic City
						606 # Washington D.C.
						607 # Baltimore
						608 # Philadelphia
						6473 # Charleston
						630 # Clarksburg
						632 # Norfolk
						6399 # Marion
						}

				land_fort = yes
				max_land_level = 10
				fort_borders = { AFG ARA ARG AST AUS BEL BEN BHU BLR CAL CAM CAN CHC CZE CSA ENG GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN POL POR PRK QUE ROM SCH SOV SPA SWE TEX TUR U53 USA }

					#### Divisions etc...
					armor 				= 0
					bergsjaeger 		= 0
					cavalry 			= 0
					garrison			= 5
					hq 					= 5
					infantry 			= 30
					light_armor 		= 10
					marine 				= 0
					militia 			= 5
					mechanized 			= 0
					motorized 			= 15
					paratrooper 		= 5
				#				80 %

				# Borders with specific countries
				country_priorities = {
					USA = 50 # The States
					#ALB = 20
					CAN = 20 # Royal Canadian Commonwealth
					AUS = 15 # Zombie Apocalypse
					ENG = 10 # Enclave
					}


	BEL/God-Machine:
		- Gets more aggressive as time passes.
		- Will now use offensive supply
		- Will now attack the Calgary Confederacy
		- Builds land forts properly and in the borders of their enemies
		- Will build less garrisons after 2247, building more Heavy Robots and Walking Robots in their place.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.
		- Maximum front ratios set. Will place extra emphasis in late game against one (two) alliance majors.
		- Will now place special priority in defending borders against certain countries.
		- Added maximum upgrading and reinforcement sliders.

		BEL_2245.ai:
			switch = yes # [yes/no]
			max_front_ratios = {
				AST = 2.0 # Under-Nation
				NOR = 2.0 # Huns 
				SOV = 2.0 # Mutant Army
				MTN = 1.5 # Calgary Confederacy
				ARA = 1.5 # Warriors of Ice
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			combat = {
				NOR = 50 # Huns
				AST = 30 # Under-Nation
				MTN = 10 # Calgary Confederacy
				SOV = 10 # Mutant Army
				ARA = 5  # Warriors of Ice LOW PRIORITY
				}
			land_fort = yes
			max_land_level = 3
			fort_borders = { ARA AST MTN NOR SOV }  
			fort_provs = { 799 }

			# Borders with specific countries
			country_priorities = { 
				NOR = 20 # Huns
				SOV = 20 # Mutant Army
				AST = 15 # Under-Nation
				MTN = 15 # Mutant Army
				ARA = 10 # Warriors of Ice
			}
		
		BEL_2247.ai:
			switch = yes # [yes/no]
			max_front_ratios = {
				AST = 2.0 # Under-Nation
				NOR = 2.0 # Huns 
				SOV = 2.0 # Mutant Army
				MTN = 1.5 # Calgary Confederacy
				ARA = 1.5 # Warriors of Ice
			}
			war = 80
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400
			combat = {
				NOR = 55 # Huns
				AST = 35 # Under-Nation
				MTN = 15 # Calgary Confederacy
				SOV = 15 # Mutant Army
				ARA = 10 # Warriors of Ice. LOW PRIORITY
				}
			land_fort = yes
			max_land_level = 5
			fort_borders = { ARA AST MTN NOR SOV }  
			fort_provs = { 799 }
			garrison			= 15 (was 20)
			light_armor 		= 5 (was 0)	
			# Borders with specific countries
			country_priorities = { 
				NOR = 20 # Huns
				SOV = 20 # Mutant Army
				AST = 15 # Under-Nation
				MTN = 15 # Mutant Army
				ARA = 10 # Warriors of Ice
			}

		BEL_2249.ai:
			switch = yes # [yes/no]
			max_front_ratios = {
				AST = 2.0 # Under-Nation
				NOR = 2.0 # Huns 
				SOV = 2.0 # Mutant Army
				MTN = 1.5 # Calgary Confederacy
				ARA = 1.5 # Warriors of Ice
			}
			war = 90
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600
			combat = {
				NOR = 60 # Huns
				AST = 40 # Under-Nation
				MTN = 20 # Calgary Confederacy
				SOV = 20 # Mutant Army
				ARA = 15 # Warriors of Ice. LOW PRIORITY
				}
			land_fort = yes
			max_land_level = 7
			fort_borders = { ARA AST MTN NOR SOV } 
			fort_provs = { 799 }	
			garrison			= 15 (was 20)
			light_armor 		= 5 (was 0)	
			# Borders with specific countries
			country_priorities = { 
				NOR = 20 # Huns
				SOV = 20 # Mutant Army
				AST = 15 # Under-Nation
				MTN = 15 # Mutant Army
				AST = 10 # Warriors of Ice
			}

		BEL_2251.ai:
			switch = yes # [yes/no]
			max_front_ratios = {
				AST = 2.0 # Under-Nation
				NOR = 2.0 # Huns 
				SOV = 2.0 # Mutant Army
				MTN = 1.5 # Calgary Confederacy
				ARA = 1.5 # Warriors of Ice
			}
			war = 100
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			combat = {
				NOR = 65 # Huns
				AST = 45 # Under-Nation
				MTN = 25 # Calgary Confederacy
				SOV = 25 # Mutant Army
				ARA = 20 # Warriors of Ice
				CAN = 5  # Royal Canadian Commonwealth
				SPA = 5  # Midwestern BOS
				}
			land_fort = yes
			max_land_level = 9
			fort_borders = { ARA AST CAN MTN NOR SOV SPA }  
			fort_provs = { 799 } 
			light_armor 		= 5 (was 0)	
			armor 				= 10 (was 5)
			garrison			= 10
			# Borders with specific countries
			country_priorities = { 
				NOR = 20 # Huns
				SOV = 20 # Mutant Army
				CAN = 20 # Royal Canadian Commonwealth
				AST = 15 # Under-Nation
				MTN = 15 # Mutant Army
				SPA = 15 # Midwestern BOS
				ARA = 10 # Warriors of Ice
			}

		BEL_2253.ai:
			switch = yes # [yes/no]
			max_front_ratios = {
				AST = 2.0 # Under-Nation
				CAN = 2.0 # Royal Canadian Commonwealth
				NOR = 2.0 # Huns 
				SOV = 2.0 # Mutant Army
				ARA = 1.5 # Warriors of Ice
				MTN = 1.5 # Calgary Confederacy
				SPA = 1.5 # Midwestern BOS
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 110
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			combat = {
				NOR = 70 # Huns
				AST = 50 # Under-Nation
				MTN = 30 # Calgary Confederacy
				SOV = 30 # Mutant Army
				ARA = 25 # Warriors of Ice
				CAN = 10 # Royal Canadian Commonwealth
				SPA = 10 # Midwestern BOS
				}
			land_fort = yes
			max_land_level = 10
			fort_borders = { ARA AST CAN MTN NOR SOV SPA } 
			fort_provs = { 799 } 
			light_armor 		= 10 (was 5)
			armor 				= 10
			garrison			= 5
			# Borders with specific countries
			country_priorities = { 
				CAN = 20 # Royal Canadian Commonwealth
				NOR = 20 # Huns
				SOV = 20 # Mutant Army
				AST = 15 # Under-Nation
				MTN = 15 # Mutant Army
				SPA = 15 # Midwestern BOS
				ARA = 10 # Warriors of Ice
			}


		BEL_2255.ai
			switch = yes # [yes/no]
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				PRK = 3.0 # Polar Station Zeta
				AST = 2.0 # Under-Nation
				CAN = 2.0 # Royal Canadian Commonwealth
				NOR = 2.0 # Huns 
				SOV = 2.0 # Mutant Army
				ARA = 1.5 # Warriors of Ice
				MTN = 1.5 # Calgary Confederacy
				SPA = 1.5 # Midwestern BOS
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 120
			max_redeploying = 0.35
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			combat = {
				NOR = 75 # Huns
				AST = 55 # Under-Nation
				MTN = 35 # Calgary Confederacy
				SOV = 35 # Mutant Army
				ARA = 30 # Warriors of Ice
				CAN = 15 # Royal Canadian Commonwealth
				SPA = 15 # Midwestern BOS
				CAL = 5  # New California Republic
				PRK = 5  # Polar Station Zeta
				}
			light_armor 		= 10 (was 5)
			armor 				= 10
			garrison			= 5
			land_fort = yes
			max_land_level = 10
			fort_borders = { ARA AST CAL CAN MTN NOR PRK SOV SPA } 
			fort_provs = { 799 } 
			# Borders with specific countries
			country_priorities = { 
				CAL = 20 # New California Republic
				CAN = 20 # Royal Canadian Commonwealth
				NOR = 20 # Huns
				PRK = 20 # Polar Station Zeta
				SOV = 20 # Mutant Army
				AST = 15 # Under-Nation
				MTN = 15 # Mutant Army
				SPA = 15 # Midwestern BOS
				ARA = 10 # Warriors of Ice
			}


	BEN/Beastlords:
		- Will now use offensive supply.
		- Actually will start less aggressive towards their enemy nations (numbers were halved), but will ramp up in later years
		- Will only be aggressive against the Western Brotherhood in the late game.
		- Will now build up the airbase in their capital in the late game.
		- Will now build forts properly in their capital province and borders with their enemies (this was bugged).
		- Added max redeploying and max_fuel_offensive, the later increases with the date.
		- Maximum front ratios set. Will place extra emphasis in late game against one (two) alliance majors.
		- Will now place special priority in defending borders against certain countries.
		- Added maximum upgrading and reinforcement sliders.

		BEN_2245.ai:
			switch = yes # [yes/no]	
			max_front_ratios = {
				SPA = 2.0 # Midwestern BOS
				TEX = 1.5 # New Church
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			combat = { 
				AUS = 20 # Zombie Apocalypse
				SPA = 20 # Midwestern BOS
				CZE = 15 # Spiders
				AST = 10 # Under-Nation
				AZB = 10 # Dark Cathedral	
				TEX = 10 # New Church	
				AFG = 5 # Kansas Free State
				JAP = 5 # Robot Nation
				U53 = 5 # Nuka Cola Corporation
				}
			Was:
				combat = { 
					AUS = 40 # Zombie Apocalypse
					SPA = 40 # East BOS
					CZE = 30 # Spiders
					AST = 20 # Under-Nation
					AZB = 20 # Dark Cathedral	
					TEX = 20 # New Church	
					AFG = 10 # Kansas Free State
					JAP = 10 # Robot Nation
					U53 = 10 # Nuka Cola Corporation
					ITA = 5 # West BOS
					}
			land_fort = yes
			max_land_level = 2
			fort_borders = { SPA }
			fort_provs = { 6366 }

				#### Divisions etc.
				infantry 			= 10
				cavalry 			= 0
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 15
				marine 				= 45
				bergsjaeger 		= 0
				garrison			= 5
				hq				    = 5
				militia 			= 0
			#				90 %

			# Borders with specific countries
			country_priorities = {
				SPA = 20 # Midwestern BOS
			}

		BEN_2247.ai:
			switch = yes # [yes/no]
			max_front_ratios = {
			    AZB = 2.0 # Dark Cathedral
				SPA = 2.0 # Midwestern BOS
				TEX = 1.5 # New Church
			}
			war = 15
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400
			combat = { 
				AUS = 25 # Zombie Apocalypse
				SPA = 25 # Midwestern BOS
				CZE = 20 # Spiders
				AST = 15 # Under-Nation
				AZB = 15 # Dark Cathedral	
				TEX = 15 # New Church	
				AFG = 10 # Kansas Free State
				JAP = 10 # Robot Nation
				U53 = 10 # Nuka Cola Corporation
				}
			land_fort = yes
			max_land_level = 2
			fort_borders = { AUS CZE SPA }
			fort_provs = { 6366 }

				#### Divisions etc.
				infantry 			= 10
				cavalry 			= 0
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 15
				marine 				= 45
				bergsjaeger 		= 0
				garrison			= 5
				hq				    = 5
				militia 			= 0
			#				90 %

			# Borders with specific countries
			country_priorities = {
				AZB = 20 # Dark Cathedral
				SPA = 20 # Midwestern BOS
				TEX = 15 # New Church
			}


		BEN_2249.ai:
			switch = yes # [yes/no]
			max_front_ratios = {
			    AZB = 2.0 # Dark Cathedral
				SPA = 2.0 # Midwestern BOS
				TEX = 1.5 # New Church
			}
			neutrality = 35.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 20
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600
			combat = { 
				AUS = 30 # Zombie Apocalypse
				SPA = 30 # Midwestern BOS
				CZE = 25 # Spiders
				AST = 20 # Under-Nation
				AZB = 20 # Dark Cathedral	
				TEX = 20 # New Church	
				AFG = 15 # Kansas Free State
				JAP = 15 # Robot Nation
				U53 = 15 # Nuka Cola Corporation
				}

			land_fort = yes
			max_land_level = 3
			fort_borders = { AFG AST AUS AZB CZE JAP SPA U53 TEX } 
			fort_provs = { 6366 }

				#### Divisions etc.
				infantry 			= 10
				cavalry 			= 0
				motorized 			= 5
				mechanized 			= 0
				light_ armor 		= 5
				armor 				= 0
				paratrooper 		= 15
				marine 				= 45
				bergsjaeger 		= 0
				garrison			= 5
				hq				    = 5
				militia 			= 0
			#				90 %

			# Borders with specific countries
			country_priorities = {
				AZB = 20 # Dark Cathedral
				CZE = 20 # Spiders
				SPA = 20 # Midwestern BOS
				TEX = 15 # New Church
			}


		BEN_2251.ai:
			switch = yes # [yes/no]
			max_front_ratios = {
				USA = 3.0 # The States
			    AZB = 2.0 # Dark Cathedral
				SPA = 2.0 # Midwestern BOS
				AFG = 1.5 # Kansas Free State
				CZE = 1.5 # Spiders
				TEX = 1.5 # New Church	
			}
			neutrality = 30.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 25
			strat_redeploy_threshold = 25
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600
			combat = { 
				AUS = 35 # Zombie Apocalypse
				SPA = 35 # Midwest BOS
				CZE = 30 # Spiders
				AST = 25 # Under-Nation
				AZB = 25 # Dark Cathedral	
				TEX = 25 # New Church	
				AFG = 20 # Kansas Free State
				JAP = 20 # Robot Nation
				U53 = 20 # Nuka Cola Corporation
				ITA = 5  # Brotherhood of Steel
				}
			air_base = yes
			max_air_base = 3
			air_base_provs = { 6366 }
			land_fort = yes
			max_land_level = 5
			fort_borders = { AFG AST AUS AZB CZE ITA JAP SPA U53 TEX } 
			fort_provs = { 6366 }

				#### Divisions etc.
				infantry 			= 10
				cavalry 			= 0
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 15
				marine 				= 45
				bergsjaeger 		= 0
				garrison			= 5
				hq				    = 5
				militia 			= 0
			#				90 %

			# Borders with specific countries
			country_priorities = {
				USA = 30 # The States
				AZB = 20 # Dark Cathedral
				CZE = 20 # Spiders
				SPA = 20 # Midwestern BOS
				AFG = 15 # Kansas Free State
				TEX = 15 # New Church
			}

		BEN_2253.ai:
			switch = yes # [yes/no]
			max_front_ratios = {
				USA = 3.0 # The States
			    AZB = 2.0 # Dark Cathedral
				SPA = 2.0 # Midwestern BOS
				AFG = 1.5 # Kansas Free State
				CZE = 1.5 # Spiders
				TEX = 1.5 # New Church	
			}
			neutrality = 25.000
			war = 30
			strat_redeploy_threshold = 25
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			combat = { 
				AUS = 40 # Zombie Apocalypse
				SPA = 40 # Midwest BOS
				CZE = 35 # Spiders
				AST = 30 # Under-Nation
				AZB = 30 # Dark Cathedral	
				TEX = 30 # New Church	
				AFG = 25 # Kansas Free State
				JAP = 25 # Robot Nation
				U53 = 25 # Nuka Cola Corporation
				ITA = 10 # Brotherhood of Steel
				}
			air_base = yes
			max_air_base = 4
			air_base_provs = { 6366 }
			land_fort = yes
			max_land_level = 7
			fort_borders = { AFG AST AUS AZB CZE ITA JAP SPA U53 TEX } 
			fort_provs = { 6366 }

				#### Divisions etc.
				infantry 			= 10
				cavalry 			= 0
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 15
				marine 				= 45
				bergsjaeger 		= 0
				garrison			= 5
				hq				    = 5
				militia 			= 0
			#				90 %

			# Borders with specific countries
			country_priorities = {
				USA = 30 # The States
				AZB = 20 # Dark Cathedral
				CZE = 20 # Spiders
				SPA = 20 # Midwestern BOS
				AFG = 15 # Kansas Free State
				TEX = 15 # New Church
			}

		BEN_2255.ai:
			switch = yes # [yes/no]
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				ENG = 3.0 # Enclave
				PRK = 3.0 # Polar Station Zeta
				USA = 3.0 # The States
			    AZB = 2.0 # Dark Cathedral
				SPA = 2.0 # Midwestern BOS
				AFG = 1.5 # Kansas Free State
				CZE = 1.5 # Spiders
				TEX = 1.5 # New Church	
			}
			neutrality = 20.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 35
			strat_redeploy_threshold = 25
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			combat = { 
				AUS = 45 # Zombie Apocalypse
				SPA = 45 # Midwest BOS
				CZE = 40 # Spiders
				AST = 35 # Under-Nation
				AZB = 35 # Dark Cathedral	
				TEX = 35 # New Church	
				AFG = 30 # Kansas Free State
				JAP = 30 # Robot Nation
				U53 = 30 # Nuka Cola Corporation
				ITA = 15  # Brotherhood of Steel
				}
			air_base = yes
			max_air_base = 10
			air_base_provs = { 6366 }
			land_fort = yes
			land_fort = yes
			max_land_level = 10
			fort_borders = { AFG AST AUS AZB CZE ITA JAP SPA U53 TEX } 
			fort_provs = { 6366 }

				#### Divisions etc.
				infantry 			= 10
				cavalry 			= 0
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 15
				marine 				= 45
				bergsjaeger 		= 0
				garrison			= 5
				hq				    = 5
				militia 			= 0
			#				90 %


	BHU/White-Legs Tribe:
		- Will now use offensive supply.
		- Actually will start less aggressive towards their enemy nations, but will gradually ramp up in later years
		- Will become aggressive against more countries, later on.
		- Will now build forts properly in their capital province and borders with their enemies (this was bugged). White Legs will build weak forts, however, due to their nomadic nature.
		- Added maximum upgrading and reinforcement sliders.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.
		- Maximum front ratios set. Will place extra emphasis in late game against three (four) alliance majors.
		- Will now place special priority in defending borders against certain countries.

		BHU_2245.ai
			max_front_ratios = {
				MON = 2.0 # New Canaan
				BRA = 1.5 # Reservation
			}
			neutrality = 10.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 30 # Was 10, White Legs should be aggressive.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			combat = {
				MON = 25 # New Canaan
				BRA = 15 # Reservation
				SCH = 15 # Pioneer Alliance
				CAL = 10 # NCR
				HOL = 10 # New Arroyo
				JAP = 5 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
				POL = 5 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
				}
			land_fort = yes
			max_land_level = 1
			fort_borders = { MON }
			fort_provs = { }
			# Borders with specific countries
			country_priorities = { 
				MOR = 20
				BRA = 15
				SCH = 15
			}

		BHU_2247.ai
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				MON = 2.0 # New Canaan
				BRA = 1.5 # Reservation
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 35
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400
			combat = {
				MON = 30 # New Canaan
				BRA = 20 # Reservation
				SCH = 20 # Pioneer Alliance
				CAL = 15 # NCR
				HOL = 15 # New Arroyo
				JAP = 10 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
				POL = 10 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
				}
			land_fort = yes
			max_land_level = 1
			fort_borders = { CAL MOR }
			# Borders with specific countries
				country_priorities = { 
					CAL = 30 # New California Republic
					MOR = 20 # New Canaan
					BRA = 15 # Reservation
					SCH = 15 # Pioneer Alliance
				} 

		BHU_2249.ai
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				MON = 2.0 # New Canaan
				POL = 2.0 # Broken Hills
				BRA = 1.5 # Reservation
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 40
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600
			combat = {
				MON = 35 # New Canaan
				BRA = 25 # Reservation
				SCH = 25 # Pioneer Alliance
				CAL = 20 # NCR
				HOL = 20 # New Arroyo
				JAP = 15 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
				POL = 15 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
				AST = 5  # Under-Nation
				GER = 5  # Vault City
				}
			land_fort = yes
			max_land_level = 1
			fort_borders = { BRA CAL MOR POL }
			fort_provs = { }
			# Borders with specific countries
			country_priorities = { 
				CAL = 30 # New California Republic
				MOR = 20 # New Canaan
				POL = 20 # Broken Hills
				BRA = 15 # Reservation
				SCH = 15 # Pioneer Alliance
			} 

		BHU_2251.ai
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				MON = 2.0 # New Canaan
				POL = 2.0 # Broken Hills
				BRA = 1.5 # Reservation
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 45
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			combat = {
				MON = 40 # New Canaan
				BRA = 30 # Reservation
				SCH = 30 # Pioneer Alliance
				CAL = 25 # NCR
				HOL = 25 # New Arroyo
				JAP = 20 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
				POL = 20 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
				AST = 10 # Under-Nation
				GER = 10 # Vault City
				IRQ = 5  # The Vipers
				JOR = 5  # Vault 10
				}
			protect = {
				DEN = 10 # Den
				FRA = 30 # New Reno
				HON = 20 # Mexican Raiders
				NOR = 30 # The Huns 
				ANG = 20 # Junkers
				} - will no longer Protect Vipers

			land_fort = yes
			max_land_level = 1
			fort_borders = { BRA CAL GER MOR POL SCH }
			fort_provs = { }

			# Borders with specific countries
			country_priorities = { 
				CAL = 30 # New California Republic
				MOR = 20 # New Canaan
				POL = 20 # Broken Hills
				BRA = 15 # Reservation
				SCH = 15 # Pioneer Alliance
			}



