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

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I read people complaining about Spiders and thought to give it a try. Needless to say they are in fact just a little bit OP...

Just a hassle to deal with constant human revolts, but that's about it. As a player you can prepare to take over wasteland before the AI does and then it just snowballs like crazy from there, especially if you are aggressive in the beginning and immediately declare war on your neighbors.

To make them more balanced, I suggest:

1) To not allow them to have the decisions for tech research,o r use the decisions to use extra reserves of energy, etc., to trade for units or also lower dissent, as this allows them to lower dissent easily (since they can barely research anything, and can't build anything, it's basically a straight "pay to reduce dissent" button).

2) Increase the manpower cost to the spider units themselves.

3) Increase the supply usage of spiders, as it's so low that you basically never need to even consider it.

4) Don't allow them to build ships at all. Maybe this is too harsh since it makes WC impossible otherwise, but you can still use the Sneak Move command on TP's to transfer units to any province, even enemy ones, that have no units in it. Not sure if this is a bug or oversight as they for sure have Amphibious Assault disabled, but you can still Sneak Move into empty provinces. So you can surprise the AI with stacks of spiders in the rear out of nowhere.

5) Don't allow spiders to build HQ's, as you can still research some techs that give you HQ buffs and make the spiders even more OP.

Definitely recommend everyone to try them, though, as it's pretty easy, mindless fun. Just focus on building one unit, don't need to research anything or deal with any infrastructure or buildings.


Spiders.png
 
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Hey folks, sorry for disappearing again. Busy with work, but still digging into the mod. Even the Discord was full of things to answer.

The bombs dropped in 2077 but if you can give us 1960's black power afros with raised fists the aesthetic would be great.
The aesthetic is totally cool, so don't mind if I do steal it a bit
The more weird factions the better.
Based and Cultural Divergence Pilled
I've been working on the All in One mod to make post WW2 NWO events smoother. I've been coding since EU3 hahaha.
Awesome!
Btw I actually never got to play All in One. Is it good? What's the idea for it?
Former USA and Caesar's legion need some guidance via event.
Very much agreed. I've been wanting to do some event work hard, but at the moment I need to address bugs, lack of nations and mechanics.
For example, I want to release 5.2.1 with a first pass of Oregon's resources, maybe Alaska if I get the time.
Challenge and incentive to unite and supply your troops. Or cut off their troops. For fun and it matches real life ethnicity.
Damn that's evil but clever.
Any study you want assistance with I got ya. The USA and Caribbean history are my strong points these days.
Awesome, bro! I'm remembering it and asking you up!

Got any knowledge, resource/minerals wise? Industrial sites can be good too. Don't worry about hydroelectric plants, I got a killer source.
The hugely dense targets might rather be missile silos, as subsequent maps show them as military targets. That (with at least one warhead for each silo!), and/or some "saturating fire" against command centers in order to "blind" them. In any case, that's impressive.
Oh, that's a good point!
Nuclear Strategy and general "Where the missiles hit" is interesting to me, especially since the series started doing funny things with it - like New Vegas not eating a direct nuke, The Glow area getting nuked to insane degrees, etc.
I've been looking over tribal lands and populations, now I can really see what you were doing with manpower.
Oh yeah, that's the idea!
One cool thing about native tribes is that most live in the wilderness and low-habitation areas, far from nuke targets. Perfect fodder for on-map manpower and factions both.
You could have the Cherokee leading a confederacy of the Choctaw, Osage, Creek, Chicksaw, etc in Eastern Oklahoma. Two major rivers nearby Muskogee would make a nice new capital with Tulsa and Oklahoma City nuked. I'd rebrand and remake the Manitou tribes here. One event I would make would be writing the wrong of the trail of tears by reclaiming the ancestral land of these tribes in Tennessee, Alabama, Georgia, Carolinas, etc. Of course that brings them into conflict with the Confederacy and its Civil War.
Muskogee, right, makes sense they would take a new capital instead of a nuked city.

I have some old plans regarding both the Southern and Northern Cherokee. I have to look up my docs but top of my head, the Northern Cherokee in my conception were more of a traditional tribe in the plains, while the Southern were more of a "Civilized" tribe, urban dwellers, cassinos, tech and whatnot. I really have to look at Oklahoma and how much (little) space I have and think.

Good idea on righting the wrongs of the Trail of Tears. Get some good ol' Post-Apoc Imperialism and core-hunting.

If I move Manitou I'm probably moving them to Louisiana, their OG lore even had them called "Louisiana". Makes them closer to New Church too. A tribal amerindianesque faction like them makes more sense a bit further to the West.
The Navajo Nation is the dominant tribe in the Arizona-New Mexico-Utah border area. Santa Fe would make an excellent capital, but so could Las Cruces or Roswell. Albuquerque is definitely a nuke priority. You have Reservation coded to do some fun things in northern New Mexico, so moving the Vipers would be easiest. With two Native nations you can have an event chain that leads to an alliance, war, indifference, or the Confederation submitting to the Navajo and becoming their puppet.
Oh yes, the Navajo Tribe is definitively very interesting and an element I have been wanting to add! Definitively one of the most interesting tribes!

Just a tought for the 2077 population.
A saw a lot of estimates, which are mostly sci-fi. Why? Because they are almost never considering the poverty rate, or wealth of a nation, strength of an economy etc.
They are making estimates purely on the statistics, which are dubious at best in this case.
A few things to consider:
- A regime less democratic would push for a larger number of subjects and the fertility rate would grow. It was always the case.
- A nation that has a larger wealth would have a lower fertility, since accumulated wealth always means less children.
- The only exception for the above rule is the religion, but it hardly ever plays a role.
- Migration. It would not only give a manpower boost, but also a higher fertility, since the "newcomers" would't have too much wealth and privileges.
- Space. That is also important. If you have larger territory, than the population can grow freely, but if it is in need of that, than you will have problems. Fertility could still be high, but the population growth could slow down.

So it would be hard to check the usa in 2077.
The estimates for the USA population for 2075 are 495 million. Currently they have 329,5. I think 495 is way more optimistic than reality. 450 is more realistic, but even that could be too high.
The info I got is that US popullation is 400 million or over 400.
Your reasons make sense and are pretty logical.
I would disagree on the migration thing a bit. I may be wrong, but I think the Fallout US would be less hispanic than OTL's. The 50s was the time of Operation Wetback, I can't fanthom the Fallout US tolerating the level of ilegal immigration which happened in OTL. Latin American migration might be more in-line with cuban migration OTL as political exiles and more deliberate, controlled migration.

The harder part, I think, is determining the popullation of the states. So much immigration and migration happened in our timeline, plus popullation growth curves would likely flatten.

Are you guys talking about a mod in 2077? I'd imagine that's a bit early. What's the lore of the Brotherhood of Steel? Didn't they not leave their underground bunkers for decades?
Oh no, althrough someone else got started on the concept.
Brotherhood of Steel was actually operative in the aftermath of the war, through AFAIK it took a while for them to go from a mere group of former military to forming itself into the Brotherhood, with its own hierarchy and ranks. Which Maxson did to estabilish the organization as separate, and prevent some politician or general from getting out of the bunker/vault and then giving orders.

I actually want to know this data in order to calculate post-war popullations, and from there, how much manpower is actually on the map.
To be honest I wouldnt really add too many new factions, there's already a lot and the part that really creates a dynamic game is the Weasteland conquering and how it is different in every game.
Disagreed. Parts of the map are straight out deserted, and lots of canon factions are not on-map yet.
Modding factions to flip their foundations to qualitative improvements would be neat. I've never tried New Church, the Texans, yet they seem most likely to go monarchist, if only they had more knights and not priests. BoS guys definitely are on that path. Knight Orders are cool.

I came up with the name on the fly, but supposedly there is a group in San Jacinto called the Knights of the Yellow Rose of Texas.
It would indeed, I am already making documents with overhaul plans for when I get finished with some of the things I want to do.

Knights of the Yellow Rose of Texas? I will take a look.
Also what's the difference between the two scenarios?
Return of the Chosen One is legacy, Boston has new nations and generally more additions.
I'm new to this mod, but I have troubles with Navarro as Enclave, if I try to annex the base, I just can't ressuply it by convoys at all?
Have you tried building more convoys?
Also I recommend not annexing Navarro until you have a land connection. The game seems to have issues keeping a non-contiguous Navarro properly supplied, for some reason I cannot fanthom.
Can you make Gore Bay similar to the Navarro base for the Enclave given it's literally impossible to do anything with that location as is?
The idea is for Gore Bay to be the so-called "Chicago Enclave Base" that's mentioned in Fallout New Vegas. Essentially its own Enclave faction. Even got a basic design done.
Play with the last version as robot nation , really fun game. Two issues I see however:
- attachments give too much vulnerability, 2-3 would be more coherent for most of the period
- Spider nation is a bit insane, spamming units like crazy and being an unstoppable. But compare to robots which get crap doctrines (and some of those need to be looked at, on of the latest giving +30 ground attack) Spiders get doctrines as well, so they end up with a 500 division army with up to date GDE
- Attachments give vulnerability due to the logic of DH new combat system. Manpower = Vulnerability, because it means more people filling more space and therefore being people to hit in combat.
- Yes, the Spiders are insane but I have already adiressed it on my end. Lots of talk both here and on the Discord about the Spider issue. The solution so far has been to up their supply consumption.
Attachments used to make units less vulnerable, I kinda wonder if the numbers were supposed to be reversed when the combat system got revamped?
No, they weren't. The combat system was absolutely screwed back then, I fixed it to follow the logic of Darkest Hour.
Attachments now give more vulnerability if they increase the numbers in the unit.
I might give the attachments another pass with some bonuses in case the vulnerabilities nerf them.
Well, I'll say this about the new spiders: They certainly shake up the endgame. Forget the Jihad or the Enclave, I have to stop the Spider Apocolypse.
LMAO
Spider Apocalypse definitively being tonned down in the next patch
EDIT: Also, of course, Spiders take 1/4 the IC and 1/8 the manpower of an irregular division as well. The spiders simply have too much engine to be hampered by their weaker units. I have to assume this wasn't a big problem due to the Spider's weak start and aggressiveness, causing them to get dogpiled early. Now they have the muscle to get the ball rolling at gamestart and only declare one war at a time.
Plus they got a few neat modifiers now that Spiders are their own unit and Spiders now have improved vulnerability stats, making them even harder to kill.
Hello, how are you supposed to be able to take over Hawaii? Even with the most advanced Transports, it's still out of range for naval invasion.
Yeah the Naval Range thing has been frustating me as well, I will increase naval ranges for sure in the next version.
Buggies could probably be a bit slower initially, 24 speed seems a bit high compare to the standard 3
Well, I did the same way vanilla did. Multiplied the old maxspeed value of vehicle units. Vanilla motorized starts at 26 and reaches 28, I went with smaller values because FODD infantry is slower.
Irregular gets two much air attack, and in general they don't seem much worth it compare to mercs. Regarding mercs, to compensate for their better manpower efficiency they need to be more costly. Irregulars in particular seem to be overshadow by regulars and mercs
Yeah the airattack is bugged.
Mercs' main cost is in their supply cost. They're more costly Regulars. I intend to separate Merc and Merc Scum units in the future, making Merc Scum come out on their own as a type of unit.

Do you use Mercs often?

Irregulars are pretty good, the key is how to use. Irregulars are for quickly deploying armies capable of fighting in bad terrain. They lack the firepower of Regulars but they can beat them in bad terrain, especially combined with the right doctrines.
Well I don't consider fuel to a limit in the mod, do you find the opposite? Supply is true is something I may count less, but overall from experience I don't think irregulars specially with Scum mercs have much of a role to play (compare to standard DH militia spam for example).
Fuel should be a limit, I intend on making more scarce and making fuel from energy harder.

Irregular spam is totally a thing, try it. Some nations are very good with them - New Arroyo, Darien Tribes, Ice Warriors, White-Legs, Shi Empire, Manitou, anyone tribal.

Yeah Scum Mercs right now are lame, they're just cheaper weaker mercs. I will separate the two types of merc units in the future.
Also can the Ai be made to spam less garrisons? If I'm not mistaken Robot nation only builds garrisons, and as it can be seen from CommisarChance screenshot some Ai nations overbuild a lot of garrisons.
Yeah that's an issue. I am already tracking which AIs are doing this and I think I got an exaustive list, more or less.
Going full Fundie as Broken Hills gives you a Robotic Super-Mutant.
LOL! Something I got to fix!
I read people complaining about Spiders and thought to give it a try. Needless to say they are in fact just a little bit OP...
Oh yeah they are, but we already hashed out a solution - its the supply.
 
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Glad to see everything is still ticking nicely. I hope to have a nice playthrough or two to see how things have changed!
Also I joined the discord, I think you could probably put a link to it on the front page of this forum thread?
 
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FODD 2.5.1 Released
Happy Christmas! Sorry for the delay, your gift took an extra while to make ready!
Not gonna lie, this version was mostly @Arcangelus' baby. I mostly put it together, fixed some mistakes in his files, added some new things I wanted to, did some revamps I have been wanting to do for a long while, etc! All in all, this is a pretty low-key important patch, I would say!
Enjoy, everyone! May Jesus bless and care for you all in this glorious end of the year!
Time to conquer the Wasteland! Send feedback!

Checksum: RWWY
FODD 2.5.1 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.

FODD Discord Link

Code:
FODD 2.5.1 Changelog 19-09-2022


/ai

    - ALB_2245.ai:
        - Less white space on file
        - No more trade and tech embargoes against { 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 } which are mostly unused tags or Wasteland
        - Caesar's Legion will not build radar on Tucson/Two Sun (#730)
        - Will now build air base on Chihuahua (#2698)
        - Will now build IC on Gila Bend province (#6146)
        - Will no longer research the following techs, as they already start with them: Wasteland Human Soldiers, Wasteland Human Warriors, Early Irregulars, Slavery, Slave Labour, Slave Markets, Organized Barter Economy, Bottlecap Money, Taxation Systems and Close Combat Weapons.
        - Will ignore province El Centro (#6121) AKA The Glow
        - Fixed typos which made the AI file literally unplayable

    - ALB_2247.ai:
        - Less white space on file
        - Includes all changes in the previous ai files
        - Will start building AA on Gila Bend province (6146)
        - Note: Arcangelus forgot to add the embargo change here.

    - ALB_2249.ai:
        - Less white space on file    
        - Includes all changes in the previous ai files
        - Fixed a typo which may have been blocking the AI from researching naval technologies
    
    - ALB_2251.ai:    
        - Less white space on file
        - Includes all changes in the previous ai files
        - Will now build air base on Los Alamos (6128)

    - ALB_2253.ai:
        - Includes all changes in the previous ai files
        - No longer befriends Mexican Raiders after this date
        - Will fortify borders with the NCR and Spiders
        - Will no longer send expeditionary forces

    - ALB_2255.ai:
        - Will no longer Protect Mexican Raiders

    - ALG/Darien Tribes: Fixed the "too many garrisons issue". Darien Tribes will slowly build less garrisons and start building more HQs and Transports. Why the later? Just a little vice check to those who don't care about the naval game.

        - ALG_2245.ai
            paratrooper         = 25
            marine                 = 55
            garrison            = 20

        - ALG_2247.ai
            paratrooper         = 25
            marine                 = 55
            garrison            = 15
            hq                     = 5

        - ALG_2249.ai
            paratrooper         = 25
            marine                 = 55
            garrison            = 10
            hq                     = 5
            transports             = 5

        - ALG_2251.ai
            paratrooper         = 25
            marine                 = 55
            garrison            = 10
            hq                     = 5
            transports             = 5

        - ALG_2253.ai
            paratrooper         = 25
            marine                 = 55
            garrison            = 10
            hq                     = 5
            transports             = 5

        - ALG_2255.ai
            paratrooper         = 25
            marine                 = 60
            garrison            = 5
            hq                     = 5
            transports             = 5

    ANG/Junkers: Solved the too many garrisons issue. The Junkers will build less garrisons and more ships with time. The Junkers will now actually have some naval presence, now that the Great Lakes are navigable and connected to the Atlantic (Thanks to Arcangelus). They will also research naval technologies now. While it won't be their main focus, the objective here is for the Junkers to have a small naval presence, one which will be relevant in the mid and end-games. This also accounts for the possibility of the Junkers getting all of Pennsylvania from the Civil War.

        - ANG_2245.ai
            garrison            = 15
        - ANG_2247.ai
            garrison            = 15
        - ANG_2249.ai
            garrison            = 10
            destroyer             = 5
                Was:
                garrison            = 15
            naval_base = yes
            max_naval_base = 2
            naval_base_provs = { 
                608  # Philadelphia
                2686 # Eire
            }
            new tech preferences:
                8010 # Early Motorboats
                8020 # Basic Motorboats
                8030 # Improved Motorboats
                8040 # Scrap Corvettes
                8050 # Fast Attack Craft
                8060 # Scrap Frigates
                8070 # Scrap Trawlers
                8080 # Scrap Freighters
                8160 # Sailing
                8170 # Organized Navy
                8180 # Random Vessels Adaptation
                8230 # Early Task Forces
                8240 # Large Units Organization
                8250 # Quantity
            No longer ignores the following technologies:
                6280 # Military Sea Transport
                6330 # Sea Dogs
            naval_doctrines = 1 (was 0)
            Invasions and Naval:
                base = { 
                    608  # Philadelphia
                    2686 # Eire
                }
                target = { 
                    3006 # Lake Superior
                    3007 # Lake Michigan
                    4247 # Ocean south of Long Island
                    4248 # Massachusetz Bay
                    4250 # Fleuve Saint-Laurent
                    6575 # Capital Sea
                    6576 # Long Island Sound
                }
                core = { 
                    3008 # Lake Huron
                    3009 # Lake Eire
                    3010 # Lake Ontario
                }
        - ANG_2251.ai
            garrison            = 10
            destroyer             = 5
                Was:
                garrison            = 15
            naval_base = yes
            max_naval_base = 4
            naval_base_provs = { 
                608  # Philadelphia
                2686 # Eire
            }

            new tech preferences:
                8010 # Early Motorboats
                8020 # Basic Motorboats
                8030 # Improved Motorboats
                8040 # Scrap Corvettes
                8050 # Fast Attack Craft
                8060 # Scrap Frigates
                8070 # Scrap Trawlers
                8080 # Scrap Freighters
                8160 # Sailing
                8170 # Organized Navy
                8180 # Random Vessels Adaptation
                8230 # Early Task Forces
                8240 # Large Units Organization
                8250 # Quantity
            No longer ignores the following technologies:
                6280 # Military Sea Transport
                6330 # Sea Dogs
            naval_doctrines = 1 (was 0)
            Invasions and Naval:
                base = { 
                    608  # Philadelphia
                    2686 # Eire
                }
                target = { 
                    3006 # Lake Superior
                    3007 # Lake Michigan
                    4247 # Ocean south of Long Island
                    4248 # Massachusetz Bay
                    4250 # Fleuve Saint-Laurent
                    6575 # Capital Sea
                    6576 # Long Island Sound
                }
                core = { 
                    3008 # Lake Huron
                    3009 # Lake Eire
                    3010 # Lake Ontario
                }

        - ANG_2253.ai
            garrison            = 5
            destroyer             = 5
            transports             = 5
                Was:
                garrison            = 15
            naval_base = yes
            max_naval_base = 6
            naval_base_provs = { 
                608  # Philadelphia
                2686 # Eire
            }

            new tech preferences:
                8010 # Early Motorboats
                8020 # Basic Motorboats
                8030 # Improved Motorboats
                8040 # Scrap Corvettes
                8050 # Fast Attack Craft
                8060 # Scrap Frigates
                8070 # Scrap Trawlers
                8080 # Scrap Freighters
                8160 # Sailing
                8170 # Organized Navy
                8180 # Random Vessels Adaptation
                8230 # Early Task Forces
                8240 # Large Units Organization
                8250 # Quantity
            No longer ignores the following technologies:
                6280 # Military Sea Transport
                6330 # Sea Dogs
            naval_doctrines = 2 (was 0)
            Invasions and Naval:
                base = { 
                    608  # Philadelphia
                    2686 # Eire
                }
                target = { 
                    3006 # Lake Superior
                    3007 # Lake Michigan
                    4247 # Ocean south of Long Island
                    4248 # Massachusetz Bay
                    4250 # Fleuve Saint-Laurent
                    6575 # Capital Sea
                    6576 # Long Island Sound
                }
                core = { 
                    3008 # Lake Huron
                    3009 # Lake Eire
                    3010 # Lake Ontario
                }

        - ANG_2255.ai
            garrison            = 5
            destroyer             = 5
            transports             = 5
                Was:
                garrison            = 15
            naval_base = yes
            max_naval_base = 8
            naval_base_provs = { 
                608  # Philadelphia
                2686 # Eire
            }

            new tech preferences:
                8010 # Early Motorboats
                8020 # Basic Motorboats
                8030 # Improved Motorboats
                8040 # Scrap Corvettes
                8050 # Fast Attack Craft
                8060 # Scrap Frigates
                8070 # Scrap Trawlers
                8080 # Scrap Freighters
                8160 # Sailing
                8170 # Organized Navy
                8180 # Random Vessels Adaptation
                8230 # Early Task Forces
                8240 # Large Units Organization
                8250 # Quantity
            No longer ignores the following technologies:
                6280 # Military Sea Transport
                6330 # Sea Dogs
            naval_doctrines = 2 (was 0)
            Invasions and Naval:
                base = { 
                    608  # Philadelphia
                    2686 # Eire
                }
                target = { 
                    3006 # Lake Superior
                    3007 # Lake Michigan
                    4247 # Ocean south of Long Island
                    4248 # Massachusetz Bay
                    4250 # Fleuve Saint-Laurent
                    6575 # Capital Sea
                    6576 # Long Island Sound
                }
                core = { 
                    3008 # Lake Huron
                    3009 # Lake Eire
                    3010 # Lake Ontario
                }
        

    AZB_2245.ai:
        - military priority:
            - infantry build priority went from 30 to 15
            - marine priority went from 0 to 15
            - So, Dark Cathedral will build half the Regulars they did, and will now build Irregulars

    BOS_.ai:
        - Wrong Tag in combat section (AZK instead of AZB)

    - Enclave Location AI Changes: Provinces Dillingham and False Pass were "swapped". This also means that the AI now has to target False Pass instead of Dillingham. Affected files:
        CHC_2245.ai, CHC_2247.ai, CHC_2249.ai, CHC_2251.ai, CHC_2253.ai, CHC_2255.ai, ENG_2245.ai, ENG_2247.ai, ENG_2249.ai, ENG_2251.ai, ENG_2253.ai, ENG_2255.ai, HOL_mixed_2245.ai, HOL_mixed_2247.ai, HOL_mixed_2249.ai, HOL_mixed_2251.ai, HOL_mixed_2253.ai, HOL_mixed_2255.ai, HOL_tribal_2245.ai, HOL_tribal_2247.ai, HOL_tribal_2249.ai, HOL_tribal_2251.ai, HOL_tribal_2253.ai, HOL_tribal_2255.ai, HOL_vault_2245.ai, HOL_vault_2247.ai, HOL_vault_2249.ai, HOL_vault_2251.ai, HOL_vault_2253.ai, HOL_vault_2255.ai, Navarro_2245.ai, Navarro_2247.ai, Navarro_2249.ai, Navarro_2251.ai, Navarro_2253.ai, Navarro_2255.ai, PRK-alter.ai, PRK-alter_2245.ai, PRK-alter_2247.ai, PRK-alter_2249.ai, PRK-alter_2251.ai, PRK-alter_2253.ai, PRK-alter_2255.ai, PRK.ai

/config

    - darkest_hour.csv:
        - Removed the old Row 720: 
            NAME_LIGHT_ARMOR_BRI    Light Armored Brigade    Blind� l�ger    Corazzato leggero    Blindada ligera    Leichte Panzerbrigade    Lekka pancerna
    - doomsdaytext.csv:
        - Eliminated NAME_ESCORT_CARRIER, SNAME_ESCORT_CARRIER, SDESC_ESCORT_CARRIER, LDESC_ESCORT_CARRIER, NAME_NUCLEAR_SUBMARINE, SNAME_NUCLEAR_SUBMARINE, SDESC_NUCLEAR_SUBMARINE and LDESC_NUCLEAR_SUBMARINE bits from the csv. I have no idea why that is there, but I suspect vanilla shenanigans.
    - event_text.csv:
        - Less unecessary ;
        - Two new event choices for Event 16215
        - Some text for a potential future nation in Canada
        - Event text for some new Legion events by Arcangelus
        - Under-Nation slaving event text is gone from the Under-Nation part. Clearly it now works more like the normal slave raiding decision.
        - Text for extra Junker events for peace - Junkers can choose to peace out and FUSA can choose to peace out with Junkers as well.
        - Slavers' Guild events now have the Slave Market event description. According to Arcangelus, slave market is now a single decision and overall better organized.
        - Event description for The Dark Crusade events
        - Commonwealth:
            - War Refugees event
            - Dismantling the Cultists event
            - Integrating New England event
            - Restoring the Commonwealth of New England event
        - New event among the Resource events, in which one can restore Gecko's nucleare ractor
    - extra_text.csv
        - SNAME_LIGHT_ARMOR_BRI;L-A;B-L;B-L;Bli Lig;L. Pz;L. Cz.;;Ë.ÁÒ.;;;X deleted. Sprite stuff?
    - unit_names.csv
            - Removed the Rocket Interceptor descriptions, we aren't using them right now.
            - Removed the Light Armor Brigade/Glide Armor description.        

