First Post
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
Even as they come and go
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.
And there always will be
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:
Frequently Asked Questions:
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):
FOR DARKEST HOUR 1.02 (No E3 map):
Regards, and take care!
The Fallout Doomsday's for Darkest Hour Team
A mod for Darkest Hour
============================================
The spirit of the ancient heroes lives in their deeds, their inspiration, the rousing of our spirits

Even as they come and go

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.

And there always will be

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:
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.
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.
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.
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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