		BHU_2253.ai
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				JAP = 2.0 # Robot Nation
				MON = 2.0 # New Canaan
				POL = 2.0 # Broken Hills
				BRA = 1.5 # Reservation
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 50
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			combat = {
				MON = 45 # New Canaan
				BRA = 35 # Reservation
				SCH = 35 # Pioneer Alliance
				CAL = 30 # NCR
				HOL = 30 # New Arroyo
				JAP = 25 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
				POL = 25 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
				AST = 15 # Under-Nation
				GER = 15 # Vault City
				IRQ = 10 # The Vipers
				JOR = 10 # Vault 10
				AFG = 5 # Kansas Free State
				BLR = 5  # Texas Reformed
				ITA = 5  # Brotherhood of Steel
				TEX = 5  # New Church
				}
			protect = {
				DEN = 10 # Den
				FRA = 30 # New Reno
				HON = 20 # Mexican Raiders
				NOR = 30 # The Huns 
				ANG = 20 # Junkers
				}
			land_fort = yes
			max_land_level = 1
			fort_borders = { AFG BLR BRA CAL GER HOL ITA JAP JOR MOR POL SCH TEX }
			fort_provs = { }
			# Borders with specific countries
			country_priorities = { 
				CAL = 30 # New California Republic
				MOR = 20 # New Canaan
				JAP = 20 # Robot Nation
				POL = 20 # Broken Hills
				BRA = 15 # Reservation
				SCH = 15 # Pioneer Alliance
			}



		BHU_2255.ai
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				ENG = 3.0 # Enclave
				PRK = 3.0 # Polar Station Zeta
				USA = 3.0 # The States
				JAP = 2.0 # Robot Nation
				MON = 2.0 # New Canaan
				POL = 2.0 # Broken Hills
				BRA = 1.5 # Reservation
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 55
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			combat = {
				MON = 50 # New Canaan
				BRA = 40 # Reservation
				SCH = 40 # Pioneer Alliance
				CAL = 35 # NCR
				HOL = 35 # New Arroyo
				JAP = 30 # Robot Nation. Afraid of "Metal Demons", but you know, still White Legs.
				POL = 30 # Broken Hills. Afraid because they are scared of Ghouls and Super Mutants.
				AST = 20 # Under-Nation
				GER = 20 # Vault City
				IRQ = 15 # The Vipers
				JOR = 15 # Vault 10
				AFG = 10 # Kansas Free State
				BLR = 10 # Texas Reformed
				ITA = 10 # Brotherhood of Steel
				TEX = 10 # New Church
				ENG = 5  # Enclave
				CHC = 5  # Shi Empire
				MEX = 5  # New Republic of Mexico
				MTN = 5  # Calgary Confederacy
				PRK = 5  # Polar-Station Zeta
				SOV = 5  # Mutant Army
				USA = 5  # The States
				}
			protect = {
				DEN = 10 # Den
				FRA = 30 # New Reno
				HON = 20 # Mexican Raiders
				NOR = 30 # The Huns 
				ANG = 20 # Junkers
				}
			land_fort = yes
			max_land_level = 1
			fort_borders = { AFG BLR BRA CAL CHC ENG GER HOL ITA JAP JOR MEX MOR MTN POL PRK SCH SOV TEX USA }
			fort_provs = { }
			# Borders with specific countries
			country_priorities = { 
				ENG = 30 # Enclave
				CAL = 30 # New California Republic
				PRK = 30 # Polar Station Zeta
				USA = 30 # The States
				MOR = 20 # New Canaan
				JAP = 20 # Robot Nation
				POL = 20 # Broken Hills
				BRA = 15 # Reservation
				SCH = 15 # Pioneer Alliance
			}


	BLR/Texas Reformed:	
		- Will now attack Beast Lords
		- combat setting includes the New Church. An odd lack, but I suspect its because the Texas Reformed vs New Church war is triggered by event. This is more of a contigency in case the war ends in an stalemate or something.
		- Will now use offensive supply.
		- Pretty much halved their starting combat numbers, but they will grown later on.
		- Will now build forts properly
		- Will halve their garrison building after the 2250s
		- Will build a few more air units after the 2250s, especially prop fighters.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.
		- Maximum front ratios set. Will place extra emphasis in late game against two (three) alliance majors.
		- Will now place special priority in defending borders against certain countries.
		- Added maximum upgrading and reinforcement sliders.

		BLR_2245.ai
			switch = yes # [yes/no]
			max_front_ratios = {
				TEX = 3.0 # New Church
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			combat = {
				TEX = 30 # New Church
				CZE = 25 # Spiders
				AFG = 20 # Kansas Free State
				AUS = 20 # Zombie Apocalypse
				ARG = 15 # Harlequins
				ALB = 15 # Caesar's Legion
				AST = 15 # Under-Nation
				BEN = 15 # Beastlords
				CSA = 15 # Manitou Tribe
				IRQ = 15 # Vipers
				NOR = 15 # The Huns
				SOV = 15 # Mutant Army
				POL = 10 # Broken Hills
				POR = 10 # Reservation
				TUR = 10 # Necropolis
				HON = 10 # Mexican Raiders
				AZB = 5 # Dark Cathedral
				}
			land_fort = yes
			max_land_level = 1
			fort_borders = { TEX } 
			fort_provs = { 715 716 }
			# Borders with specific countries
			country_priorities = {
				U00 = 50 # Barbarians. What is this, anyway?
				TEX = 50 # New Church
				SOV = 25 # Mutant Army. Was 75, divided it by a third.
				HON = 20 # Mexican Raiders. Was 40.
				CSA = 15 # Manitou Tribes. Was 30.
			}

		BLR_2247.ai
			switch = yes # [yes/no]
			max_front_ratios = {
				TEX = 3.0 # New Church
			}
			neutrality = 60.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 25
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400
			combat = {
				TEX = 35 # New Church
				CZE = 30 # Spiders
				AFG = 25 # Kansas Free State
				AUS = 25 # Zombie Apocalypse
				ARG = 20 # Harlequins
				ALB = 20 # Caesar's Legion
				AST = 20 # Under-Nation
				BEN = 20 # Beastlords
				CSA = 20 # Manitou Tribe
				IRQ = 20 # Vipers
				NOR = 20 # The Huns
				SOV = 20 # Mutant Army
				POL = 15 # Broken Hills
				POR = 15 # Reservation
				TUR = 15 # Necropolis
				HON = 15 # Mexican Raiders
				AZB = 10 # Dark Cathedral
				}
			land_fort = yes
			max_land_level = 2
			fort_borders = { CZE TEX } 
			fort_provs = { 715 716 }

			# Borders with specific countries
			country_priorities = {
				U00 = 50 # Barbarians. What is this, anyway?
				TEX = 50 # New Church
				SOV = 25 # Mutant Army. Was 75, divided it by a third.
				CZE = 20 # Spiders
				HON = 20 # Mexican Raiders. Was 40.
				CSA = 15 # Manitou Tribes. Was 30.
			}

		BLR_2249.ai
			switch = yes # [yes/no]
			max_front_ratios = {
				TEX = 3.0 # New Church
				AFG = 2.0 # Kansas Free State
				CZE = 2.0 # Spiders
			}
			neutrality = 55.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 30
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600
			combat = {
				TEX = 40 # New Church
				CZE = 35 # Spiders
				AFG = 30 # Kansas Free State
				AUS = 30 # Zombie Apocalypse
				ARG = 25 # Harlequins
				ALB = 25 # Caesar's Legion
				AST = 25 # Under-Nation
				BEN = 25 # Beastlords
				CSA = 25 # Manitou Tribe
				IRQ = 25 # Vipers
				NOR = 25 # The Huns
				SOV = 25 # Mutant Army
				POL = 20 # Broken Hills
				POR = 20 # Reservation
				TUR = 20 # Necropolis
				HON = 20 # Mexican Raiders
				AZB = 15 # Dark Cathedral
				}
			land_fort = yes
			max_land_level = 3
			fort_borders = { AFG AUS CZE TEX } 
			fort_provs = { 715 716 }
			# Borders with specific countries
			country_priorities = {
				U00 = 50 # Barbarians. What is this, anyway?
				TEX = 50 # New Church
				SOV = 25 # Mutant Army. Was 75, divided it by a third.
				CZE = 20 # Spiders
				HON = 20 # Mexican Raiders. Was 40.
				AFG = 15 # Kansas Free State
				CSA = 15 # Manitou Tribes. Was 30.
			}


		BLR_2251.ai
			switch = yes # [yes/no]
			max_front_ratios = {
				TEX = 3.0 # New Church
				AFG = 2.0 # Kansas Free State
				CZE = 2.0 # Spiders
			}
			neutrality = 50.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 35
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			combat = {
				TEX = 45 # New Church
				CZE = 40 # Spiders
				AFG = 35 # Kansas Free State
				AUS = 35 # Zombie Apocalypse
				ARG = 30 # Harlequins
				ALB = 30 # Caesar's Legion
				AST = 30 # Under-Nation
				BEN = 30 # Beastlords
				CSA = 30 # Manitou Tribe
				IRQ = 30 # Vipers
				NOR = 30 # The Huns
				SOV = 30 # Mutant Army
				POL = 25 # Broken Hills
				POR = 25 # Reservation
				TUR = 25 # Necropolis
				HON = 25 # Mexican Raiders
				AZB = 20 # Dark Cathedral
				}	
			land_fort = yes
			max_land_level = 5
			fort_borders = { AFG ALB ARG AST AUS BEN CSA CZE IRQ NOR SOV TEX } 
			fort_provs = { 715 716 }
			# Borders with specific countries
			country_priorities = {
				U00 = 50 # Barbarians. What is this, anyway?
				TEX = 50 # New Church
				ALB = 25 # Caesar's Legion
				SOV = 25 # Mutant Army. Was 75, divided it by a third.
				CZE = 20 # Spiders
				HON = 20 # Mexican Raiders. Was 40.
				AFG = 15 # Kansas Free State
				ARG = 15 # Harlequins
				CSA = 15 # Manitou Tribes. Was 30.
			}

		BLR_2253.ai
			switch = yes # [yes/no]
			max_front_ratios = {
				TEX = 3.0 # New Church
				AFG = 2.0 # Kansas Free State
				ALB = 2.0 # Caesar's Legion
				CZE = 2.0 # Spiders
			}
			neutrality = 45.000
			upgrading 	= 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 40
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			combat = {
				TEX = 50 # New Church
				CZE = 45 # Spiders
				AFG = 40 # Kansas Free State
				AUS = 40 # Zombie Apocalypse
				ARG = 35 # Harlequins
				ALB = 35 # Caesar's Legion
				AST = 35 # Under-Nation
				BEN = 35 # Beastlords
				CSA = 35 # Manitou Tribe
				IRQ = 35 # Vipers
				NOR = 35 # The Huns
				SOV = 35 # Mutant Army
				POL = 30 # Broken Hills
				POR = 30 # Reservation
				TUR = 30 # Necropolis
				HON = 30 # Mexican Raiders
				AZB = 25 # Dark Cathedral
				}	
			land_fort = yes
			max_land_level = 7
			fort_borders = { AFG ALB ARG AST AUS BEN CSA CZE HON IRQ NOR POR SOV TEX TUR }  
			fort_provs = { 715 716 }
				#### Divisions etc...
				infantry 			= 25
				cavalry 			= 0
				motorized 			= 15
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 5
				marine 				= 10
				bergsjaeger 		= 0
				garrison			= 5
			    hq 					= 5
				militia 			= 15
			#				85 %
				interceptor 		= 0
				multi_role 			= 7
				cas 				= 0
				strategic_bomber 	= 5
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 3
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				15 %

			# Borders with specific countries
				country_priorities = {
					U00 = 50 # Barbarians. What is this, anyway?
					TEX = 50 # New Church
					ALB = 25 # Caesar's Legion
					SOV = 25 # Mutant Army. Was 75, divided it by a third.
					CZE = 20 # Spiders
					HON = 20 # Mexican Raiders. Was 40.
					AFG = 15 # Kansas Free State
					ARG = 15 # Harlequins
					CSA = 15 # Manitou Tribes. Was 30.
				}



		BLR_2255.ai
			switch = yes # [yes/no]
			max_front_ratios = { 
				CAL = 3.0 # New California Republic
				ENG = 3.0 # Enclave
				PRK = 3.0 # Polar Station Zeta
				USA = 3.0 # The States
				ALB = 2.0 # Caesar's Legion
				JAP = 2.0 # Robot Nation
				BHU = 1.5 # White Legs Tribe
				HON = 1.5 # Mexican Raiders
				IRQ = 1.5 # Vipers
				TEX = 1.5 # New Church
			}
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				ENG = 3.0 # Enclave
				PRK = 3.0 # Polar Station Zeta
				TEX = 3.0 # New Church
				USA = 3.0 # The States
				AFG = 2.0 # Kansas Free State
				ALB = 2.0 # Caesar's Legion
				CZE = 2.0 # Spiders
			}
			neutrality = 40.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 45
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			combat = {
				TEX = 55 # New Church
				CZE = 50 # Spiders
				AFG = 45 # Kansas Free State
				AUS = 45 # Zombie Apocalypse
				ARG = 40 # Harlequins
				ALB = 40 # Caesar's Legion
				AST = 40 # Under-Nation
				BEN = 40 # Beastlords
				CSA = 40 # Manitou Tribe
				IRQ = 40 # Vipers
				NOR = 40 # The Huns
				SOV = 40 # Mutant Army
				POL = 35 # Broken Hills
				POR = 35 # Reservation
				TUR = 35 # Necropolis
				HON = 35 # Mexican Raiders
				AZB = 30 # Dark Cathedral
				}	
			land_fort = yes
			max_land_level = 10
			fort_borders = { AFG ALB ARG AST AUS AZB BEN CSA CZE HON IRQ NOR POR SOV TEX TUR }   
			fort_provs = { 715 716 }
				#### Divisions etc...
				infantry 			= 25
				cavalry 			= 0
				motorized 			= 15
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 5
				marine 				= 10
				bergsjaeger 		= 0
				garrison			= 5
			    hq 					= 5
				militia 			= 15
			#				85 %
				interceptor 		= 0
				multi_role 			= 7
				cas 				= 0
				strategic_bomber 	= 5
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 3
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				15 %

			# Borders with specific countries
				country_priorities = {
					U00 = 50 # Barbarians. What is this, anyway?
					TEX = 50 # New Church
					ALB = 25 # Caesar's Legion
					SOV = 25 # Mutant Army. Was 75, divided it by a third.
					CZE = 20 # Spiders
					HON = 20 # Mexican Raiders. Was 40.
					AFG = 15 # Kansas Free State
					ARG = 15 # Harlequins
					CSA = 15 # Manitou Tribes. Was 30.
				} 




	BOS/Commonwealth:
		- Will use offensive supply
		- Not many changes for now, this one is very much Arcangelus' baby
		BOS_.ai
			use_offensive_supply = yes


	BRA/Reservation:	
		- Now actually has nations in their combat settings.
		- Will attack pretty much any nation not defined as their friends, due to their ideology of Ghoul racial supremacy.
		- Will now actually build forts.
			- In fact, it will build lots of forts. The Reservation in Van Buren was pretty fortified and heavily paranoid, if there's a nation in FODD that should fortify the out of everything and against any possible rivals, its the Reservation. It will even fortify in the border of nations it means to befriend.
		- Will now build air bases and AA.
		- Will use offensive supply.
		- Will now be a bit more aggressive with time and acquire more targets, but not much.
		- Starts building lots of garrisons, but will build less garrisons every two years. This is a change from building 40% of its forces in garrisons.
		- Will try to befriend Kurtz due to being a fellow Ghoul, after all.
		- Fixed a small mistake in the troop production percentages.
		- Will build more air units, especially Propellor Fighters, but also Bombers.
		- Will now build a few Motorized Raiders and Scout units, to add some more variety.
		- Maximum front ratios set. Will place extra emphasis in late game against three (four) alliance majors.
		- Will now place special priority in defending borders against certain countries.
		- Added maximum upgrading and reinforcement sliders.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.

		BRA_2245.ai
			switch = yes # [yes/no]
			max_front_ratios = { 
				ALB = 2.0 # Caesar's Legion
				JAP = 2.0 # Robot Nation
				IRQ = 1.5 # Vipers
				TEX = 1.5 # New Church
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			combat = { 
				ALB = 5 # Caesar's Legion
				IRQ = 5 # Vipers
				JAP = 5 # Robot Nation
				TEX = 5 # New Church	
				}
			befriend = {
				AFG = 25 # Kansas Free State
				BEN = 10 # Beastlords.
				POL = 25 # Broken Hills
				POR = 25 # Gecko
				TUR = 25 # Necropolis
				}
			land_fort = yes
			max_land_level = 2
			fort_borders = { AFG ALB BEN IRQ JAP POL POR TEX TUR }
			fort_provs = { 6182 }

			# Borders with specific countries
			country_priorities = { 
				ALB = 20 # Caesar's Legion
				JAP = 20 # Robot Nation
				IRQ = 15 # Vipers
				TEX = 15 # New Church
			}

		BRA_2247.ai
			switch = yes # [yes/no]
			max_front_ratios = { 
				ALB = 2.0 # Caesar's Legion
				JAP = 2.0 # Robot Nation
				IRQ = 1.5 # Vipers
				TEX = 1.5 # New Church
			}
			neutrality = 80.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 0
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400
			combat = { 
				ALB = 10 # Caesar's Legion
				IRQ = 10 # Vipers
				JAP = 10 # Robot Nation
				TEX = 10 # New Church
				BHU = 5  # White Legs Tribe
				GER = 5  # Vault City
				HON = 5  # Mexican Raiders
				JOR = 5  # Vault 10
				MOR = 5  # New Canaan
				NOR = 4  # The Huns
				}
			land_fort = yes
			max_land_level = 4
			fort_borders = { AFG ALB AST BEN BHU GER HON IRQ JAP JOR MOR NOR POL POR TEX TUR }
			fort_provs = { 6182 }
				#### Divisions etc...
				infantry 			= 0
				cavalry 			= 60
				motorized 			= 0
				mechanized 			= 0
				light_armor 		= 0
				armor 				= 0
				paratrooper 		= 0
				marine 				= 0
				bergsjaeger 		= 0
				garrison			= 30
			    hq 					= 5
				militia 			= 0
			#				95 %

			# Borders with specific countries
			country_priorities = { 
				ALB = 20 # Caesar's Legion
				JAP = 20 # Robot Nation
				IRQ = 15 # Vipers
				TEX = 15 # New Church
			}

		BRA_2249.ai
			switch = yes # [yes/no]
			max_front_ratios = { 
				ALB = 2.0 # Caesar's Legion
				JAP = 2.0 # Robot Nation
				IRQ = 1.5 # Vipers
				TEX = 1.5 # New Church
			}
			neutrality = 75.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 5
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600
			combat = { 
				ALB = 15 # Caesar's Legion
				IRQ = 15 # Vipers
				JAP = 15 # Robot Nation
				TEX = 15 # New Church
				BHU = 10 # White Legs Tribe
				GER = 10 # Vault City
				HON = 10 # Mexican Raiders
				JOR = 10 # Vault 10
				MOR = 10 # New Canaan
				NOR = 10 # The Huns
				AST = 5  # Under-Nation
				FRA = 5  # New Reno
				ARG = 5  # Harlequins
				}
			befriend = {
				AFG = 25 # Kansas Free State
				BEN = 10 # Beastlords
				POL = 25 # Broken Hills
				POR = 25 # Gecko
				TUR = 25 # Necropolis
				ARM = 10 # Kurtz's Camp
				}
			AA_batteries = yes
			max_AA_level = 4
			AA_provs = { 726 }

			air_base = yes
			max_air_base = 2
			air_base_provs = { 6182 }

			land_fort = yes
			max_land_level = 6
			fort_borders = { AFG ALB ARG ARM AST BEN BHU FRA GER HON IRQ JAP JOR MOR NOR POL POR TEX TUR }
			fort_provs = { 6182 }

				#### Divisions etc...
				infantry 			= 0
				cavalry 			= 60
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 0
				armor 				= 0
				paratrooper 		= 5
				marine 				= 0
				bergsjaeger 		= 0
				garrison			= 20
			    hq 					= 5
				militia 			= 0
			#				95 %

			# Borders with specific countries
			country_priorities = { 
				ALB = 20 # Caesar's Legion
				JAP = 20 # Robot Nation
				IRQ = 15 # Vipers
				TEX = 15 # New Church
			}



		BRA_2251.ai
			switch = yes # [yes/no]
			max_front_ratios = { 
				ALB = 2.0 # Caesar's Legion
				JAP = 2.0 # Robot Nation
				BHU = 1.5 # White Legs Tribe
				HON = 1.5 # Mexican Raiders
				IRQ = 1.5 # Vipers
				TEX = 1.5 # New Church
			}
			neutrality = 70.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 10
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			combat = { 
				ALB = 20 # Caesar's Legion
				IRQ = 20 # Vipers
				JAP = 20 # Robot Nation
				TEX = 20 # New Church
				BHU = 15 # White Legs Tribe
				GER = 15 # Vault City
				HON = 15 # Mexican Raiders
				JOR = 15 # Vault 10
				MOR = 15 # New Canaan
				NOR = 15 # The Huns
				AST = 10 # Under-Nation
				FRA = 10 # New Reno
				ARG = 10 # Harlequins
				CAL = 5  # New California Republic
				CHC = 5  # Shi Empire
				CSA = 5  # Manitou Tribes
				DEN = 5  # Den
				HOL = 5  # New Arroyo
				MEX = 5  # New Republic of Mexico
				ROM = 5  # Redding
				SCH = 5  # Pioneer Alliance
				SOV = 5  # Mutant Army
				SPA = 5  # Midwestern Brotherhood of Steel
				SWE = 5  # The Hub
				}
			befriend = {
				AFG = 25 # Kansas Free State
				BEN = 10 # Beastlords
				POL = 25 # Broken Hills
				POR = 25 # Gecko
				TUR = 25 # Necropolis
				ARM = 10 # Kurtz's Camp
				}