/db

    - misc.txt:
        # Oil production efficiency
            0.1 # 0.9. 1.0
        # Metal production efficiency
            0.1 # 0.9. 1.0
        # Energy production efficiency
            0.1 # 0.9. 1.0
        # Rare Materials production efficiency
            0.1 # 0.9. 1.0
        - This is part of the resource revamp, explained beneath with more detail.

    - revolt.txt (note to self: Take a look later to see if the numbers truly check-out)
        - Fixed label of Broken Hills' Capital province
        - Province Yuma (6145) added among Caesar's Legion extra provinces
        - Darien Tribes' new minium and capital are now La Palma (4286) not Panamá (888). Panamá is now on the extras part.
        - Harlequins' capital and minimum provinces changed from Lafayette (680) to New Orleans (679).
        - Added Baton Rouge (6274) as extra province.
        - Kansas Free State capital is now (792) instead of Tyler (711) as it was before, which was wrong.
        - Manitou Tribes minimum province Tallahassee (677) swapped for Bay Minette (6430). Extra (6430) swapped for (677).
        - Mutant Army now has Duluth (6339) as extra province, capital changed from Rochester (693) to Saint Paul (694).
        - New Arroyo capital changed from Eugene (786) to Marshfield (6107)
        - Pioneer Alliance now has extra provinces.
        - Spiders extras: Miami (651) switched to Orlando (650) and Titusville (6322) added.
        - Texas Reformed now gets most of Texas
        - Under-Nation was revolt = yes, is now revolt = no.
        - The Vipers capital was wrong. Changed from province 722 to Roswell (724)
        - Vault City capital changed from 771 to Andrews (6104)
        - Warriors of Ice capital changed from Rankin Inlet (560) to Port Nelson (6714). Churchill (6713) added to minimum province and removed from extra.
        - God Machine had no extra provinces, got many.
        - Reavers now have Jefferson City (6361) and Poplar Bluff (6364) as extra provinces.
        - Commonwealth now has extra minimum provinces: Fredericton (580), Bangor (582), Portland, ME (583), Burlington, VT (594), Concord(595), Hartford (2719), Augusta, ME (6367), Caribou (6368), Greenville, ME (6369), Skowhegan (6370), Berlin, NH (6372), Rutland (6373), Montpelier (6374), Pittsfield (6376), Oromocto (6601).
        - Mayan Empire has more minimum provinces, not just the capital but all starting ones. Playa del Carmen (4308) is no longer minimum. Mérida (756), Belize City (758), La Libertad (4305), Belmopan (4306), Tizimin (4307), Chetumal (4310), Campeche (4311), Escarcega (4312), Ciudad del Carmen (4313), (7377), Nicolas Bravo (7378), are all extra.
        - Less white spaces
        - Three added Proof-of-Concept non-functional nations on revolt files.

    - Province.csv:
        - 6874 swap to 548
        - 548 swap to 6874
        - Province False Pass (6874) now has beaches, port and a seazone province (4271).

    /events

        Caesar's_Legion.txt
            - "Hail Caesar" now gives Caesar an extra +1 speed value for land units and a 110% wartime ic modifier for "Total War"
            - "Veni, Vidi... Vici?" gives Caesar extra claims and unlocks a division.
            - Added some events to help the Legion expand earlier on. Not 100% implemented.
            - The Legion now gets a bonus if its attacked by the NCR early on between 2245 and 2248. Does not apply to human players.

        Commonwealth.txt
            - Choosing Minutemen will now change interventionism to 3 (was 2)
            - A few added but disabled commands in the Minutemen path which sleeps some ministers
            - Choosing Institute will wake up more ministers
            - Added a disabled event where the Gunners take over the Commonwealth
            - "Reach an Agreement" option will now sleep some ministers
            - Fixed some typos. Was literally unplayable.
            - "Final Government":
                - action "Minutemen" and "Institute" will wake and sleep some more ministers
                - The third action will wake up more ministers and sleep some others
            - Higher chance of Commonwealth military intervention against the Dark Cathedral if the Institute is not in charge
            - "Militarized Frontier" event gives free manpower to the Commonwealth (too excessive?)
            - Province 602 now suffers a loss of -1 IC in the second Commonwealth incursion
            - Treaty with Dark Cathedral cannot be done before June 2245. Plus, Commonwealth will now claim Province 6331.
            - "Commonwealth Demands" will now secede province 6331 (Troy) to the Commonwealth
            - Dark Cathedral will now receive Province 603 if they accept demands
            - New event for Minutemen if they are not part of the Civil War - they will get refugees.
            - New events in the Development of provinces chain, in which the Commonwealth dismantle Dark Cathedral cults and integrates the Old Commonwealth
            - "Fission Reactors" event: Gen V models now give rare materials.
            - "Fusion Reactors" event: All the steps in progress now give rare materials.
            - Less white space.

        Dark_Cathedral.txt
            - Start of Game - Children of the Night:
                - Event now starts at hour 8 not 10
                - "105th Light Infantry Btn." is now added when = 1, not when = 0 where = -25
                - "501st Military Police Btn." has one garrison unit less now (aparently)
                - "7th FUS Regiment" now starts in province 6379 (was 610)
                - New starting division: "Newark Tralls", an Irregular Model 0 unit.
                - The second event now starts at hour 8 as well.
            - Start of game - Dark Cathedral    
                - No longer starts game activating the Slavery tech
                - Adds the following units now:
                    command = { type = add_corps which = "Witches" value = land when = -1 where = 6380 }
                    command = { type = add_division which = "Wiches" value = marine when = 0 }
                    command = { trigger = { random = 40 } type = add_division which = "Wiches" value = marine when = 1 }
                    - Note to self: Should be Witches now Wiches.
                - The event would disorg and damage two divisions each, now it disorgs four instead.
            - Start of game - Dark Persuasions
                - Now starts at Hour 10 of Day 9, instead of Day 10.
                - New unit:
                    command = { type = strength which = garrison when = 1 where = 1 org = 100 value = 1 } #I just want all cultist to be at max org.
            - New event added: Dark Crusade. Causes dissent and demobilizes units IF the Dark Cathedral takes too long (after 2246) to take over the FUSA, losing fervour.
            - "Slaves to Darkness" will now trigger in Day 10 instead of 9.
            - Added some space where it was necessary.

        Dead_Islands.txt
            "Ancient Sickness" event, "Mystery of the Dead Islands", "Mysterious Sickness" and "Forbidding Islands" events: No more unecessary random = no, some adjustment of date formats.
            "Lost Bases", "Lost Naval Squadron", "Lost Air Group", "Gauss Weapons and Power Armor" and "Lost A.I." events: No more unecessary random = no.
            "The Blast Doors Are Opened!" event: Now applicable to the Commonwealth. Also some changes on the dates.
            "Restoration of the Bases" event: Some adjustment of date formats.

        Decisions.txt
            - Gun Runners are now allowed for all in 2257 (was 2258)
            - "Invest in National Infrastructures: Fallout version" event: 
                - Now cheaper.
                - The third level of investment now builds up +20 infra.
                - First level no longer uses the infra_investment flag.
            - "Invest in National Research", Generic, Old World and Guilds Versions:
                - Changed some action triggers.
            - "Overwork Slaves"
                - Enhanced decision, less cumbersome, AI can now take it with better ease.
            - ALB is now one of the "Blessed Tags" that can search for Horses earlier

        Enclave.txt
            - "New Drug (from New Reno)", "New Drug Origin", "Start of game - Welcome Mr President!", "Start of game - Enclave Secret Program (Deathclaws)", "Enclave Secret Program (Ressurection)", "Enclave Secret Program (The Horrigan Resurrection)"  event: Date format changes
            - "New Drug Ransom", "New Drug Refusal", "Prisoner Shipments Arrive", "Damn Slavers Refuse": persistent is now in a better place in the event structure
            - "The Seward Ice Mines":
                - persistent is now in a better place in the event structure
                - Date format changes
            - "War with Reno":
                - Date format changes
                - Accounts for the right province ID for Klamath Falls province (6106, was 785)
                - Small ai chance change
            - "We Need Prisoners":
                - persistent is now in a better place in the event structure
                - Date format changes
                - Slightly larger maximum manpower for going after Prisioners (6, was 5)
                - Shorter offset, Enclave will repeat this event every 90 days (instead of 120)
                - AI Enclave will always choose to send for Prisoners
            - "Enclave Secret Program - Deathclaw Early Results"
                - Date format changes
                - No more different early result events for AI and human
                - No more ai = no on trigger because there's one event now
                - Now has ai_chance because AI and player use the same event.
                - The list of slept events is now properly ordered by event number. Yeah this kind of thing bothers me too, based Arcangelus.
                - No longer sleeps the ai file in the player version, because the AI version no longer exists
                - Fixed typos in comments, literally unmoddable
            - Enclave Secret Program (Project Apocalypse - find files): 
                - Is now a decision
                - Date format changes.
            - Enclave Secret Program (Project Apocalypse - start): 
                - Minor formatting changes
                - Date format changes.
            - Enclave Secret Program(Project Apocalypse - success): Minor formatting changes
            - The President's Address: The empty command had a starting parenthesis in place of a starting bracket
            - Annex Navarro:
                - Will now give Supply Convoys
            - Navarro's fall: Now checks wherever the country is at war against the Enclave

        Former_USA.txt
            - "Dark Cathedral Brother Cainite":
                - Removed previously commented divisions that would go from FUSA to Dark Cathedral and are now handled by separate files
                - US Navy will now be reinforced at the onset of the Civil War
                - Will no longer damage two US Divisions
                - Removed a bunch of commented out divisions which would switch_allegiance, but AFAIK now start on Dark Cathedral side
            - "Dark Cathedral Found":
                - Now a decision
                - Cleaned up requirements.
                - Date format changes.
            - "Unexpected Help":
                - Changed name of a corps in the first option.    
                - A new second option. Asked Arcangelus to clarify what its supposed to do.
                    - Arcangelus said its supposed to be AI-only, but it lacks an trigger to set it up as only an AI option. FIX THIS
            - "The Big Red One":
                - Now a decision.
                - Date format changes.
                - Decision will be appear when one of the following will:
                    - Lost 30% of national territory
                    - Lost 25% of IC
                    - Lost 25% of VPs
                    - Does not control Province Annapolis (6464)
                    - Does not control Province Frederick (6467)
                - Can be taken/is triggered by:
                    - Division exists (Duh)
                    - Is at war
                    - Then one of the following:
                        - Does not have VP = 25
                        - 10% of VP in enemy hands
                        - 40% of national provinces VP in enemy hands
                        - 25% VP in enemy hands
                        - Not in control of the capital
                        - Lost province Frederick (6467)
                - The second event which unlocks it in 2246 automatically makes sure that the first one didn't fire
            - "Fusa's Reckoning":
                - Now the decision appears even while the Dark Cathedral exists
                - Now appears when The States only has 50% of land forces compared to Junkers, as it assumes the player knows what he is doing
                - Can be done if the Dark Cathedral still exists
                - The States' can only do it when it has 90% of the Junkers' numbers in land forces
            - "Baby's Been a Bad, Bad Boy": Redundant since the Dark Cathedral changes, deleted. Event Id open.

        General.txt
            - "Leads on a Lost Vault": Can now appear for the Commonwealth

        Junkers.txt
            - New events in which Junkers can ask for terms with The States
                - "What a Pile of Junk": New event, in which the Junkers are losing to FUSA in the Civil War, but not too badly, yet the States remains strong.
                - "Junkers ask for Terms/Rust Peace": New event, in which the Feds send terms for the Junkers. Comes from the previous one.
                - "Junkers' Armistice": Dark Cathedral event in which Dark Cathedral reacts to Junkers peacing out and surrendering some Dark Cathedral territory taken by Junkers during war.

        New_Arroyo.txt:
            - Ongoing Disturbing Incidents - Investigation Success: Fixed a CTD caused by "once_choice" instead of "one_action"


        NCR.txt
            - Added an AI-only which is aparently there to get rid of Caesar's Legion in Baja.
            - "Ongoing Disturbing Incidents - Investigation Success":
                - Is now one_action and persistent.
                - The AI can always choose peace.
            - "Deathclaws Decide Secret Enclave Program - Deathclaws NCR - nasty legacy": Deactivated because it requires an impossible flag
            - The event in which Deathclaws decide no longer uses the rat_harshness flag because, again, it is never set.
            - Eternal War against the Deathclaws is persistent

        New_Arroyo.txt
            - Ongoing Disturbing Incidents - Investigation Success (Nasty Legacy): Now a once-choice event.
            - Disabled redundant events
            - "Luddite Revolt" no longer has random=no.
            
        Raids.txt
            - Caesar's Legion can now raid Texas Reformed, but it requires the same conditions as raiding New Church - Vipers not existing.
            - Caesar's Legion raids on the NCR are now more sporadic, due to NCR counter-strikes, but also earn more in manpower and supplies.
            - Caesar's Legion AI now has 10% chance not to raid Broken Hills (was 20%)

        Rebels.txt
            - Added some more Marauders to Moab province in order to prevent Kurtz mapsnakes (I can't wait to finally get Kurtz out of Utah).
            - More revolts in Flagstaff province
            - A few other minor changes
            - Changed this:
                command = { trigger = { control = { province = 6874 } } type = control which = REB value = 6874 }
              Into this:
                command = { trigger = { control = { province = 548 } } type = control which = REB value = 548 }
              In order to switch the provinces Dillingham and False Pass.

        Releasing_units.txt
            - The NCR's 16th US Division will only release IF the NCR is under attack now. It will no longer release if the NCR attacks other nations.
            - Releasing "The Big Red One" is no longer in this event file.

        Resources.txt
            - Overabundant Energy event will have a "Do Nothing" option only if Rare Storehouses haven't been built yet, for some reason.
            - "Wasting Energy" event no longer checks if the nation has made energy storage measures, it can only pop up if you choose to do nothing in the Averabundant Energy event.
            - "Using the Energy" event: Can only barter for military equipment if one has less than 11 Mercenary units.
            - "Using the Energy" decision:    
                - Now useable by Commonwealth and Navarro Base
                - Can only barter for military equipment if one has less than 11 Mercenary units. No longer has a trigger related to wherever a nation is AI-controlled.
                - No longer disallows boosting industry with energy if the nation has 70.000 or more energy AND 100 IC. Now the only restriction is the IC. Also increased energypool expense, from -15.000 to -20.000, in this option.
                - For nations with more than 100 IC but less than 120, energy expenses are now 51.000 (was 70.000)
            - "Rusting Metal Graveyards": Can no longer do nothing if one has rare storehouse (bug?)
            - "Rusting Hulks": Eliminated redundant trigger for checking if the nation doesn't have metal storehouses.
            - "Using the Metal", "Using the Rare Materials": Now useable by Commonwealth and Navarro Base
            - "Radioactive Cellars" will have a "Do Nothing" option only if Rare Storehouses haven't been built yet
            - "People Are Getting Sick" Eliminated redundant trigger for checking if the nation doesn't have rare material storehouses.
            - A new event for restoring Gecko's nuclear reactor if it goes capput

        Slavers'_Guild.txt
                - "Selling at Slave Markets", "Buying at Slave Markets", "Trading at Slave Markets": Compressed into a single decision.
                - New Slave Markets event has action triggers which help the AI to buy slaves.
                - "Guild Certification", "Slaving Profits" (all versions), "Guild Membership Dues": Date format change.

        Unifications.txt
            - "New Hampshire-Maine-Vermont United": 
                - Unifying Vermont now requires taking only 33% of its land area (because it has only 3 provinces, so... kinda impossible doing that normally)
                - Changed date formatting 
            - Oregon United:
                - Now has a small bonus of +0.84% consumer goods efficiency, to account for the local gold and silver mines.

        Wasteland_Revolt.txt
            Changed this:
                command = { type = control which = REB value = 6874 } #False Pass, Alaska
            Into:
                command = { type = control which = REB value = 548 } #Dillingham, Alaska

        West_BoS.txt
            - Less White Space
            - "Reconciliation with NCR": Changed date formatting.
            - Deleted the old manpower tech events, passed into tech.

    /ministers
        - ministers_BOS.csv
            - New mininsters, including extra sets of mininsters for Institute, Minutemen and even a Gunner set.

    /tech
        - Resource Overhaul Tech Overhaul:
            - A revamp dedicated to making resources less abundant and more scarce through the world, by making nations produce less resources by default, and introducing the new modifiers for resource production into technologies. Scarcity means more reasons for trade and warfare, making the game harder (especially for the human player), among other differences. Plus, it cushions the effect of the adding of new resources in the map. Right now, there's just too much resources, and that was even before the map's resources started being revamped. This will be done by:
                - Making resource production start far lower than by default (10% instead of 100%)
                - Giving +efficiency effects to many technologies
                - Getting rid of off-map tech bonuses to resources. These should only come in Secret Techs, scenario config and events.
                - Keeping the off-map resources for nations which start outside areas of the map revamped with resource distribution.
                - Making energy-to-fusion cell conversion require more energy, thus diminishing both resources' availability.
            - Files affected:
                - misc.txt
                - industry_tech.txt
                - naval_tech.txt
                - secret_weapons_tech.txt
                - naval_doctrines.txt

        - air_doctrines_tech.txt: 
            - Category changed to naval.
            - Robot GDE Fix: Due to forgetfulness, during the change to the combat systems, it was forgotten that the Robots have their own 
            - Independent Units not Independant Units. Literally unplayable.
            warfare doctrine in the Robotics tech-file. This means that Robots cannot increase their GDE, unlike humans, making them underpowered. Robot nations also start with 60% "by default" due to Robot Race giving +10% GDE.
                Remote Control: +10% GDE
                Land Battle: +10% GDE
                Land Operational Battle: 5% GDE
                Sub-unit Operations: 5% GDE
                Land Air Navy Co-ordination: 5% GDE
                High Level Warfare: 5% GDE
                Independent Units: 5% GDE
                Continuous Improvement: 5% GDE

        - aircraft_tech.txt:
            - Improved Zeppelin Bomber and Sky Fortress techs increases air transport unit range by +500 each

        - industry_tech.txt:
            - Animal Husbandry, Windmills, Sheltered Agriculture, Large Brahmin Farms, Limited Wasteland Agriculture, Extensive Greenhouses, Extensive Wastelands Trade, Great Brahmin Caravans, Apothecaries, Medicine, Improved Medicine: All the Brotherhood of Steel off-map manpower bonuses/maluses, relative_manpower increase restrictions and such, are now purely manifested by tech, not events.
            - Mechanized Trade Transport: -5% energy cell production efficiency
            - Organic Trade Transport: No longer gives a -5% supply production efficiency malus
            - Scavenging techs are now meant to be fast to research with small start years, but weaker technologies, in opposition to Industry.
            - Replaced all instances of:
                command = { type = free_energy
                command = { type = free_money 
                command = { type = free_rare_materials
                command = { type = free_oil
                command = { type = free_metal
                - With special commands which make those bonuses only pop with a local flag called Offmap_Resources, which is given to certain nations in their start-up events.
                 - This will ensure that nations inside areas of the map with revamped resources won't get off-map resources from techs, but those outside will, in order to keep balance between those two areas while decreasing resources from off-map techs. This is a temporary fix, until all of the map has revamped resources. Then off-map resources will only come from Secret Techs, events & decisions and scenario set-up.
            - The following technologies now yield increased efficiency for producing Fusion Cells through conversion of energy cells: Batteries, Basic Power, Methane Power, Geothermal Power, Solar Power, Rudimentary Atomic Power, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power.
            - The following technologies will increase efficiency of producing Fusion Cells from provinces on the map: Batteries, Pre-War Devices, Basic Electronics, Rudimentary Atomic Power, Pre-War Materials, Improved Electronics, Recycling, Advanced Atomic Plant , Basic Fusion Power, Advanced Fusion 
            - The following technologies will increase efficiency of producing Energy: Windmills, Basic Power, Methane Power, Geothermal Power, Solar Power, Rudimentary Atomic Power, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power, Pre-War Materials. Greening Ways secret technology will also increase it as well, for tribal nations.
            - The following technologies will reduce efficiency of producing energy: Windmills, Recycling and Advanced Mining.
            - The following technologies will increase efficiency of producing Metals: Organized Mining, Improved Mining, Advanced Mining, Pre-War Materials, Abundant Clean Water, Reliable Water Wells, Recycling. Also, Naval Recovery in Naval techs and Greening Ways the secret tech.
            - The following technologies will increase efficiency of producing Rare Materials: Organized Mining, Improved Mining, Advanced Mining, Pre-War Materials, Medicine, Improved Medicine, Rad-Away, Reliable Water Wells, Recycling, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power. Also, Greening Ways in Secret Techs.
            - The following technologies will reduce efficiency of producing Rare Materials: Combat Implants.
            - The industrial branch of technologies will now give larger, but IC-only bonuses, whereas Scavenging will give a "total" bonus, which affects production of Rares, Metals, Energy, Oil and IC. Changed techs: Workshops, Early Factories, Early Industrialization, New Era Industrialization. Also Anti-Gravity among secret technologies.

        - infantry.txt:
            Robot Race: Gives Robots 10% GDE. For now, Robots start with more 10% GDE than the other races. 

        - land_doctrine.txt:
            - Attrition Warfare: 
                - Gives the Brotherhood of Steel an off-map manpower bonus.
                - BUG note: Does NOT make sure that the BOS can't get the relative manpower bonus.
            - Meatgrinder Training, Professional Training, Respect, Disdain: Properly sets manpower bonuses and penalties for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.

        - naval_tech.txt:
            - Category changed to air_doctrines.
            - Pioneers, Free Farmers, Free Ranchers, Free Towns, Slavery, Slave Labor, Slave Markets, Aspire to Glory, Preservation, Monodominance, Social Control, Loyalty Culture, Child Labor, Young Soldiers: Properly sets manpower bonuses and maluses for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.
            - Baby Boom, Wastelands Education, New Order Schools:
                - Gives the Brotherhood of Steel an off-map manpower bonus/malus.
                - BUG note: Does NOT make sure that the BOS can't get the relative manpower bonus/malus.
            - Scorched Earth can now be taken with Structured Machine Society, for Robots.
            - Machine Integration: Fixed "Integations" typo, literally unplayable.
            - Replaced all instances of:
                command = { type = free_energy
                command = { type = free_money 
                command = { type = free_rare_materials
                command = { type = free_oil
                command = { type = free_metal
                - With:
                 command = { trigger = { NOT = { country = ARM ALB BHU BRA CAL DEN FRA GER HOL ITA IRQ JAP MOR POL POR ROM SCH SWE TUR U30 WLL } } type =
                 - This will ensure that nations inside areas of the map with revamped resources won't get off-map resources from techs, but those outside will, in order to keep balance between those two areas while decreasing resources from off-map techs. This is a temporary fix, until all of the map has revamped resources. Then off-map resources will only come from Secret Techs, events & decisions and scenario set-up.
            - The following technologies will increase efficiency of producing Money from Consumer Goods Efficiency: Bottlecap Money, New Era Money, Taxation Systems, Systematic Taxation, It Never Changes, Slavery, Slave Labor, Slave Markets, Slaver Society, Inclusive Machine Rule, Machine Labor Camps. Also, Extensive Wastelands Trade and Great Brahmin Caravans over on Industrial techs, and Anti-Gravity among Secret Techs.

        - secret_weapons_tech.txt
            - Minor formatting fixes.
            - Intelligent Mutated Animals, Rad Resistant Crops: Properly sets manpower bonuses and maluses for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.


    /units

        - division_types.txt
            - Removed white space.

        - Lista_divisiones.txt
            - Fixed typo. Literally unlistable.

        /brigades
            - anti_air.txt
                - Eliminated redudant manpower columns
                - Less white space.
                - Eliminated useless model-6
            - cavalry_brigade.txt
                - All cavalry units now have the following defensive stats:
                    defensiveness                 = -2
                    toughness                     = -2
                    airdefence                     = -1
                - Wild Horses (Cavalry) - 0: Now has maxspeed 3 (was 2)
                - Pure Breed Horses - 1:
                    - defaultorganisation  =  5
                    - transportweight         =  1.5 (was 2)
                    - maxspeed                =  4 (was 3)
                - Armored Horses - 2 (Armored horses)
                    - defaultorganisation  =  10 (was 5)
                    - morale               =  10 (was 5)
                    - suppression          =  6    
                    - upgrade_time_factor  =  0.5
                    - maxspeed             =  4
                Cyber-Horse - 3
                    - defaultorganisation  =  10
                    - suppression          =  8
                    - hardattack           =  5
                    - maxspeed             =  6
                Ghoulified Horse - 4
                    - suppression          =  10 #terrifying
                    - hardattack           =  4
                    - maxspeed             =  6


        /divisions
            - battlecruiser.txt, battleship.txt, carrier.txt, cavalry.txt, d_rsv_33.txt, d_rsv_34.txt, d_rsv_35.txt, destroyer.txt, flying_bomb.txt, garrison.txt, heavy_cruiser.txt, infantry.txt, light_cruiser.txt, mechanized.txt, militia.txt, motorized.txt, paratrooper.txt, tactical_bomber.txt, transport_plane.txt: Eliminated White space.
            - bergsjaeger.txt:
                - Eliminated White space.
                - Base manpower requirement decreased to 11 (was 12, may reverse it)
                - Removed obsolete speed_cap stats.
            - d_rsv_36.txt:
                - Eliminated white space.
                - Supply consumption changed from 0.1 to 0.3 to prevent balooning to inane levels. 
            - marine.txt:
                - Fixed the bug in which airdefence was mistakenly called airattack, giving Irregular units an insane 14 air attack.
                - Eliminated white space. 

/gfx

    /interface

        - Blueprints.bmp: Blueprints now look prettier.

    /map
        /flags
            - New files:
                Flag_NEP.bmp
                Flag_NEP_2.bmp
                Flag_PER.bmp
                icon_NEP.bmp
                icon_NEP_2.bmp

        /shields
            - New files:
                Shield_NEP.bmp
                Shield_NEP_2.bmp
                Shield_PER.bmp

        /units
            - Spiders sprite issue fixed.

/map
    - Fixed "Deloraine" bug which was causing the Deloraine province to be linked to a far-away province. Affected files:
        airdist.tbl
        distances.csv
        navaldist2.tbl


/scenarios

    /2245:

        - 2245 - Boston.eug
            - Added Dormant Ministers for The Institute, the Special Joint Government and Gunners (incomplete)

                    - Caesar's_Legion.inc
                        - Removed some White Space
                        - new claimedprovinces = { 6147 6148 }
                        - Caesar's Legion now starts with the following extra techs to give it a leg up: 
                            - 3170 # Social Control, 5130 # Organized Scrap Teams, 5430 # Early Trade Caravans, 6470 # Melee weapons, 8160 # Sailing
                        - The following technologies are no longer deactivated:
                            7010 # Alien Physiology
                            7020 # Adv. Survival Equipment
                            7030 # Robotic Bio-weapons
                            7040 # Path of the Shaman
                            7050 # Gathering of the Tribes
                            7060 # Way of Dreams
                            7070 # Unity of the Tribes
                            7080 # Greening Ways
                            7090 # Harmony
                            7100 # Animal Genetics
                            7110 # Plant Genetics
                            7120 # Human Genetics
                            7130 # Intelligent Mutated Animals
                            7140 # Rad Resistant Crops
                            7150 # Super Soldiers
                            7160 # Parapsychic Science
                            7170 # Mind Powers
                            7180 # Vault Locations
                            7190 # Glory of the Eagle
                            7200 # Legacy of the Master
                            7210 # Wu Shu
                            7220 # Intelligent Rat Scouts
                            7230 # Way of the Open Palm
                            7240 # Way of the Clenched Fist
                            7250 # Combat Implants
                            7260 # Giant Mutated Spiders
                            7270 # Stealth Fields
                            7280 # Data Centers
                            7290 # Biological Warfare
                            7300 # Chi Mastery
                            7310 # Heroism
                            7320 # Alien Armor
                            7330 # Alien Weapons
                            7340 # Anti-gravity
                        - Starts with blueprints for New Era Money (AKA Denarii) and Wastelands Control

                    - Commonwealth.inc
                        - Arcangelus commented out most of the scenario file resources. Ugh, Arcangelus' use of province.csv gives me soul pain. FIX THAT.

                    - Dark_Cathedral.inc
                        - Dark Cathedral policy changed:
                            From:
                                policy = {
                                    date = { year = 0 month = 0 day = 0 }
                                    democratic = 1
                                    political_left = 1
                                    freedom = 7
                                    free_market = 9
                                    professional_army = 8
                                    defense_lobby = 6
                                    interventionism = 7
                                }
                            To:
                                policy = {
                                    date = { year = 0 month = 0 day = 0 }
                                    democratic = 1
                                    political_left = 1
                                    freedom = 7
                                    free_market = 2
                                    professional_army = 7
                                    defense_lobby = 10
                                    interventionism = 8
                                }

                            - Dark Cathedral now starts with the following technologies:
                                1140 # Irregulars
                                3020 # Slave Labor
                                3170 # Social Control
                                3390 # Child Labor
                                3400 # Child Labor
                                6100 # Wastelands War - Warrior Bands. Was deactivated before. It may be why they do so poorly.
                                6320 # Disdain
                                6460 # Ruins Fighting
                            - Warrior Bands is no longer deactivated, it might have been nerfing them.

                    - Enclave.inc: 
                        - Enclave Dillingham-False Pass switch done. See bellow for details.
                        - Enclave now has 0.03 manpower off-map income per day.

                    - Former_USA - Boston.inc
                        - Eliminated white space
                        - New national province: Long Beach (6329)
                        - "1st FUS Regiment" is now a proper Power Armor unit, instead of belonging to the old model. Now it also starts with 80% strength (was 50%)

                    - Former_USA.inc
                        - New national province: Long Beach (6329)
                        - "1st FUS Regiment" is now a proper Power Armor unit, instead of belonging to the old model. Now it also starts with 80% strength (was 50%)
                        
                    - NROM.inc
                        - Eliminated white space
                        - Now owns province Cuernavaca (4330)

                    - Permafrost.inc
                        - New owned, controlled and national province: Coral Harbour (6836)
                        - Note: Lots of provinces shuffled to Province.csv. Deeply annoying.

                    - Rebels.inc
                        - No longer start controlling provinces Moab (2678) and Coral Harbour (6836)
                        - Now start controlling province Bahía de Los Angeles (4351) instead of Mexicali (4353)
                        - Will now start controlling provinces Edmonton (796) and Bend (6776)
                        - Some marauders who were once in Mexicalli are now in Bahía de los Angeles
                        - Some marauders in Moab province were aparently removed
                        - "Altar Desert Inhabitants" division Removed. Surprised Arcangelus did that.
                        - Long Rioters removed from file.

                    - Wastelands.inc
                        - Less White Space.
                        - All Idaho provinces removed to Provinces.csv
                        - All Alaska provinces removed to Provinces.csv
                        - Minnesota Wasteland: All provinces except Rochester and Hibbing removed.
                        - Virginia Wastelands: Lynchburg and Pulanski removed.
                        - New York Wastelands: Jamestown, NY removed (to Dark Cathedral?)
                        - New Hampshire Wasteland: Berlin, NH removed. Manchester was commented, Concord had infra and mp commented out.
                        - Northwest Territories: Eskimo Point, Igloolik, Padlei and Akimiski Island removed (Permafrost or CSV?)
                        - Ontario Wasteland: Barrie removed (to where?)
                        - Quebec Wasteland: Most provinces removed.
                        - New Foundland and Labrador Wasteland: Most provinced commented out or removed.
                        - Yucatan Wasteland: A few provinces less - gone to Mayan Empire or CSV?
                        - Panaman Ridge Wastelands: All but Balboa or Provenir gone, either to csv or Darien Tribes
                        - Antilles Wasteland and Bermuda Wasteland: All provinces that were on-map removed.
                        - Cuba Wasteland: Many provinces removed (to csv, probably)
                        - Hispaniola Wasteland: San Andres removed.
                        - Changed the in-file state references:
                            - Dillingham: Now a Wasteland province. Add old province data from False Pass here.
                            - Mark False Pass as ENG/Enclave.
                        - ownedprovinces = Now includes 548 instead of 6874
                        - controlledprovinces = Now includes 548 instead of 6874

        - Enclave Dillingham-False Pass switch: Turns out someone (either me or Keyenes2.0) mistakenly adapted Enclave's Unimak Island into Dillingham Province. I recently realized that Unimak Island = False Pass Province. This could be affecting the Enclave and weakening it. So, in order to undo this mistake, I have done changes.

            Files affected: Enclave.inc, Wasteland.inc, Rebels.txt, Wasteland_Revolt.txt, Province.csv.

            - Enclave.inc
                province = {
                id = 6874 # False Pass. Was in Dillingham. Was Unimak Island in old map.
                ic = 12
                energy = 5
                metal = 30
                rare_materials = 2
                manpower = 1
                infra = 0.5 # csv
                points = 11 # Was 12
                oilpool = 100 supplypool = 500
                }
                    
                Was:
                    province = {
                    id = 548 # Dillingham. Was Unimak Island
                    ic = 12
                    energy = 5
                    metal = 30
                    rare_materials = 2
                    manpower = 1
                    infra = 0.5 # csv
                    points = 11 # Was 12
                    oilpool = 100 supplypool = 500
                    }
                    
                ownedprovinces        = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }
                controlledprovinces = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }
                nationalprovinces    = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }    
                    
                Was:
                
                    ownedprovinces        = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
                    controlledprovinces = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
                    nationalprovinces    = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
                
                landunit = {
                    location = 6874 # Unimak Island
                    id = { type = 10001 id = 1 }
                    name = "Reserve Brigade"
                    division = { id = { type = 10001 id = 2 } name = "01. Garrison Battalion" type = garrison model = 1 extra = tank_destroyer brigade_model = 1 locked = yes }
                    }
                
                Was:
                    landunit = {
                        location = 548 # Unimak Island
                        id = { type = 10001 id = 1 }
                        name = "Reserve Brigade"
                        division = { id = { type = 10001 id = 2 } name = "01. Garrison Battalion" type = garrison model = 1 extra = tank_destroyer brigade_model = 1 locked = yes }
                        }
                
                
                navalunit = {
                    location = 549 # Anchorage
                    id       = { type = 10001 id = 9 }
                    base     = 6874
                    name     = "Poseidon Main Fleet"
                    division = { id = { type = 10001 id = 10 } name = "PMV Valdez" strength = 40 type = transport model = 2 }
                    division = { id = { type = 10001 id = 11 } name = "PMV Adventure" strength = 50 type = light_cruiser model = 0 }
                    division = { id = { type = 10001 id = 12 } name = "PMV Exploitation" strength = 50 type = light_cruiser model = 0 }
                    division = { id = { type = 10001 id = 13 } name = "PMV Expedition" strength = 50 type = light_cruiser model = 0 }
                    }
                
                Was:
                    
                    navalunit = {
                        location = 549 # Anchorage
                        id       = { type = 10001 id = 9 }
                        base     = 548
                        name     = "Poseidon Main Fleet"
                        division = { id = { type = 10001 id = 10 } name = "PMV Valdez" strength = 40 type = transport model = 2 }
                        division = { id = { type = 10001 id = 11 } name = "PMV Adventure" strength = 50 type = light_cruiser model = 0 }
                        division = { id = { type = 10001 id = 12 } name = "PMV Exploitation" strength = 50 type = light_cruiser model = 0 }
                        division = { id = { type = 10001 id = 13 } name = "PMV Expedition" strength = 50 type = light_cruiser model = 0 }
                        }
                    
                Was:

                    airunit = {
                        location = 549 # Anchorage
                        id    = { type = 10001 id = 14 }
                        base    = 6874
                        name    = "Air Transport Unit"
                        division = { id = { type = 10001 id = 15 } experience = 40 name = "V-Bird Transport Alpha" type = transport_plane model = 5 }
                        }

        - Oregon Resource Revamp! After lots of toil and research, Oregon now has new resources on the map. IC, Rares, Metals, Energy, Fusion Cells and Manpower all changed and re-ba
        lanced, using real-world data and calculations of Oregon's pre and post-war popullation. Done criteriously in order to account both verisimilitude, real-life data, canon AND gameplay! Altered files: 
            - Gecko.inc
            - New Arroyo.inc
            - Vault_City.inc
            - Wasteland.inc

        - Gecko.inc province changes:
            - Not many changes,  the biggest one is severely decreasing Gecko's MP to align it with Vault City's, it was too big for some reason.
            province = {
                id = 6103 # Gecko/Vale
                ic = 32 # 39
                energy = 178.6 # Was 176 (Reactor). Neal Hot Springs (2.47/3.30), Owyhee Dam (0.00/0.43), Michell Butte Power Project (0.13/0.18), 176 (Gecko Nuclear Reactor/Poseidon Oil Reactor Nº 5). Nuclear is 176. Geothermal is 2.47/3.30. Hydro is 0.13/0.61.
                metal = 15
                rare_materials = 13
                oil = 30
                nuclear_reactor = 1
                infra = 0.4
                manpower = 1 # Was 6. Was 4
                points = 35 # Was 37. Was 39
                } 
            free = { 
                manpower = 0.023 # Ghouls of Oregon
                }
            - Gecko has 0.023 (or 0.23 on-map MP) to account for the Ghoul popullation of Oregon, this number was left-over and could't be on map, so I added it off-map.
                Was:
                    province = {
                        id = 6103 # Gecko/Vale
                        ic = 32 # 39
                        energy = 176
                        metal = 15
                        rare_materials = 13
                        oil = 30
                        nuclear_reactor = 1
                        infra = 0.4
                        manpower = 6 #was 4
                        points = 37 # Was 39
                        }
        
        - New Arroyo.inc province changes:
            province = {
                id = 6107 # Arroyo/Marshfield
                ic = 11 # scenario (10), Roseburg Forest Products/Ford Forestry Coquille. Was 10
                energy = 78.76 # was 40 (Fantasy), Coos Bay Field (19.26/38.52), Eden Ridge Field (19.50/32.50)
                metal = 5.13 # was 5 (fantasy). Sourdough Mine (0.01 Fe Metals), Agness District (0.12 Fe metals)
                rare_materials = 18.06 # was 15 (fantasy). Sourdough Mine (0.43), Black Sands (1.85 Cr Rares + 0.55 Cr Rares), Vanadium Black Sand Sandstone Deposit (0.15/0.15 V Rares), Agness District (0.08 V Rares)
                oil = 0
                infra = 0.3
                manpower = 3
                naval_base = { size = 1 current_size = 0 }
                points = 15 # Was 12. Was 13 
                }
            province = {
                id = 6108 # Corvallis # 784 Mount Hood Tribes, was blocking the Pioneer Alliance
                ic = 9 # scenario (8), Willamette Industries Inc/Dallas Industries Lumber Mill. Was 8
                energy = 7
                metal = 20
                rare_materials = 6.07 # was 6 (fantasy). Ferruginous Bauxite in Newport Beach, Big Creek Bay and Yaquina Bay (0.07 Cr Rares)
                oil = 0
                infra = 0.3
                manpower = 2
                points = 8 # was 7. Was 10
                } 
            province = {
                id = 6110 # Salem
                ic = 16 # Scenario (15), Teledyne Wah Chang Plant/Kuo-Muin Corporation Plant . Was 15
                energy = 44.72 # Was 20 (fantasy). Carmen Smith (8.57/11.43), Detroit Dam (7.50/10.00), Green Peter (6.00/8.00), Foster Dam (1.50/2.00), Big Cliff Dam (0.90/1.80), Falls Creek (0.20/0.41), Lacomb Irrigation District (0.05/0.10). Hydro is 24.72/33.74. 
                metal = 13.3 # fantasy (8), Oregon Ferruginous Bauxites (4.35 Fe Metals + 0.95 Ti). Was 8
                rare_materials = 10.82 # fantasy (6), Oregon Ferruginous Bauxites (4.82/48.26 Al Rares). Was 6
                oil = 5
                infra = 0.4
                manpower = 1
                points = 13 # Was 11
                } 
            Was:
                province = {
                    id = 6107 # Arroyo/Marshfield
                    ic = 10
                    energy = 40
                    metal = 5
                    rare_materials = 15
                    oil = 0
                    infra = 0.3
                    manpower = 3
                    naval_base = { size = 1 current_size = 0 }
                    points = 12 # Was 13 
                    }
                province = {
                    id = 6110 # Salem
                    ic = 15
                    energy = 20
                    metal = 8
                    rare_materials = 6
                    oil = 5
                    infra = 0.4
                    manpower = 1
                    points = 11
                    }
                province = {
                    id = 6108 # Corvallis # 784 Mount Hood Tribes, was blocking the Pioneer Alliance
                    ic = 8
                    energy = 7
                    metal = 20
                    rare_materials = 6
                    oil = 0
                    infra = 0.3
                    manpower = 2
                    points = 7 # Was 10
                    }
        - Pioneer_Alliance.inc province changes:
            province = {
                id = 6106 # Klamath Falls
                ic = 16
                energy = 30.37 # was 19 (fantasy). Link River Dam (3.77/15.10), John C Boyle Dam (7.40/9.87), East Side (0.08/0.32), OIT Geo-Heat Center (0.07/0.15), Sprague Hydro (0.00/0.12), C-Drop Hydro (0.05/0.11). Hydro is 11.30/25.67, Geothermal is 0.07/0.15.             
                metal = 9
                rare_materials = 10 #5
                oil = 2
                infra = 0.4
                manpower = 2
                points = 11 # Was 9. Was 12
                } 
            free = { 
                manpower = 0.062 # Slags of the Ghost Farm
            }
            - The free manpower comes from the Slags, the mutant underground popullace north of Modoc. This was essentially a left-over 0.62 on-map mp, so I decided to add the Slags, as they were so far not accounted for in-game. They will take a larger role in the Pioneers, moving forwards.
            Was:
                province = {
                    id = 6106 # Klamath Falls
                    ic = 16
                    energy = 19
                    metal = 9
                    rare_materials = 10 #5
                    oil = 2
                    infra = 0.4
                    manpower = 2
                    points = 9 # Was 12
                    }
        - Vault_City.inc:
            - EXTENSIVE rebalance. Vault City was totally unbalanced and non-canon, having more IC than the NCR, way more manpower than Vault City should have, and generally being so ridiculously cheesy it kept running amok in almost all games and eating the entire north. Nothing in common with the stagnating tech-utopian city-state we see in FO2. This rebalance was done with multiple things in mind, such as keeping Vault City's energy issues, severely decreasing its manpower to something close to canon, etc. It is still, however, one of the most powerful city-states in the area. Might also lead to a proportional nerf to Gecko in the future, depending on testing.
                province = {
                    id = 6104 # Andrews/Vault City
                    ic = 27 # Was 40 (-34.4%, rounded down. Plus +3 IC to keep the ratio)
                    energy = 24.8 #  Vault City's Overstrained Vault Reactor (7), Aurora–Bretz-Cottonwood Creek (13.00/13.00 U energy), Horse Creek (4.80/8.00 U energy). Was 34. 
                    metal = 30.95 # Fantasy (30.95). Was 54
                    rare_materials = 76.51 # Fantasy (30) + McDermitt Lithium Project (52.90). Was 30.
                    oil = 6
                    infra = 0.6
                    manpower = 1 # was 5
                    landfort = 2
                    points = 34 # Was 35. Was 37
                    } 
                    province = {
                        id = 6190 # Twin Falls
                        ic = 14 # Was 21 (34.4%, rounded down. Plus -3 IC to keep the ratio)
                        energy = 17 # Fantasy (17). Was 28.
                        metal = 13 # Fantasy.
                        rare_materials = 6
                        oil = 3
                        infra = 0.3 # 0.4 (scenario) + 0.3 (csv) - 4
                        manpower = 3
                        landfort = 1
                        points = 10 # Was 15
                        } 
                Was:
                    province = {
                        id = 6104 # Andrews/Vault City
                        ic = 40
                        energy = 34
                        metal = 54
                        rare_materials = 30
                        oil = 6
                        infra = 0.6
                        manpower = 5
                        landfort = 2
                        points = 35 # Was 37
                        }
                    province = {
                        id = 6190 # Twin Falls
                        ic = 21
                        energy = 28
                        metal = 13
                        rare_materials = 6
                        oil = 3
                        infra = 0.3 # 0.4 (scenario) + 0.3 (csv) - 4
                        manpower = 3
                        landfort = 1
                        points = 15
                        }