			AA_batteries = yes
			max_AA_level = 6
			AA_provs = { 726 }

			air_base = yes
			max_air_base = 4
			air_base_provs = { 6182 }

			land_fort = yes
			max_land_level = 8
			fort_borders = { AFG ALB ARG ARM AST BEN BHU CAL CHC CSA DEN FRA GER HOL HON IRQ JAP JOR MEX MOR NOR POL POR ROM SCH SOV SPA SWE TEX TUR }
			fort_provs = { 6182 }

				#### Divisions etc...
				infantry 			= 0
				cavalry 			= 60
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 0
				armor 				= 0
				paratrooper 		= 5
				marine 				= 0
				bergsjaeger 		= 0
				garrison			= 10
			    hq 					= 5
				militia 			= 0
			#				85 %
				interceptor 		= 0
				multi_role 			= 10
				cas 				= 0
				strategic_bomber 	= 5
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 0
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				15 %

			# Borders with specific countries
			country_priorities = { 
				ALB = 20 # Caesar's Legion
				JAP = 20 # Robot Nation
				BHU = 15 # White Legs Tribe
				HON = 15 # Mexican Raiders
				IRQ = 15 # Vipers
				TEX = 15 # New Church
			}


		BRA_2253.ai 
			switch = yes # [yes/no]
			neutrality = 65.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 15
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			combat = { 
				ALB = 25 # Caesar's Legion
				IRQ = 25 # Vipers
				JAP = 25 # Robot Nation
				TEX = 25 # New Church
				BHU = 20 # White Legs Tribe
				GER = 20 # Vault City
				HON = 20 # Mexican Raiders
				JOR = 20 # Vault 10
				MOR = 20 # New Canaan
				NOR = 20 # The Huns
				AST = 15 # Under-Nation
				FRA = 15 # New Reno
				ARG = 15 # Harlequins
				CAL = 10  # New California Republic
				CHC = 10  # Shi Empire
				CSA = 10  # Manitou Tribes
				DEN = 10  # Den
				HOL = 10  # New Arroyo
				MEX = 10  # New Republic of Mexico
				ROM = 10  # Redding
				SCH = 10  # Pioneer Alliance
				SOV = 10  # Mutant Army
				SPA = 10  # Midwestern Brotherhood of Steel
				SWE = 10  # The Hub
				ANG = 5   # Junkers
				AZB = 5   # Dark Cathedral
				BEL = 5   # God-Machine
				ENG = 5   # Enclave
				MAD = 5   # Mayan Empire
				MTN = 5   # Calgary Confederacy
				PRK = 5   # Polar Station Zeta
				USA = 5   # The States
				U53 = 5   # Nuka-Cola Company
				}
			befriend = {
				AFG = 25 # Kansas Free State
				BEN = 10 # Beastlords
				POL = 25 # Broken Hills
				POR = 25 # Gecko
				TUR = 25 # Necropolis
				ARM = 10 # Kurtz's Camp
				}

			AA_batteries = yes
			max_AA_level = 8
			AA_provs = { 726 }

			air_base = yes
			max_air_base = 7
			air_base_provs = { 6182 }

			land_fort = yes
			max_land_level = 10
			fort_borders = { AFG ALB ANG ARG ARM AST AZB BEN BHU BEL CAL CHC CSA DEN ENG FRA GER HOL HON IRQ JAP JOR MAD MEX MOR MTN NOR POL POR PRK ROM SCH SOV SPA SWE TEX TUR U53 USA }
			fort_provs = { 6182 }

				#### Divisions etc...
				infantry 			= 0
				cavalry 			= 60
				motorized 			= 10
				mechanized 			= 0
				light_armor 		= 0
				armor 				= 0
				paratrooper 		= 5
				marine 				= 0
				bergsjaeger 		= 0
				garrison			= 5
			    hq 					= 5
				militia 			= 0
			#				85 %
				interceptor 		= 0
				multi_role 			= 10
				cas 				= 0
				strategic_bomber 	= 5
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 0
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				15 %

			# Borders with specific countries
			country_priorities = { 
				ALB = 20 # Caesar's Legion
				JAP = 20 # Robot Nation
				BHU = 15 # White Legs Tribe
				HON = 15 # Mexican Raiders
				IRQ = 15 # Vipers
				TEX = 15 # New Church
			}


		BRA_2255.ai
			switch = yes # [yes/no]	
			neutrality = 60.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 20
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			combat = { 
				ALB = 30 # Caesar's Legion
				IRQ = 30 # Vipers
				JAP = 30 # Robot Nation
				TEX = 30 # New Church
				BHU = 25 # White Legs Tribe
				GER = 25 # Vault City
				HON = 25 # Mexican Raiders
				JOR = 25 # Vault 10
				MOR = 25 # New Canaan
				NOR = 25 # The Huns
				AST = 20 # Under-Nation
				FRA = 20 # New Reno
				ARG = 20 # Harlequins
				CAL = 15  # New California Republic
				CHC = 15  # Shi Empire
				CSA = 15  # Manitou Tribes
				DEN = 15  # Den
				HOL = 15  # New Arroyo
				MEX = 15  # New Republic of Mexico
				ROM = 15  # Redding
				SCH = 15  # Pioneer Alliance
				SOV = 15  # Mutant Army
				SPA = 15  # Midwestern Brotherhood of Steel
				SWE = 15  # The Hub
				ANG = 10   # Junkers
				AZB = 10   # Dark Cathedral
				BEL = 10   # God-Machine
				ENG = 10   # Enclave
				MAD = 10   # Mayan Empire
				MTN = 10   # Calgary Confederacy
				PRK = 10   # Polar Station Zeta
				USA = 10   # The States
				U53 = 10   # Nuka-Cola Company

			befriend = {
				AFG = 25 # Kansas Free State
				BEN = 10 # Beastlords
				POL = 25 # Broken Hills
				POR = 25 # Gecko
				TUR = 25 # Necropolis
				ARM = 10 # Kurtz's Camp
				}

			AA_batteries = yes
			max_AA_level = 10
			AA_provs = { 726 }

			air_base = yes
			max_air_base = 10
			air_base_provs = { 6182 }

			land_fort = yes
			max_land_level = 10
			fort_borders = { AFG ALB ANG ARG ARM AST AZB BEN BHU BEL CAL CHC CSA DEN ENG FRA GER HOL HON IRQ JAP JOR MAD MEX MOR MTN NOR POL POR PRK ROM SCH SOV SPA SWE TEX TUR U53 USA }
			fort_provs = { 6182 }	

				#### Divisions etc...
				infantry 			= 0
				cavalry 			= 60
				motorized 			= 10
				mechanized 			= 0
				light_armor 		= 0
				armor 				= 0
				paratrooper 		= 5
				marine 				= 0
				bergsjaeger 		= 0
				garrison			= 5
			    hq 					= 5
				militia 			= 0
			#				85 %
				interceptor 		= 0
				multi_role 			= 10
				cas 				= 0
				strategic_bomber 	= 5
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 0
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				15 %

			# Borders with specific countries
			country_priorities = { 
				CAL = 30 # New California Republic
				ENG = 30 # Enclave
				PRK = 30 # Polar Station Zeta
				USa = 30 # The States
				ALB = 20 # Caesar's Legion
				JAP = 20 # Robot Nation
				BHU = 15 # White Legs Tribe
				HON = 15 # Mexican Raiders
				IRQ = 15 # Vipers
				TEX = 15 # New Church
			}




	CAL/New California Republic:	
		- Will now use offensive supply
		- Fixed fort building, will now actually build forts.
		- Will build forts in borders with many antagonist countries.
		- Will actually build Coastal Forts after a while.
		- Wans't as changed as some nations, because of certain plans.
		- Decreased priority to fight Mexican Raiders and Vipers by half.
		- Increased piority to fight Enclave.
		- Because 2249 is the last year (for now), it will receive End Game-esque priorities (until I make new AI)
		- Maximum front ratios set. Will place extra emphasis in late game against three (four) alliance majors.
		- Will now place special priority in defending borders against certain countries.
		- Added maximum upgrading and reinforcement sliders.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.

		CAL_2245.ai
			max_front_ratios = { 
				ENG = 2.0 # Enclave
				ITA = 2.0 # Brotherhood of Steel
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			combat = { 
				ITA = 30 # Brotherhood of Steel
				NOR = 20 # The Huns
				ENG = 15 # Enclave. Was 10.
				HON = 15 # Mexican Raiders. Was 30.
				DEN = 10 # Den
				FRA = 10 # New Reno
				IRQ = 10 # Vipers. Was 20
				TUR = 10 # Necropolis
				ALB = 5  # Caesar's Legion. Was 40
				BHU = 5  # White Legs
				WLL = 5  # Wanamingo Dawn
				}

			land_fort = yes
			max_land_level = 5
			fort_borders = { ALB BHU DEN ENG FRA HON IRQ ITA NOR TUR } 
			fort_provs = { 761 762 2708 }

			# Borders with specific countries
			country_priorities = { 
				ITA = 30 # Brotherhood of Steel
				ENG = 30 # Enclave
				ALB = 15 # Caesar's Legion. Was 20
				}


		CAL_2247.ai
			max_front_ratios = { 
				ENG = 2.0 # Enclave
				ITA = 2.0 # Brotherhood of Steel
				ALB = 1.5 # Caesar's Legion
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600
			combat = { 
				ITA = 35 # Brotherhood of Steel
				NOR = 25 # The Huns. Was 30.
				ENG = 20 # Enclave. Was 10.
				HON = 20 # Mexican Raiders. Was 50.
				DEN = 15 # Den
				FRA = 15 # New Reno
				IRQ = 15 # Vipers. Was 20
				TUR = 15 # Necropolis. Was 20.
				ALB = 10 # Caesar's Legion. Was 10.
				BHU = 10 # White Legs
				WLL = 10 # Wanamingo Dawn
				}

			coastal_fort = yes
			max_coastal_level = 4
			coastal_fort_provs = { 761 762 766 }

			land_fort = yes
			max_land_level = 5
			fort_borders = { ALB BHU DEN ENG FRA HON IRQ ITA NOR TUR } 
			fort_provs = { 761 762 2708 }

			# Borders with specific countries
			country_priorities = { 
				ITA = 30 # Brotherhood of Steel
				ENG = 30 # Enclave
				ALB = 15 # Caesar's Legion. Was 20
				}

		CAL_2249.ai
			max_front_ratios = { 
				ENG = 3.0 # Enclave
				PRK = 3.0 # Polar Station Zeta
				USA = 3.0 # The States
				ALB = 2.0 # Caesar's Legion
				ITA = 2.0 # Brotherhood of Steel
				DEN = 1.5 # Den
				FRA = 1.5 # New Reno
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			combat = { 
				ITA = 40 # Brotherhood of Steel
				NOR = 30 # The Huns. Was 30.
				ENG = 25 # Enclave. Was 10.
				HON = 25 # Mexican Raiders. Was 50.
				DEN = 20 # Den
				FRA = 20 # New Reno
				IRQ = 20 # Vipers. Was 20
				TUR = 20 # Necropolis. Was 20.
				ALB = 15 # Caesar's Legion. Was 10.
				BHU = 15 # White Legs
				WLL = 15 # Wanamingo Dawn
				BRA = 5  # Reservation
				CZE = 5  # Spiders
				}

			coastal_fort = yes
			max_coastal_level = 4
			coastal_fort_provs = { 761 762 766 }

			land_fort = yes
			max_land_level = 5
			fort_borders = { ALB BHU DEN ENG FRA HON IRQ ITA NOR TUR } 
			fort_provs = { 761 762 2708 }

			# Borders with specific countries
			country_priorities = { 
				ITA = 30 # Brotherhood of Steel
				ENG = 30 # Enclave
				PRK = 30 # Polar Station Zeta
				USA = 30 # The States
				ALB = 15 # Caesar's Legion. Was 20
				}


	CAM/Reavers:	
		- Will now use offensive supply.
		- Will now be a bit more combative and alliance-prone as the game goes
		- Will now build land forts properly, both in designated provinces and border of possibly-inimical countries.
		- Will now build air bases properly.
		- Will build less garrisons as the game goes on, and start building more bombers and motorized raiders.
		- Didn't change it as much as I did some AIs (still figuring who it should fight and/or help)
		- Maximum front ratios set. Will place extra emphasis in late game against three (four) alliance majors.
		- Will now place special priority in defending borders against certain countries.
		- Added maximum upgrading and reinforcement sliders.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.

		CAM_2245.ai 
			switch = yes # [yes/no]
			max_front_ratios = { 
				AUS = 2.0 # Zombie Apocalypse
				SPA = 2.0 # Midwestern BOS
				AZB = 1.5 # Dark Cathedral
			}
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200

			befriend = {
				JAP = 30 # Robots
				AFG = 20 # Kansas Free State
				BEL = 20 # God Machine
				BEN = 20 # Beastlords
				SOV = 20 # Mutant Army
				SPA = 10 # East BOS
				} 

			land_fort = yes
			max_land_level = 3
			fort_borders = { AUS AZB SPA }   
			fort_provs = { 6366 } 

			# Borders with specific countries
			country_priorities = { 
				AZB = 20 # Dark Cathedral
				SPA = 20 # Midwestern BOS
				AUS = 15 # Zombie Apocalypse
			}


		CAM_2247.ai
			switch = yes # [yes/no]
			max_front_ratios = { 
				AUS = 2.0 # Zombie Apocalypse
				SPA = 2.0 # Midwestern BOS
				AZB = 1.5 # Dark Cathedral
			}
			neutrality = 55.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 0
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400
			combat = { 
				AUS = 45 # Zombie Apocalypse
				AZB = 25 # Dark Cathedral
				SPA = 15 # East BOS
			 }

			befriend = {
				JAP = 30 # Robots
				AFG = 20 # Kansas Free State
				BEL = 20 # God Machine
				BEN = 20 # Beastlords
				SOV = 20 # Mutant Army
				SPA = 10 # East BOS
				} 

			AA_batteries = yes
			max_AA_level = 5
			AA_provs = { 6366 }

			air_base = yes
			max_air_base = 5
			air_base_provs = { 6366 }

			land_fort = yes
			max_land_level = 5
			fort_borders = { AUS AZB SPA }   
			fort_provs = { 6366 } 

			# Borders with specific countries
			country_priorities = { 
				AZB = 20 # Dark Cathedral
				SPA = 20 # Midwestern BOS
				AUS = 15 # Zombie Apocalypse
			}

		CAM_2249.ai
			switch = yes # [yes/no]
			max_front_ratios = { 
				AUS = 2.0 # Zombie Apocalypse
				SPA = 2.0 # Midwestern BOS
				AZB = 1.5 # Dark Cathedral
			}
			neutrality = 50.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 5
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600

			combat = { 
				AUS = 50 # Zombie Apocalypse
				AZB = 30 # Dark Cathedral
				SPA = 20 # East BOS
			 }
			 befriend = {
			 	JAP = 30 # Robots
			 	AFG = 20 # Kansas Free State
			 	BEL = 20 # God Machine
			 	BEN = 20 # Beastlords
			 	SOV = 20 # Mutant Army
			 	SPA = 10 # Midwestern BOS
			 	}

			AA_batteries = yes
			max_AA_level = 5
			AA_provs = { 6366 }
			
			land_fort = yes
			max_land_level = 5
			fort_borders = { AUS AZB SPA }   
			fort_provs = { 6366 } 

				#### Divisions etc.
				infantry 			= 25
				cavalry 			= 0
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 20
				marine 				= 15
				bergsjaeger 		= 0
				garrison			= 10
				hq				    = 5
				militia 			= 0
			#				85 %
				interceptor 		= 0
				multi_role 			= 5
				cas 				= 0
				strategic_bomber 	= 5
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 5
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				15 % 

			# Borders with specific countries
			country_priorities = { 
				AZB = 20 # Dark Cathedral
				SPA = 20 # Midwestern BOS
				AUS = 15 # Zombie Apocalypse
			}

		CAM_2251.ai
			switch = yes # [yes/no]
			max_front_ratios = { 
				AUS = 2.0 # Zombie Apocalypse
				SPA = 2.0 # Midwestern BOS
				AZB = 1.5 # Dark Cathedral
			}
			neutrality = 45.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 10
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			combat = { 
				AUS = 55 # Zombie Apocalypse
				AZB = 35 # Dark Cathedral
				SPA = 25 # East BOS
			 }

			befriend = {
				JAP = 30 # Robots
				AFG = 20 # Kansas Free State
				BEL = 20 # God Machine
				BEN = 20 # Beastlords
				SOV = 20 # Mutant Army
				SPA = 10 # Midwestern BOS
				} 

			AA_batteries = yes
			max_AA_level = 7
			AA_provs = { 6366 }
			
			air_base = yes
			max_air_base = 7
			air_base_provs = { 6366 }

			land_fort = yes
			max_land_level = 7
			fort_borders = { AUS AZB SPA }   
			fort_provs = { 6366 } 

				#### Divisions etc.
				infantry 			= 25
				cavalry 			= 0
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 20
				marine 				= 15
				bergsjaeger 		= 0
				garrison			= 10
				hq				    = 5
				militia 			= 0
			#				85 %
				interceptor 		= 0
				multi_role 			= 5
				cas 				= 0
				strategic_bomber 	= 5
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 5
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				15 % 

			# Borders with specific countries
			country_priorities = { 
				AZB = 20 # Dark Cathedral
				SPA = 20 # Midwestern BOS
				AUS = 15 # Zombie Apocalypse
			}

		CAM_2253.ai
			switch = yes # [yes/no]
			max_front_ratios = { 
				AUS = 2.0 # Zombie Apocalypse
				SPA = 2.0 # Midwestern BOS
				AZB = 1.5 # Dark Cathedral
			}
			neutrality = 40.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 15
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			combat = { 
				AUS = 60 # Zombie Apocalypse
				AZB = 40 # Dark Cathedral
				SPA = 30 # East BOS
			}

			befriend = {
				JAP = 30 # Robots
				AFG = 20 # Kansas Free State
				BEL = 20 # God Machine
				BEN = 20 # Beastlords
				SOV = 20 # Mutant Army
				SPA = 10 # Midwestern BOS
				}

			AA_batteries = yes
			max_AA_level = 10
			AA_provs = { 6366 }

			air_base = yes
			max_air_base = 10
			air_base_provs = { 6366 }

			land_fort = yes
			max_land_level = 10
			fort_borders = { AUS AZB SPA }   
			fort_provs = { 6366 } 

				#### Divisions etc.
				infantry 			= 25
				cavalry 			= 0
				motorized 			= 10
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 20
				marine 				= 15
				bergsjaeger 		= 0
				garrison			= 5
				hq				    = 5
				militia 			= 0
			#				85 %
				interceptor 		= 0
				multi_role 			= 5
				cas 				= 0
				strategic_bomber 	= 5
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 5
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				15 %

			# Borders with specific countries
			country_priorities = { 
				AZB = 20 # Dark Cathedral
				SPA = 20 # Midwestern BOS
				AUS = 15 # Zombie Apocalypse
			}


		CAM_2255.ai	
			switch = yes # [yes/no]
			max_front_ratios = { 
				CAL = 3.0 # New California Republic
				ENG = 3.0 # Enclave
				PRK = 3.0 # Polar Station Zeta
				USA = 3.0 # The States
				AUS = 2.0 # Zombie Apocalypse
				SPA = 2.0 # Midwestern BOS
				AZB = 1.5 # Dark Cathedral
			}
			neutrality = 35.000
			upgrading = 0.1		# max % of ic used on this slider.
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 20
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			combat = { 
				AUS = 60 # Zombie Apocalypse
				AZB = 40 # Dark Cathedral
				SPA = 30 # East BOS
			 }

			befriend = {
				JAP = 30 # Robots
				AFG = 20 # Kansas Free State
				BEL = 20 # God Machine
				BEN = 20 # Beastlords
				SOV = 20 # Mutant Army
				SPA = 10 # Midwestern BOS
				}

			AA_batteries = yes
			max_AA_level = 10
			AA_provs = { 6366 }

			air_base = yes
			max_air_base = 10
			air_base_provs = { 6366 }

			land_fort = yes
			max_land_level = 10
			fort_borders = { AUS AZB SPA }   
			fort_provs = { 6366 } 

				#### Divisions etc.
				infantry 			= 25
				cavalry 			= 0
				motorized 			= 10
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 20
				marine 				= 15
				bergsjaeger 		= 0
				garrison			= 5
				hq				    = 5
				militia 			= 0
			#				85 %
				interceptor 		= 0
				multi_role 			= 5
				cas 				= 0
				strategic_bomber 	= 5
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 5
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				15 %

			# Borders with specific countries
			country_priorities = { 
				CAL = 30 # New California Republic
				ENG = 30 # Enclave
				PRK = 30 # Polar Station Zeta
				USA = 30 # The States
				AZB = 20 # Dark Cathedral
				SPA = 20 # Midwestern BOS
				AUS = 15 # Zombie Apocalypse
			}




	CAN/Royal Canadian Commonwealth
		- Changed the format to be in-line with the usual AI format.
		- Will now use offensive supply
		- Will actually switch AI by year
		- Will assign extra troops in fronts near certain countries. Will later prioritize the three (four) alliance majors.
		- Has more enemies than its old AI, but more friends as well.
		- Will request land controlled by the Commonwealth and Junkers now, not just FUSA
		- Will use strategic redeployment more.
		- Will actually build forts properly, not just in certain important provinces but also certain borders.
		- Will pay more attention the Dark Cathedral as a bordering threat, and a little less to the Mutant Army.
		- Will maximize AA batteries, air bases, naval bases and forts.
		- Will produce a few less garrisons and more paratroopers and Irregulars by late game.
		- Will now place special priority in defending borders against certain countries.
		- Added maximum upgrading and reinforcement sliders.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.
		CAN_2245.ai:
			switch = yes # [yes/no]
			max_front_ratio = 1.5
			max_garrison_prop = 0.4 	# The war-time desired proportion of troops allocated to garrison duty
			min_garrison_prop = 0.3 	# The war-time minimum proportion of troops allocated to garrison duty
			max_front_ratios = { 
			   USA = 3.0 # The States
			   AZB = 2.0 # Dark Cathedral 
			} 
			neutrality = 60.000
			upgrading = 0.05
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 5
			desperation = 0.3	#If more than this % of ic is occupied by enemy, panic and build militia hordes.
			strat_redeploy_threshold = 35
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			exp_force_ratio = 0.75
			exp_force_ratios = { } 
			no_exp_forces_to = { ALB ALG ARA ARM AST AUS BEL BHU CZE QUE SOV USA ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 } 
			evac_islands = yes

			land_fort = yes
			max_land_level = 2
			fort_borders = { ARA AUS BEL AZB QUE SOV USA }      
			fort_provs = {
				588 # Ottawa
				589 # Toronto
				574 # Québec City
				}

			garrison = { 
				# Borders with specific countries
				country_priorities = {
					AZB = 40 # Dark Cathedral
					ENG = 40 # Enclave
					USA = 40 # The States
					SPA = 30 # Midwestern BOS
					SOV = 30 # Mutant Army
					NOR = 10 # Huns
					}
			}