        - Wasteland.inc province changes:
            province = {
                id = 778 # Grants Pass
                ic = 5 # Green Diamond abrasive plant at Riddle, Hanna Nickel Smelter/Magoffin Nickel Smelter, Roseburg Forest Products/Ford Forestry, Dillard Mill, Roseburg Forest Products/Ford Forestry, Myrtle Creek Mill, Roseburg Forest Products/Ford Forestry, Riddle 
                energy = 11.34 # North Umpqua River System (4.85/19.40), Prospect Hydroelectric System (3.90/5.20), Lost Creek Dam (1.22/4.90), Green Springs Dam (1.29/1.72), Galesville Project (0.08/0.16) Hydro is 11.34/31.38.
                metal = 15.85 # 15.85/155.06. Tolman iron deposit (0.39 Fe Metals) Hanna Nickel Mountain Mine (15.46/154.67 Fe Metals)
                rare_materials = 72.66 # 72.66/197.52 Rares. Chrome Kings and McCaleb (0.32 Cr Rares), Rares Tolman iron deposit (0.01 S Rares), Hanna Nickel Mountain Mine (72.33/197,19 (38.66/94.94 Ni rares + 4.29/4.29 Co rares + 29.38/97.96  Cr Rares))
                infra = 0.5 # csv (no change)
                points = 19 # was 0
                }
            province = {
                id = 783 # Portland, OR
                ic = 14 # old csv (7), Greenbrier Gunderson/Wheel Wire Warriors Railcar Manufracturing, Swan Island Shipyard, Oregon Iron Works, Gerber Legendary Blades/Gerson Magnific Knives and Gear , Willamette Iron & Steel/Wallowa Iron and Steel Shipyard, Commercial Iron Works Shipyard, Gilmore Steel Corporation/Moore Steel Company Steel Mill. Was 7. Was 1 (csv), 
                energy = 41.20 # Was 1 (csv). 1 (csv) + Bonneville Dam (26.10/52.20), Oak Grove Hydroelectric Project (0.00/5.10), Faraday (3.45/4.60), North Fork (4.08/4.08), T. W. Sullivan (1.15/1.54), PHP 1 (2.37/2.37), Bull Run Hydroelectric Project (0.55/2.20), River Mill (1.88/1.88), Stone Creek (0.00/1.20), PHP 2 (0.59/1.18), Timothy Lake Powerhouse (0.03/0.12). Hydro is 40.20/76.47.
                metals = 0.95 #    Ferruginous Bauxite Deposits (0.80 Fe Metals, 0.15 Ti Metals)
                rare_materials = 7.77 # Ferruginous Bauxite Deposits (7.77/7.77 Al Rares)
                infra = 0.5 # csv (0.6) - 1
                manpower = 1 # csv
                points = 10 # Was 8. Was 3. Was 0.
                } 
            province = {
                id = 784 # Bend
                ic = 2 # Nosler.inc/Partition Projectiles Bend Facility, Roseburg Forest Products/Ford Forestry, Bend. Was 2 (removed csv)
                energy = 1.14 # Was 1 (csv). Siphon Power Project(0.00/0.54 ), Juniper Ridge Hydroelectric Project(0.12/0.50), Bend(0.02/0.11). Hydro is 0.14/1.15
                rare_materials = 1 # csv
                infra = 0.6 # csv (no change)
                manpower = 1 # csv
                }    
            province = {
                id = 786 # Eugene
                ic = 2 # csv (1), Roseburg Forest Products/Ford Forestry Reedsport Mill. Was 1                      
                energy = 8.97 # Lookout Point Dam (3.00/12.00), Hills Creek Dam (0.00/3.00), Cougar Dam(2.50/2.50), Leaburg(1.59/1.59), Dexter Dam(1.50/1.50), Walterville(0.20/0.80), Dorena Hydro-Electric Facility(0.18/0.75). Hydro is 8.97/22.14
                infra = 0.3 # csv (0.4) - 1
                }
            province = {
                id = 6102 # La Grande
                ic = 2 # csv (1), Mount Emily Lumber Company/La Grande Ronde Lumber Mill. was 1
                energy = 33.64 # Brownlee Dam (14.62/58.50), Oxbow power station (19.00/19.00), Wallowa Falls (0.02/0.11). Hydro is 33.64/77.61.
                infra = 0.2 # csv (0.5) - 3
                manpower = 1
                points = 3 # Was 0.
                }
            province = {
                id = 6105 # Lakeview
                ic = 2 # Collins Companies/Caulson Corporation Sawmill, tribal artisanships (1)
                energy = 0.27 # Paisley Geothermal Plant (0.27/0.37)
                infra = 0.3 # csv (no change)
                manpower = 1
                }
            province = {
                id = 6109 # Hillsboro
                ic = 2 # Cascade Steel Rolling Mills/Cascadia Steel Rolling Mills, Oregon-American Lumber Company/America-Oregon Lumber Company Lumber Mill
                metals = 10.13 # Ferruginous Bauxites (0.81/1.76 Fe Metals + 0.24 Ti + 6.32 Fe + 1.18 Ti), Scapoose Limonite (1.58 Fe Metals)
                rare_materials = 10.03 # Ferruginous Bauxites (1.76 Al Rares + 0.08 P + 6.31 Al), Scapoose Limonite (0.01 S Rares + 0.23 P + 0.19 Mn + 1.45 Al)
                infra = 0.3 # csv (0.6) - 3
                manpower = 2
                points = 2 # was 0
                }
            province = {
                id = 6111 # The Dalles
                energy = 36.18 # Round Butte Dam (27.93/37.25), Pelton Dam (5.49/10.98), Warm Springs Power Enterprises (1.96/1.96), Opal Springs Hydro (0.21/0.43), Middle Fork Irrigation District (0.00/0.33), 45 Mile Hydroelectric (0.22/0.30), Copper Dam Plant (0.19/0.26), Peters Drive Plant (0.18/0.18). Hydro is 36.18/51.69.
                infra = 0.3 # csv (0.4) - 1
                points = 3 # Was 0
                }
            province = {
                id = 6112 # Pendleton
                energy = 98.05 # McNary Dam (98.05/98.05).
                infra = 0.5 # csv (no change)
                points = 9 # Was 0
                }
            province = {
                id = 6113 # Canyon City
                ic = 2 # csv (1), tribal artisanships (1)
                energy = 1 # csv
                metal = 1.02 # csv (1), Grant County Chromite Deposits (0.02 Fe Metals). Was 1
                rare_materials = 1.40 # csv (1), Grant County Chromite Deposits (0.40 Cr Rares). was 1
                infra = 0.5 # csv (no change).
                manpower = 1 # csv
                }
            province = {
                id = 6114 # Burns
                ic = 1 # Tribal Artisanships
                infra = 0.1 # csv (0.3)
                }

            Was:
                province = {
                    id = 778 # Grants Pass
                    infra = 0.5 # csv (no change)
                    }
                province = {
                    id = 783 # Portland, OR
                    ic = 7 # oldcsv(7). Was 1 (csv)
                    energy = 1 # csv
                    infra = 0.5 # csv (0.6) - 1
                    manpower = 1 # csv
                    points = 3 # was 0
                    }
                province = {
                    id = 784 # Bend
                    ic = 2 # csv
                    energy = 1 # csv
                    rare_materials = 1 # csv
                    infra = 0.6 # csv (no change)
                    manpower = 1 # csv
                    }
                province = {
                    id = 786 # Eugene
                    ic = 1 # csv
                    infra = 0.3 # csv (0.4) - 1
                    }
                province = {
                    id = 6102 # La Grande
                    ic = 1 # csv
                    infra = 0.2 # csv (0.5) - 3
                    }
                province = {
                    id = 6105 # Lakeview
                    infra = 0.3 # csv (no change)
                    }
                province = {
                    id = 6109 # Hillsboro
                    infra = 0.3 # csv (0.6) - 3
                    }
                province = {
                    id = 6111 # The Dalles
                    infra = 0.3 # csv (0.4) - 1
                    }

                province = {
                    id = 6112 # Pendleton
                    infra = 0.5 # csv (no change)
                    }
                province = {
                    id = 6113 # Canyon City
                    ic = 1 # csv
                    energy = 1 # csv
                    metal = 1 # csv
                    rare_materials = 1 # csv
                    infra = 0.5 # csv (no change).
                    manpower = 1 # csv
                    }

                province = {
                    id = 6114 # Burns
                    infra = 0.1 # csv (0.3)
                    }
 
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Reactions:
Hello! Thanks for the patch! From the start, all countries slide into the problem of a lack of rare resources. On average, from 1/10 to 1/5 (up to 1/3 for the lucky ones) of industrial potential works. Is that how it's intended?
 
Hello! Thanks for the patch! From the start, all countries slide into the problem of a lack of rare resources. On average, from 1/10 to 1/5 (up to 1/3 for the lucky ones) of industrial potential works. Is that how it's intended?
Hello! Thank you! Always glad to see someone liking it, and always glad for more feedback!
No, it's not. I underestimated how many resources I added into the map already, and so I made the starting resource production modifiers too low and so that many nations within the map revamp areas no longer got off-map resources from technologies.

EDIT: As I revamp more states' resources (I just did Oregon in this patch), I plan to lessen the modifiers until the default is like 5-10%, and slowly phase out the off-map resources, restrict them to Secret Technologies, Events/Decisions, Special Bonuses and Unifications.

I will release 2.5.1.1. to address this and a few other minor issues before the New Years'.
 
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FODD 2.5.1.1 Released
Happy New Years! Sorry for the delay, regenerating the map is a pain.
Many issues about the previous version were raised, and I did my best to address them.
Enjoy, everyone! May your next year be more prosperous and may God guard you in it!
Take care, everyone!

Checksum: PNZD
FODD 2.5.1.1 Main Mod File (MediaFire)
This download file is a rar file. It includes the entire mod. 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.

FODD Discord Link

Code:
FODD 2.5.1.1 Changelog 26-12-2022


/ai

    BOS_.ai:
        - Will now trade embargo the Warriors of Ice, it used to be able to trade with them, which was a bug.

    U53_2245.ai, U53_2247.ai, U53_2249.ai, U53_2251.ai, U53_2253.ai, U53_2253.ai:
        - Will now trade embargo the Warriors of Ice. Sorry, no more cold nuka colas for cold mutants!

    ANG/Junkers: 
        - Solved the too many garrisons issue. The Junkers will build less garrisons and more ships with time. 
        - The Junkers will now actually have some naval presence, now that the Great Lakes are navigable and connected to the Atlantic (Thanks to Arcangelus). 
            - They will also research naval technologies now. While it won't be their main focus, the objective here is for the Junkers to have a small naval presence, one which will be relevant in the mid and end-games. This also accounts for the possibility of the Junkers getting all of Pennsylvania from the Civil War.
        - Will use Offensive Supply.

        - ANG_2245.ai
            garrison            = 15
        - ANG_2247.ai
            garrison            = 15
        - ANG_2249.ai
            garrison            = 10
            destroyer             = 5
                Was:
                garrison            = 15
            naval_base = yes
            max_naval_base = 2
            naval_base_provs = { 
                608  # Philadelphia
                2686 # Eire
            }
            new tech preferences:
                8010 # Early Motorboats
                8020 # Basic Motorboats
                8030 # Improved Motorboats
                8040 # Scrap Corvettes
                8050 # Fast Attack Craft
                8060 # Scrap Frigates
                8070 # Scrap Trawlers
                8080 # Scrap Freighters
                8160 # Sailing
                8170 # Organized Navy
                8180 # Random Vessels Adaptation
                8230 # Early Task Forces
                8240 # Large Units Organization
                8250 # Quantity
            No longer ignores the following technologies:
                6280 # Military Sea Transport
                6330 # Sea Dogs
            naval_doctrines = 1 (was 0)
            Invasions and Naval:
                base = { 
                    608  # Philadelphia
                    2686 # Eire
                }
                target = { 
                    3006 # Lake Superior
                    3007 # Lake Michigan
                    4247 # Ocean south of Long Island
                    4248 # Massachusetz Bay
                    4250 # Fleuve Saint-Laurent
                    6575 # Capital Sea
                    6576 # Long Island Sound
                }
                core = { 
                    3008 # Lake Huron
                    3009 # Lake Eire
                    3010 # Lake Ontario
                }
        - ANG_2251.ai
            garrison            = 10
            destroyer             = 5
                Was:
                garrison            = 15
            naval_base = yes
            max_naval_base = 4
            naval_base_provs = { 
                608  # Philadelphia
                2686 # Eire
            }

            new tech preferences:
                8010 # Early Motorboats
                8020 # Basic Motorboats
                8030 # Improved Motorboats
                8040 # Scrap Corvettes
                8050 # Fast Attack Craft
                8060 # Scrap Frigates
                8070 # Scrap Trawlers
                8080 # Scrap Freighters
                8160 # Sailing
                8170 # Organized Navy
                8180 # Random Vessels Adaptation
                8230 # Early Task Forces
                8240 # Large Units Organization
                8250 # Quantity
            No longer ignores the following technologies:
                6280 # Military Sea Transport
                6330 # Sea Dogs
            naval_doctrines = 1 (was 0)
            Invasions and Naval:
                base = { 
                    608  # Philadelphia
                    2686 # Eire
                }
                target = { 
                    3006 # Lake Superior
                    3007 # Lake Michigan
                    4247 # Ocean south of Long Island
                    4248 # Massachusetz Bay
                    4250 # Fleuve Saint-Laurent
                    6575 # Capital Sea
                    6576 # Long Island Sound
                }
                core = { 
                    3008 # Lake Huron
                    3009 # Lake Eire
                    3010 # Lake Ontario
                }

        - ANG_2253.ai
            garrison            = 5
            destroyer             = 5
            transports             = 5
                Was:
                garrison            = 15
            naval_base = yes
            max_naval_base = 6
            naval_base_provs = { 
                608  # Philadelphia
                2686 # Eire
            }

            new tech preferences:
                8010 # Early Motorboats
                8020 # Basic Motorboats
                8030 # Improved Motorboats
                8040 # Scrap Corvettes
                8050 # Fast Attack Craft
                8060 # Scrap Frigates
                8070 # Scrap Trawlers
                8080 # Scrap Freighters
                8160 # Sailing
                8170 # Organized Navy
                8180 # Random Vessels Adaptation
                8230 # Early Task Forces
                8240 # Large Units Organization
                8250 # Quantity
            No longer ignores the following technologies:
                6280 # Military Sea Transport
                6330 # Sea Dogs
            naval_doctrines = 2 (was 0)
            Invasions and Naval:
                base = { 
                    608  # Philadelphia
                    2686 # Eire
                }
                target = { 
                    3006 # Lake Superior
                    3007 # Lake Michigan
                    4247 # Ocean south of Long Island
                    4248 # Massachusetz Bay
                    4250 # Fleuve Saint-Laurent
                    6575 # Capital Sea
                    6576 # Long Island Sound
                }
                core = { 
                    3008 # Lake Huron
                    3009 # Lake Eire
                    3010 # Lake Ontario
                }

        - ANG_2255.ai
            garrison            = 5
            destroyer             = 5
            transports             = 5
                Was:
                garrison            = 15
            naval_base = yes
            max_naval_base = 8
            naval_base_provs = { 
                608  # Philadelphia
                2686 # Eire
            }

            new tech preferences:
                8010 # Early Motorboats
                8020 # Basic Motorboats
                8030 # Improved Motorboats
                8040 # Scrap Corvettes
                8050 # Fast Attack Craft
                8060 # Scrap Frigates
                8070 # Scrap Trawlers
                8080 # Scrap Freighters
                8160 # Sailing
                8170 # Organized Navy
                8180 # Random Vessels Adaptation
                8230 # Early Task Forces
                8240 # Large Units Organization
                8250 # Quantity
            No longer ignores the following technologies:
                6280 # Military Sea Transport
                6330 # Sea Dogs
            naval_doctrines = 2 (was 0)
            Invasions and Naval:
                base = { 
                    608  # Philadelphia
                    2686 # Eire
                }
                target = { 
                    3006 # Lake Superior
                    3007 # Lake Michigan
                    4247 # Ocean south of Long Island
                    4248 # Massachusetz Bay
                    4250 # Fleuve Saint-Laurent
                    6575 # Capital Sea
                    6576 # Long Island Sound
                }
                core = { 
                    3008 # Lake Huron
                    3009 # Lake Eire
                    3010 # Lake Ontario
                }

    ARG/Harlequins: 
        - Solved the too many garrisons issue. The Harlequins will build less garrisons and more ships with time.
        - Harlequins will now use offensive supply.             
        - Will now actually build forts.
        - Will become less neutral (namely, more prone to alliances and such pacts with other powers) and more aggressive with time.

    - ARG_2245.ai
        use_offensive_supply = yes
        combat = { 
        TEX = 10
        }
        fort_borders = { TEX }
        Was: fort_borders = { 680 } - this is the wrong way to do it, a tag is supposed to be here.

        #### Divisions etc...
        infantry             = 0
        cavalry             = 0
        motorized             = 0
        mechanized             = 0
        light_armor         = 0
        armor                 = 0
        paratrooper         = 15
        marine                 = 33
        bergsjaeger         = 0
        garrison            = 15
        hq                    = 10
        militia             = 15
    #                82 %
        interceptor         = 0
        multi_role             = 0
        cas                 = 0
        strategic_bomber     = 0
        tactical_bomber     = 0
        naval_bomber         = 0
        transport_plane     = 0
        flying_bomb         = 0
        flying_rocket         = 0
    #                0 %
        battleship             = 0
        carrier             = 0
        escort_carrier        = 0
        destroyer             = 3
        light_cruiser         = 2
        heavy_cruiser         = 0
        battlecruiser         = 0
        submarine             = 0
        nuclear_submarine     = 0
        transports             = 2
    #                12 %

    target = { 4241 }
    core = { 4242  }


    - ARG_2247.ai
        neutrality = 55.000
        war = 0
        use_offensive_supply = yes
        combat = { 
            TEX = 20
            }
        fort_borders = { TEX }
        Was: fort_borders = { 680 } - this is the wrong way to do it, a tag is supposed to be here.

            #### Divisions etc...
            infantry             = 0
            cavalry             = 0
            motorized             = 0
            mechanized             = 0
            light_armor         = 0
            armor                 = 0
            paratrooper         = 15
            marine                 = 33
            bergsjaeger         = 0
            garrison            = 15
            hq                    = 10
            militia             = 15
        #                82 %
            interceptor         = 0
            multi_role             = 0
            cas                 = 0
            strategic_bomber     = 0
            tactical_bomber     = 0
            naval_bomber         = 0
            transport_plane     = 0
            flying_bomb         = 0
            flying_rocket         = 0
        #                0 %
            battleship             = 0
            carrier             = 0
            escort_carrier        = 0
            destroyer             = 3
            light_cruiser         = 2
            heavy_cruiser         = 0
            battlecruiser         = 0
            submarine             = 0
            nuclear_submarine     = 0
            transports             = 2
        #                12 %

        target = { 4241 }
        core = { 4242  }

    - ARG_2249.ai
        neutrality = 50.000
        war = 5
        use_offensive_supply = yes
        combat = { 
            TEX = 30
            }
        fort_borders = { TEX CZE }

            #### Divisions etc...
            infantry             = 0
            cavalry             = 0
            motorized             = 0
            mechanized             = 0
            light_armor         = 0
            armor                 = 0
            paratrooper         = 15
            marine                 = 33
            bergsjaeger         = 0
            garrison            = 10
            hq                    = 10
            militia             = 15
        #                83 %
            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 %
            battleship             = 0
            carrier             = 0
            escort_carrier        = 0
            destroyer             = 5
            light_cruiser         = 2
            heavy_cruiser         = 0
            battlecruiser         = 0
            submarine             = 0
            nuclear_submarine     = 0
            transports             = 5
        #                12 %

        armor         = 3
        infantry     = 4
        industry     = 5
        aircraft     = 1
        naval         = 4
        land_doctrines     = 5
        secret_weapons     = 3
        air_doctrines     = 0
        naval_doctrines = 1

        target = { 4241 }
        core = { 4242  }


    - ARG_2251.ai
        neutrality = 45.000
        war = 10
        use_offensive_supply = yes
        combat = { 
            CZE = 20
            TEX = 40
            }
        fort_borders = { TEX CZE }

            #### Divisions etc...
            infantry             = 0
            cavalry             = 0
            motorized             = 0
            mechanized             = 0
            light_armor         = 0
            armor                 = 0
            paratrooper         = 15
            marine                 = 33
            bergsjaeger         = 0
            garrison            = 10
            hq                    = 10
            militia             = 15
        #                83 %
            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 %
            battleship             = 0
            carrier             = 0
            escort_carrier        = 0
            destroyer             = 5
            light_cruiser         = 2
            heavy_cruiser         = 0
            battlecruiser         = 0
            submarine             = 0
            nuclear_submarine     = 0
            transports             = 5
        #                12 %

        armor         = 3
        infantry     = 4
        industry     = 5
        aircraft     = 1
        naval         = 4
        land_doctrines     = 5
        secret_weapons     = 3
        air_doctrines     = 0
        naval_doctrines = 1

        target = { 4241 }
        core = { 4242  }


    - ARG_2253.ai
        neutrality = 40.000
        war = 15
        use_offensive_supply = yes
        combat = { 
            CZE = 20
            TEX = 50
            }
        fort_borders = { TEX CZE }

            #### Divisions etc...
            infantry             = 0
            cavalry             = 0
            motorized             = 0
            mechanized             = 0
            light_armor         = 0
            armor                 = 0
            paratrooper         = 15
            marine                 = 33
            bergsjaeger         = 0
            garrison            = 5
            hq                    = 10
            militia             = 15
        #                78 %
            interceptor         = 0
            multi_role             = 7
            cas                 = 0
            strategic_bomber     = 0
            tactical_bomber     = 0
            naval_bomber         = 0
            transport_plane     = 0
            flying_bomb         = 0
            flying_rocket         = 0
        #                7 %
            battleship             = 0
            carrier             = 0
            escort_carrier        = 0
            destroyer             = 5
            light_cruiser         = 5
            heavy_cruiser         = 0
            battlecruiser         = 0
            submarine             = 0
            nuclear_submarine     = 0
            transports             = 5
        #                15 %

        armor         = 3
        infantry     = 4
        industry     = 5
        aircraft     = 2
        naval         = 4
        land_doctrines     = 5
        secret_weapons     = 3
        air_doctrines     = 0
        naval_doctrines = 1

        target = { 4241 }
        core = { 4242  }


    - ARG_2255.ai

        neutrality = 35.000
        war = 20
        use_offensive_supply = yes
        combat = { 
            CZE = 20
            TEX = 60
            }
        fort_borders = { TEX CZE }

            #### Divisions etc...
            infantry             = 0
            cavalry             = 0
            motorized             = 0
            mechanized             = 0
            light_armor         = 0
            armor                 = 0
            paratrooper         = 15
            marine                 = 33
            bergsjaeger         = 0
            garrison            = 5
            hq                    = 10
            militia             = 15
        #                78 %
            interceptor         = 0
            multi_role             = 7
            cas                 = 0
            strategic_bomber     = 0
            tactical_bomber     = 0
            naval_bomber         = 0
            transport_plane     = 0
            flying_bomb         = 0
            flying_rocket         = 0
        #                7 %
            battleship             = 0
            carrier             = 0
            escort_carrier        = 0
            destroyer             = 5
            light_cruiser         = 5
            heavy_cruiser         = 0
            battlecruiser         = 0
            submarine             = 0
            nuclear_submarine     = 0
            transports             = 5
        #                15 %

        armor         = 3
        infantry     = 4
        industry     = 5
        aircraft     = 2
        naval         = 4
        land_doctrines     = 5
        secret_weapons     = 3
        air_doctrines     = 0
        naval_doctrines = 1

        target = { 4241 }
        core = { 4242  }

    ARM/Kurtz's Camp: 
        - Will now use offensive supply.             
        - Will now actually build forts.
        - Will become and more aggressive with time.
        - Will become more aggressive with time.
        - Will attack more nations with time.

    ARM_2245.ai
        use_offensive_supply = yes
        combat = {
            BHU = 20
            MOR = 20
            ITA = 15
            BRA = 10
            CAL = 10
            IRQ = 10
            JAP = 10
            TUR = 10
            ALB = 5
            AST = 5
            HON = 5
            }

        fort_borders = { }
        fort_provs = { 6162 } in place of fort_borders.

    ARM_2247.ai

        war = 20
        use_offensive_supply = yes
        combat = {
            BHU = 25
            MOR = 25
            ITA = 20
            BRA = 15
            CAL = 15
            IRQ = 15
            JAP = 15
            TUR = 15
            ALB = 10
            AST = 10
            HON = 10
            FRA = 5
            GER = 5
            POL = 5
            }
        max_land_level = 5
        fort_borders = { }
        fort_provs = { 6162 } in place of fort_borders.
        
    ARM_2249.ai
        war = 25
        use_offensive_supply = yes
        combat = {
            BHU = 30
            MOR = 30
            ITA = 25
            BRA = 20
            CAL = 20
            IRQ = 20
            JAP = 20
            TUR = 20
            ALB = 15
            AST = 15
            HON = 15
            FRA = 10
            GER = 10
            POL = 10
            }
        max_land_level = 6
        fort_borders = { }
        fort_provs = { 6162 }

    ARM_2251.ai
        war = 30
        use_offensive_supply = yes
        combat = {
            BHU = 35
            MOR = 35
            ITA = 30
            BRA = 25
            CAL = 25
            IRQ = 25
            JAP = 25
            TUR = 25
            ALB = 20
            AST = 20
            HON = 20
            FRA = 15
            GER = 15
            POL = 15
            AFG = 5
            NOR = 5
            TEX = 5
            }
        max_land_level = 7
        fort_borders = { }
        fort_provs = { 6162 }
        

    ARM_2253.ai
        war = 35
        use_offensive_supply = yes
        combat = {
            BHU = 40
            MOR = 40
            ITA = 35
            BRA = 30
            CAL = 30
            IRQ = 30
            JAP = 30
            TUR = 30
            ALB = 25
            AST = 25
            HON = 25
            FRA = 20
            GER = 20
            POL = 20
            AFG = 10
            NOR = 10
            TEX = 10
            POR = 5
            SCH = 5
            HOL = 5
            BLR = 5
            }
        max_land_level = 8
        fort_borders = { }
        fort_provs = { 6162 }

    ARM_2255.ai
        war = 40
        use_offensive_supply = yes
        combat = {
            BHU = 45
            MOR = 45
            ITA = 40
            BRA = 35
            CAL = 35
            IRQ = 35
            JAP = 35
            TUR = 35
            ALB = 30
            AST = 30
            HON = 30
            FRA = 25
            GER = 25
            POL = 25
            AFG = 15
            NOR = 15
            TEX = 15
            POR = 10
            SCH = 10
            HOL = 10
            BLR = 10
            PRK = 5
            USA = 5
            ENG = 5
            }
        max_land_level = 9
        fort_borders = { }
        fort_provs = { 6162 }

    ARM_Apocalypse.ai

        war = 40
        use_offensive_supply = yes

        max_land_level = 9
        fort_borders = { }
        fort_provs = { 6162 }


    AST_2245.ai
        use_offensive_supply = yes
        combat = {
            GER = 15 # Vault City
            MOR = 15 # New Canaan
            NOR = 15 # The Huns
            POL = 15 # Broken Hills
            POR = 10 # Gecko
            MTN = 5 # Calgary Confederacy
        }

        max_land_level = 8
        fort_borders = { }
        fort_provs = { 705 }


    AST_2247.ai
        neutrality = 50.000
        war = 20
        use_offensive_supply = yes

    combat = {
        GER = 20 # Vault City
        MOR = 20 # New Canaan
        NOR = 20 # The Huns
        POL = 20 # Broken Hills
        POR = 15 # Gecko
        MTN = 10 # Calgary Confederacy
        SCH = 5  # Pioneer Alliance
        }

        max_land_level = 8
        fort_borders = { }
        fort_provs = { 705 }


    AST_2249.ai
        neutrality = 45.000
        war = 25
        use_offensive_supply = yes

        combat = {
            GER = 25 # Vault City
            MOR = 25 # New Canaan
            NOR = 25 # The Huns
            POL = 25 # Broken Hills
            POR = 20 # Gecko
            MTN = 15 # Calgary Confederacy
            SCH = 10 # Pioneer Alliance
            AFG = 5  # Kansas Free State
            HOL = 5  # New Arroyo
            }


        max_land_level = 9
        fort_borders = { }
        fort_provs = { 705 }

        befriend = {
            DEN = 50 # Den
            FRA = 50 # New Reno
            SOV = 10 # Mutant Army
            IRQ = 40 # Vipers
            ALB = 30 # Caesar's Legion
            ANG = 5  # Junkers
            }

    AST_2251.ai

        neutrality = 40.000
        war = 30
        use_offensive_supply = yes

        combat = {
            GER = 30 # Vault City
            MOR = 30 # New Canaan
            NOR = 30 # The Huns
            POL = 30 # Broken Hills
            POR = 25 # Gecko
            MTN = 20 # Calgary Confederacy
            SCH = 15 # Pioneer Alliance
            AFG = 10 # Kansas Free State
            HOL = 10 # New Arroyo
            BEN = 5 # Beastlords. Psychic animal dominators vs Animal Psychic dominators.
            BHU = 5  # White Legs
            }


        befriend = {
            DEN = 50 # Den
            FRA = 50 # New Reno
            SOV = 10 # Mutant Army
            IRQ = 40 # Vipers
            ALB = 30 # Caesar's Legion
            ANG = 5  # Junkers
            }

        max_land_level = 9
        fort_borders = { }
        fort_provs = { 705 }


    AST_2253.ai

        neutrality = 35.000
        war = 35
        use_offensive_supply = yes

        combat = {
            GER = 35 # Vault City
            MOR = 35 # New Canaan
            NOR = 35 # The Huns
            POL = 35 # Broken Hills
            POR = 30 # Gecko
            MTN = 25 # Calgary Confederacy
            SCH = 20 # Pioneer Alliance
            AFG = 15 # Kansas Free State
            HOL = 15 # New Arroyo
            BEN = 10 # Beastlords. Psychic animal dominators vs Animal Psychic dominators.
            BHU = 10 # White Legs
            ARM = 5  # Kurtz's Camp
            BLR = 5  # Texas Reformed
            CAL = 5  # New California Republic
            CAM = 5  # Reavers
            ITA = 5  # Brotherhood of Steel
            ROM = 5  # Redding
            SPA = 5  # Midwestern Brotherhood of Steel
            TEX = 5  # New Church
            }

        befriend = {
            DEN = 50 # Den
            FRA = 50 # New Reno
            SOV = 10 # Mutant Army
            IRQ = 40 # Vipers
            ALB = 30 # Caesar's Legion
            ANG = 5  # Junkers
            }

        max_land_level = 10
        fort_borders = { }
        fort_provs = { 705 }

        

    AST_2255.ai

        neutrality = 30.000
        war = 40
        use_offensive_supply = yes

        combat = {
            GER = 40 # Vault City
            MOR = 40 # New Canaan
            NOR = 40 # The Huns
            POL = 40 # Broken Hills
            POR = 35 # Gecko
            MTN = 30 # Calgary Confederacy
            SCH = 25 # Pioneer Alliance
            AFG = 20 # Kansas Free State
            HOL = 20 # New Arroyo
            BEN = 15 # Beastlords. Psychic animal dominators vs Animal Psychic dominators.
            BHU = 15 # White Legs
            ARM = 10 # Kurtz's Camp
            BRL = 10 # Texas Reformed
            CAL = 10 # New California Republic
            CAM = 10 # Reavers
            ITA = 10 # Brotherhood of Steel
            ROM = 10 # Redding
            SPA = 10 # Midwestern Brotherhood of Steel
            TEX = 10 # New Church
            CZE = 5  # Spiders
            ENG = 5  # Enclave
            PSZ = 5  # Polar Station Zeta
            QUE = 5  # Quebec
            USA = 5  # The States
            }

        befriend = {
            DEN = 50 # Den
            FRA = 50 # New Reno
            SOV = 10 # Mutant Army
            IRQ = 40 # Vipers
            ALB = 30 # Caesar's Legion
            ANG = 5  # Junkers
            }

        max_land_level = 10
        fort_borders = { }
        fort_provs = { 705 }

/config

            

/db

    - misc.txt:
        - Changed Metal, Rare Material and Energy Production Modifiers from 10 to 50%. It made resources get too low and caused widespread resource shortages. Contrary to what I thought, there aren't enough resources in-map to make this viable, not yet.
            - Fusion Cell starting modifier is still 10% because fuck y- I mean, because I want it to be quite scarce.

    /events

        - Multiple events: Deactivated the following command in multiple countries' intro events:
            command = { type = local_setflag which = Offmap_Resources } 
            This would make offmap resources pop up for certain nations outside revamped map areas. As I brought back all the off-map tech bonuses, this is currently unuecessary, but will be used in the future.

        - RCC.txt:
            - Dark Decision: Should work correctly and properly trigger the "A Possible Alliance" event for the Dark Cathedral.

        - Necropolis.txt:
            - Join With the Deep Ghouls: Deep Ghoul 2nd Sentries was being spawned with an ilegal brigade type (Engineers) for its unit type (Garrison). Changed from Engineers to Energy Weapons.

    /tech

        - Re-activated all the off-map free resources. The FODD map is clearly still too resource-devoid to 


/gfx

    - Forgot to include a bunch of new graphics by Arcangelus.


/map:
     - Distances.csv, airdist.tbl, navaldist2.tbl: Fixed the "Chatham Bug", it was similar to the "Deloraine Bug", which was causing the province Chatham in New Brunswick to be around thousands of kilometers of distance from the closest provinces. Aparently opening the Distances.csv file in Excel messes it up. Fixed the values and regenerated the map.


FODD 2.5.1 Changelog 19-09-2022


/ai

    - ALB_2245.ai:
        - Less white space on file
        - No more trade and tech embargoes against { 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 } which are mostly unused tags or Wasteland
        - Caesar's Legion will not build radar on Tucson/Two Sun (#730)
        - Will now build air base on Chihuahua (#2698)
        - Will now build IC on Gila Bend province (#6146)
        - Will no longer research the following techs, as they already start with them: Wasteland Human Soldiers, Wasteland Human Warriors, Early Irregulars, Slavery, Slave Labour, Slave Markets, Organized Barter Economy, Bottlecap Money, Taxation Systems and Close Combat Weapons.
        - Will ignore province El Centro (#6121) AKA The Glow
        - Fixed typos which made the AI file literally unplayable

    - ALB_2247.ai:
        - Less white space on file
        - Includes all changes in the previous ai files
        - Will start building AA on Gila Bend province (6146)
        - Note: Arcangelus forgot to add the embargo change here.

    - ALB_2249.ai:
        - Less white space on file    
        - Includes all changes in the previous ai files
        - Fixed a typo which may have been blocking the AI from researching naval technologies
    
    - ALB_2251.ai:    
        - Less white space on file
        - Includes all changes in the previous ai files
        - Will now build air base on Los Alamos (6128)

    - ALB_2253.ai:
        - Includes all changes in the previous ai files
        - No longer befriends Mexican Raiders after this date
        - Will fortify borders with the NCR and Spiders
        - Will no longer send expeditionary forces

    - ALB_2255.ai:
        - Will no longer Protect Mexican Raiders

    - ALG/Darien Tribes: Fixed the "too many garrisons issue". Darien Tribes will slowly build less garrisons and start building more HQs and Transports. Why the later? Just a little vice check to those who don't care about the naval game.

        - ALG_2245.ai
            paratrooper         = 25
            marine                 = 55
            garrison            = 20

        - ALG_2247.ai
            paratrooper         = 25
            marine                 = 55
            garrison            = 15
            hq                     = 5

        - ALG_2249.ai
            paratrooper         = 25
            marine                 = 55
            garrison            = 10
            hq                     = 5
            transports             = 5

        - ALG_2251.ai
            paratrooper         = 25
            marine                 = 55
            garrison            = 10
            hq                     = 5
            transports             = 5

        - ALG_2253.ai
            paratrooper         = 25
            marine                 = 55
            garrison            = 10
            hq                     = 5
            transports             = 5

        - ALG_2255.ai
            paratrooper         = 25
            marine                 = 60
            garrison            = 5
            hq                     = 5
            transports             = 5

    
        

    AZB_2245.ai:
        - military priority:
            - infantry build priority went from 30 to 15
            - marine priority went from 0 to 15
            - So, Dark Cathedral will build half the Regulars they did, and will now build Irregulars

    BOS_.ai:
        - Wrong Tag in combat section (AZK instead of AZB)

    - Enclave Location AI Changes: Provinces Dillingham and False Pass were "swapped". This also means that the AI now has to target False Pass instead of Dillingham. Affected files:
        CHC_2245.ai, CHC_2247.ai, CHC_2249.ai, CHC_2251.ai, CHC_2253.ai, CHC_2255.ai, ENG_2245.ai, ENG_2247.ai, ENG_2249.ai, ENG_2251.ai, ENG_2253.ai, ENG_2255.ai, HOL_mixed_2245.ai, HOL_mixed_2247.ai, HOL_mixed_2249.ai, HOL_mixed_2251.ai, HOL_mixed_2253.ai, HOL_mixed_2255.ai, HOL_tribal_2245.ai, HOL_tribal_2247.ai, HOL_tribal_2249.ai, HOL_tribal_2251.ai, HOL_tribal_2253.ai, HOL_tribal_2255.ai, HOL_vault_2245.ai, HOL_vault_2247.ai, HOL_vault_2249.ai, HOL_vault_2251.ai, HOL_vault_2253.ai, HOL_vault_2255.ai, Navarro_2245.ai, Navarro_2247.ai, Navarro_2249.ai, Navarro_2251.ai, Navarro_2253.ai, Navarro_2255.ai, PRK-alter.ai, PRK-alter_2245.ai, PRK-alter_2247.ai, PRK-alter_2249.ai, PRK-alter_2251.ai, PRK-alter_2253.ai, PRK-alter_2255.ai, PRK.ai

/config

    - darkest_hour.csv:
        - Removed the old Row 720: 
            NAME_LIGHT_ARMOR_BRI    Light Armored Brigade    Blind� l�ger    Corazzato leggero    Blindada ligera    Leichte Panzerbrigade    Lekka pancerna
    - doomsdaytext.csv:
        - Eliminated NAME_ESCORT_CARRIER, SNAME_ESCORT_CARRIER, SDESC_ESCORT_CARRIER, LDESC_ESCORT_CARRIER, NAME_NUCLEAR_SUBMARINE, SNAME_NUCLEAR_SUBMARINE, SDESC_NUCLEAR_SUBMARINE and LDESC_NUCLEAR_SUBMARINE bits from the csv. I have no idea why that is there, but I suspect vanilla shenanigans.
    - event_text.csv:
        - Less unecessary ;
        - Two new event choices for Event 16215
        - Some text for a potential future nation in Canada
        - Event text for some new Legion events by Arcangelus
        - Under-Nation slaving event text is gone from the Under-Nation part. Clearly it now works more like the normal slave raiding decision.
        - Text for extra Junker events for peace - Junkers can choose to peace out and FUSA can choose to peace out with Junkers as well.
        - Slavers' Guild events now have the Slave Market event description. According to Arcangelus, slave market is now a single decision and overall better organized.
        - Event description for The Dark Crusade events
        - Commonwealth:
            - War Refugees event
            - Dismantling the Cultists event
            - Integrating New England event
            - Restoring the Commonwealth of New England event
        - New event among the Resource events, in which one can restore Gecko's nucleare ractor
    - extra_text.csv
        - SNAME_LIGHT_ARMOR_BRI;L-A;B-L;B-L;Bli Lig;L. Pz;L. Cz.;;Ë.ÁÒ.;;;X deleted. Sprite stuff?
    - unit_names.csv
            - Removed the Rocket Interceptor descriptions, we aren't using them right now.
            - Removed the Light Armor Brigade/Glide Armor description.        

/db

    - misc.txt:
        # Oil production efficiency
            0.1 # 0.9. 1.0
        # Metal production efficiency
            0.1 # 0.9. 1.0
        # Energy production efficiency
            0.1 # 0.9. 1.0
        # Rare Materials production efficiency
            0.1 # 0.9. 1.0
        - This is part of the resource revamp, explained beneath with more detail.

    - revolt.txt (note to self: Take a look later to see if the numbers truly check-out)
        - Fixed label of Broken Hills' Capital province
        - Province Yuma (6145) added among Caesar's Legion extra provinces
        - Darien Tribes' new minium and capital are now La Palma (4286) not Panamá (888). Panamá is now on the extras part.
        - Harlequins' capital and minimum provinces changed from Lafayette (680) to New Orleans (679).
        - Added Baton Rouge (6274) as extra province.
        - Kansas Free State capital is now (792) instead of Tyler (711) as it was before, which was wrong.
        - Manitou Tribes minimum province Tallahassee (677) swapped for Bay Minette (6430). Extra (6430) swapped for (677).
        - Mutant Army now has Duluth (6339) as extra province, capital changed from Rochester (693) to Saint Paul (694).
        - New Arroyo capital changed from Eugene (786) to Marshfield (6107)
        - Pioneer Alliance now has extra provinces.
        - Spiders extras: Miami (651) switched to Orlando (650) and Titusville (6322) added.
        - Texas Reformed now gets most of Texas
        - Under-Nation was revolt = yes, is now revolt = no.
        - The Vipers capital was wrong. Changed from province 722 to Roswell (724)
        - Vault City capital changed from 771 to Andrews (6104)
        - Warriors of Ice capital changed from Rankin Inlet (560) to Port Nelson (6714). Churchill (6713) added to minimum province and removed from extra.
        - God Machine had no extra provinces, got many.
        - Reavers now have Jefferson City (6361) and Poplar Bluff (6364) as extra provinces.
        - Commonwealth now has extra minimum provinces: Fredericton (580), Bangor (582), Portland, ME (583), Burlington, VT (594), Concord(595), Hartford (2719), Augusta, ME (6367), Caribou (6368), Greenville, ME (6369), Skowhegan (6370), Berlin, NH (6372), Rutland (6373), Montpelier (6374), Pittsfield (6376), Oromocto (6601).
        - Mayan Empire has more minimum provinces, not just the capital but all starting ones. Playa del Carmen (4308) is no longer minimum. Mérida (756), Belize City (758), La Libertad (4305), Belmopan (4306), Tizimin (4307), Chetumal (4310), Campeche (4311), Escarcega (4312), Ciudad del Carmen (4313), (7377), Nicolas Bravo (7378), are all extra.
        - Less white spaces
        - Three added Proof-of-Concept non-functional nations on revolt files.

    - Province.csv:
        - 6874 swap to 548
        - 548 swap to 6874
        - Province False Pass (6874) now has beaches, port and a seazone province (4271).

    /events

        Caesar's_Legion.txt
            - "Hail Caesar" now gives Caesar an extra +1 speed value for land units and a 110% wartime ic modifier for "Total War"
            - "Veni, Vidi... Vici?" gives Caesar extra claims and unlocks a division.
            - Added some events to help the Legion expand earlier on. Not 100% implemented.
            - The Legion now gets a bonus if its attacked by the NCR early on between 2245 and 2248. Does not apply to human players.