		CAN_2247.ai:
			max_front_ratios = { 
			   USA = 3.0 # The States
			   AZB = 2.0 # Dark Cathedral 
			   QUE = 2.0 # Quebec
			   SOV = 2.0 # Mutant Army
			   AUS = 1.5 # Zombie Apocalypse
			}
			neutrality = 55.000
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 10
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400
			no_exp_forces_to = { ALB ALG ARA ARM AST AUS BEL BHU CZE NOR QUE SOV USA ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 } 
			combat = {
				QUE = 20 # Quebec
				USA = 20 # The States
				AUS = 15 # Zombie Apocalypse
				SOV = 15 # Mutant Army
				ARA = 10 # Warriors of Ice
				BEL = 10 # God-Machine
				AST = 5  # Under-Nation
				AZB = 5  # Dark Cathedral
				NOR = 5  # The Huns
				} 

			befriend = {
				SPA = 30 # Midwestern Brotherhood of Steel
				AFG = 20 # Kansas Free State
				ANG = 20 # Junkers
				CSA = 20 # Manitou Tribes
				MTN = 20 # Calgary Confederacy
				POL = 20 # Broken Hills
				POR = 20 # Gecko
				ROM = 20 # Redding
				SCH = 20 # Pioneer Alliance
				BOS = 20 # Commonwealth
				}

			land_fort = yes
			max_land_level = 4
			fort_borders = { ARA AST AUS BEL AZB NOR QUE SOV USA }       
			fort_provs = {
				588 # Ottawa
				589 # Toronto
				574 # Québec City
				}

			garrison = { 
				# Borders with specific countries
				country_priorities = {
					AZB = 40 # Dark Cathedral
					ENG = 40 # Enclave
					USA = 40 # The States
					SPA = 30 # Midwestern BOS
					SOV = 30 # Mutant Army
					NOR = 10 # Huns
					}	

				
		CAN_2249.ai:
			max_front_ratios = { 
			   USA = 3.0 # The States
			   AZB = 2.0 # Dark Cathedral 
			   QUE = 2.0 # Quebec
			   SOV = 2.0 # Mutant Army
			   AUS = 1.5 # Zombie Apocalypse
			}
			neutrality = 50.000
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 15
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600
			combat = {
				QUE = 25 # Quebec
				USA = 25 # The States
				AUS = 20 # Zombie Apocalypse
				SOV = 20 # Mutant Army
				ARA = 15 # Warriors of Ice
				BEL = 15 # God-Machine
				AST = 10 # Under-Nation
				AZB = 10 # Dark Cathedral
				NOR = 10 # The Huns
				} 

			demand_claims = { ANG BOS USA }

			liberate = { ANG BOS }

			land_fort = yes
			max_land_level = 6
			fort_borders = { ARA AST AUS BEL AZB NOR QUE SOV USA }       
			fort_provs = {
				588 # Ottawa
				589 # Toronto
				574 # Québec City
				}

			garrison = { 
				# Borders with specific countries
				country_priorities = {
					AZB = 40 # Dark Cathedral
					ENG = 40 # Enclave
					USA = 40 # The States
					SPA = 30 # Midwestern BOS
					SOV = 30 # Mutant Army
					NOR = 10 # Huns
					}	

		CAN_2251.ai:
			max_front_ratios = { 
			   USA = 3.0 # The States
			   AZB = 2.0 # Dark Cathedral 
			   QUE = 2.0 # Quebec
			   SOV = 2.0 # Mutant Army
			   AUS = 1.5 # Zombie Apocalypse
			} 
			neutrality = 45.000
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 20
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			combat = {
				QUE = 30 # Quebec
				USA = 30 # The States
				AUS = 25 # Zombie Apocalypse
				SOV = 25 # Mutant Army
				ARA = 20 # Warriors of Ice
				BEL = 20 # God-Machine
				AST = 15 # Under-Nation
				AZB = 15 # Dark Cathedral
				NOR = 15 # The Huns
				} 


			demand_claims = { ANG BOS USA }

			liberate = { ANG BOS }

			befriend = {
				SPA = 30 # Midwestern Brotherhood of Steel
				AFG = 20 # Kansas Free State
				ANG = 20 # Junkers
				CSA = 20 # Manitou Tribes
				MTN = 20 # Calgary Confederacy
				POL = 20 # Broken Hills
				POR = 20 # Gecko
				ROM = 20 # Redding
				SCH = 20 # Pioneer Alliance
				BOS = 20 # Commonwealth
				}

			AA_batteries = yes
			max_AA_level = 6
			AA_provs = {
				588 # Ottawa
				589 # Toronto
				591 # Kingstown
				1909 # Sherbrooke
				574 # Québec City
				2722 # Flint
				6724 # Grand Rapids
				616 # Detroit
				554 # Newfoundland
				}

			air_base = yes
			max_air_base = 6
			air_base_provs = {
				588 # Ottawa
				586 # Québec City
				616 # Detroit
				576 # Newfoundland
				}

			naval_base = yes
			max_naval_base = 6
			naval_base_provs = {
				586 # Québec City
				}

			land_fort = yes
			max_land_level = 8
			fort_borders = { ARA AST AUS BEL AZB NOR QUE SOV USA }       
			fort_provs = {
				588 # Ottawa
				589 # Toronto
				574 # Québec City
				}

				#### Divisions etc...
				infantry 			= 28
				cavalry 			= 5
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 3
				armor 				= 0
				paratrooper 		= 10
				marine 				= 7
				bergsjaeger 		= 0
				garrison			= 5
			    hq 					= 5
				militia 			= 9
			#				77 %
				interceptor 		= 3
				multi_role 			= 5
				cas 				= 2
				strategic_bomber 	= 2
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 2
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				14 %

			garrison = { 
				# Borders with specific countries
				country_priorities = {
					AZB = 40 # Dark Cathedral
					ENG = 40 # Enclave
					USA = 40 # The States
					SPA = 30 # Midwestern BOS
					SOV = 30 # Mutant Army
					ARA = 15 # Warriors of Ice
					BLR = 15 # God-Machine
					NOR = 10 # Huns
					}	


		CAN_2253.ai:
			max_front_ratios = { 
			   USA = 3.0 # The States
			   AZB = 2.0 # Dark Cathedral 
			   QUE = 2.0 # Quebec
			   SOV = 2.0 # Mutant Army
			   ARA = 1.5 # Warriors of Ice
			   AST = 1.5 # Under-Nation
			   AUS = 1.5 # Zombie Apocalypse
			   BLR = 1.5 # God-Machine
			} 
			neutrality = 40.000
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 25
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			no_exp_forces_to = { ALB ALG ARA ARM AST AUS BEL BHU CZE ENG NOR QUE SOV USA ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 } 

			combat = {
				QUE = 35 # Quebec
				USA = 35 # The States
				AUS = 30 # Zombie Apocalypse
				SOV = 30 # Mutant Army
				ARA = 25 # Warriors of Ice
				BEL = 25 # God-Machine
				AST = 20 # Under-Nation
				AZB = 20 # Dark Cathedral
				NOR = 20 # The Huns
				ENG = 5  # Enclave
				} 

			befriend = {
				SPA = 30 # Midwestern Brotherhood of Steel
				AFG = 20 # Kansas Free State
				ANG = 20 # Junkers
				BOS = 20 # Commonwealth
				CAL = 20 # New California Republic
				CSA = 20 # Manitou Tribes
				MTN = 20 # Calgary Confederacy
				POL = 20 # Broken Hills
				POR = 20 # Gecko
				ROM = 20 # Redding
				SCH = 20 # Pioneer Alliance
				}

				#### Divisions etc...
				infantry 			= 28
				cavalry 			= 5
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 3
				armor 				= 0
				paratrooper 		= 10
				marine 				= 7
				bergsjaeger 		= 0
				garrison			= 5
			    hq 					= 5
				militia 			= 9
			#				77 %
				interceptor 		= 3
				multi_role 			= 5
				cas 				= 2
				strategic_bomber 	= 2
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 2
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				14 %

			AA_batteries = yes
			max_AA_level = 8
			AA_provs = {
				588 # Ottawa
				589 # Toronto
				591 # Kingstown
				1909 # Sherbrooke
				574 # Québec City
				2722 # Flint
				6724 # Grand Rapids
				616 # Detroit
				554 # Newfoundland
				}

			air_base = yes
			max_air_base = 8
			air_base_provs = {
				588 # Ottawa
				586 # Québec City
				616 # Detroit
				576 # Newfoundland
				}

			naval_base = yes
			max_naval_base = 8
			naval_base_provs = {
				586 # Québec City
				}

			land_fort = yes
			max_land_level = 10
			fort_borders = { ARA AST AUS AZB BEL ENG NOR QUE SOV USA }       
			fort_provs = {
				588 # Ottawa
				589 # Toronto
				574 # Québec City
				}

				#### Divisions etc...
				infantry 			= 28
				cavalry 			= 5
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 3
				armor 				= 0
				paratrooper 		= 10
				marine 				= 7
				bergsjaeger 		= 0
				garrison			= 5
			    hq 					= 5
				militia 			= 9
			#				77 %
				interceptor 		= 3
				multi_role 			= 5
				cas 				= 2
				strategic_bomber 	= 2
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 2
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				14 %

			garrison = { 
				# Borders with specific countries
				country_priorities = {
					AZB = 40 # Dark Cathedral
					ENG = 40 # Enclave
					USA = 40 # The States
					SPA = 30 # Midwestern BOS
					SOV = 30 # Mutant Army
					ARA = 15 # Warriors of Ice
					BLR = 15 # God-Machine
					AST = 10 # Under-Nation
					NOR = 10 # Huns
					}
				}

		CAN_2255.ai:
			max_front_ratios = { 
			   CAL = 3.0 # New California Republic (NCR)
			   ENG = 3.0 # Enclave
			   PRK = 3.0 # Polar Station Zeta
			   USA = 3.0 # The States
			   AZB = 2.0 # Dark Cathedral 
			   QUE = 2.0 # Quebec
			   SOV = 2.0 # Mutant Army
			   ARA = 1.5 # Warriors of Ice
			   AST = 1.5 # Under-Nation
			   AUS = 1.5 # Zombie Apocalypse
			   BLR = 1.5 # God-Machine
			   NOR = 1.5 # Huns
			}  
			neutrality = 35.000
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 30
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200

			combat = {
				QUE = 40 # Quebec
				USA = 40 # The States
				AUS = 35 # Zombie Apocalypse
				SOV = 35 # Mutant Army
				ARA = 30 # Warriors of Ice
				BEL = 30 # God-Machine
				AST = 25 # Under-Nation
				AZB = 25 # Dark Cathedral
				NOR = 25 # The Huns
				ENG = 10 # Enclave
				BHU = 5  # White Legs Tribe 
				CZE = 5  # Spiders
				ALG = 5  # Darien Tribes
				} 

			befriend = {
				SPA = 30 # Midwestern Brotherhood of Steel
				AFG = 20 # Kansas Free State
				ANG = 20 # Junkers
				BOS = 20 # Commonwealth
				CAL = 20 # New California Republic
				CSA = 20 # Manitou Tribes
				MTN = 20 # Calgary Confederacy
				POL = 20 # Broken Hills
				POR = 20 # Gecko
				ROM = 20 # Redding
				SCH = 20 # Pioneer Alliance
				}

			AA_batteries = yes
			max_AA_level = 10
			AA_provs = {
				588 # Ottawa
				589 # Toronto
				591 # Kingstown
				1909 # Sherbrooke
				574 # Québec City
				2722 # Flint
				6724 # Grand Rapids
				616 # Detroit
				554 # Newfoundland
				}

			air_base = yes
			max_air_base = 10
			air_base_provs = {
				588 # Ottawa
				586 # Québec City
				616 # Detroit
				576 # Newfoundland
				}

			naval_base = yes
			max_naval_base = 10
			naval_base_provs = {
				586 # Québec City
				}

			land_fort = yes
			max_land_level = 10
			fort_borders = { ALG ARA AST AUS AZB BEL BHU CZE ENG NOR QUE SOV USA }       
			fort_provs = {
				588 # Ottawa
				589 # Toronto
				574 # Québec City
				}

				#### Divisions etc...
				infantry 			= 28
				cavalry 			= 5
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 3
				armor 				= 0
				paratrooper 		= 10
				marine 				= 7
				bergsjaeger 		= 0
				garrison			= 5
			    hq 					= 5
				militia 			= 9
			#				77 %
				interceptor 		= 3
				multi_role 			= 5
				cas 				= 2
				strategic_bomber 	= 2
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 2
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				14 %

			garrison = { 
				# Borders with specific countries
				country_priorities = {
					AZB = 40 # Dark Cathedral
					CAL = 40 # New California Republic
					ENG = 40 # Enclave
					PRK = 40 # Polar Station Zeta
					USA = 40 # The States
					SPA = 30 # Midwestern BOS
					SOV = 30 # Mutant Army
					ARA = 15 # Warriors of Ice
					BLR = 15 # God-Machine
					AST = 10 # Under-Nation
					NOR = 10 # Huns
				}

	CHC/Shi Empire:
		- No longer has early settings to fight Huns, Mexican Raiders and Vipers early on.
		- Will use offensive resupply.
		- Has extra settings.
		- Some reorganization.
		- Will now switch AI with the year.
		- Will now build AA batteries more gradually in level, and will build them during peacetime.
		- The Shi Empire will build forts properly now.
			- They will also now build forts near borders of nations. Which ones? All of them, every single one - the Shi tend towards isolationism. They don't consider you an enemy, they just prepare in case you decide to be one.
		- Will become more aggressive with time.
		- Will fight less nations earlier on, but acquire a few extra foes later
		- Will build IC in more provinces now.
		- Will have a few more friends.
		- Will now place special priority in defending borders against certain countries.
		- Added maximum upgrading and reinforcement sliders.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.
		- Will now account for the Wanamingo Dawn's existance.
		- Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
		CHC_2245.ai
			switch = yes # [yes/no]
			max_front_ratio = 1.2
			max_garrison_prop = 0.30
			min_garrison_prop = 0.20
			max_front_ratios = { 
			   ENG = 2.0 # Enclave
			   U30 = 2.0 # Navarro Base
			} 
			neutrality = 10.000
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 5
			strat_redeploy_threshold = 25
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200

			befriend = {
				HOL = 60 # New Arroyo
				SWE = 50 # The Hub
				CAL = 40 # New California Republic
				POR = 40 # Gecko
				ROM = 40 # Redding
				POL = 30 # Broken Hills
				GER = 20 # Vault City
				ITA = 20 # Brotherhood of Steel
				SCH = 20 # Pioneer Alliance
				}

			AA_batteries = yes
			max_AA_level = 2
			AA_provs = { 765 }

			coastal_fort = yes
			max_coastal_level = 2
			coastal_fort_provs = { 765 }

			air_base = yes
			max_air_base = 2
			air_base_provs = { 765 }

			naval_base = yes
			max_naval_base = 2
			naval_base_provs = { 765 }

			land_fort = yes
			max_land_level = 2
			fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
			fort_provs = { 765 2724 6128 }

			ic_at_war = yes
			force_ic_until = 2253
			ic_end_year = 2274
			IC_provs = { 765 2724 6128 }
			}

			# Borders with specific countries
			country_priorities = {
				ENG = 50 # Enclave
				DEN = 20 # Den
				FRA = 20 # New Reno
				U30 = 20 # Navarro Base
				ITA = 10 # Brotherhood of Steel
				CAL = 10 # NCR
				}


		CHC_2247.ai:
			max_front_ratios = { 
			   ENG = 2.0 # Enclave
			   U30 = 2.0 # Navarro Base
			   DEN = 1.5 # Den
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 10
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400
			combat = {
				ENG = 55 # Enclave
				U30 = 55 # Navarro Base
				DEN = 15 # Den
				}

			befriend = {
				HOL = 60 # New Arroyo
				SWE = 50 # The Hub
				CAL = 40 # New California Republic
				POR = 40 # Gecko
				ROM = 40 # Redding
				POL = 30 # Broken Hills
				GER = 20 # Vault City
				ITA = 20 # Brotherhood of Steel
				SCH = 20 # Pioneer Alliance
				}	

			AA_batteries = yes
			max_AA_level = 4
			AA_provs = { 765 }

			coastal_fort = yes
			max_coastal_level = 4
			coastal_fort_provs = { 765 }

			radar_station = yes
			max_radar = 4
			radar_provs = { 765 }

			air_base = yes
			max_air_base = 4
			air_base_provs = { 765 }

			naval_base = yes
			max_naval_base = 4
			naval_base_provs = { 765 }

			land_fort = yes
			max_land_level = 4
			fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
			fort_provs = { 765 2724 6128 }

			ic_at_war = yes
			force_ic_until = 2253
			ic_end_year = 2274
			IC_provs = { 765 2724 6128 }
			}

			# Borders with specific countries
			country_priorities = {
				ENG = 50 # Enclave
				DEN = 20 # Den
				FRA = 20 # New Reno
				U30 = 20 # Navarro Base
				ITA = 10 # Brotherhood of Steel
				CAL = 10 # NCR
				}

		CHC_2249.ai:
			max_front_ratios = { 
			   ENG = 2.0 # Enclave
			   U30 = 2.0 # Navarro Base
			   DEN = 1.5 # Den
			   WLL = 1.5 # Wanamingo Dawn
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 15
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600
			combat = {
				ENG = 60 # Enclave
				U30 = 60 # Navarro Base
				DEN = 20 # Den
				WLL = 5  # Wanamingo Dawn
				}

			befriend = {
				HOL = 60 # New Arroyo
				SWE = 50 # The Hub
				CAL = 40 # New California Republic
				POR = 40 # Gecko
				ROM = 40 # Redding
				POL = 30 # Broken Hills
				GER = 20 # Vault City
				ITA = 20 # Brotherhood of Steel
				SCH = 20 # Pioneer Alliance
				}

			AA_batteries = yes
			max_AA_level = 6
			AA_provs = { 765 }

			coastal_fort = yes
			max_coastal_level = 6
			coastal_fort_provs = { 765 }

			radar_station = yes
			max_radar = 6
			radar_provs = { 765 }

			air_base = yes
			max_air_base = 6
			air_base_provs = { 765 }

			naval_base = yes
			max_naval_base = 6
			naval_base_provs = { 765 }

			land_fort = yes
			max_land_level = 6
			fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
			fort_provs = { 765 2724 6128 }

			ic_at_war = yes
			force_ic_until = 2253
			ic_end_year = 2274
			IC_provs = { 765 2724 6128 }
			}

			# Borders with specific countries
			country_priorities = {
				ENG = 50 # Enclave
				DEN = 20 # Den
				FRA = 20 # New Reno
				U30 = 20 # Navarro Base
				ITA = 10 # Brotherhood of Steel
				CAL = 10 # NCR
				WLL = 10 # Wanamingo Dawn
				}



		CHC_2251.ai:
			max_front_ratios = { 
			   ENG = 3.0 # Enclave
			   U30 = 2.0 # Navarro Base
			   DEN = 1.5 # Den
			   WLL = 1.5 # Wanamingo Dawn
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 20
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			combat = {
				ENG = 65 # Enclave
				U30 = 65 # Navarro Base
				DEN = 25 # Den
				WLL = 10  # Wanamingo Dawn
				}

			AA_batteries = yes
			max_AA_level = 8
			AA_provs = { 765 }

			coastal_fort = yes
			max_coastal_level = 8
			coastal_fort_provs = { 765 }

			radar_station = yes
			max_radar = 8
			radar_provs = { 765 }

			air_base = yes
			max_air_base = 8
			air_base_provs = { 765 }

			naval_base = yes
			max_naval_base = 8
			naval_base_provs = { 765 }

			land_fort = yes
			max_land_level = 8
			fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
			fort_provs = { 765 2724 6128 }

			ic_at_war = yes
			force_ic_until = 2253
			ic_end_year = 2274
			IC_provs = { 765 2724 6128 }
			}

			# Borders with specific countries
			country_priorities = {
				ENG = 50 # Enclave
				DEN = 20 # Den
				FRA = 20 # New Reno
				U30 = 20 # Navarro Base
				ITA = 10 # Brotherhood of Steel
				CAL = 10 # NCR
				WLL = 10 # Wanamingo Dawn
				}

		CHC_2253.ai:
			max_front_ratios = { 
			   ENG = 3.0 # Enclave
			   U30 = 2.0 # Navarro Base
			   DEN = 1.5 # Den
			   WLL = 1.5 # Wanamingo Dawn
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 20
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			combat = {
				ENG = 65 # Enclave
				U30 = 65 # Navarro Base
				DEN = 25 # Den
				WLL = 10 # Wanamingo Dawn
				HON = 5  # Mexican Raiders
				IRQ = 5  # Vipers
				NOR = 5  # The Huns
				}

			befriend = {
				HOL = 60 # New Arroyo
				SWE = 50 # The Hub
				CAL = 40 # New California Republic
				POR = 40 # Gecko
				ROM = 40 # Redding
				POL = 30 # Broken Hills
				GER = 20 # Vault City
				ITA = 20 # Brotherhood of Steel
				MTN = 20 # Calgary Confederacy
				SCH = 20 # Pioneer Alliance
				}

			AA_batteries = yes
			max_AA_level = 10
			AA_provs = { 765 }

			coastal_fort = yes
			max_coastal_level = 10
			coastal_fort_provs = { 765 }

			radar_station = yes
			max_radar = 10
			radar_provs = { 765 }

			air_base = yes
			max_air_base = 10
			air_base_provs = { 765 }

			naval_base = yes
			max_naval_base = 10
			naval_base_provs = { 765 }

			land_fort = yes
			max_land_level = 10
			fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
			fort_provs = { 765 2724 6128 }

			ic_at_war = yes
			force_ic_until = 2253
			ic_end_year = 2274
			IC_provs = { 765 2724 6128 }

			# Borders with specific countries
			country_priorities = {
				ENG = 50 # Enclave
				DEN = 20 # Den
				FRA = 20 # New Reno
				U30 = 20 # Navarro Base
				ITA = 10 # Brotherhood of Steel
				CAL = 10 # NCR
				WLL = 10 # Wanamingo Dawn
				}

		CHC_2255.ai:
			max_front_ratios = { 
			   CAL = 3.0 # New California Republic	
			   ENG = 3.0 # Enclave
			   PRK = 3.0 # Polar Station Zeta
			   USa = 3.0 # The States
			   U30 = 2.0 # Navarro Base
			   DEN = 1.5 # Den
			   WLL = 1.5 # Wanamingo Dawn
			} 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 25
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			combat = {
				ENG = 70 # Enclave
				U30 = 70 # Navarro Base
				DEN = 30 # Den
				WLL = 15 # Wanamingo Dawn
				HON = 10 # Mexican Raiders
				IRQ = 10 # Vipers
				NOR = 10 # The Huns
				ALB = 5  # Caesar's Legion
				AUS = 5  # Zombie Apocalypse
				BHU = 5  # White Legs Tribe
				CZE = 5  # Spdiers
				}

			befriend = {
				HOL = 60 # New Arroyo
				SWE = 50 # The Hub
				CAL = 40 # New California Republic
				POR = 40 # Gecko
				ROM = 40 # Redding
				POL = 30 # Broken Hills
				GER = 20 # Vault City
				ITA = 20 # Brotherhood of Steel
				MTN = 20 # Calgary Confederacy
				SCH = 20 # Pioneer Alliance
				}

			AA_batteries = yes
			max_AA_level = 10
			AA_provs = { 765 }

			coastal_fort = yes
			max_coastal_level = 10
			coastal_fort_provs = { 765 }

			radar_station = yes
			max_radar = 10
			radar_provs = { 765 }

			air_base = yes
			max_air_base = 10
			air_base_provs = { 765 }

			naval_base = yes
			max_naval_base = 10
			naval_base_provs = { 765 }

			land_fort = yes
			max_land_level = 10
			fort_borders = { AFG ALB ALG ANG ARA ARG ARM AST AUS AZB BEL BEN BHU BOS BLR BRA CAL CAM CAN CSA CZE DEN ENG FRA GER HOL HON IRQ ITA JAP JOR MAD MEX MOR MTN NOR POL POR PRK QUE ROM SCH SOV SPA SWE TEX USA U30 U53 WLL }
			fort_provs = { 765 2724 6128 }

			ic_at_war = yes
			force_ic_until = 2253
			ic_end_year = 2274
			IC_provs = { 765 2724 6128 }

			# Borders with specific countries
			country_priorities = {
				ENG = 50 # Enclave
				CAL = 30 # New California Republic
				PRK = 30 # Polar Station Zeta
				USA = 30 # The States
				DEN = 20 # Den
				FRA = 20 # New Reno
				U30 = 20 # Navarro Base
				ITA = 10 # Brotherhood of Steel
				WLL = 10 # Wanamingo Dawn
				}




	CSA/Manitou Tribes:
		- Will now switch AI files according to the year
		- Will now place more troops on fronts against the Spiders and later on, the New Church and Dark Cathedral.
		- Will become more aggressive and less neutral over the time.
		- Will use offensive supply now.
		- Decreased starting combat values by half.
		- Will build province buildings more gradually and in more provinces than before
		- Will not build forts (for now) because that's the original design (might change in the future tho)
		- Will now place special priority in defending borders against certain countries.
		- Added maximum upgrading and reinforcement sliders.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.
		- Maximum front ratios set. Will place extra emphasis in late game against the three (four) alliance leader majors.
				
		CSA_2245.ai 
			switch = yes # [yes/no]
			max_front_ratio = 1.2
			max_garrison_prop = 0.30
			min_garrison_prop = 0.20
			max_front_ratios = {
				CZE = 2.0 # Spiders
			} 
			neutrality = 60.000
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 5
			strat_redeploy_threshold = 25
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			exp_force_ratio = 0.50
			exp_force_ratios = { }
			no_exp_forces_to = { NOR HON IRQ SOV TEX ALB ALG ARA ARM AUS CZE BLR ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U53 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 }

			combat = {
				BLR = 20 # Texas Reformed
				TEX = 20 # New Church
				CZE = 15 # Spiders
				U53 = 10 # Nuka Cola
				AZB = 5  # Dark Cathedral
				}

			befriend = {
				ARG = 30 # Harlequins
				AFG = 20 # Kansas Free Starte
				BEN = 10 # Beastlords
				}

			AA_batteries = yes
			max_AA_level = 2
			AA_provs = { 678 676 677 2692 6274 6320 6430 }

			ic_at_war = no
			force_ic_until = 2245
			ic_end_year = 2255
			IC_provs = { 678 676 677 2692 6274 6320 6430 }
			
			# Borders with specific countries
			country_priorities = {
				CZE = 30 # Spiders
				TEX = 20 # New Church
				AZB = 10 # Dark Cathedral
			}


		CSA_2247.ai: 
			max_front_ratios = {
				AZB = 2.0 # Dark Cathedral
				CZE = 2.0 # Spiders
				TEX = 2.0 # New Church
				BLR = 1.5 # Texas Reformed
			}  
			neutrality = 55.000
			war = 10
			combat = {
				BLR = 25 # Texas Reformed
				TEX = 25 # New Church
				CZE = 20 # Spiders
				U53 = 15 # Nuka Cola
				AZB = 10 # Dark Cathedral
				}

			befriend = {
				ARG = 30 # Harlequins
				AFG = 20 # Kansas Free Starte
				BEN = 10 # Beastlords
				}

			AA_batteries = yes
			max_AA_level = 4
			AA_provs = { 678 676 677 2692 6274 6320 6430 }

			naval_base = yes
			max_naval_base = 4
			naval_base_provs = { 2692 }

			# Borders with specific countries
			country_priorities = {
				CZE = 30 # Spiders
				TEX = 20 # New Church
				BLR = 15 # Texas Reformed
				AZB = 10 # Dark Cathedral
			}


		CSA_2249.ai: 	
			switch = yes # [yes/no]
			max_front_ratios = {
				AZB = 2.0 # Dark Cathedral
				CZE = 2.0 # Spiders
				TEX = 2.0 # New Church
				BLR = 1.5 # Texas Reformed
				U53 = 1.5 # Nuka Cola Company
			} 
			neutrality = 50.000
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 15
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600
			combat = {
				BLR = 30 # Texas Reformed
				TEX = 30 # New Church
				CZE = 25 # Spiders
				U53 = 20 # Nuka Cola
				AZB = 15 # Dark Cathedral
				}

			AA_batteries = yes
			max_AA_level = 6
			AA_provs = { 678 676 677 2692 6274 6320 6430 }

			naval_base = yes
			max_naval_base = 6
			naval_base_provs = { 2692 }

			# Borders with specific countries
			country_priorities = {
				CZE = 30 # Spiders
				TEX = 20 # New Church
				BLR = 15 # Texas Reformed
				AZB = 10 # Dark Cathedral
				U53 = 10 # Nuka Cola Company
			}

		CSA_2251.ai: 
			max_front_ratios = {
				AZB = 2.0 # Dark Cathedral
				CZE = 2.0 # Spiders
				TEX = 2.0 # New Church
				BLR = 1.5 # Texas Reformed
				U53 = 1.5 # Nuka Cola Company
			} 
			neutrality = 45.000
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 20
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			combat = {
				BLR = 36 # Texas Reformed
				TEX = 36 # New Church
				CZE = 30 # Spiders
				U53 = 25 # Nuka Cola
				AZB = 20 # Dark Cathedral
				}
			befriend = {
				ARG = 30 # Harlequins
				AFG = 20 # Kansas Free Starte
				BEN = 10 # Beastlords
				ANG = 5  # Junkers
				MAD = 5  # Mayan Empire
				}

			AA_batteries = yes
			max_AA_level = 8
			AA_provs = { 678 676 677 2692 6274 6320 6430 }

			naval_base = yes
			max_naval_base = 8
			naval_base_provs = { 2692 }

				#### Divisions etc...
				infantry 			= 0
				cavalry 			= 0
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 15
				marine 				= 40
				bergsjaeger 		= 0
				garrison			= 5
				hq					= 10
				militia 			= 5
			#				85 %
				interceptor 		= 0
				multi_role 			= 5
				cas 				= 0
				strategic_bomber 	= 0
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 0
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				5 %

			aircraft 	= 1

			# Borders with specific countries
			country_priorities = {
				CZE = 30 # Spiders
				TEX = 20 # New Church
				BLR = 15 # Texas Reformed
				AZB = 10 # Dark Cathedral
				U53 = 10 # Nuka Cola Company
			}

		CSA_2253.ai: 
			max_front_ratios = {
				AZB = 2.0 # Dark Cathedral
				CZE = 2.0 # Spiders
				TEX = 2.0 # New Church
				BLR = 1.5 # Texas Reformed
				U53 = 1.5 # Nuka Cola Company
			} 
			neutrality = 40.000
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 25
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000
			combat = {
				BLR = 40 # Texas Reformed
				TEX = 40 # New Church
				CZE = 35 # Spiders
				U53 = 30 # Nuka Cola
				AZB = 25 # Dark Cathedral
				AUS = 10 # Zombie Apocalypse
				}

			befriend = {
				ARG = 30 # Harlequins
				AFG = 20 # Kansas Free Starte
				BEN = 10 # Beastlords
				ANG = 5  # Junkers
				HOL = 5  # New Arroyo
				MAD = 5  # Mayan Empire
				MOR = 5  # New Canaan
				POR = 5  # Gecko
				}

			AA_batteries = yes
			max_AA_level = 10
			AA_provs = { 678 676 677 2692 6274 6320 6430 }

			naval_base = yes
			max_naval_base = 10
			naval_base_provs = { 2692 }

				#### Divisions etc...
				infantry 			= 0
				cavalry 			= 0
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 15
				marine 				= 40
				bergsjaeger 		= 0
				garrison			= 5
				hq					= 10
				militia 			= 5
			#				85 %
				interceptor 		= 0
				multi_role 			= 5
				cas 				= 0
				strategic_bomber 	= 0
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 0
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				5 %

			aircraft 	= 1

			# Borders with specific countries
			country_priorities = {
				CZE = 30 # Spiders
				TEX = 20 # New Church
				BLR = 15 # Texas Reformed
				AZB = 10 # Dark Cathedral
				U53 = 10 # Nuka Cola Company
			}



		CSA_2255.ai: 
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				ENG = 3.0 # Enclave
				PRK = 3.0 # Polar Station Zeta
				USA = 3.0 # The States
				AZB = 2.0 # Dark Cathedral
				CZE = 2.0 # Spiders
				TEX = 2.0 # New Church
				BLR = 1.5 # Texas Reformed
				U53 = 1.5 # Nuka Cola Company
			}  
			neutrality = 35.000
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 30
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			combat = {
				BLR = 45 # Texas Reformed
				TEX = 45 # New Church
				CZE = 40 # Spiders
				U53 = 35 # Nuka Cola
				AZB = 30 # Dark Cathedral
				AUS = 15 # Zombie Apocalypse
				}

			befriend = {
				ARG = 30 # Harlequins
				AFG = 20 # Kansas Free Starte
				BEN = 10 # Beastlords
				ANG = 5  # Junkers
				HOL = 5  # New Arroyo
				MAD = 5  # Mayan Empire
				MOR = 5  # New Canaan
				MTN = 5  # Calgary Confederacy
				POR = 5  # Gecko
				PRK = 5  # Polar Station Zeta
				USA = 5  # The States
				}
				
			AA_batteries = yes
				max_AA_level = 10
				AA_provs = { 678 676 677 2692 6274 6320 6430 }

			naval_base = yes
			max_naval_base = 10
			naval_base_provs = { 2692 }

				#### Divisions etc...
				infantry 			= 0
				cavalry 			= 0
				motorized 			= 5
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 15
				marine 				= 40
				bergsjaeger 		= 0
				garrison			= 5
				hq					= 10
				militia 			= 5
			#				85 %
				interceptor 		= 0
				multi_role 			= 5
				cas 				= 0
				strategic_bomber 	= 0
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 0
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				5 %

			aircraft 	= 1

			# Borders with specific countries
			country_priorities = {
				CAL = 30 # New California Republic
				CZE = 30 # Spiders
				ENG = 30 # Enclave
				PRK = 30 # Polar Station Zeta
				USA = 30 # The States
				TEX = 20 # New Church
				BLR = 15 # Texas Reformed
				AZB = 10 # Dark Cathedral
				U53 = 10 # Nuka Cola Company
			}

	DEN/Den:
		- New files, allowing Den to switch to a new ai further into the game: DEN_2249.ai, DEN_2251.ai:, DEN_2253.ai and DEN_2255.ai.
		- Expanded on certain things.
		- Den will now properly build forts and AA. It will also build air fields later on.
		- Will become less neutral (prone to alliances and such) and more warlike as the game goes on, with every file following the same standard the original files did (-10 neutrality and +20 war every two years, respectively)
		- Will now use offensive supply
		- Will now research air techs and build a small airforce later on, a mix of prop fighters and bomber zeppelins. Its mainly there to defend on the air against other airforces and punish players without airforces... for now.
		- Will now make friends with The Enclave
		- Will now place special priority in defending borders against certain countries.
		- Added maximum upgrading and reinforcement sliders.
		- Added max redeploying and max_fuel_offensive, the later increases with the date.
		- Maximum front ratios set. Will place extra emphasis in late game against the two (three) alliance leader majors.

		DEN_2245.ai 
			switch = yes # [yes/no]
			max_front_ratio = 1.2
			max_garrison_prop = 0.30
			min_garrison_prop = 0.20
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				GER = 2.0 # Vault City
			}  
			neutrality = 75.000
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = -20
			strat_redeploy_threshold = 25
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			exp_force_ratio = 0.50
			exp_force_ratios = { }

			combat = {
				GER = 20 # Vault City
				CAL = 20 # NCR
				#ARM = 15 # Kurtz' Camp
				AST = 10 # The Under-Nation
				JAP = 10 # Robot Nation
				SOV = 10 # Mutant Army
				MEX = 10 # NROM
				}

			befriend = {
				ENG = 50 # Enclave
				FRA = 50 # New Reno
				SWE = 50 # The Hub
				HON = 40 # Mexican Raiders
				NOR = 30 # The Huns
				ALB = 20 # Caesar's Legion
				ITA = 20 # Brotherhood of Steel
				SCH = 20 # Pioneer Alliance
				ROM = 20 # Redding
				CHC = 10 # Shi Empire
				IRQ = 10 # Vipers
				TUR = 10 # Necropolis
				}

			protect = {
				FRA = 50 # New Reno
				SWE = 30 # The Hub
				ROM = 20 # Redding
				SCH = 20 # Pioneer Alliance
				TUR = 10 # Necropolis
				}

			AA_batteries = yes
			max_AA_level = 2
			AA_provs = { 767 }

			land_fort = yes
			max_land_level = 2
			fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL }
			fort_provs = { 767 }

			# Borders with specific countries
			country_priorities = {
				CAL = 20 # New California Republic
				ENG = 10 # Enclave
				GER = 10 # Vault City
				}
			

		DEN_2247.ai 
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				GER = 2.0 # Vault City
			}  
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 400
			combat = {
				GER = 20 # Vault City
				CAL = 20 # NCR
				#ARM = 15 # Kurtz' Camp
				AST = 10 # The Under-Nation
				JAP = 10 # Robot Nation
				SOV = 10 # Mutant Army
				MEX = 10 # NROM
				}

			befriend = {
				ENG = 50 # Enclave
				FRA = 50 # New Reno
				SWE = 50 # The Hub
				HON = 40 # Mexican Raiders
				NOR = 30 # The Huns
				ALB = 20 # Caesar's Legion
				ITA = 20 # Brotherhood of Steel
				SCH = 20 # Pioneer Alliance
				ROM = 20 # Redding
				CHC = 10 # Shi Empire
				IRQ = 10 # Vipers
				TUR = 10 # Necropolis
				}

			AA_batteries = yes
			max_AA_level = 4
			AA_provs = { 767 }

			land_fort = yes
			max_land_level = 4
			fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
			fort_provs = { 767 }

			# Borders with specific countries
			country_priorities = {
				CAL = 20 # New California Republic
				ENG = 10 # Enclave
				GER = 10 # Vault City
				}

		DEN_2249.ai:
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				GER = 2.0 # Vault City
			}  
			neutrality = 55.000 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 20
			strat_redeploy_threshold = 25
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600

			combat = {
				GER = 20 # Vault City
				CAL = 20 # NCR
				#ARM = 15 # Kurtz' Camp
				AST = 10 # The Under-Nation
				JAP = 10 # Robot Nation
				SOV = 10 # Mutant Army
				MEX = 10 # NROM
				}

			befriend = {
				ENG = 50 # Enclave
				FRA = 50 # New Reno
				SWE = 50 # The Hub
				HON = 40 # Mexican Raiders
				NOR = 30 # The Huns
				ALB = 20 # Caesar's Legion
				ITA = 20 # Brotherhood of Steel
				SCH = 20 # Pioneer Alliance
				ROM = 20 # Redding
				CHC = 10 # Shi Empire
				IRQ = 10 # Vipers
				TUR = 10 # Necropolis
				}

			AA_batteries = yes
			max_AA_level = 6
			AA_provs = { 767 }

			air_base = yes
			max_air_base = 3
			air_base_provs = { 767 }

			land_fort = yes
			max_land_level = 6
			fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
			fort_provs = { 767 }

				#### Divisions etc...
				infantry 			= 0
				cavalry 			= 0
				motorized 			= 10
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 10
				marine 				= 25
				bergsjaeger 		= 0
				garrison			= 10
			    hq 					= 5
				militia 			= 30
			#				95 %
				interceptor 		= 0
				multi_role 			= 5
				cas 				= 0
				strategic_bomber 	= 0
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 0
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				05 %

			4180 # Prop Aircraftt
			4190 # Basic Scrap-Plane
			4200 # Improved Scrap-Plane
			4210 # New Era Fighter
			4220 # Proto-aviation
			4230 # Gliders
			4240 # Powered Flight
			4250 # Aircraft Implications
			4260 # Flight Theory
			4270 # Flight Tests
			4280 # Advanced Tests
			4290 # Wingmen
			4300 # Cooperation
			4310 # Large Formation Tactics
			4320 # Bombing Runs
			4330 # Veteran Bombers
			4340 # Bomber Efficiency
			4350 # Tactics Testing
			4360 # Task Flexibility
			4370 # Air Command
			4380 # Air Combat
			4390 # Fighter Veterans
			4400 # Air Supremacy
			4420 # Air Tech Recovery

			aircraft 	= 2

			# Borders with specific countries
			country_priorities = {
				CAL = 20 # New California Republic
				ENG = 10 # Enclave
				GER = 10 # Vault City
				}

		DEN_2251.ai:
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				GER = 2.0 # Vault City
			}  
			neutrality = 45.000 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 40
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800

			combat = {
				GER = 20 # Vault City
				CAL = 20 # NCR
				#ARM = 15 # Kurtz' Camp
				AST = 10 # The Under-Nation
				JAP = 10 # Robot Nation
				SOV = 10 # Mutant Army
				MEX = 10 # NROM
				}

			befriend = {
				ENG = 50 # Enclave
				FRA = 50 # New Reno
				SWE = 50 # The Hub
				HON = 40 # Mexican Raiders
				NOR = 30 # The Huns
				ALB = 20 # Caesar's Legion
				ITA = 20 # Brotherhood of Steel
				SCH = 20 # Pioneer Alliance
				ROM = 20 # Redding
				CHC = 10 # Shi Empire
				IRQ = 10 # Vipers
				TUR = 10 # Necropolis
				}

			AA_batteries = yes
			max_AA_level = 8
			AA_provs = { 767 }

			air_base = yes
			max_air_base = 8
			air_base_provs = { 767 }

			air_base = yes
			max_air_base = 6
			air_base_provs = { 767 }

			land_fort = yes
			max_land_level = 8
			fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
			fort_provs = { 767 }

			# Borders with specific countries
			country_priorities = {
				CAL = 20 # New California Republic
				ENG = 10 # Enclave
				GER = 10 # Vault City
				}



		DEN_2253.ai:
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				GER = 2.0 # Vault City
			}  
			neutrality = 35.000 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 60
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000

			combat = {
				GER = 20 # Vault City
				CAL = 20 # NCR
				#ARM = 15 # Kurtz' Camp
				AST = 10 # The Under-Nation
				JAP = 10 # Robot Nation
				SOV = 10 # Mutant Army
				MEX = 10 # NROM
				}

			befriend = {
				ENG = 50 # Enclave
				FRA = 50 # New Reno
				SWE = 50 # The Hub
				HON = 40 # Mexican Raiders
				NOR = 30 # The Huns
				ALB = 20 # Caesar's Legion
				ITA = 20 # Brotherhood of Steel
				SCH = 20 # Pioneer Alliance
				ROM = 20 # Redding
				CHC = 10 # Shi Empire
				IRQ = 10 # Vipers
				TUR = 10 # Necropolis
				}

			AA_batteries = yes
			max_AA_level = 10
			AA_provs = { 767 }

			air_base = yes
			max_air_base = 9
			air_base_provs = { 767 }

			land_fort = yes
			max_land_level = 10
			fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
			fort_provs = { 767 }