        Commonwealth.txt
            - Choosing Minutemen will now change interventionism to 3 (was 2)
            - A few added but disabled commands in the Minutemen path which sleeps some ministers
            - Choosing Institute will wake up more ministers
            - Added a disabled event where the Gunners take over the Commonwealth
            - "Reach an Agreement" option will now sleep some ministers
            - Fixed some typos. Was literally unplayable.
            - "Final Government":
                - action "Minutemen" and "Institute" will wake and sleep some more ministers
                - The third action will wake up more ministers and sleep some others
            - Higher chance of Commonwealth military intervention against the Dark Cathedral if the Institute is not in charge
            - "Militarized Frontier" event gives free manpower to the Commonwealth (too excessive?)
            - Province 602 now suffers a loss of -1 IC in the second Commonwealth incursion
            - Treaty with Dark Cathedral cannot be done before June 2245. Plus, Commonwealth will now claim Province 6331.
            - "Commonwealth Demands" will now secede province 6331 (Troy) to the Commonwealth
            - Dark Cathedral will now receive Province 603 if they accept demands
            - New event for Minutemen if they are not part of the Civil War - they will get refugees.
            - New events in the Development of provinces chain, in which the Commonwealth dismantle Dark Cathedral cults and integrates the Old Commonwealth
            - "Fission Reactors" event: Gen V models now give rare materials.
            - "Fusion Reactors" event: All the steps in progress now give rare materials.
            - Less white space.

        Dark_Cathedral.txt
            - Start of Game - Children of the Night:
                - Event now starts at hour 8 not 10
                - "105th Light Infantry Btn." is now added when = 1, not when = 0 where = -25
                - "501st Military Police Btn." has one garrison unit less now (aparently)
                - "7th FUS Regiment" now starts in province 6379 (was 610)
                - New starting division: "Newark Tralls", an Irregular Model 0 unit.
                - The second event now starts at hour 8 as well.
            - Start of game - Dark Cathedral    
                - No longer starts game activating the Slavery tech
                - Adds the following units now:
                    command = { type = add_corps which = "Witches" value = land when = -1 where = 6380 }
                    command = { type = add_division which = "Wiches" value = marine when = 0 }
                    command = { trigger = { random = 40 } type = add_division which = "Wiches" value = marine when = 1 }
                    - Note to self: Should be Witches now Wiches.
                - The event would disorg and damage two divisions each, now it disorgs four instead.
            - Start of game - Dark Persuasions
                - Now starts at Hour 10 of Day 9, instead of Day 10.
                - New unit:
                    command = { type = strength which = garrison when = 1 where = 1 org = 100 value = 1 } #I just want all cultist to be at max org.
            - New event added: Dark Crusade. Causes dissent and demobilizes units IF the Dark Cathedral takes too long (after 2246) to take over the FUSA, losing fervour.
            - "Slaves to Darkness" will now trigger in Day 10 instead of 9.
            - Added some space where it was necessary.

        Dead_Islands.txt
            "Ancient Sickness" event, "Mystery of the Dead Islands", "Mysterious Sickness" and "Forbidding Islands" events: No more unecessary random = no, some adjustment of date formats.
            "Lost Bases", "Lost Naval Squadron", "Lost Air Group", "Gauss Weapons and Power Armor" and "Lost A.I." events: No more unecessary random = no.
            "The Blast Doors Are Opened!" event: Now applicable to the Commonwealth. Also some changes on the dates.
            "Restoration of the Bases" event: Some adjustment of date formats.

        Decisions.txt
            - Gun Runners are now allowed for all in 2257 (was 2258)
            - "Invest in National Infrastructures: Fallout version" event: 
                - Now cheaper.
                - The third level of investment now builds up +20 infra.
                - First level no longer uses the infra_investment flag.
            - "Invest in National Research", Generic, Old World and Guilds Versions:
                - Changed some action triggers.
            - "Overwork Slaves"
                - Enhanced decision, less cumbersome, AI can now take it with better ease.
            - ALB is now one of the "Blessed Tags" that can search for Horses earlier

        Enclave.txt
            - "New Drug (from New Reno)", "New Drug Origin", "Start of game - Welcome Mr President!", "Start of game - Enclave Secret Program (Deathclaws)", "Enclave Secret Program (Ressurection)", "Enclave Secret Program (The Horrigan Resurrection)"  event: Date format changes
            - "New Drug Ransom", "New Drug Refusal", "Prisoner Shipments Arrive", "Damn Slavers Refuse": persistent is now in a better place in the event structure
            - "The Seward Ice Mines":
                - persistent is now in a better place in the event structure
                - Date format changes
            - "War with Reno":
                - Date format changes
                - Accounts for the right province ID for Klamath Falls province (6106, was 785)
                - Small ai chance change
            - "We Need Prisoners":
                - persistent is now in a better place in the event structure
                - Date format changes
                - Slightly larger maximum manpower for going after Prisioners (6, was 5)
                - Shorter offset, Enclave will repeat this event every 90 days (instead of 120)
                - AI Enclave will always choose to send for Prisoners
            - "Enclave Secret Program - Deathclaw Early Results"
                - Date format changes
                - No more different early result events for AI and human
                - No more ai = no on trigger because there's one event now
                - Now has ai_chance because AI and player use the same event.
                - The list of slept events is now properly ordered by event number. Yeah this kind of thing bothers me too, based Arcangelus.
                - No longer sleeps the ai file in the player version, because the AI version no longer exists
                - Fixed typos in comments, literally unmoddable
            - Enclave Secret Program (Project Apocalypse - find files): 
                - Is now a decision
                - Date format changes.
            - Enclave Secret Program (Project Apocalypse - start): 
                - Minor formatting changes
                - Date format changes.
            - Enclave Secret Program(Project Apocalypse - success): Minor formatting changes
            - The President's Address: The empty command had a starting parenthesis in place of a starting bracket
            - Annex Navarro:
                - Will now give Supply Convoys
            - Navarro's fall: Now checks wherever the country is at war against the Enclave

        Former_USA.txt
            - "Dark Cathedral Brother Cainite":
                - Removed previously commented divisions that would go from FUSA to Dark Cathedral and are now handled by separate files
                - US Navy will now be reinforced at the onset of the Civil War
                - Will no longer damage two US Divisions
                - Removed a bunch of commented out divisions which would switch_allegiance, but AFAIK now start on Dark Cathedral side
            - "Dark Cathedral Found":
                - Now a decision
                - Cleaned up requirements.
                - Date format changes.
            - "Unexpected Help":
                - Changed name of a corps in the first option.    
                - A new second option. Asked Arcangelus to clarify what its supposed to do.
                    - Arcangelus said its supposed to be AI-only, but it lacks an trigger to set it up as only an AI option. FIX THIS
            - "The Big Red One":
                - Now a decision.
                - Date format changes.
                - Decision will be appear when one of the following will:
                    - Lost 30% of national territory
                    - Lost 25% of IC
                    - Lost 25% of VPs
                    - Does not control Province Annapolis (6464)
                    - Does not control Province Frederick (6467)
                - Can be taken/is triggered by:
                    - Division exists (Duh)
                    - Is at war
                    - Then one of the following:
                        - Does not have VP = 25
                        - 10% of VP in enemy hands
                        - 40% of national provinces VP in enemy hands
                        - 25% VP in enemy hands
                        - Not in control of the capital
                        - Lost province Frederick (6467)
                - The second event which unlocks it in 2246 automatically makes sure that the first one didn't fire
            - "Fusa's Reckoning":
                - Now the decision appears even while the Dark Cathedral exists
                - Now appears when The States only has 50% of land forces compared to Junkers, as it assumes the player knows what he is doing
                - Can be done if the Dark Cathedral still exists
                - The States' can only do it when it has 90% of the Junkers' numbers in land forces
            - "Baby's Been a Bad, Bad Boy": Redundant since the Dark Cathedral changes, deleted. Event Id open.

        General.txt
            - "Leads on a Lost Vault": Can now appear for the Commonwealth

        Junkers.txt
            - New events in which Junkers can ask for terms with The States
                - "What a Pile of Junk": New event, in which the Junkers are losing to FUSA in the Civil War, but not too badly, yet the States remains strong.
                - "Junkers ask for Terms/Rust Peace": New event, in which the Feds send terms for the Junkers. Comes from the previous one.
                - "Junkers' Armistice": Dark Cathedral event in which Dark Cathedral reacts to Junkers peacing out and surrendering some Dark Cathedral territory taken by Junkers during war.

        NCR.txt
            - Added an AI-only which is aparently there to get rid of Caesar's Legion in Baja.
            - "Ongoing Disturbing Incidents - Investigation Success":
                - Is now one_action and persistent.
                - The AI can always choose peace.
            - "Deathclaws Decide Secret Enclave Program - Deathclaws NCR - nasty legacy": Deactivated because it requires an impossible flag
            - The event in which Deathclaws decide no longer uses the rat_harshness flag because, again, it is never set.
            - Eternal War against the Deathclaws is persistent        

        New_Arroyo.txt:
            - Ongoing Disturbing Incidents - Investigation Success: Fixed a CTD caused by "once_choice" instead of "one_action"

        New_Arroyo.txt
            - Ongoing Disturbing Incidents - Investigation Success (Nasty Legacy): Now a once-choice event.
            - Disabled redundant events
            - "Luddite Revolt" no longer has random=no.
            
        Raids.txt
            - Caesar's Legion can now raid Texas Reformed, but it requires the same conditions as raiding New Church - Vipers not existing.
            - Caesar's Legion raids on the NCR are now more sporadic, due to NCR counter-strikes, but also earn more in manpower and supplies.
            - Caesar's Legion AI now has 10% chance not to raid Broken Hills (was 20%)

        Rebels.txt
            - Added some more Marauders to Moab province in order to prevent Kurtz mapsnakes (I can't wait to finally get Kurtz out of Utah).
            - More revolts in Flagstaff province
            - A few other minor changes
            - Changed this:
                command = { trigger = { control = { province = 6874 } } type = control which = REB value = 6874 }
              Into this:
                command = { trigger = { control = { province = 548 } } type = control which = REB value = 548 }
              In order to switch the provinces Dillingham and False Pass.

        Releasing_units.txt
            - The NCR's 16th US Division will only release IF the NCR is under attack now. It will no longer release if the NCR attacks other nations.
            - Releasing "The Big Red One" is no longer in this event file.

        Resources.txt
            - Overabundant Energy event will have a "Do Nothing" option only if Rare Storehouses haven't been built yet, for some reason.
            - "Wasting Energy" event no longer checks if the nation has made energy storage measures, it can only pop up if you choose to do nothing in the Averabundant Energy event.
            - "Using the Energy" event: Can only barter for military equipment if one has less than 11 Mercenary units.
            - "Using the Energy" decision:    
                - Now useable by Commonwealth and Navarro Base
                - Can only barter for military equipment if one has less than 11 Mercenary units. No longer has a trigger related to wherever a nation is AI-controlled.
                - No longer disallows boosting industry with energy if the nation has 70.000 or more energy AND 100 IC. Now the only restriction is the IC. Also increased energypool expense, from -15.000 to -20.000, in this option.
                - For nations with more than 100 IC but less than 120, energy expenses are now 51.000 (was 70.000)
            - "Rusting Metal Graveyards": Can no longer do nothing if one has rare storehouse (bug?)
            - "Rusting Hulks": Eliminated redundant trigger for checking if the nation doesn't have metal storehouses.
            - "Using the Metal", "Using the Rare Materials": Now useable by Commonwealth and Navarro Base
            - "Radioactive Cellars" will have a "Do Nothing" option only if Rare Storehouses haven't been built yet
            - "People Are Getting Sick" Eliminated redundant trigger for checking if the nation doesn't have rare material storehouses.
            - A new event for restoring Gecko's nuclear reactor if it goes capput

        Slavers'_Guild.txt
                - "Selling at Slave Markets", "Buying at Slave Markets", "Trading at Slave Markets": Compressed into a single decision.
                - New Slave Markets event has action triggers which help the AI to buy slaves.
                - "Guild Certification", "Slaving Profits" (all versions), "Guild Membership Dues": Date format change.

        Unifications.txt
            - "New Hampshire-Maine-Vermont United": 
                - Unifying Vermont now requires taking only 33% of its land area (because it has only 3 provinces, so... kinda impossible doing that normally)
                - Changed date formatting 
            - Oregon United:
                - Now has a small bonus of +0.84% consumer goods efficiency, to account for the local gold and silver mines.

        Wasteland_Revolt.txt
            Changed this:
                command = { type = control which = REB value = 6874 } #False Pass, Alaska
            Into:
                command = { type = control which = REB value = 548 } #Dillingham, Alaska

        West_BoS.txt
            - Less White Space
            - "Reconciliation with NCR": Changed date formatting.
            - Deleted the old manpower tech events, passed into tech.

    /ministers
        - ministers_BOS.csv
            - New mininsters, including extra sets of mininsters for Institute, Minutemen and even a Gunner set.

    /tech
        - Resource Overhaul Tech Overhaul:
            - A revamp dedicated to making resources less abundant and more scarce through the world, by making nations produce less resources by default, and introducing the new modifiers for resource production into technologies. Scarcity means more reasons for trade and warfare, making the game harder (especially for the human player), among other differences. Plus, it cushions the effect of the adding of new resources in the map. Right now, there's just too much resources, and that was even before the map's resources started being revamped. This will be done by:
                - Making resource production start far lower than by default (10% instead of 100%)
                - Giving +efficiency effects to many technologies
                - Getting rid of off-map tech bonuses to resources. These should only come in Secret Techs, scenario config and events.
                - Keeping the off-map resources for nations which start outside areas of the map revamped with resource distribution.
                - Making energy-to-fusion cell conversion require more energy, thus diminishing both resources' availability.
            - Files affected:
                - misc.txt
                - industry_tech.txt
                - naval_tech.txt
                - secret_weapons_tech.txt
                - naval_doctrines.txt

        - air_doctrines_tech.txt: 
            - Category changed to naval.
            - Robot GDE Fix: Due to forgetfulness, during the change to the combat systems, it was forgotten that the Robots have their own 
            - Independent Units not Independant Units. Literally unplayable.
            warfare doctrine in the Robotics tech-file. This means that Robots cannot increase their GDE, unlike humans, making them underpowered. Robot nations also start with 60% "by default" due to Robot Race giving +10% GDE.
                Remote Control: +10% GDE
                Land Battle: +10% GDE
                Land Operational Battle: 5% GDE
                Sub-unit Operations: 5% GDE
                Land Air Navy Co-ordination: 5% GDE
                High Level Warfare: 5% GDE
                Independent Units: 5% GDE
                Continuous Improvement: 5% GDE

        - aircraft_tech.txt:
            - Improved Zeppelin Bomber and Sky Fortress techs increases air transport unit range by +500 each

        - industry_tech.txt:
            - Animal Husbandry, Windmills, Sheltered Agriculture, Large Brahmin Farms, Limited Wasteland Agriculture, Extensive Greenhouses, Extensive Wastelands Trade, Great Brahmin Caravans, Apothecaries, Medicine, Improved Medicine: All the Brotherhood of Steel off-map manpower bonuses/maluses, relative_manpower increase restrictions and such, are now purely manifested by tech, not events.
            - Mechanized Trade Transport: -5% energy cell production efficiency
            - Organic Trade Transport: No longer gives a -5% supply production efficiency malus
            - Scavenging techs are now meant to be fast to research with small start years, but weaker technologies, in opposition to Industry.
            - Replaced all instances of:
                command = { type = free_energy
                command = { type = free_money 
                command = { type = free_rare_materials
                command = { type = free_oil
                command = { type = free_metal
                - With special commands which make those bonuses only pop with a local flag called Offmap_Resources, which is given to certain nations in their start-up events.
                 - This will ensure that nations inside areas of the map with revamped resources won't get off-map resources from techs, but those outside will, in order to keep balance between those two areas while decreasing resources from off-map techs. This is a temporary fix, until all of the map has revamped resources. Then off-map resources will only come from Secret Techs, events & decisions and scenario set-up.
            - The following technologies now yield increased efficiency for producing Fusion Cells through conversion of energy cells: Batteries, Basic Power, Methane Power, Geothermal Power, Solar Power, Rudimentary Atomic Power, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power.
            - The following technologies will increase efficiency of producing Fusion Cells from provinces on the map: Batteries, Pre-War Devices, Basic Electronics, Rudimentary Atomic Power, Pre-War Materials, Improved Electronics, Recycling, Advanced Atomic Plant , Basic Fusion Power, Advanced Fusion 
            - The following technologies will increase efficiency of producing Energy: Windmills, Basic Power, Methane Power, Geothermal Power, Solar Power, Rudimentary Atomic Power, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power, Pre-War Materials. Greening Ways secret technology will also increase it as well, for tribal nations.
            - The following technologies will reduce efficiency of producing energy: Windmills, Recycling and Advanced Mining.
            - The following technologies will increase efficiency of producing Metals: Organized Mining, Improved Mining, Advanced Mining, Pre-War Materials, Abundant Clean Water, Reliable Water Wells, Recycling. Also, Naval Recovery in Naval techs and Greening Ways the secret tech.
            - The following technologies will increase efficiency of producing Rare Materials: Organized Mining, Improved Mining, Advanced Mining, Pre-War Materials, Medicine, Improved Medicine, Rad-Away, Reliable Water Wells, Recycling, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power. Also, Greening Ways in Secret Techs.
            - The following technologies will reduce efficiency of producing Rare Materials: Combat Implants.
            - The industrial branch of technologies will now give larger, but IC-only bonuses, whereas Scavenging will give a "total" bonus, which affects production of Rares, Metals, Energy, Oil and IC. Changed techs: Workshops, Early Factories, Early Industrialization, New Era Industrialization. Also Anti-Gravity among secret technologies.

        - infantry.txt:
            Robot Race: Gives Robots 10% GDE. For now, Robots start with more 10% GDE than the other races. 

        - land_doctrine.txt:
            - Attrition Warfare: 
                - Gives the Brotherhood of Steel an off-map manpower bonus.
                - BUG note: Does NOT make sure that the BOS can't get the relative manpower bonus.
            - Meatgrinder Training, Professional Training, Respect, Disdain: Properly sets manpower bonuses and penalties for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.

        - naval_tech.txt:
            - Category changed to air_doctrines.
            - Pioneers, Free Farmers, Free Ranchers, Free Towns, Slavery, Slave Labor, Slave Markets, Aspire to Glory, Preservation, Monodominance, Social Control, Loyalty Culture, Child Labor, Young Soldiers: Properly sets manpower bonuses and maluses for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.
            - Baby Boom, Wastelands Education, New Order Schools:
                - Gives the Brotherhood of Steel an off-map manpower bonus/malus.
                - BUG note: Does NOT make sure that the BOS can't get the relative manpower bonus/malus.
            - Scorched Earth can now be taken with Structured Machine Society, for Robots.
            - Machine Integration: Fixed "Integations" typo, literally unplayable.
            - Replaced all instances of:
                command = { type = free_energy
                command = { type = free_money 
                command = { type = free_rare_materials
                command = { type = free_oil
                command = { type = free_metal
                - With:
                 command = { trigger = { NOT = { country = ARM ALB BHU BRA CAL DEN FRA GER HOL ITA IRQ JAP MOR POL POR ROM SCH SWE TUR U30 WLL } } type =
                 - This will ensure that nations inside areas of the map with revamped resources won't get off-map resources from techs, but those outside will, in order to keep balance between those two areas while decreasing resources from off-map techs. This is a temporary fix, until all of the map has revamped resources. Then off-map resources will only come from Secret Techs, events & decisions and scenario set-up.
            - The following technologies will increase efficiency of producing Money from Consumer Goods Efficiency: Bottlecap Money, New Era Money, Taxation Systems, Systematic Taxation, It Never Changes, Slavery, Slave Labor, Slave Markets, Slaver Society, Inclusive Machine Rule, Machine Labor Camps. Also, Extensive Wastelands Trade and Great Brahmin Caravans over on Industrial techs, and Anti-Gravity among Secret Techs.

        - secret_weapons_tech.txt
            - Minor formatting fixes.
            - Intelligent Mutated Animals, Rad Resistant Crops: Properly sets manpower bonuses and maluses for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.


    /units

        - division_types.txt
            - Removed white space.

        - Lista_divisiones.txt
            - Fixed typo. Literally unlistable.

        /brigades
            - anti_air.txt
                - Eliminated redudant manpower columns
                - Less white space.
                - Eliminated useless model-6
            - cavalry_brigade.txt
                - All cavalry units now have the following defensive stats:
                    defensiveness                 = -2
                    toughness                     = -2
                    airdefence                     = -1
                - Wild Horses (Cavalry) - 0: Now has maxspeed 3 (was 2)
                - Pure Breed Horses - 1:
                    - defaultorganisation  =  5
                    - transportweight         =  1.5 (was 2)
                    - maxspeed                =  4 (was 3)
                - Armored Horses - 2 (Armored horses)
                    - defaultorganisation  =  10 (was 5)
                    - morale               =  10 (was 5)
                    - suppression          =  6    
                    - upgrade_time_factor  =  0.5
                    - maxspeed             =  4
                Cyber-Horse - 3
                    - defaultorganisation  =  10
                    - suppression          =  8
                    - hardattack           =  5
                    - maxspeed             =  6
                Ghoulified Horse - 4
                    - suppression          =  10 #terrifying
                    - hardattack           =  4
                    - maxspeed             =  6


        /divisions
            - battlecruiser.txt, battleship.txt, carrier.txt, cavalry.txt, d_rsv_33.txt, d_rsv_34.txt, d_rsv_35.txt, destroyer.txt, flying_bomb.txt, garrison.txt, heavy_cruiser.txt, infantry.txt, light_cruiser.txt, mechanized.txt, militia.txt, motorized.txt, paratrooper.txt, tactical_bomber.txt, transport_plane.txt: Eliminated White space.
            - bergsjaeger.txt:
                - Eliminated White space.
                - Base manpower requirement decreased to 11 (was 12, may reverse it)
                - Removed obsolete speed_cap stats.
            - d_rsv_36.txt:
                - Eliminated white space.
                - Supply consumption changed from 0.1 to 0.3 to prevent balooning to inane levels. 
            - marine.txt:
                - Fixed the bug in which airdefence was mistakenly called airattack, giving Irregular units an insane 14 air attack.
                - Eliminated white space. 

/gfx

    /interface

        - Blueprints.bmp: Blueprints now look prettier.