				#### Divisions etc...
				infantry 			= 0
				cavalry 			= 0
				motorized 			= 10
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 10
				marine 				= 25
				bergsjaeger 		= 0
				garrison			= 5
			    hq 					= 5
				militia 			= 30
			#				90 %
				interceptor 		= 0
				multi_role 			= 5
				cas 				= 0
				strategic_bomber 	= 5
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 0
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				10 %

			4120 # Zeppelins
			4130 # Transport Zeppelin
			4140 # Improved Transport Zeppelin
			4150 # Zeppelin Bomber
			4160 # Improved Zeppelin Bomber
			4170 # Sky Fortress
			4180 # Prop Aircraftt
			4190 # Basic Scrap-Plane
			4200 # Improved Scrap-Plane
			4210 # New Era Fighter
			4220 # Proto-aviation
			4230 # Gliders
			4240 # Powered Flight
			4250 # Aircraft Implications
			4260 # Flight Theory
			4270 # Flight Tests
			4280 # Advanced Tests
			4290 # Wingmen
			4300 # Cooperation
			4310 # Large Formation Tactics
			4320 # Bombing Runs
			4330 # Veteran Bombers
			4340 # Bomber Efficiency
			4350 # Tactics Testing
			4360 # Task Flexibility
			4370 # Air Command
			4380 # Air Combat
			4390 # Fighter Veterans
			4400 # Air Supremacy
			4420 # Air Tech Recovery

			aircraft 	= 2

			# Borders with specific countries
			country_priorities = {
				CAL = 20 # New California Republic
				ENG = 10 # Enclave
				GER = 10 # Vault City
				}

		DEN_2255.ai:
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				PRK = 3.0 # Polar Station Zeta
				USA = 3.0 # The States
				GER = 2.0 # Vault City
			}
			neutrality = 25.000 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			war = 80
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			combat = {
				GER = 20 # Vault City
				CAL = 20 # NCR
				#ARM = 15 # Kurtz' Camp
				AST = 10 # The Under-Nation
				JAP = 10 # Robot Nation
				SOV = 10 # Mutant Army
				MEX = 10 # NROM
				}

			befriend = {
				ENG = 50 # Enclave
				FRA = 50 # New Reno
				SWE = 50 # The Hub
				HON = 40 # Mexican Raiders
				NOR = 30 # The Huns
				ALB = 20 # Caesar's Legion
				ITA = 20 # Brotherhood of Steel
				SCH = 20 # Pioneer Alliance
				ROM = 20 # Redding
				CHC = 10 # Shi Empire
				IRQ = 10 # Vipers
				TUR = 10 # Necropolis
				}

			air_base = yes
			max_air_base = 10
			air_base_provs = { 767 }

			land_fort = yes
			max_land_level = 10
			fort_borders = { ALB AST CAL CHC FRA ENG GER HON ITA IRQ JAP MEX NOR ROM SCH SOV SWE TUR WLL U30 }
			fort_provs = { 767 }

				#### Divisions etc...
				infantry 			= 0
				cavalry 			= 0
				motorized 			= 10
				mechanized 			= 0
				light_armor 		= 5
				armor 				= 0
				paratrooper 		= 10
				marine 				= 25
				bergsjaeger 		= 0
				garrison			= 5
			    hq 					= 5
				militia 			= 30
			#				90 %
				interceptor 		= 0
				multi_role 			= 5
				cas 				= 0
				strategic_bomber 	= 5
				tactical_bomber 	= 0
				naval_bomber 		= 0
				transport_plane 	= 0
				flying_bomb 		= 0
				flying_rocket 		= 0
			#				10 %

			4120 # Zeppelins
			4130 # Transport Zeppelin
			4140 # Improved Transport Zeppelin
			4150 # Zeppelin Bomber
			4160 # Improved Zeppelin Bomber
			4170 # Sky Fortress
			4180 # Prop Aircraftt
			4190 # Basic Scrap-Plane
			4200 # Improved Scrap-Plane
			4210 # New Era Fighter
			4220 # Proto-aviation
			4230 # Gliders
			4240 # Powered Flight
			4250 # Aircraft Implications
			4260 # Flight Theory
			4270 # Flight Tests
			4280 # Advanced Tests
			4290 # Wingmen
			4300 # Cooperation
			4310 # Large Formation Tactics
			4320 # Bombing Runs
			4330 # Veteran Bombers
			4340 # Bomber Efficiency
			4350 # Tactics Testing
			4360 # Task Flexibility
			4370 # Air Command
			4380 # Air Combat
			4390 # Fighter Veterans
			4400 # Air Supremacy
			4420 # Air Tech Recovery

			aircraft 	= 2

			# Borders with specific countries
			country_priorities = {
				CAL = 30 # New California Republic
				PRK = 30 # Polar Station Zeta
				USA = 30 # The States
				ENG = 10 # Enclave
				GER = 10 # Vault City
				}


	Enclave/ENG:
		- Enclave fort building configurations changed: 
			- Will now actually build forts (was bugged, would have not fortified anything)
			- Will not build any forts in borders except that of a few majors and important foes at start of game. 
			- Will only build forts in Alaska after 2247, to prevent it from wasting efforts building forts where the "Alaska United" would build then. Then it will build up on them to create killer fortifications.
			- Enclave now builds IC in more provinces, instead of merely two, allowing the Enclave to build up more industry faster.
			- Enclave neutrality will fall with time, going from 40/30/20, changing every two dates.
			- Will now place special priority in defending borders against certain countries.
			- Added maximum upgrading and reinforcement sliders.
			- Will now use offensive supply.
			- Added max redeploying and max_fuel_offensive, the later increases with the date.
			- Maximum front ratios set. Will place extra emphasis in late game against the two (three) alliance leader majors.
			- Mwhahahahahahahahaha, MWHAHAHAHAHHAHAHAHAHAHHA! MWHAHAHAHAHAHAHHAHAHAHAHAH!

		ENG_2245.ai 
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				USA = 3.0 # The States
				CHC = 2.0 # Shi Empire
				HOL = 2.0 # New Arroyo
				POL = 1.5 # Broken Hills
				POR = 1.5 # Gecko
			}  
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			combat = {
				CHC = 80 # Shi Empire
				POL = 50 # Broken Hills
				POR = 40 # Gecko
				TUR = 40 # Necropolis	
				HOL = 30 # New Arroyo
				USA = 30 # FUSA
				AFG = 20 # Kansas Free State
				MTN = 15 # Calgary Confederation. Some agression
				SCH = 15 # Pioneer Alliance	
				BEN = 5  # Beastlords
				SOV = 5  # Mutant Army. Was 40, then 35.	
				}

			befriend = {
				DEN = 50 # Den
				FRA = 50 # New Reno	
				SWE = 40 # Hub
				GER = 30 # Vault City
				HON = 20 # Mexican Raiders
				IRQ = 20 # The Vipers
				NOR = 20 # The Huns	
				CAN = 10 # RCC	
				}

			land_fort = yes
			max_land_level = 2 
			fort_borders = { CAL USA PRK HOL }
			fort_provs = { } # Will only fortify Anchorage after 2247, so that it doesn't waste IC fortifying it before getting the forts from Alaska United. It will then fortify multiple defensive lines instead. 

			# Borders with specific countries
			country_priorities = {
				CHC = 50 # Shi Empire
				HOL = 30 # New Arroyo
				CAL = 10 # New California Republic
				ITA = 10 # Brotherhood of Steel
				MTN = 10 # Calgary Confederacy
				}

		ENG_2247.ai 
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				USA = 3.0 # The States
				CHC = 2.0 # Shi Empire
				HOL = 2.0 # New Arroyo
				MTN = 1.5 # Calgary Confederacy
				POL = 1.5 # Broken Hills
				POR = 1.5 # Gecko
			}  
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 200
			combat = { 
				U33 = 100 # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works.
				CHC = 80 # Shi Empire
				POL = 50 # Broken Hills
				POR = 40 # Gecko
				TUR = 40 # Necropolis	
				USA = 30 # FUSA	
				HOL = 30 # New Arroyo
				MTN = 25 # Calgary Confederation. Most likely target
				AFG = 20 # Kansas Free State
				SCH = 15 # Pioneer Alliance
				BEN = 10 # Beastlords
				SOV = 10 # Mutant Army. Was 30, now 10.
				}

			befriend = {
				DEN = 50 # Den
				FRA = 50 # New Reno	
				SWE = 40 # Hub
				GER = 30 # Vault City
				HON = 20 # Mexican Raiders
				IRQ = 20 # The Vipers
				NOR = 20 # The Huns		
				CAN = 10 # RCC
				}
					
			land_fort = yes
			max_land_level = 3
			fort_borders = { CAL USA PRK HOL }
			fort_provs = { 
				# Anchorage Frontline
				766  # Anchorage
				550  # Fairbanks
				6853 # Palmer
				6865 # Nenana
				
				# Alaska Frontline
				6851 # Chilkat
				6863 # Delta Junction
				6864 # Eagle
				
				# Yukon-Alaska Frontline
				6793 # Forty Mile
				6791 # Burwash Landing
				6844 # Yakutat
			} 

			ic_at_war = yes 
			force_ic_until = 2246
			ic_end_year = 2259
			IC_provs = { 
				766  # Anchorage
				692  # Unalaska Island
				6854 # Old Tyonek
				6868 # Kenai
				6870 # Cold Bay
				6874 # False Pass
				} 
			# Borders with specific countries
			country_priorities = {
				CHC = 50 # Shi Empire
				HOL = 30 # New Arroyo
				CAL = 10 # New California Republic
				ITA = 10 # Brotherhood of Steel
				MTN = 10 # Calgary Confederacy
				}

		ENG_2249.ai 
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				USA = 3.0 # The States
				CHC = 2.0 # Shi Empire
				HOL = 2.0 # New Arroyo
				MTN = 1.5 # Calgary Confederacy
				POL = 1.5 # Broken Hills
				POR = 1.5 # Gecko
			}  
			neutrality = 30.000 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 600

			combat = {
				U33 = 200 # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works.	
				CHC = 80 # Shi Empire
				POL = 50 # Broken Hills
				MTN = 45 # Calgary Confederation. Time to die, I guess
				POR = 40 # Gecko
				TUR = 40 # Necropolis
				HOL = 30 # New Arroyo
				USA = 30 # FUSA		
				AFG = 20 # Kansas Free State
				SCH = 20 # Pioneer Alliance
				SOV = 20 # Mutant Army
				ARA = 15 # Warriors of Ice
				BEN = 15 # Beastlords
				CAL = 5  # New California Republic
				ITA = 5  # Brotherhood of Steel
				ROM = 5  # Redding
				}

			befriend = {
				DEN = 50 # Den
				FRA = 50 # New Reno	
				SWE = 40 # Hub
				GER = 30 # Vault City
				HON = 20 # Mexican Raiders
				IRQ = 20 # The Vipers
				NOR = 20 # The Huns	
			    TEX = 20 # New Church	
				CAN = 10 # RCC
				}

			land_fort = yes
			max_land_level = 5
			fort_borders = { CAL HOL ITA PRK SOV USA }
			fort_provs = { 
				# Anchorage Frontline
				766  # Anchorage
				550  # Fairbanks
				6853 # Palmer
				6865 # Nenana
				
				# Alaska Frontline
				6851 # Chilkat
				6863 # Delta Junction
				6864 # Eagle
				
				# Yukon-Alaska Frontline
				6793 # Forty Mile
				6791 # Burwash Landing
				6844 # Yakutat
			} 

			ic_at_war = yes 
			force_ic_until = 2246
			ic_end_year = 2259
			IC_provs = { 
				766  # Anchorage
				692  # Unalaska Island
				6854 # Old Tyonek
				6861 # Shageluk	
				6868 # Kenai
				6869 # Kodiak Island
				6870 # Cold Bay
				6874 # False Pass
				} 

			# Borders with specific countries
			country_priorities = {
				CHC = 50 # Shi Empire
				HOL = 30 # New Arroyo
				CAL = 20 # New California Republic
				ITA = 20 # Brotherhood of Steel
				MTN = 10 # Calgary Confederacy
				}


		ENG_2251.ai 
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				USA = 3.0 # The States
				PRK = 3.0 # Polar Station Zeta
				CHC = 2.0 # Shi Empire
				HOL = 2.0 # New Arroyo
				ITA = 2.0 # Brotherhood of Steel
				SOV = 2.0 # Mutant Army
				MTN = 1.5 # Calgary Confederacy
				POL = 1.5 # Broken Hills
				POR = 1.5 # Gecko
			}  
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 800
			combat = {
				U33 = 200 # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works.
				CHC = 90 # Shi Empire
				POL = 60 # Broken Hills
				MTN = 55 # Calgary Confederation. Time to die, I guess
				POR = 50 # Gecko
				TUR = 50 # Necropolis	
				HOL = 40 # New Arroyo
				USA = 40 # FUSA	
				AFG = 30 # Kansas Free State
				ARA = 30 # Warriors of Ice
				SCH = 30 # Pioneer Alliance
				SOV = 30 # Mutant Army
				BEN = 20 # Beastlords	
			    CAL = 10 # New California Republic
				ITA = 10 # Brotherhood of Steel
				ROM = 10 # Redding	
				AST = 5  # Under-Nation
				BHU = 5  # White Legs
				BRA = 5  # Reservation
				MOR = 5  # New Canaan
				WLL = 5  # Wanamingo Dawn
				}

			befriend = {
				DEN = 50 # Den
				FRA = 50 # New Reno	
				SWE = 40 # Hub
				GER = 30 # Vault City
				HON = 20 # Mexican Raiders
				IRQ = 20 # The Vipers
				NOR = 20 # The Huns	
			    TEX = 20 # New Church	
				ALB = 10 # Caesar's Legion
				BLR = 10 # God-Machine
				CAN = 10 # RCC
				JAP = 10 # Robot Nation
				}

			land_fort = yes
			max_land_level = 7
			fort_borders = { CAL HOL ITA PRK SOV USA }
			fort_provs = { 
				# Anchorage Frontline
				766  # Anchorage
				550  # Fairbanks
				6853 # Palmer
				6865 # Nenana
				
				# Alaska Frontline
				6851 # Chilkat
				6863 # Delta Junction
				6864 # Eagle
				
				# Yukon-Alaska Frontline
				6793 # Forty Mile
				6791 # Burwash Landing
				6844 # Yakutat
			} 

			ic_at_war = yes 
			force_ic_until = 2246
			ic_end_year = 2259
			IC_provs = { 
				766  # Anchorage
				692  # Unalaska Island
				6854 # Old Tyonek
				6861 # Shageluk	
				6868 # Kenai
				6869 # Kodiak Island
				6870 # Cold Bay
				6874 # False Pass
				} 

			# Borders with specific countries
			country_priorities = {
				USA = 50 # The States
				CHC = 30 # Shi Empire
				HOL = 30 # New Arroyo
				CAL = 20 # New California Republic
				ITA = 20 # Brotherhood of Steel
				MTN = 10 # Calgary Confederacy
				}



		ENG_2253.ai 
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				USA = 3.0 # The States
				PRK = 3.0 # Polar Station Zeta
				AZB = 2.0 # Dark Cathedral
				CHC = 2.0 # Shi Empire
				HOL = 2.0 # New Arroyo
				ITA = 2.0 # Brotherhood of Steel
				SOV = 2.0 # Mutant Army
				MTN = 1.5 # Calgary Confederacy
				POL = 1.5 # Broken Hills
				POR = 1.5 # Gecko
			}    
			neutrality = 20.000 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1000

			combat = {
				U33 = 200 # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works
				CHC = 90 # Shi Empire
				POL = 60 # Broken Hills
				MTN = 55 # Calgary Confederation. Time to die, I guess
				ARA = 50 # Warriors of Ice. 
				HOL = 50 # New Arroyo
				POR = 50 # Gecko
				TUR = 50 # Necropolis	
				AFG = 40 # Kansas Free State
				SCH = 40 # Pioneer Alliance
				SOV = 40 # Mutant Army
				USA = 40 # FUSA	
				BEN = 20 # Beastlords
				CAL = 15 # New California Republic
				ITA = 15 # Brotherhood of Steel
				ROM = 15 # Redding	
				AST = 10 # Under-Nation
				BHU = 10 # White Legs
				BRA = 10 # Reservation
				MOR = 10 # New Canaan
				WLL = 10 # Wanamingo Dawn
				ALG = 5  # Darien Tribes
				ARG = 5  # Harlequins
				AZB = 5  # Dark Cathedral
				CSA = 5  # Manitou Tribes
				MAD = 5  # Mayan Empire
				MEX = 5  # New Republic of Mexico
				}

			land_fort = yes
			max_land_level = 10
			fort_borders = { CAL HOL ITA PRK SOV USA }
			fort_provs = { 
				# Anchorage Frontline
				766  # Anchorage
				550  # Fairbanks
				6853 # Palmer
				6865 # Nenana
				
				# Alaska Frontline
				6851 # Chilkat
				6863 # Delta Junction
				6864 # Eagle
				
				# Yukon-Alaska Frontline
				6793 # Forty Mile
				6791 # Burwash Landing
				6844 # Yakutat
			}  

			ic_at_war = yes 
			force_ic_until = 2246
			ic_end_year = 2259
			IC_provs = { 
				766  # Anchorage
				692  # Unalaska Island
				6854 # Old Tyonek
				6861 # Shageluk	
				6868 # Kenai
				6869 # Kodiak Island
				6870 # Cold Bay
				6874 # False Pass
				} 

			# Borders with specific countries
			country_priorities = {
				USA = 50 # The States
				CAL = 50 # New California Republic
				PRK = 50 # Polar Station Zeta
				CHC = 30 # Shi Empire
				HOL = 30 # New Arroyo
				ITA = 30 # Brotherhood of Steel
				MTN = 10 # Calgary Confederacy
				}


		ENG_2255.ai 
			max_front_ratios = {
				CAL = 3.0 # New California Republic
				USA = 3.0 # The States
				PRK = 3.0 # Polar Station Zeta
				AZB = 2.0 # Dark Cathedral
				CHC = 2.0 # Shi Empire
				HOL = 2.0 # New Arroyo
				ITA = 2.0 # Brotherhood of Steel
				MEX = 2.0 # New Republic of Mexico
				SOV = 2.0 # Mutant Army
				MTN = 1.5 # Calgary Confederacy
				POL = 1.5 # Broken Hills
				POR = 1.5 # Gecko
			}  
			neutrality = 20.000 
			upgrading = 0.1
			reinforcement = 0.3	# max % of ic used on this slider.
			max_redeploying = 0.25
			use_offensive_supply = yes
			max_fuel_offensive = 1200
			combat = {
				U33 = 200  # Dead Islands. I think this is to make the AI try to get the Dead Islands events, not sure if actually works
				CHC = 100 # Shi Empire
				USA = 100 # FUSA	
				HOL = 60  # New Arroyo
				MTN = 60  # Calgary Confederation. Time to die, I guess
				POL = 60  # Broken Hills
				TUR = 60  # Necropolis
				POR = 55  # Gecko
				ARA = 50  # Warriors of Ice. 
				SOV = 50  # Mutant Army
				AFG = 45  # Kansas Free State
				SCH = 45  # Pioneer Alliance
				BEN = 25  # Beastlords
				CAL = 20  # New California Republic
				ITA = 20  # Brotherhood of Steel
				ROM = 20  # Redding	
				AST = 15  # Under-Nation
				BHU = 15  # White Legs
				BRA = 15  # Reservation
				MOR = 15  # New Canaan
				WLL = 15  # Wanamingo Dawn
				ALG = 10  # Darien Tribes
				ARG = 10  # Harlequins
				AZB = 10  # Dark Cathedral
				CSA = 10  # Manitou Tribes
				MAD = 10  # Mayan Empire
				MEX = 10  # New Republic of Mexico
				}

			befriend = {
				DEN = 50 # Den
				FRA = 50 # New Reno	
				SWE = 40 # Hub
				GER = 30 # Vault City
				HON = 20 # Mexican Raiders
				IRQ = 20 # The Vipers
				NOR = 20 # The Huns	
			    TEX = 20 # New Church	
				ALB = 10 # Caesar's Legion
				BLR = 10 # God-Machine
				CAN = 10 # RCC
				JAP = 10 # Robot Nation
				ANG = 10 # Junkers
				}

			land_fort = yes
				max_land_level = 10
				fort_borders = { CAL HOL ITA PRK SOV USA }
				fort_provs = { 
					# Anchorage Frontline
					766  # Anchorage
					550  # Fairbanks
					6853 # Palmer
					6865 # Nenana
					
					# Alaska Frontline
					6851 # Chilkat
					6863 # Delta Junction
					6864 # Eagle
					
					# Yukon-Alaska Frontline
					6793 # Forty Mile
					6791 # Burwash Landing
					6844 # Yakutat
				}   

			ic_at_war = yes 
			force_ic_until = 2246
			ic_end_year = 2259
			IC_provs = { 
				766  # Anchorage
				692  # Unalaska Island
				6854 # Old Tyonek
				6861 # Shageluk	
				6868 # Kenai
				6869 # Kodiak Island
				6870 # Cold Bay
				6874 # False Pass
				}
				
			nuclear_reactor = yes	
			nuclear_reactor_prov = 6874 				
			max_nuclear = 10 

			# Borders with specific countries
			country_priorities = {
				USA = 50 # The States
				CAL = 50 # New California Republic
				PRK = 50 # Polar Station Zeta
				CHC = 30 # Shi Empire
				HOL = 30 # New Arroyo
				ITA = 30 # Brotherhood of Steel
				MTN = 10 # Calgary Confederacy
				}