    /map
        /flags
            - New files:
                Flag_NEP.bmp
                Flag_NEP_2.bmp
                Flag_PER.bmp
                icon_NEP.bmp
                icon_NEP_2.bmp

        /shields
            - New files:
                Shield_NEP.bmp
                Shield_NEP_2.bmp
                Shield_PER.bmp

        /units
            - Spiders sprite issue fixed.

/map
    - Fixed "Deloraine" bug which was causing the Deloraine province to be linked to a far-away province. Affected files:
        airdist.tbl
        distances.csv
        navaldist2.tbl


/scenarios

    /2245:

        - 2245 - Boston.eug
            - Added Dormant Ministers for The Institute, the Special Joint Government and Gunners (incomplete)

                    - Caesar's_Legion.inc
                        - Removed some White Space
                        - new claimedprovinces = { 6147 6148 }
                        - Caesar's Legion now starts with the following extra techs to give it a leg up: 
                            - 3170 # Social Control, 5130 # Organized Scrap Teams, 5430 # Early Trade Caravans, 6470 # Melee weapons, 8160 # Sailing
                        - The following technologies are no longer deactivated:
                            7010 # Alien Physiology
                            7020 # Adv. Survival Equipment
                            7030 # Robotic Bio-weapons
                            7040 # Path of the Shaman
                            7050 # Gathering of the Tribes
                            7060 # Way of Dreams
                            7070 # Unity of the Tribes
                            7080 # Greening Ways
                            7090 # Harmony
                            7100 # Animal Genetics
                            7110 # Plant Genetics
                            7120 # Human Genetics
                            7130 # Intelligent Mutated Animals
                            7140 # Rad Resistant Crops
                            7150 # Super Soldiers
                            7160 # Parapsychic Science
                            7170 # Mind Powers
                            7180 # Vault Locations
                            7190 # Glory of the Eagle
                            7200 # Legacy of the Master
                            7210 # Wu Shu
                            7220 # Intelligent Rat Scouts
                            7230 # Way of the Open Palm
                            7240 # Way of the Clenched Fist
                            7250 # Combat Implants
                            7260 # Giant Mutated Spiders
                            7270 # Stealth Fields
                            7280 # Data Centers
                            7290 # Biological Warfare
                            7300 # Chi Mastery
                            7310 # Heroism
                            7320 # Alien Armor
                            7330 # Alien Weapons
                            7340 # Anti-gravity
                        - Starts with blueprints for New Era Money (AKA Denarii) and Wastelands Control

                    - Commonwealth.inc
                        - Arcangelus commented out most of the scenario file resources. Ugh, Arcangelus' use of province.csv gives me soul pain. FIX THAT.

                    - Dark_Cathedral.inc
                        - Dark Cathedral policy changed:
                            From:
                                policy = {
                                    date = { year = 0 month = 0 day = 0 }
                                    democratic = 1
                                    political_left = 1
                                    freedom = 7
                                    free_market = 9
                                    professional_army = 8
                                    defense_lobby = 6
                                    interventionism = 7
                                }
                            To:
                                policy = {
                                    date = { year = 0 month = 0 day = 0 }
                                    democratic = 1
                                    political_left = 1
                                    freedom = 7
                                    free_market = 2
                                    professional_army = 7
                                    defense_lobby = 10
                                    interventionism = 8
                                }

                            - Dark Cathedral now starts with the following technologies:
                                1140 # Irregulars
                                3020 # Slave Labor
                                3170 # Social Control
                                3390 # Child Labor
                                3400 # Child Labor
                                6100 # Wastelands War - Warrior Bands. Was deactivated before. It may be why they do so poorly.
                                6320 # Disdain
                                6460 # Ruins Fighting
                            - Warrior Bands is no longer deactivated, it might have been nerfing them.

                    - Enclave.inc: 
                        - Enclave Dillingham-False Pass switch done. See bellow for details.
                        - Enclave now has 0.03 manpower off-map income per day.

                    - Former_USA - Boston.inc
                        - Eliminated white space
                        - New national province: Long Beach (6329)
                        - "1st FUS Regiment" is now a proper Power Armor unit, instead of belonging to the old model. Now it also starts with 80% strength (was 50%)

                    - Former_USA.inc
                        - New national province: Long Beach (6329)
                        - "1st FUS Regiment" is now a proper Power Armor unit, instead of belonging to the old model. Now it also starts with 80% strength (was 50%)
                        
                    - NROM.inc
                        - Eliminated white space
                        - Now owns province Cuernavaca (4330)

                    - Permafrost.inc
                        - New owned, controlled and national province: Coral Harbour (6836)
                        - Note: Lots of provinces shuffled to Province.csv. Deeply annoying.

                    - Rebels.inc
                        - No longer start controlling provinces Moab (2678) and Coral Harbour (6836)
                        - Now start controlling province Bahía de Los Angeles (4351) instead of Mexicali (4353)
                        - Will now start controlling provinces Edmonton (796) and Bend (6776)
                        - Some marauders who were once in Mexicalli are now in Bahía de los Angeles
                        - Some marauders in Moab province were aparently removed
                        - "Altar Desert Inhabitants" division Removed. Surprised Arcangelus did that.
                        - Long Rioters removed from file.

                    - Wastelands.inc
                        - Less White Space.
                        - All Idaho provinces removed to Provinces.csv
                        - All Alaska provinces removed to Provinces.csv
                        - Minnesota Wasteland: All provinces except Rochester and Hibbing removed.
                        - Virginia Wastelands: Lynchburg and Pulanski removed.
                        - New York Wastelands: Jamestown, NY removed (to Dark Cathedral?)
                        - New Hampshire Wasteland: Berlin, NH removed. Manchester was commented, Concord had infra and mp commented out.
                        - Northwest Territories: Eskimo Point, Igloolik, Padlei and Akimiski Island removed (Permafrost or CSV?)
                        - Ontario Wasteland: Barrie removed (to where?)
                        - Quebec Wasteland: Most provinces removed.
                        - New Foundland and Labrador Wasteland: Most provinced commented out or removed.
                        - Yucatan Wasteland: A few provinces less - gone to Mayan Empire or CSV?
                        - Panaman Ridge Wastelands: All but Balboa or Provenir gone, either to csv or Darien Tribes
                        - Antilles Wasteland and Bermuda Wasteland: All provinces that were on-map removed.
                        - Cuba Wasteland: Many provinces removed (to csv, probably)
                        - Hispaniola Wasteland: San Andres removed.
                        - Changed the in-file state references:
                            - Dillingham: Now a Wasteland province. Add old province data from False Pass here.
                            - Mark False Pass as ENG/Enclave.
                        - ownedprovinces = Now includes 548 instead of 6874
                        - controlledprovinces = Now includes 548 instead of 6874

        - Enclave Dillingham-False Pass switch: Turns out someone (either me or Keyenes2.0) mistakenly adapted Enclave's Unimak Island into Dillingham Province. I recently realized that Unimak Island = False Pass Province. This could be affecting the Enclave and weakening it. So, in order to undo this mistake, I have done changes.

            Files affected: Enclave.inc, Wasteland.inc, Rebels.txt, Wasteland_Revolt.txt, Province.csv.

            - Enclave.inc
                province = {
                id = 6874 # False Pass. Was in Dillingham. Was Unimak Island in old map.
                ic = 12
                energy = 5
                metal = 30
                rare_materials = 2
                manpower = 1
                infra = 0.5 # csv
                points = 11 # Was 12
                oilpool = 100 supplypool = 500
                }
                    
                Was:
                    province = {
                    id = 548 # Dillingham. Was Unimak Island
                    ic = 12
                    energy = 5
                    metal = 30
                    rare_materials = 2
                    manpower = 1
                    infra = 0.5 # csv
                    points = 11 # Was 12
                    oilpool = 100 supplypool = 500
                    }
                    
                ownedprovinces        = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }
                controlledprovinces = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }
                nationalprovinces    = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }    
                    
                Was:
                
                    ownedprovinces        = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
                    controlledprovinces = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
                    nationalprovinces    = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
                
                landunit = {
                    location = 6874 # Unimak Island
                    id = { type = 10001 id = 1 }
                    name = "Reserve Brigade"
                    division = { id = { type = 10001 id = 2 } name = "01. Garrison Battalion" type = garrison model = 1 extra = tank_destroyer brigade_model = 1 locked = yes }
                    }
                
                Was:
                    landunit = {
                        location = 548 # Unimak Island
                        id = { type = 10001 id = 1 }
                        name = "Reserve Brigade"
                        division = { id = { type = 10001 id = 2 } name = "01. Garrison Battalion" type = garrison model = 1 extra = tank_destroyer brigade_model = 1 locked = yes }
                        }
                
                
                navalunit = {
                    location = 549 # Anchorage
                    id       = { type = 10001 id = 9 }
                    base     = 6874
                    name     = "Poseidon Main Fleet"
                    division = { id = { type = 10001 id = 10 } name = "PMV Valdez" strength = 40 type = transport model = 2 }
                    division = { id = { type = 10001 id = 11 } name = "PMV Adventure" strength = 50 type = light_cruiser model = 0 }
                    division = { id = { type = 10001 id = 12 } name = "PMV Exploitation" strength = 50 type = light_cruiser model = 0 }
                    division = { id = { type = 10001 id = 13 } name = "PMV Expedition" strength = 50 type = light_cruiser model = 0 }
                    }
                
                Was:
                    
                    navalunit = {
                        location = 549 # Anchorage
                        id       = { type = 10001 id = 9 }
                        base     = 548
                        name     = "Poseidon Main Fleet"
                        division = { id = { type = 10001 id = 10 } name = "PMV Valdez" strength = 40 type = transport model = 2 }
                        division = { id = { type = 10001 id = 11 } name = "PMV Adventure" strength = 50 type = light_cruiser model = 0 }
                        division = { id = { type = 10001 id = 12 } name = "PMV Exploitation" strength = 50 type = light_cruiser model = 0 }
                        division = { id = { type = 10001 id = 13 } name = "PMV Expedition" strength = 50 type = light_cruiser model = 0 }
                        }
                    
                Was:

                    airunit = {
                        location = 549 # Anchorage
                        id    = { type = 10001 id = 14 }
                        base    = 6874
                        name    = "Air Transport Unit"
                        division = { id = { type = 10001 id = 15 } experience = 40 name = "V-Bird Transport Alpha" type = transport_plane model = 5 }
                        }

        - Oregon Resource Revamp! After lots of toil and research, Oregon now has new resources on the map. IC, Rares, Metals, Energy, Fusion Cells and Manpower all changed and re-ba
        lanced, using real-world data and calculations of Oregon's pre and post-war popullation. Done criteriously in order to account both verisimilitude, real-life data, canon AND gameplay! Altered files: 
            - Gecko.inc
            - New Arroyo.inc
            - Vault_City.inc
            - Wasteland.inc

        - Gecko.inc province changes:
            - Not many changes,  the biggest one is severely decreasing Gecko's MP to align it with Vault City's, it was too big for some reason.
            province = {
                id = 6103 # Gecko/Vale
                ic = 32 # 39
                energy = 178.6 # Was 176 (Reactor). Neal Hot Springs (2.47/3.30), Owyhee Dam (0.00/0.43), Michell Butte Power Project (0.13/0.18), 176 (Gecko Nuclear Reactor/Poseidon Oil Reactor Nº 5). Nuclear is 176. Geothermal is 2.47/3.30. Hydro is 0.13/0.61.
                metal = 15
                rare_materials = 13
                oil = 30
                nuclear_reactor = 1
                infra = 0.4
                manpower = 1 # Was 6. Was 4
                points = 35 # Was 37. Was 39
                } 
            free = { 
                manpower = 0.023 # Ghouls of Oregon
                }
            - Gecko has 0.023 (or 0.23 on-map MP) to account for the Ghoul popullation of Oregon, this number was left-over and could't be on map, so I added it off-map.
                Was:
                    province = {
                        id = 6103 # Gecko/Vale
                        ic = 32 # 39
                        energy = 176
                        metal = 15
                        rare_materials = 13
                        oil = 30
                        nuclear_reactor = 1
                        infra = 0.4
                        manpower = 6 #was 4
                        points = 37 # Was 39
                        }
        
        - New Arroyo.inc province changes:
            province = {
                id = 6107 # Arroyo/Marshfield
                ic = 11 # scenario (10), Roseburg Forest Products/Ford Forestry Coquille. Was 10
                energy = 78.76 # was 40 (Fantasy), Coos Bay Field (19.26/38.52), Eden Ridge Field (19.50/32.50)
                metal = 5.13 # was 5 (fantasy). Sourdough Mine (0.01 Fe Metals), Agness District (0.12 Fe metals)
                rare_materials = 18.06 # was 15 (fantasy). Sourdough Mine (0.43), Black Sands (1.85 Cr Rares + 0.55 Cr Rares), Vanadium Black Sand Sandstone Deposit (0.15/0.15 V Rares), Agness District (0.08 V Rares)
                oil = 0
                infra = 0.3
                manpower = 3
                naval_base = { size = 1 current_size = 0 }
                points = 15 # Was 12. Was 13 
                }
            province = {
                id = 6108 # Corvallis # 784 Mount Hood Tribes, was blocking the Pioneer Alliance
                ic = 9 # scenario (8), Willamette Industries Inc/Dallas Industries Lumber Mill. Was 8
                energy = 7
                metal = 20
                rare_materials = 6.07 # was 6 (fantasy). Ferruginous Bauxite in Newport Beach, Big Creek Bay and Yaquina Bay (0.07 Cr Rares)
                oil = 0
                infra = 0.3
                manpower = 2
                points = 8 # was 7. Was 10
                } 
            province = {
                id = 6110 # Salem
                ic = 16 # Scenario (15), Teledyne Wah Chang Plant/Kuo-Muin Corporation Plant . Was 15
                energy = 44.72 # Was 20 (fantasy). Carmen Smith (8.57/11.43), Detroit Dam (7.50/10.00), Green Peter (6.00/8.00), Foster Dam (1.50/2.00), Big Cliff Dam (0.90/1.80), Falls Creek (0.20/0.41), Lacomb Irrigation District (0.05/0.10). Hydro is 24.72/33.74. 
                metal = 13.3 # fantasy (8), Oregon Ferruginous Bauxites (4.35 Fe Metals + 0.95 Ti). Was 8
                rare_materials = 10.82 # fantasy (6), Oregon Ferruginous Bauxites (4.82/48.26 Al Rares). Was 6
                oil = 5
                infra = 0.4
                manpower = 1
                points = 13 # Was 11
                } 
            Was:
                province = {
                    id = 6107 # Arroyo/Marshfield
                    ic = 10
                    energy = 40
                    metal = 5
                    rare_materials = 15
                    oil = 0
                    infra = 0.3
                    manpower = 3
                    naval_base = { size = 1 current_size = 0 }
                    points = 12 # Was 13 
                    }
                province = {
                    id = 6110 # Salem
                    ic = 15
                    energy = 20
                    metal = 8
                    rare_materials = 6
                    oil = 5
                    infra = 0.4
                    manpower = 1
                    points = 11
                    }
                province = {
                    id = 6108 # Corvallis # 784 Mount Hood Tribes, was blocking the Pioneer Alliance
                    ic = 8
                    energy = 7
                    metal = 20
                    rare_materials = 6
                    oil = 0
                    infra = 0.3
                    manpower = 2
                    points = 7 # Was 10
                    }
        - Pioneer_Alliance.inc province changes:
            province = {
                id = 6106 # Klamath Falls
                ic = 16
                energy = 30.37 # was 19 (fantasy). Link River Dam (3.77/15.10), John C Boyle Dam (7.40/9.87), East Side (0.08/0.32), OIT Geo-Heat Center (0.07/0.15), Sprague Hydro (0.00/0.12), C-Drop Hydro (0.05/0.11). Hydro is 11.30/25.67, Geothermal is 0.07/0.15.             
                metal = 9
                rare_materials = 10 #5
                oil = 2
                infra = 0.4
                manpower = 2
                points = 11 # Was 9. Was 12
                } 
            free = { 
                manpower = 0.062 # Slags of the Ghost Farm
            }
            - The free manpower comes from the Slags, the mutant underground popullace north of Modoc. This was essentially a left-over 0.62 on-map mp, so I decided to add the Slags, as they were so far not accounted for in-game. They will take a larger role in the Pioneers, moving forwards.
            Was:
                province = {
                    id = 6106 # Klamath Falls
                    ic = 16
                    energy = 19
                    metal = 9
                    rare_materials = 10 #5
                    oil = 2
                    infra = 0.4
                    manpower = 2
                    points = 9 # Was 12
                    }
        - Vault_City.inc:
            - EXTENSIVE rebalance. Vault City was totally unbalanced and non-canon, having more IC than the NCR, way more manpower than Vault City should have, and generally being so ridiculously cheesy it kept running amok in almost all games and eating the entire north. Nothing in common with the stagnating tech-utopian city-state we see in FO2. This rebalance was done with multiple things in mind, such as keeping Vault City's energy issues, severely decreasing its manpower to something close to canon, etc. It is still, however, one of the most powerful city-states in the area. Might also lead to a proportional nerf to Gecko in the future, depending on testing.
                province = {
                    id = 6104 # Andrews/Vault City
                    ic = 27 # Was 40 (-34.4%, rounded down. Plus +3 IC to keep the ratio)
                    energy = 24.8 #  Vault City's Overstrained Vault Reactor (7), Aurora–Bretz-Cottonwood Creek (13.00/13.00 U energy), Horse Creek (4.80/8.00 U energy). Was 34. 
                    metal = 30.95 # Fantasy (30.95). Was 54
                    rare_materials = 76.51 # Fantasy (30) + McDermitt Lithium Project (52.90). Was 30.
                    oil = 6
                    infra = 0.6
                    manpower = 1 # was 5
                    landfort = 2
                    points = 34 # Was 35. Was 37
                    } 
                    province = {
                        id = 6190 # Twin Falls
                        ic = 14 # Was 21 (34.4%, rounded down. Plus -3 IC to keep the ratio)
                        energy = 17 # Fantasy (17). Was 28.
                        metal = 13 # Fantasy.
                        rare_materials = 6
                        oil = 3
                        infra = 0.3 # 0.4 (scenario) + 0.3 (csv) - 4
                        manpower = 3
                        landfort = 1
                        points = 10 # Was 15
                        } 
                Was:
                    province = {
                        id = 6104 # Andrews/Vault City
                        ic = 40
                        energy = 34
                        metal = 54
                        rare_materials = 30
                        oil = 6
                        infra = 0.6
                        manpower = 5
                        landfort = 2
                        points = 35 # Was 37
                        }
                    province = {
                        id = 6190 # Twin Falls
                        ic = 21
                        energy = 28
                        metal = 13
                        rare_materials = 6
                        oil = 3
                        infra = 0.3 # 0.4 (scenario) + 0.3 (csv) - 4
                        manpower = 3
                        landfort = 1
                        points = 15
                        }

        - Wasteland.inc province changes:
            province = {
                id = 778 # Grants Pass
                ic = 5 # Green Diamond abrasive plant at Riddle, Hanna Nickel Smelter/Magoffin Nickel Smelter, Roseburg Forest Products/Ford Forestry, Dillard Mill, Roseburg Forest Products/Ford Forestry, Myrtle Creek Mill, Roseburg Forest Products/Ford Forestry, Riddle 
                energy = 11.34 # North Umpqua River System (4.85/19.40), Prospect Hydroelectric System (3.90/5.20), Lost Creek Dam (1.22/4.90), Green Springs Dam (1.29/1.72), Galesville Project (0.08/0.16) Hydro is 11.34/31.38.
                metal = 15.85 # 15.85/155.06. Tolman iron deposit (0.39 Fe Metals) Hanna Nickel Mountain Mine (15.46/154.67 Fe Metals)
                rare_materials = 72.66 # 72.66/197.52 Rares. Chrome Kings and McCaleb (0.32 Cr Rares), Rares Tolman iron deposit (0.01 S Rares), Hanna Nickel Mountain Mine (72.33/197,19 (38.66/94.94 Ni rares + 4.29/4.29 Co rares + 29.38/97.96  Cr Rares))
                infra = 0.5 # csv (no change)
                points = 19 # was 0
                }
            province = {
                id = 783 # Portland, OR
                ic = 14 # old csv (7), Greenbrier Gunderson/Wheel Wire Warriors Railcar Manufracturing, Swan Island Shipyard, Oregon Iron Works, Gerber Legendary Blades/Gerson Magnific Knives and Gear , Willamette Iron & Steel/Wallowa Iron and Steel Shipyard, Commercial Iron Works Shipyard, Gilmore Steel Corporation/Moore Steel Company Steel Mill. Was 7. Was 1 (csv), 
                energy = 41.20 # Was 1 (csv). 1 (csv) + Bonneville Dam (26.10/52.20), Oak Grove Hydroelectric Project (0.00/5.10), Faraday (3.45/4.60), North Fork (4.08/4.08), T. W. Sullivan (1.15/1.54), PHP 1 (2.37/2.37), Bull Run Hydroelectric Project (0.55/2.20), River Mill (1.88/1.88), Stone Creek (0.00/1.20), PHP 2 (0.59/1.18), Timothy Lake Powerhouse (0.03/0.12). Hydro is 40.20/76.47.
                metals = 0.95 #    Ferruginous Bauxite Deposits (0.80 Fe Metals, 0.15 Ti Metals)
                rare_materials = 7.77 # Ferruginous Bauxite Deposits (7.77/7.77 Al Rares)
                infra = 0.5 # csv (0.6) - 1
                manpower = 1 # csv
                points = 10 # Was 8. Was 3. Was 0.
                } 
            province = {
                id = 784 # Bend
                ic = 2 # Nosler.inc/Partition Projectiles Bend Facility, Roseburg Forest Products/Ford Forestry, Bend. Was 2 (removed csv)
                energy = 1.14 # Was 1 (csv). Siphon Power Project(0.00/0.54 ), Juniper Ridge Hydroelectric Project(0.12/0.50), Bend(0.02/0.11). Hydro is 0.14/1.15
                rare_materials = 1 # csv
                infra = 0.6 # csv (no change)
                manpower = 1 # csv
                }    
            province = {
                id = 786 # Eugene
                ic = 2 # csv (1), Roseburg Forest Products/Ford Forestry Reedsport Mill. Was 1                      
                energy = 8.97 # Lookout Point Dam (3.00/12.00), Hills Creek Dam (0.00/3.00), Cougar Dam(2.50/2.50), Leaburg(1.59/1.59), Dexter Dam(1.50/1.50), Walterville(0.20/0.80), Dorena Hydro-Electric Facility(0.18/0.75). Hydro is 8.97/22.14
                infra = 0.3 # csv (0.4) - 1
                }
            province = {
                id = 6102 # La Grande
                ic = 2 # csv (1), Mount Emily Lumber Company/La Grande Ronde Lumber Mill. was 1
                energy = 33.64 # Brownlee Dam (14.62/58.50), Oxbow power station (19.00/19.00), Wallowa Falls (0.02/0.11). Hydro is 33.64/77.61.
                infra = 0.2 # csv (0.5) - 3
                manpower = 1
                points = 3 # Was 0.
                }
            province = {
                id = 6105 # Lakeview
                ic = 2 # Collins Companies/Caulson Corporation Sawmill, tribal artisanships (1)
                energy = 0.27 # Paisley Geothermal Plant (0.27/0.37)
                infra = 0.3 # csv (no change)
                manpower = 1
                }
            province = {
                id = 6109 # Hillsboro
                ic = 2 # Cascade Steel Rolling Mills/Cascadia Steel Rolling Mills, Oregon-American Lumber Company/America-Oregon Lumber Company Lumber Mill
                metals = 10.13 # Ferruginous Bauxites (0.81/1.76 Fe Metals + 0.24 Ti + 6.32 Fe + 1.18 Ti), Scapoose Limonite (1.58 Fe Metals)
                rare_materials = 10.03 # Ferruginous Bauxites (1.76 Al Rares + 0.08 P + 6.31 Al), Scapoose Limonite (0.01 S Rares + 0.23 P + 0.19 Mn + 1.45 Al)
                infra = 0.3 # csv (0.6) - 3
                manpower = 2
                points = 2 # was 0
                }
            province = {
                id = 6111 # The Dalles
                energy = 36.18 # Round Butte Dam (27.93/37.25), Pelton Dam (5.49/10.98), Warm Springs Power Enterprises (1.96/1.96), Opal Springs Hydro (0.21/0.43), Middle Fork Irrigation District (0.00/0.33), 45 Mile Hydroelectric (0.22/0.30), Copper Dam Plant (0.19/0.26), Peters Drive Plant (0.18/0.18). Hydro is 36.18/51.69.
                infra = 0.3 # csv (0.4) - 1
                points = 3 # Was 0
                }
            province = {
                id = 6112 # Pendleton
                energy = 98.05 # McNary Dam (98.05/98.05).
                infra = 0.5 # csv (no change)
                points = 9 # Was 0
                }
            province = {
                id = 6113 # Canyon City
                ic = 2 # csv (1), tribal artisanships (1)
                energy = 1 # csv
                metal = 1.02 # csv (1), Grant County Chromite Deposits (0.02 Fe Metals). Was 1
                rare_materials = 1.40 # csv (1), Grant County Chromite Deposits (0.40 Cr Rares). was 1
                infra = 0.5 # csv (no change).
                manpower = 1 # csv
                }
            province = {
                id = 6114 # Burns
                ic = 1 # Tribal Artisanships
                infra = 0.1 # csv (0.3)
                }