		SPA_2245.ai:
			technology = {
			        preference         = {
			        4080 # Helicopters
			        4090 # Transport Chopper
			        4100 # Basic Attack Chopper
			        4110 # New Era Firehawk
			        4180 # Prop Aircraft
			        4190 # Scrap Fighter
			        4200 # Basic Prop Fighter
			        4210 # New Era Fighter
			        4220 # Proto-aviation
			        4230 # Gliders
			        4240 # Powered Flight
			        4250 # Aircraft Implications
			        4260 # Flight Theory
			        4270 # Flight Tests
			        4280 # Advanced Tests
			        4290 # Wingmen
			        4300 # Cooperation
			        4310 # Large Formation Tactics
			        4320 # Bombing Runs
			        4330 # Veteran Bombers
			        4340 # Bomber Efficiency
			        4350 # Tactics Testing
			        4360 # Task Flexibility
			        4370 # Air Command
			        4380 # Air Combat
			        4390 # Fighter Veterans
			        4400 # Air Supremacy
			        4410 # Scrap Attack Chopper
			        4420 # Air Tech Recovery
			        4430 # Jet Engines
			        4440 # Scrap Jet Interceptor
			        4450 # Early Jet Interceptor
			        4460 # New Era Interceptor
			        }

		SPA_2247.ai
			technology = {
			        preference         = {
			        4080 # Helicopters
			        4090 # Transport Chopper
			        4100 # Basic Attack Chopper
			        4110 # New Era Firehawk
			        4180 # Prop Aircraft
			        4190 # Scrap Fighter
			        4200 # Basic Prop Fighter
			        4210 # New Era Fighter
			        4220 # Proto-aviation
			        4230 # Gliders
			        4240 # Powered Flight
			        4250 # Aircraft Implications
			        4260 # Flight Theory
			        4270 # Flight Tests
			        4280 # Advanced Tests
			        4290 # Wingmen
			        4300 # Cooperation
			        4310 # Large Formation Tactics
			        4320 # Bombing Runs
			        4330 # Veteran Bombers
			        4340 # Bomber Efficiency
			        4350 # Tactics Testing
			        4360 # Task Flexibility
			        4370 # Air Command
			        4380 # Air Combat
			        4390 # Fighter Veterans
			        4400 # Air Supremacy
			        4410 # Scrap Attack Chopper
			        4420 # Air Tech Recovery
			        4430 # Jet Engines
			        4440 # Scrap Jet Interceptor
			        4450 # Early Jet Interceptor
			        4460 # New Era Interceptor
			        } 

		SPA_2249.ai
			technology = {
			        preference         = {
			        4080 # Helicopters
			        4090 # Transport Chopper
			        4100 # Basic Attack Chopper
			        4110 # New Era Firehawk
			        4180 # Prop Aircraft
			        4190 # Scrap Fighter
			        4200 # Basic Prop Fighter
			        4210 # New Era Fighter
			        4220 # Proto-aviation
			        4230 # Gliders
			        4240 # Powered Flight
			        4250 # Aircraft Implications
			        4260 # Flight Theory
			        4270 # Flight Tests
			        4280 # Advanced Tests
			        4290 # Wingmen
			        4300 # Cooperation
			        4310 # Large Formation Tactics
			        4320 # Bombing Runs
			        4330 # Veteran Bombers
			        4340 # Bomber Efficiency
			        4350 # Tactics Testing
			        4360 # Task Flexibility
			        4370 # Air Command
			        4380 # Air Combat
			        4390 # Fighter Veterans
			        4400 # Air Supremacy
			        4410 # Scrap Attack Chopper
			        4420 # Air Tech Recovery
			        4430 # Jet Engines
			        4440 # Scrap Jet Interceptor
			        4450 # Early Jet Interceptor
			        4460 # New Era Interceptor
			        } 

		SPA_2251.ai
			technology = {
			        preference         = {
			        4080 # Helicopters
			        4090 # Transport Chopper
			        4100 # Basic Attack Chopper
			        4110 # New Era Firehawk
			        4180 # Prop Aircraft
			        4190 # Scrap Fighter
			        4200 # Basic Prop Fighter
			        4210 # New Era Fighter
			        4220 # Proto-aviation
			        4230 # Gliders
			        4240 # Powered Flight
			        4250 # Aircraft Implications
			        4260 # Flight Theory
			        4270 # Flight Tests
			        4280 # Advanced Tests
			        4290 # Wingmen
			        4300 # Cooperation
			        4310 # Large Formation Tactics
			        4320 # Bombing Runs
			        4330 # Veteran Bombers
			        4340 # Bomber Efficiency
			        4350 # Tactics Testing
			        4360 # Task Flexibility
			        4370 # Air Command
			        4380 # Air Combat
			        4390 # Fighter Veterans
			        4400 # Air Supremacy
			        4410 # Scrap Attack Chopper
			        4420 # Air Tech Recovery
			        4430 # Jet Engines
			        4440 # Scrap Jet Interceptor
			        4450 # Early Jet Interceptor
			        4460 # New Era Interceptor
			        } 

		SPA_2253.ai
			technology = {
			        preference         = {
			        4080 # Helicopters
			        4090 # Transport Chopper
			        4100 # Basic Attack Chopper
			        4110 # New Era Firehawk
			        4180 # Prop Aircraft
			        4190 # Scrap Fighter
			        4200 # Basic Prop Fighter
			        4210 # New Era Fighter
			        4220 # Proto-aviation
			        4230 # Gliders
			        4240 # Powered Flight
			        4250 # Aircraft Implications
			        4260 # Flight Theory
			        4270 # Flight Tests
			        4280 # Advanced Tests
			        4290 # Wingmen
			        4300 # Cooperation
			        4310 # Large Formation Tactics
			        4320 # Bombing Runs
			        4330 # Veteran Bombers
			        4340 # Bomber Efficiency
			        4350 # Tactics Testing
			        4360 # Task Flexibility
			        4370 # Air Command
			        4380 # Air Combat
			        4390 # Fighter Veterans
			        4400 # Air Supremacy
			        4410 # Scrap Attack Chopper
			        4420 # Air Tech Recovery
			        4430 # Jet Engines
			        4440 # Scrap Jet Interceptor
			        4450 # Early Jet Interceptor
			        4460 # New Era Interceptor
			        } 

		SPA_2255.ai
			technology = {
			        preference         = {
			        4080 # Helicopters
			        4090 # Transport Chopper
			        4100 # Basic Attack Chopper
			        4110 # New Era Firehawk
			        4180 # Prop Aircraft
			        4190 # Scrap Fighter
			        4200 # Basic Prop Fighter
			        4210 # New Era Fighter
			        4220 # Proto-aviation
			        4230 # Gliders
			        4240 # Powered Flight
			        4250 # Aircraft Implications
			        4260 # Flight Theory
			        4270 # Flight Tests
			        4280 # Advanced Tests
			        4290 # Wingmen
			        4300 # Cooperation
			        4310 # Large Formation Tactics
			        4320 # Bombing Runs
			        4330 # Veteran Bombers
			        4340 # Bomber Efficiency
			        4350 # Tactics Testing
			        4360 # Task Flexibility
			        4370 # Air Command
			        4380 # Air Combat
			        4390 # Fighter Veterans
			        4400 # Air Supremacy
			        4410 # Scrap Attack Chopper
			        4420 # Air Tech Recovery
			        4430 # Jet Engines
			        4440 # Scrap Jet Interceptor
			        4450 # Early Jet Interceptor
			        4460 # New Era Interceptor
			        } 
		


/config

	event_text:
		- Added new Tribal Despoiler Raids event name and descriptions.
		- Added description and text for Calgary Welcome and Tribal Despoliation Raid events.
		- Removed all mentions of "Eastern" Brotherhood of Steel and replaced them with "Midwestern". There is no "Eastern Brotherhood of Steel", there has never been any "Eastern" Brotherhood of Steel as of 2245 know to the Elders of Lost Hills nor Bunker Alpha. Please report any mentions of an "Eastern" chapter in the archieves. Remember, there is no such a thing as an "Eastern" Brotherhood of Steel. But perhaps there might be, in the future...?

	famous_quotes:
		- Figured how vanilla was displaying bigger quotes than the ones in FODD, which allowed me to add some cool quotes that didn't make the cut before due to size.


/db
	/units
		/divisions
			- marine.txt:
				- Finally fixed the damn error with the first two models of Irregulars having their airattack and airdefence switched.

	/events

		- Broken Hills.txt: "Start of game - It Aint All Roses": Sets the local flag "pro_ghoul_nation". This allows Broken Hills to gain extra ghoul off-map MP by unifying states. 

		- Calgary_Confederacy.txt: 
			- Created file.
			- Created Welcome event.
			- Created Tribal Despoliation event.

		

		- Enclave, God_Machine.txt, Midwestern_BoS.txt, Mutant_Army.txt, RCC.txt, The Huns.txt : Added Tribal Despoliation Raid event. Tribal Despoliation is both theft of people (manpower) and resources, being midway between Slave Raids and Tribal Raids, but only gives half of each type of raid gives.

		- Gecko.txt: "Start of Game - Welcome to Gecko": Sets the local flag "pro_ghoul_nation". This allows Gecko to gain extra ghoul off-map MP by unifying states. 

		- Kansas_Free_State.txt and Necropolis.txt: 
			- "Final Decision is Union" event will now trigger an event which fixes the military accesses of those countries.
			- "Start of Game - An Awakening" Sets the local flag "pro_ghoul_nation". This allows Necropolis to gain extra ghoul off-map MP by unifying states. 
			- "Start of Game - Restoration..." Sets the local flag "pro_ghoul_nation". This allows Kansas Free State to gain extra ghoul off-map MP by unifying states. 

		- Polar_Station_Zeta.txt: 
			- "The Iron Guard" and "Storm Lords" divisions no longer are stat-less Power Armor units.
			- Added Tribal Despoliation Raid event.
			- "Chosen One Revealed" Sets the local flag "pro_ghoul_nation". This allows Polar Station Zeta to gain extra ghoul off-map MP by unifying states. 

		- Political.txt: Added new events to ensure that AI Puppet Ghoul Nation Necropolis and Gecko will have land access to Wasteland, Marauders, X marks the Spot Alpha, X Marks the Spot Beta, Dead Islands and The Glow. They are triggered by the "Final Decision is Union" AI event.

		- Raids.txt:
			- Created Warriors of Ice Tribal Despoiler Raids.
			- Warriors of Ice are the first able to execute a new type of raid: Tribal Despoiler Raid. Despoiler Raids are in-between Slaver Raids and the Tribal Raids. Slaver Raids steal manpower while Tribal Raids steal resources. Tribal Despoiler steals both at half the rate each type of raid does (except supplies, they are at a point between the Slaver and Tribal raid numbers). They are a "midway" between the Slaver and Tribal raids.
				- Created to account for tribes which capture people and enslave them, but also to account that these tribes would also steal goods (rather than taking people being the end goal). For the moment, the Warriors of Ice are the only tribe which does this.
			- Warriors of Ice can raid the following factions, if they meet the conditions:
				- Calgary Confederacy
				- Mutant Army
				- Polar Station Zeta
				- God-Machine (in practice its a tribal raid because they have no people to enslave)
				- Royal Canadian Commonwealth
				- The Huns
				- Midwestern Brotherhood of Steel
				- Enclave

		- RCC.txt:
			- "Ghouls in Canada": Sets the local flag "pro_ghoul_nation". This allows the RCC to gain extra ghoul off-map MP by unifying states. 

		- Reservation.txt:
			- "Start of Game - Welcome to the Reservation" Sets the local flag "pro_ghoul_nation". This allows the RCC to gain extra ghoul off-map MP by unifying states. 

		- Unifications.txt: 
			- States with recalculated manpower will now give the left-over MP (namely, less than 1 MP on-map) in the State Unification event, in the form of daily off-map manpower. So far, Alaska, Arizona, Colorado, New Mexico and Utah have been changed that way. The left-over is not proportional, but rather the remains of the calculations which won't fit as a single manpower point on the map.
				- The Ghoul popullations of those states have been calculated as well. This will mean more starting off-map mp for some Ghoul nations, sometimes split between nearby ghoul or pro-ghoul nations. A few Ghoul or pro-Ghoul states will gain off-map manpower from unifying those states, if they have the pro_ghoul_nation local flag.
			- Alaska United: Will now give 0.0072 daily off-map mp.
				- Ghoul MP calculated, no idea what to do with it for now (because only nation here is Enclave)
			- Arizona United: Will now give 0.0054 left-over as daily off-map mp
				- Nations with the "pro_ghoul_nation" flag get 0.0029 daily mp as well, from local ghoul popullation.
			- Colorado United: Will now give 0.0034 left-over as daily off-map mp
				- Nations with the "pro_ghoul_nation" flag get 0.0021 daily mp as well, from local ghoul popullation.
			- New Mexico United: Will now give 0.0036 left-over as daily off-map mp
				- No ghoul MP here, all the ghoul mp here is given as free off-map mp for the Reservation at game-start.
			- Utah United: Will now give 0.0034 left-over as daily off-map mp
				- Nations with the "pro_ghoul_nation" flag get 0.0026 daily mp as well, from local ghoul popullation.
			- Panama United: Was giving a Coastal Fortress to province Balboa, causing an error upon saving and loading, because the Balboa province has no beach and therefore could not have a coastal fort. Now, it will be province Panamá which will get a lvl2 coastal fort. Balboa instead will get two levels of land_fort.

		- Warriors_of_Ice.txt: New event: "Blood Tribes Thirst for Blood". It will make the Warriors of Ice less isolationistic over time, making it more likely for them to attack.

		- X_Marks_The_Spot_Alpha.txt: 
			- Fixed a bug which was giving stat-less Power Armored units.
			- Fixed a bug in which a bracket was replaced by a parenthesis and made the Deadly Wastes event not give a dissent penalty.

/scenarios
	/2245

		
		- Manpower and Popullation Revamps: The mod's map had a massive dearth of manpower, even for post-apoc standards. Through the last versions, I have been calculating the popullations of certain areas of the Fallout universe. They were calculated mathematically, starting from the popullation circa 1945 (date of Divergence) and applied to the manpower model used in FODD. This is just the beginning.
			- Ghoul Manpower revamp: Newly-added Ghoul Manpower is not included in the map now, except for the ones which are already in-game in older scenario files. In the future, I might not include it at all and move closer towards a model in which Ghoul manpower is only off-map and/or gained by State Unification and/or owning certain ghoul colonies, further diminishing ghoulish manpower for Ghoul nations, but also only allowing ghoul-friendly nations to both enlist and recruit Ghouls. In the future, this would change the gameplay of Ghouls by keeping them more defensive and manpower-limited, as humans out-number them considerably and they don't breed (at least until they cure Ghoul Sterelity and Born Ghouls become a thing). 
			- Every state whose manpower was revamped has a calculated ghoul popullation, generally a few thousand. It was divided between nearby ghoul nations (if applicable) and the state unification event - in which its possible for certain nations to get a bonus income of off-map manpower IF they have the pro_ghoul_state flag. The exception is only if the state has a sole ghoul state, then said country will get the full manpower income - Reservation gets all the ghoul manpower from New Mexico and Gecko gets all the ghoul manpower from Oregon.

				- Broken_Hills.inc: 	
					free = { 
						manpower = 0.0055 # Ghouls of Arizona and Utah
						}

				- Kansas_Free_State.inc:
					free = { 
						manpower = 0.0021 # Ghouls of Colorado
						}

				- Necropolis.inc:
					free = { 
						ic = 18 
						energy = 30 
						metal = 4 
						rare_materials = 5 
						oil = 6 
						manpower = 0.0029 # Ghouls of Arizona
						}

				- Reservation.inc:

					free = {
						manpower = 0.0179 # Ghouls of New Mexico + Ghouls of Arizona	
						}

			- Alaska Manpower Revamp: Alaska has a popullation of 77.212 people, 10% of them = 7.721,2 people, or 7.72 Manpower. Remaining 0.72 will be given by Alaska United event. This does not include Manpower in starting Enclave provinces, they are assumed to be a mostly separate popullation (except Fairbanks and Kenai provinces). Every province now has +1 manpower. Affected provinces include:
				Enclave.inc:
					- 550 # Fairbanks
					- 6868 # Kenai
				Wasteland.inc:
					- 553 # Juneau
					- 6844 # Yakutat
					- 6849 # Craig
					- 6856 # Quinhagak
					- 6860 # Nome
			- Arizona Manpower Revamp: Arizona has a popullation of circa 295.466 people, 1164 ghouls, 10% = 29.546,6 or 29.54 MP. Minor change, Ghouls not included. Remaining 0.54 MP will be given by the Arizona United event.
				6145 # Yuma
				6149 # Saint Johns

			- Colorado Manpower Revamp: Colorado has a popullation of circa 493.458 humans and near-humans, 10% = 49.345,8 or 49.34 MP. Ghouls not included in calculation. Remaining 0.34 MP will be given by Colorado United Event. Victory points changed accordingly to account for changes.
				Robot_Nation.inc:
					708 # Grand Junction Camps
						manpower = 4 # was 1
					706 # Aspen Robotics Center
						manpower = 4 # was 1

				Wasteland.inc:
					707 # Denver
					manpower = 4 # csv fantasy (1) + Weld and Elbert county farmers, Hangdogs and tribals. Was 1
					709 # Colorado Springs
					manpower = 4 # local scavs
					712 # Pueblo
					manpower = 2 # Iron Lines tribe. Was 1
					6165 # Boulder
					manpower = 2 # Local tribes
					6166 # Sterling
					manpower = 2 # Hangdogs and allied tribes, Lincoln county agriculturalists. Was 1
					6167 # Burlington, CO
					manpower = 2 # Hangdogs and allied tribes
					6168 # La Junta
					manpower = 2 # 1 + 1. 1 Fantasy, on csv. 1 Sun Dogs tribe.
					6169 # Walsenburg
					manpower = 3 # Cipher nomads and other tribes
					6170 # Alamosa
					manpower = 2 # Twin Mothers tribe. Was 1.
					6171 # Leadville
					manpower = 5 # local tribes
					6172 # Gunnison
					manpower = 6 # Mesa Verde, home of Ciphers
					6173 # Montrose
					manpower = 7 # local tribes

			- New Mexico Manpower Revamp: Completely eliminated my old stab at calculation popullation (Very amateurish). Introduced my new calculation method, already used in Oregon in the previous version. New Mexico has a popullation of circa 263.669 humans and near-humans, 1039 ghouls, % 10 = 26.366,9 or 26.36 MP. Ghouls will be part of the Reservation as off-map MP, the remaining 0.36 MP will be gained from the Arizona United event. In practice, New Mexico will be significantly nerfed, manpower-wise, being a bit inferior to Arizona. There was also an equivalent change in Victory Points.

				- Reservation.inc:
					6182 # Los Alamos
					manpower = 2 # scenario (2). Was 5. Was 6. Was 2
					free = {
						manpower = 0.01582 # 1039 Ghouls of New Mexico + 558 Ghouls from Arizona	
						}

				- The_Vipers.inc:
					724 # Roswell
					manpower = 4 # Scenario (4)
					6177 # Las Cruces
					manpower = 1 # Scenario (1)

				- Wasteland.inc:
					725 # Santa Fe
					manpower = 2 # scenario (1) + Tewa people
					727 # Albuquerque
					manpower = 3 # Albuquerque Scavengers and Tiwa and Jicarilla Apache who fled Los Alamos area after the nukes
					6174 # Raton (keeping this one because of the Scaven-Pickers)
					manpower = 2 # 1 Scaven-Pickers and local Tiwa and Jemez Pueblo tribes 
					6175 # Clovis
					manpower = 1 # Clovis ruins and local tribes
					6176 # Lovington
					manpower = 1 # Tribals and Hobbs, NM ruins
					6178 # Hermanas
					manpower = 1 # Mexican refugges and native americans
					6179 # Deming
					manpower = 1 # Deming ruins and local tribals
					6180 # Socorro
					manpower = 2 # Navajo Nation, Zuni and Keres peoples
					6181 # Grants
					manpower = 1 # Now 1 (scenario). Was 9. Was 10. Was 11.
					6183 # Farmington
					manpower = 2 # Navajo Nation, Hopi and Zuni tribes and Mckinley and San Juan county survivors and minor tribals.
					6184 # Mora
					manpower = 1 # Local tribes
					6185 # Crocker
					manpower = 1 # local tribes and survivalists

				- Utah Manpower Revamp: Utah has a popullation of circa 167.373 humans and near-humans, 10% = 16.737,3 or 16.73 MP. Also 806,8822 ghouls, but not included in calculation. Remaining 0.80 MP will be given by Utah United Event. Victory points changed accordingly to account for changes.
					- Kurtz's_Camp.inc:
						6162 # Manti
						manpower = 3

					- New_Canaan.inc:
						6159 # Ogden
						manpower = 3

						733 # Salt Lake City
						manpower = 1 # Was 0.5, even through that shows up on the map

					- Wasteland.inc:
						2678 # Moab
						manpower = 1 # local tribes
						6157 # Dragon
						manpower = 2 # Dead Horse Point, Tar Walkers
						6158 # Provo
						manpower = 2
						6160 # Tooele
						manpower = 1 # Crazy Horns
						6161 # Nephi
						manpower = 1
						6163 # Panguitch
						manpower = 1 # local tribes
						6164 # Saint George
						manpower = 1 # Zion National Park, The Sorrows


Frequently Asked Questions:
FODD Frequently Asked Questions (FAQ):

1. Fallout? Wot's that?
A:
Someone was born under a rock or something. Fallout is a kick-ass classic Post-Apocalyptic Computer RPG series created by Interplay in the nineties. The original Fallout, released in 1997, and its sequel, Fallout 2, are some of the greatest classics of the genre. It pretty much defined Western RPGs - awesome non-linear turn-based games with great writting, setting, lore and humour.
The world of Fallout is a alternate timeline diverging after WWII, showing the future as seen by the 50s, where pulp-physics rules (giant radioactive bugs galore!), ray-guns, AIs, nuclear power and technological doorhickeys made of bulky valves and vacuum tubes are common, and 50s Americana and Cold War Paranoia never ended... then the world was set afire in nuclear war, and humanity is rebuilding from the ashes.

Probably the best description I ever heard for it was "Alt-History Mad Max Cowboys with Lasers". Fallout is about the shiny future of 50s pulps dying and giving place to a savage post-apocalyptic world infested with mutants, gangs and savage tribes, and how humanity (and other human-like mutant races) survives and thrives in this New Dark Age.