            Was:
                province = {
                    id = 778 # Grants Pass
                    infra = 0.5 # csv (no change)
                    }
                province = {
                    id = 783 # Portland, OR
                    ic = 7 # oldcsv(7). Was 1 (csv)
                    energy = 1 # csv
                    infra = 0.5 # csv (0.6) - 1
                    manpower = 1 # csv
                    points = 3 # was 0
                    }
                province = {
                    id = 784 # Bend
                    ic = 2 # csv
                    energy = 1 # csv
                    rare_materials = 1 # csv
                    infra = 0.6 # csv (no change)
                    manpower = 1 # csv
                    }
                province = {
                    id = 786 # Eugene
                    ic = 1 # csv
                    infra = 0.3 # csv (0.4) - 1
                    }
                province = {
                    id = 6102 # La Grande
                    ic = 1 # csv
                    infra = 0.2 # csv (0.5) - 3
                    }
                province = {
                    id = 6105 # Lakeview
                    infra = 0.3 # csv (no change)
                    }
                province = {
                    id = 6109 # Hillsboro
                    infra = 0.3 # csv (0.6) - 3
                    }
                province = {
                    id = 6111 # The Dalles
                    infra = 0.3 # csv (0.4) - 1
                    }

                province = {
                    id = 6112 # Pendleton
                    infra = 0.5 # csv (no change)
                    }
                province = {
                    id = 6113 # Canyon City
                    ic = 1 # csv
                    energy = 1 # csv
                    metal = 1 # csv
                    rare_materials = 1 # csv
                    infra = 0.5 # csv (no change).
                    manpower = 1 # csv
                    }

                province = {
                    id = 6114 # Burns
                    infra = 0.1 # csv (0.3)
                    }
 
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Cool stuff! Btw I've been working on my own addition to a different mod called KaiserReich but I've ran into some difficulty for some time and haven't been able to resolve it.
Would you or someone be able to assist me?
 
Cool stuff! Btw I've been working on my own addition to a different mod called KaiserReich but I've ran into some difficulty for some time and haven't been able to resolve it.
Would you or someone be able to assist me?
Awesome!

Hi, this is your first post huh? You must be a lurker. Welcome to Paradox Plaza DH Forums! I am sure someone would love to see your additions for Kaiserreich (note to self: Take a look at KR latest version, later).

Well, if you told us all, here in the Odds and Sods Modding Questions thread, we could help you. That's where most modders hang out and ask things when they need help.
There's also the Darkest Hour modding Discord.
Lots of guys in both places who know way more than me, hah!
Once you post your issue there (I recommend posting as much data as you can, like error messages, savedebugs and such), we can help you properly.

Take care!
 
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Reactions:
Wow! Thank you so much. I'll definitely do that.
And yeah, I am a lurker haha.
Since my laptop is fairly weak in performance, Darkest Hour is all I can play, so I've been occupying my time with various mods over the years haha.
 
Getting a 2.5.1.2 ready, no idea when I will release but soon for sure, I want to get some things done before releasing it, play another test game or two.
So far I played a Warriors of Ice game which ended on a Massive L, one so bad I got FakeYou to record me a Pearlman narration for it lol.
Wow! Thank you so much. I'll definitely do that.
And yeah, I am a lurker haha.
Since my laptop is fairly weak in performance, Darkest Hour is all I can play, so I've been occupying my time with various mods over the years haha.
No prob, I am always eager to help!
Lurking is good, lurk moar so sayeth the ancient sage.

Ah, a fellow Low-End Gamer! I game with a used Thinkpad T430 my brother got me in 2020, good little machine for 2012 tech. Sturdy, too. I can run HOI4, Stellaris, CKIII (with mods) and Terra Invicta with it, and all I get are worrying temperatures. Not Imperator Rome, sadly, that one runs too hot.

Yeah one of the cool things about DH is how it runs on pretty much anything. I remember also playing EU2 For The Glory when I had a CCE netbook toaster for a computer years ago, DH could run on it too.

How weak? I might be able to point you towards some other games, too.
So, how has been your experience with FODD so far?
 
No prob, I am always eager to help!
Lurking is good, lurk moar so sayeth the ancient sage.

Ah, a fellow Low-End Gamer! I game with a used Thinkpad T430 my brother got me in 2020, good little machine for 2012 tech. Sturdy, too. I can run HOI4, Stellaris, CKIII (with mods) and Terra Invicta with it, and all I get are worrying temperatures. Not Imperator Rome, sadly, that one runs too hot.

Yeah one of the cool things about DH is how it runs on pretty much anything. I remember also playing EU2 For The Glory when I had a CCE netbook toaster for a computer years ago, DH could run on it too.

How weak? I might be able to point you towards some other games, too.
So, how has been your experience with FODD so far?
Yeah I agree haha.
Mine is a hp 1-in-2 convertible laptop to tablet with 4gbs of ram a terabyte of storage 1920 × 1080 LCD display i5 processor haha nothing special.
It runs Darkest Hour reasonably well but that doesn’t stop it from crashing at random times tho lol.
I wish it could run Hoi4 but no luck no matter how hard I try. I would settle for hoi3 but no luck there either haha.
And I've been too busy working on my mod again after a several month long hiatus and so far its working for the most part.

But I have tried it out and it seems pretty cool.
I tried my luck as the United States but struggled too much with too many rebels, and fighting 2 on 1 with too few regular units and too many garrisons that I can't utilize.
Im not real heavy into Fallout lore but its pretty interesting.
Tho I think some of the colors in the UI could be adjusted and/or made darker. For example, when trying to select a new tech research I got confused by the similar blending colors with what I have can and can't research lol.
 
FODD 2.5.1.2 Released
Hello everyone! Happy Discovery of Brazil Day!
This update, in theory, should have been released in January, as it was a simple update to some bugs. Well, in practice it ended up being a bit more. In fact, I'm surprised I didn't just call it 2.5.2. Too late now.
My April Release Date was off by 12 days (I wanted it done before my birthday), but between doing what had to be done, last hour additions (I didn't even get to add super-cool unit cards Messenger made for me, next time), having a busy week and bug-fixing, delays were had. But perhaps an update arrives exactly when meant to.
Well, here it is! Ready to go, so you can have fun this weekend!
So what this patch got? To make it simple:
- Significant AI improvements to over 1/3 of all AI files.
- More intro quotes, straight from the original games! I have now figured how vanilla was displaying longer quotes, quite ingenuous really.
- Fixing unit errors
- Warriors of Ice can now execute Tribal Despoliation Raids against nearby countries - its a mix of tribal and slave raid. From the Fury of the Northmen, Deliver Us!
- Ghoul Union will no longer make certain nations lose their needed military accesses
- Fixed a few event-related bugs involving event-spawned units.
- A through manpower revamp of Alaska and the American Southwest states, involving scenario files and Unifications. One could say, a relative of the resource revamps. For the first time, I know both the pre-war and post-war populaces of these places, which I deducted through calculation and mathematics! Also comes with a sub-system for ghoul manpower. States covered so far: Alaska, Arizona, Colorado, New Mexico, Utah. The plan is to cover all of North America in the upcoming versions.
- Other things and bug-fixes as well.

Have a great week-end, everyone! Brazilian Slaughter OUT! I'm gonna play lol


Checksum: JLPE
FODD 2.5.1.2 Main Mod File (Mediafire)
This download file is a rar file. It includes the entire mod. 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.

FODD Discord Link (follow the Discord link for a little tease about what I got planned for 2.6)


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
 
  • 11Like
Reactions:
Hello. There was a question about the characteristics of the divisions. How is the "vulnerability" parameter calculated? As a defense (as in HOI 2) or as a vulnerability (as in DH)? If as a vulnerability, then, for example, artillery, engineers and other brigades do not quite logically increase losses to the one who uses them. If as a defense, then the "Cautious Trait" option in the "Choose Your Destiny" decision would become too strong a debuff.
 
Hello. There was a question about the characteristics of the divisions. How is the "vulnerability" parameter calculated? As a defense (as in HOI 2) or as a vulnerability (as in DH)? If as a vulnerability, then, for example, artillery, engineers and other brigades do not quite logically increase losses to the one who uses them. If as a defense, then the "Cautious Trait" option in the "Choose Your Destiny" decision would become too strong a debuff.
Hello!

Vulnerability, as in DH.

But they DO increase losses to the one who uses them.
I revamped them a few versions ago to fix this issue and generally bring everything in-line with Darkest Hour. Values used to be total blergh because I really didn't get the DH 1.03 combat system at the time, unlike now.

Observe:

Artillery:
Code:
 #    Apocalyptic Heavy Company - 0
model = {
    cost                            = 3.5
    buildtime                        = 70
    manpower                        = 1
    defensiveness                    =     9 # was -8
    toughness                        = 10 # was -5
    airdefence                         = 4
    softattack                        = 5
    transportweight                    = 1
    supplyconsumption                = 0.7
    reinforce_cost                     = 0.75           
    reinforce_time                    = 0.60
    upgrade_cost_factor             = 1
    upgrade_time_factor             = 1   
    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models    
    equipment = { manpower = 25 artillery = 5 } #Teams lost an artillery shell, and at least 15 men, now every piece is manned by five men, with more work for each. Maybe they should demand a raise. Amusingly, the 80mm was already five pieces.
}
 #    40mm Mortar Company - 1
model = {
    cost                            = 4.5
    buildtime                        = 80
    manpower                        = 1
    defensiveness                    = 9 # was -10
    toughness                        = 10 # was -7
    softattack                        = 7
    hardattack                        = 1
    airdefence                         = 4
    transportweight                    = 1
    supplyconsumption                = 1
    upgrade_cost_factor             = 1
    upgrade_time_factor             = 1
    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models    
    equipment = { manpower = 25 artillery = 5 }
}
 #    60mm Mortar Company - 2
model = {
    cost                            = 5.5
    buildtime                        = 90
    manpower                        = 1
    defensiveness                    = 9 # was -12
    toughness                        = 10 # was -9
    softattack                        = 9
    hardattack                        = 2
    airdefence                         = 4
    transportweight                    = 1
    supplyconsumption                = 1.3
    upgrade_cost_factor             = 1
    upgrade_time_factor             = 1
    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models    
    equipment = { manpower = 25 artillery = 5 }
}
 #    80mm Mortar Company - 3
model = {
    cost                            = 6.5
    buildtime                        = 100
    manpower                        = 1
    defensiveness                    = 9 # was -14
    toughness                        = 10 # was -11
    softattack                        = 11
    hardattack                        = 3
    airdefence                         = 4
    transportweight                    = 1
    supplyconsumption                = 1.6
    upgrade_cost_factor             = 1
    upgrade_time_factor             = 1
    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models    
    equipment = { manpower = 25 artillery = 5 }
}
 #    120mm Mortar Company - 4
model = {
    cost                            = 7.5
    buildtime                        = 110
    manpower                        = 1.5
    maxspeed                        = -1 # more people
    defensiveness                     = 13 # was -16
    toughness                         = 15 # was -13
    softattack                        = 13
    hardattack                        = 4
    airdefence                         = 5
    transportweight                    = 2
    supplyconsumption                = 2
    upgrade_cost_factor             = 1
    upgrade_time_factor             = 1
    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models    
    equipment = { manpower = 37 artillery = 4 } # more people
}
 #    75mm Howitzer Company - 5
model = {
    cost                            = 9
    buildtime                        = 120
    manpower                        = 2
    maxspeed                        = -1
    defensiveness                     = 17 # was -18
    toughness                         = 20 # was -15
    softattack                        = 16
    hardattack                        = 6
    airdefence                         = 7
    transportweight                    = 3
    supplyconsumption                = 2.5   
    upgrade_cost_factor             = 1
    upgrade_time_factor             = 1
    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models    
    equipment = { manpower = 50 artillery = 3 } # more people
}
 #    blank model - 6
model = {
}
 #    Robo Light Mortars - 7
model = {
    cost                            = 5
    buildtime                        = 100
    defensiveness                    = 10 # was -7
    toughness                        = 10 # was -7
    softattack                        = 4
    hardattack                        = 1
    airdefence                         = 4
    transportweight                    = 1
    supplyconsumption                = 0.5
    fuelconsumption                    = 0.2
    upgrade_cost_factor             = 1
    upgrade_time_factor             = 1
    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models    
    equipment = { medium_armor = 25 artillery = 10 } # Was 25 first version is just robots with mortars equiped.
}
 #    Robo Heavy Mortars - 8
model = {
    cost                            = 7
    buildtime                        = 110
    defensiveness                    = 10 # was -10
    toughness                        = 10 # was -10
    softattack                        = 8
    hardattack                        = 2
    airdefence                         = 4
    transportweight                    = 1
    supplyconsumption                = 1
    fuelconsumption                    = 0.4
    upgrade_cost_factor             = 1
    upgrade_time_factor             = 1
    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models    
    equipment = { medium_armor = 25 artillery = 10 } # those are actual robots with artillery weapons on them, the rest are there as suppliers and such.
}
 #    Robo Field Howitzers - 9
model = {
    cost                            = 10
    buildtime                        = 120
    defensiveness                    = 10 # was -20
    toughness                        = 10 # was -20
    softattack                        = 16
    hardattack                        = 5
    airdefence                         = 4
    transportweight                    = 1
    supplyconsumption                = 2
    fuelconsumption                    = 0.8
    upgrade_cost_factor             = 1
    upgrade_time_factor             = 1
    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models    
    equipment = { medium_armor = 25 artillery = 10 } # those are actual robots with artillery weapons on them, the rest are there as suppliers and such.
}


Engineers:
Code:
#   Apocalyptic Engineers - 0
model = {
    cost                            =  2
    buildtime                        =  90
    manpower                        =  1
    defensiveness                    =  9 # was -8
    toughness                         =  10
    hardattack                        =  2
    airdefence                        = -2
    supplyconsumption                =  0.4
    upgrade_cost_factor                =  1
    upgrade_time_factor                =  1
    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models
    equipment                        = { manpower = 25  }
}
 #   Improved Engineers - 1
model = {
    cost                            =  3.5
    buildtime                        =  100
    manpower                        =  1
    maxspeed                        =  1
    defaultorganisation                =  10
    defensiveness                    =  9 # was -12
    toughness                         =  10
    airdefence                        = -4
    hardattack                        =  4
    transportweight                    =  1
    supplyconsumption                =  0.7
    upgrade_cost_factor                =  1
    upgrade_time_factor                =  1
    upgrade_time_boost                 =  no     # Do not reduce upgrade time on obsolete models
    equipment                        = { manpower = 25  }
}
 #   Assault Engineers - 2
model = {
    cost                                =  5
    buildtime                        =  110
    manpower                        =  2
    maxspeed                        =  1
    defaultorganisation                =  15
    morale                            =  5
    defensiveness                    = 17 # was -16
    toughness                        = 20 # was -8
    airdefence                        =  -6
    softattack                        =  2
    hardattack                        =  6
    transportweight                    =  1
    supplyconsumption                =  1.2
    fuelconsumption                    =  0.2
    upgrade_cost_factor                =  1
    upgrade_time_factor                =  1
    upgrade_time_boost     = no     # Do not reduce upgrade time on obsolete models
    equipment                        = { manpower = 50  }
}
 #   blank model - 3
model = {
}
 #   Rat Scouts - 4
model = {
    cost                            =  1
    buildtime                        =  140
    airdefence                        =  -2
    maxspeed                        =  1
    defaultorganisation                =  5
    morale                            = -5
    #defensiveness                    = -4
    #toughness                        = -4
    softness                        =  5
    suppression                        =  2
    softattack                        =  2
    hardattack                        =  1
    supplyconsumption                =  0.2
    fuelconsumption                    =  0
    upgrade_cost_factor                =  1
    upgrade_time_factor                =  1
    upgrade_time_boost     = no     # Do not reduce upgrade time on obsolete models
    equipment                        = { floatplane = 20 } # Was { manpower = 20  }
   
   
}
 #   blank model - 5
model = {
}
 #   Robo Engineers - 6
model = {
    cost                            = 6
    buildtime                        = 130
    maxspeed                        = 1
    defaultorganisation                = 3
    morale                            = 3
    defensiveness                    = 4 # was -5
    toughness                        = 4 # was -5
    softness                        = -5
    softattack                        =  3
    hardattack                        =  5
    airdefence                        = -4
    transportweight                    = 1
    supplyconsumption                = 0.8
    fuelconsumption                    = 0.6
    upgrade_cost_factor                = 0.85 # was 1
    upgrade_time_factor                = 0.85 # was 1
    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models
    equipment                        = {medium_armor = 10}
}


If you're noticing any division that's should have increased vulnerabilities but does not, please tell me.
 
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Hello there...
I really love your mod, I'm playing since early 2022, I play it more than HoI DH itself
Really great mod, but... there are some things that bothers me...
One of those things are the fact that I have to research advanced armor so I can have power armor, by itself, not a problem, but what make it one is that I can't upgrade advanced armor into power armor...
The reason this bothers me is that I really don't like advanced armor because of how expensive it is and how long it takes to make one division, this is a problem to me because, if I want expensive troops I'll just make scouts, but regulars? regulars for me, are just regulars, cheap, fast to send to the front, but not weak as irregulars I could ignore that if it was possible to upgrade the advanced armor to power armor, or, have power armor be a different tech tree that don't require me to replace my regulars with advanced armor ones.
The other thing that bothers me is that I receive states/regions that I don't want as cores faster than the one I want (RP purposes)
EX.: I was playing as FUSA and wanted to restore my lands and the lands for RCC(canada) and NROM(Mexico) but I can't, because for some reason, the states of the US (at least some of them) take so long to pacify while lands of canada or mexico get pacified way faster, that I don't have time to give all of them to the former nations...
I think it would be better for there to be a decision to pacify each state that you have under your control (get as core)
I really would love to be able to release Mexico (they always get defeated and annexed) or to return canadian land to RCC.
Anyways, great mod, I also got surprised to see the mod ins't dead after I checked out the moddb site in early 2023 and noticed that 2.5 has been out for some time, I was playing 2.4 until this year.
Keep up the good job and thanks for keeping this mod alive, it's the best for HoI DH in my opinion.
(Also, sorry for any gramatical error, english is not my native languange)
 
Oh, i forgot to point something out, a question actually, why is the beastlords so strong when they only have irregulars? (and a few HQ)
Doesn't matter what faction i play as, they're always my number 1 enemy because of how strong they are, i noticed that when i was playing as FUSA some months ago, that had ~10 provinces, so naturally i thought they were weak... until my tanks were beaten back by their irregulars, my infantry almost being destroyed, armored cars gone, and power armor struggling to attack, they're the only one i have this problem, oh, and they had almost 300 division, 60-70 provinces, 300 division, I had more than 1/2 of the US in my control and yet i could not keep up with their massive production of super-irregulars, so outnumbering them was not possible, i had to ignore them for the rest of the game.
Then, recently, when i was playing as the Enclave, the beastlords had almos the entire east coast under their control, i had almost the entire west but some small factions in california.
This time, they had over 400 divisions, I didn't even had half of these numbers, it was the 2250s or 60s, don't remember.
I had Mexico as ally, and i had to keep REFUSING Quebec from joining my alliance or they would get obliterated since they had 60 division.
Mexico was recovering from their many wars against mexican raiders, mayans and Caesar legion, so they were rebuilding their army.
I had to use cheats just to have a fair game, the beastlords was casually destroying my army that was being protected by a maginot line i build, they crossed it... max defence.... dug in troops...
Every time i want to have a good game, i have to cheat just to simply remove the beastlords from existing, i don't know whats wrong with them, what is making them so strong, specially with only having irregulars
Either that or I'm just being an idiot when it comes to fighting that, wich is probable but i doubt it's that, because again, this happens with them only, every other faction that put up a good fight could be defeated in a war of attrition, not the beastlords, they just mow down any division that dares attack them and quickly counter-attack
Could you take a look to see what's making them so strong, or, if this is itentional (;-; why?), could you explain how to beat them or what i'm doing wrong?
 
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