2. Hearts of Iron? Darkest Hour?
A:
Hearts of Iron is a series of Grand Strategy Games by Paradox Interactive, covering the period of World War II (and sometimes, the early Cold War). There are many games in this series (currently four). Darkest Hour is a stand-alone expansion built by fans with Paradox's help around the code of Hearts of Iron 2's Europa Engine, enhanced, improved and modernized, making it comparable even to the newest Grand Strategy Games. The HOI community is well-know for making great classic mods, like Fallout's Doomsday to Darkest Hour (hey, their words, not mine!), Kaiserreich, Modern Day Scenario, etc.

3. FODD? Fallout's Doomsday for Darkest Hour?
A.
[Intelligence] FODD is Falout's Doomsday for Darkest Hour. It is a Fallout mod for the game Darkest Hour. It is a classic project that exists from back in the days of Hearts of Iron 2 and the Doomsday expansion, it is now compatible with the Darkest Hour stand-alone fan-expansion. It was created by Doomtrader, and had many people help develop it. The project is over ten-years old and thanks to the Darkest Hour expansion, more modern and fresh than ever.

3. Why are Necropolis and Hub still around as nations?
A:
FODD is not exactly the Fallout timeline you know. Its the same world, but some things went a bit different. In this universe, Necropolis was never destroyed by the Master's Army (bad end), instead it survived and became a center of pre-war engineering and discovery (good end), and a more idependently-minded Hub resisted annexation by the NCR... for now. However,

4. What are some nations? I never saw them before!
A:
Those nations exist in parts of the map we never saw in Fallout games, or lack information at the time. These are original content that tries to stick as close to canon as possible.

5. FUSA? The States? What the hell is that? I never saw it in Fallout 3 and 4!
A
: See previous question. FUSA is a remnant of the American Government, created by survivors of the pre-war instructures and led by the Legislative branch of government and the military. Think of it as the USA's equivalent of the Eastern Roman Empire, big and strong, but hanging by a thread. Its original content from since the alpha, and one of the big players.

6. How do I start conquering land? Its all black but I can't move there!
A:
You can't... yet. Wasteland terrain is passable but not conquerable. To conquer said land, one must wait before it is occupied by marauders. Marauders spawn a few months in the game, giving the player a few months to build up, think, strategize and research before embarking to claim land.

7. What the hell is a Marauder?
A:
Bandits, raiders, dangerous monsters, feral ghouls, degenerates and general People Nobody Likes. The sort of douches you run in the average Fallout random encounter, then try to kill you and take your stuff. You have to kill them and take THEIR stuff before they kill you and take your stuff, or others will kill them and take their stuff for themselves. But let them take Wasteland before you kill them, as you can't take it. Sometimes huge bands of marauders stick together, turning into deadly armies capable of fighting the great powers of the wasteland, even.

8. Why Marauders kick my ass?
A:
Many factors. Terrain, Time of the Day (time your attacks right), sheer numbers, your military sucks, etc. Marauders need to be strong, at least early on, so they can take Wastelands territory and not get insta-killed by four bordering nations attacking them at once. Build armies, research technologies, get the best leaders you can leading your troops, get all the force-multipliers you can, etc.

9. What are those "The Savage Wasteland" events?
A:
These are events warning about the first marauder spawns.

10. Game suddenly stopped in 2 July of 2245!
A:
Don't worry. What's happening is the BIG marauder spawn. Marauders will spawn all over the map now. It will take some time, because spawing and keeping so many marauders around uses a lot of CPU power. Go drink some water, maybe fix something tasty to eat, it will be very slow for a while until July the 9th. We have tried, but so far we cannot get rid of this, its a game programming issue. It will get better as we add more nations. It is not as slow as it used to be, through, but those with old computers better keep it in mind.

11. After all those marauders spawned, my game slowed down.
A:
Same problem - too many marauders in too big a map going around, moving and fighting. Keep playing and wait a bit, they will get killed off in a few years, althrough some big hold-outs might remain for a while. Kill them and take their land and stuff. In a few years, the problem will be solved. Only solution for this is to fill the map with more nations. We're working on it, and it has gotten better, thanks to Arcangelus.

12. The map seems empty.
A: Yes. We used to have a far-smaller map, but recently we adopted the E3 map (thanks @mumia! Thanks @Keynes 2.0!). So we got a pretty much a HUGE increase in space. We need to make more nations, and we have many we're making. If you want to help, PM me, we're always glad for help!

13. I feel some nations lacking. Like, where's the Brotherhood in Washington D.C?
A:
FODD is a creation from the early 2000s, way before we even knew much about Project Van Buren, much less Fallout 3. So, many things from the newer games are yet missing and we had our fan content since back when. We are adding nations as we can, in the correct places and correct time. Some of those don't exist yet, at least not in the 2245 scenario. In the future, we plan to fit both the canon and old fanon content perfectly in a way that leaves both in the game and able to interact, while respecting canon

14. What are Player traits?
A: In case you don't wanna get THE SURPRISE and joy of discovery, here are they:
Player Trait Effects
Ambitious
Transporty Capacity modifier +20%. Transport Capacity for occupied provinces modifier +10%. Belligerence +10 (causes events increasing belligerence).
Cautious Organization and Toughness for land units: +4. Defence modifier for land units: +8. -1 speed for land units. +2% to chance for combat events Tactical Withdrawal and Delay.
Wise Organization: -3. Morale: -3. Research modifier +5.
Warlike All units: 10% construction bonus. Organization and Morale for all units: +1. Research modifier -10.
Secretive Better intelligence information for us. Worse intelligence information for enemy. Siddent +2 (through recurring events).
Alluring Bonus for relation with 5 random countries: +50. Supplies: -5.


LEGACY VERSIONS:

FODD 2.4:
Download Link:
https://www.mediafire.com/file/smsob0oyxyed6k9/FODD.rar/file
CHECKSUM: IHVL

FOR DARKEST HOUR 1.03 (contains an older E3 map, aparently version 0.9):
FODD 2.1 Upload 6
Alternate Link

Cumulative FIX-10


Installation Instructions:
1) Certify your game copy has the latest 1.03 patch (not 1.02 or 1.04 RC1). One recommendation is to have multiple copies of the game, or to revert a 1.04 copy to 1.03 through steam, then take it out of the steam folder and download it again, then update to 1.03 patch.

2) Put the FODD folder on your modfolder. Make sure it does not contain stuff from the FIX-11, or strange things might happen.

3) Extract the contents of the FIX-10 on your FODD folder, overwrite everything you are asked to. All the FIXES are cumulative, so there's no need to seek out older FIXES.

Code:
###########################
# Changelog FIX-10 (01/03/2015)
###########################

Changelog for Fix-10

Includes all previous Fixes as always.

db/units: Rebalances all divisions and brigades of the game. Emphasis on air bombardment vs land units, air vs ground combat and regular/scout/merc/heavy vehicle vs irregular/scum merc/light vehicle units. Sea units and naval combat were also rebalanced all across. Further feedback necessary.

db/province.csv: Change to province resources, in order to curb the rampant amount of resources since the last E3 map upgrade.

scenario/2245: Numerous changes and additions of provinces with resources.

Both province and scenario files radically re-alter resource balance to bring it more in line with the older, correct versions from before the E3 map update. Almost all nations affected (and mostly nerfed) but key ones include: NCR, Caesar's Legion, New Church, Robot Nation, FUSA, Junkers, RCC, WBOS, EBOS, Mutant Army, amongst others.


FOR DARKEST HOUR 1.02 (No E3 map):

Last version for Darkest Hour 1.02: 2.0.11 Note that patches are cumulative and contain all previous patch contents.
Release Date: 07/07/2011
Patch Date: 29/12/2013
Compatibility: Darkest Hour 1.02
Supported Game Mode: Single player and Multiplayer

Darkest Hour Patch 1.02
http://www.gamefront.com/files/23489812/Darkest_Hour_Patch_1.02.exe

2.0.11 Download Location
This ModDB site holds the current 2.0.11 patch plus the main FODD 2.0 installer, as well as the mod movie and music files.
http://www.moddb.com/mods/fallouts-doomsday-for-darkest-hour

FODD 2.0.11 Hot Fixes
Overwrite existing files, of course.

Hot fix A
https://www.4shared.com/office/2rUY_04pba/Redding.html
Put this in your mod events folder.

Hot Fix B
http://www.4shared.com/file/uuaMe4Aaba/Remove_1936.html
Put in this in your FODD mod folder. This is an update for the Remove_1936 batch file so it works properly. This isn't crucial but it's frees up a little disk space and I had fun making this batch file so it's there to use if you want.

More downloads
Improved music pack: http://www.gamefront.com/files/21027150/FODD_Music_A.rar

Installation Instructions for 2.0.11
1. The version of Darkest Hour you need is 1.02.
2. Reinstall Darkest Hour fresh if you've already used the 1.03 beta patch.
3. Then apply the 1.02 patch.
3. Download the FODD 2.0 installer file. Run it, and browse to or type in the folder location where you installed Darkest Hour.
4. The installer will install the required files into a subfolder in that location.
5. All Darkest Hours mods are stored in their own individually named folders inside the \mods subfolder. Once you install the mod, you'll see a FODD folder inside there.
6. Download the latest FODD patch. This is a rar archive file so you'll need a program like winrar to open it. Extract the files over the top of the FODD folder.
7. When you start Darkest Hour, you get a game launch screen. It has some settings, and in the bottom right is a drop down box where you can choose to play with installed mods.

NOTE: If you don't see the FODD subfolder inside the Mods folder, the installer program has accidentally put the folder somewhere else. You can find that and manually cut and paste the FODD folder and all its contents to the correct place.

NOTE: You could copy the entire Darkest Hour game folder somewhere else. Then have one copy for the mod, patched with 1.02, and have one copy to run Darkest Hour with the latest 1.04 patch. You will need to make an additional desktop shortcut that points to the Darkest Hour.exe file to launch the additional installation. You'll have to research on the internet how to do that yourself, this aint a Windows training service. :)

NOTE: The installation location for STEAM based games is different to non STEAM based games. I believe the above will still work. If you run Windows Vista or even Windows 7, you need to be mindful that you need permissions to the folders where you install the game.

*** Run the Remove_1936.bat file inside the mod folder. This deletes the heretical 1936 obsolete scenario. ***

Extract the latest patch archive file into the \mods\FODD folder, overwriting existing files. You have to install the hotfixes as noted above.

Regards, and take care!
The Fallout Doomsday's for Darkest Hour Team
 
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Alright, and for the first bug of the thread, I've been having issues with provinces flipping back to the wastelands after my troops have taken them.
 
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You complete me

No homo, man, no homo!
The Team accepts tribute in gold, cattle, nubile females and chocolates, I'm told.

Alright, and for the first bug of the thread, I've been having issues with provinces flipping back to the wastelands after my troops have taken them.

Do you attack the marauders right after they pop out? Because the AI often does this, which is why sometimes you can see a province quickly go from marauder control back to wasteland control - probably because of Anti-Partisan action.

Besides, any wasteland provinces will eventually be turned into marauder land, starting from 2246 to 2249. This pretty much fixed those horrible wastelands in the middle of the map and such.
 
No, I typically wait a few months in game to let the marauders occupy more territory, then move onto the unoccupied provinces. The territory takes some time to flip back to wastelands but it inevitably does, usually while my forces are still on them.
 
No, I typically wait a few months in game to let the marauders occupy more territory, then move onto the unoccupied provinces. The territory takes some time to flip back to wastelands but it inevitably does, usually while my forces are still on them.

Really odd.

I will take a look.
 
Would it be possible to have a list of Frequently asked questions? Either on the original post or somewhere on this first page of comments?

I can't think of anything at the moment, but I'm sure I will :p
 
I think I have found the problem:

Code:
# Enable return of occupied provinces, owned by non-enemy countries. If the province is owned by neutral country, it will be returned only when not in a war zone. 0 - Disabled, 1 - Check every day, 2 - Check every other day and so on.
    6 #0

Testing in a sec
Setting was 6, so it took some time but it happened.

Would it be possible to have a list of Frequently asked questions? Either on the original post or somewhere on this first page of comments?

I can't think of anything at the moment, but I'm sure I will :p

That's a pretty good idea.
 
Alright, here's how to fix the "Marauder provinces returned to Wasteland" bug:

1) For those who already downloaded FIX-11: Download the attached misc.zip. Extract the misc.txt inside it on your FODD/db file, overwrite the previous misc.txt.

2) If you have not downloaded FIX-11, you can now download it without worry - I have just made a new upload, hotfix included.

3) Find the FODD/db folder, open your misc.txt, and find line 252:

From:

Code:
# Enable return of occupied provinces, owned by non-enemy countries. If the province is owned by neutral country, it will be returned only when not in a war zone. 0 - Disabled, 1 - Check every day, 2 - Check every other day and so on.
6 #0

Change to:

Code:
# Enable return of occupied provinces, owned by non-enemy countries. If the province is owned by neutral country, it will be returned only when not in a war zone. 0 - Disabled, 1 - Check every day, 2 - Check every other day and so on.
0 #0

This will resolve the problem. AFAIK, you need to restart your game. New checksum is TPSZ. A pity really, I began a nice Manitou tribes game to test this problem.

Sorry for the inconvenience folks, this one got me by surprise. Last thing I waited for was such an odd bug, easily solvable however. I would've fixed it yesterday, but slept early.

On better news, an alternate link to the hotfixed FIX-11 has been uploaded, for those of you who can't use Mega.
 

Attachments

  • misc.zip
    17,1 KB · Views: 97
Sword, I think you forgot to erase some of your backups. There is an extra scenario forder in the db folder.

Its not him, its me.

Dunno why there's a scenario folder there, probably some copy-pasta bungle.
 
Its not him, its me.

Dunno why there's a scenario folder there, probably some copy-pasta bungle.
Lol. I wrote that in automatic. I need to be more careful.
On a side note, the link for both "Hot-fix" are invalid. And you could put the 1.02 legacy version on a spoiler tag, to avoid misunderstandings.
 
just wanted to say a big THANK YOU BOTH to Slaughter and Arcangelus for finding the time to put up their new thread for Fallout!!!

Also thanks for giving us a new patch for the DH 1.04 RC1 version :p

YOU guys are great!! ALso glad you incorporated the 1.0 version of the E3 map. It was fun working on it.
 
Started a game today with Manitou Tribes, played two years before coming to Uni.
Expanded nicely, Manitou Tribes are pretty good. Their main limiter is the low energy (and nobody wanted to trade with me), through, so it takes a while until you can just chug out two Irregular divisions at the same time. Also, they suck at making money, so research and diplomacy suffer. The key is to know how to game marauder expansion and get good borders with plentiful resources while cutting the marauders down. I don't remember Manitou actually being that awesome - powerful Irregulars with Traditional Customs, plenty of manpower. I keep chugging out Irregulars but so far I only almost ran out of manpower once - I am currently getting 0.18 manpower, which is like 15 manpower per month!

FUSA got rekt again - started well but once Junkers got in on the war, it was pretty much over. Took around a year or so until they were annexed because they held out in Norfolk, through. I need to booster the FUSA someway, they keep getting killed since the E3 map conversion. I think one or two well-placed locked garrisons might do it while not making the war easier for the human player.

I think there are too many marauders in Florida, Spiders could't even expand so far (and I barely could there), there are like 40-50 marauder units in Florida for some reason. I need to tone it down.
East Coast has been a mess since game start. At the end of the war against FUSA, Zombie Apocalypse spawned and one or two months later, attacked Junkers and RCC - RCC tried to go straight for the heart but lost, Junkers are losing their border with me due to zombie encirclement, Dark Cathedral and RCC are at war since FUSA was annexed. If Junkers lose, RCC is probably toast because of the zombies.

I don't like how expansion is going in the mid-west, I need to add a few more scattered marauders here and there. Too many ugly borders.

Also, Chief Jennifer No-Bull is hilarious to me, for some reason.



Lol. I wrote that in automatic. I need to be more careful.
On a side note, the link for both "Hot-fix" are invalid. And you could put the 1.02 legacy version on a spoiler tag, to avoid misunderstandings.

Yeah I just saw that. I think the Moddb site has it, and its way better to download than Gagfront and its bizarre brazilian-hating policies.
Once I get home I will get some mirrors, and post a legacy 1.03 version as well. I can spoiler it, through.


just wanted to say a big THANK YOU BOTH to Slaughter and Arcangelus for finding the time to put up their new thread for Fallout!!!

Also thanks for giving us a new patch for the DH 1.04 RC1 version :p

YOU guys are great!! ALso glad you incorporated the 1.0 version of the E3 map. It was fun working on it.

Thanks! Play on, and give us any feedback you can!
 
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i can't remember which fix it was but i kinda remember that you said you were gonna nerf the dark cath a bit so that FUSA might have a 20% chance of surviving the dark cath coup.

I think that would be good.

i've been playing almost exclusively as west BOS and west bos is good enough with just modest help.... F12 and keeping the energy, rare, metals up to where one can get extra troops in the early years. once west bos can take NCR and get into the Glow. Then they are pretty much "good-to-go". the enclave up in alaska is still a bit slow on expanding. Seeing as they also are a remnant of the USA. I would think they would have an easier time of taking more maurauder lands than New Arroyo or the other tribes in the northern USA.

Robots seem a little weak also, but i haven't played as them yet.

Yes i like that manitou tribes now can hold their own.

I wouldn't nerf the spiders too much. I've seen most of my west bos games where the spiders broke out and absorbed both the manitou and junkers kinda handily.

RCC does have it's hands full with Dark Cath. but if dark is toned down a bit then the eastern side of the game will be more fun to watch.

Also maybe beefing up the far northern tribes a little bit more, if that's allowable.

The tribes in southern mexico seem to be pretty even against each other. Ceasars's legion just gets free marauder lands mostly.
 
mikey1871 said:
i can't remember which fix it was but i kinda remember that you said you were gonna nerf the dark cath a bit so that FUSA might have a 20% chance of surviving the dark cath coup.

Not nerf DC, boost FUSA a bit in a way that benefits the AI but not the player (much).
From what I keep seeing, FUSA vs DC is a damn good fight, but FUSA vs DC and Junkers = FUSA loses to a onslaught of Junker irregulars in two, three months, tops.
It used to be more or less 60-40% pre-E3 map, but the map was increased and their number of units stayed the same, so they got a bigger frontline to defend, with the same units.
When I played FUSA with the previous fix, I had to put some units in defensive positions on the Junkers' path, and even then I was almost overrun until I annexed DC. I'm not a pro-player, but the Civil War can be hard.

i've been playing almost exclusively as west BOS and west bos is good enough with just modest help.... F12 and keeping the energy, rare, metals up to where one can get extra troops in the early years. once west bos can take NCR and get into the Glow. Then they are pretty much "good-to-go". the enclave up in alaska is still a bit slow on expanding. Seeing as they also are a remnant of the USA. I would think they would have an easier time of taking more maurauder lands than New Arroyo or the other tribes in the northern USA.

Cheating? Lol, dishonorable.
I once had a WBOS game where I pretty much went isolationist, except I puppeted the Shi for resources, then stayed put researching like hell with the WBOS' bonus + Wise trait. Then the Dictatorship of Man pretty much conquered the world, leaving me almost alone in the Jihad.

Robots seem a little weak also, but i haven't played as them yet.

Robots are a little weak early on, because they lack rares and can't use their full IC.
Once they get plenty of resources, enough IC and research, through, they're scary. You can't even grind them through attrition, they really don't care about manpower.

Yes i like that manitou tribes now can hold their own.

I think they were weaker a few years back, getting annexed by Texas all the time.


I wouldn't nerf the spiders too much. I've seen most of my west bos games where the spiders broke out and absorbed both the manitou and junkers kinda handily.

I'm not gonna nerf Spiders, I'm going to nerf the marauders near the Spiders - I think like 30-40 marauder units spawn near them, that's a bit ridiculous.


RCC does have it's hands full with Dark Cath. but if dark is toned down a bit then the eastern side of the game will be more fun to watch.

I'm betting my money on RCC, but that will depend on what the zombies will do, if they will split and attack both RCC and Junkers, or just press into Junkers.

Also maybe beefing up the far northern tribes a little bit more, if that's allowable.


The tribes in southern mexico seem to be pretty even against each other. Ceasars's legion just gets free marauder lands mostly.

Warriors of Ice look really weak, but its actually the fact all their usual neighbors (Polar Station Zeta, Mutants, RCC, EBOS, Huns) are quite strong, so the AI is cagey and usually only goes on a rampage at the End War. If you can spy them, take a look at their unit numbers. They're pretty much the Spiders of the North, they just hang out in a tougher 'hood. Its similar for Darien.

Tribes in southern Mexico? Don't you mean the american southwest?
If yes, yeah the balance is quite good there. We plan on adding more tribes there in the future, and I plan to have a more expansionist Caesar's Legion going on the warpath before it attempts to conquer NCR, Texas or both.
 
Hey am I the only one having problems with the Fix 11 download on Mega? I have tried more than 6 times and all I end up with is a Fix11 at zero bytes and a Fix11-1 at 4.5 mb and Mega stuck at 99 per cent. The dl for the whole mod 2.1 went fine event though it still says 2.0 and the checksum is mulk I think. Being back in China I cannot use Media. I have not read anyone else here with probs. Is the file really supposed to be 77mb? Maybe another mirror would help but, I am not sure what other dl sites work here.Any feedback would really be appreciated. I have been waiting a long... time for this to be one dl. Wait can't you just make a complete already patched download like the first one?
delanonne
 
I like the mod, but there is a huge amount of end of day lag (like 30 seconds per day) after the marauder events begin...

Edit: never mind it's gone. But with Caesar's Legion the event picture is from 300. A minor complaint I know.

Also is there any way to stop slave revolts? They are becoming a real nuisance.
 
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I think I found a bug, I was playing as the FUSA and it would not let me or anyone else take land from the marauders. New Arroyo, can for some reason. And now the Enclave has it, bye bye Arroyo... Oh, and Poler station Zeta was annexed by the Ice Wasteland in less than 1 min. No joke.
 
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