• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

wosung

Second Lieutenant
41 Badges
Feb 4, 2009
151
11
  • Hearts of Iron III
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Darkest Hour
  • Europa Universalis IV: Mandate of Heaven
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Rule Britannia
  • Steel Division: Normandy 44 -  Back to Hell
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Horse Lords
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
Personnaly I find this is one of the main design problems of HOI:

AI tends to continuously produce units and on and on. No mod, HOI game or what not manages to reproduce some historically valid numbers:

IRL, Italian forces in North Africa numbered some 15 divs, not 30+. IJA Forces in China numbered some 30 divs, not 60+.

DH takes the route of mobilization events so to limit manpower. In mods I've seen other historical production events, like "now you get an airforce" or events dealing with IC or resources. But in the end nothing really seems to work out. Because AI produces on and on, w/o any fixed limit. Part of the problem is that the AI files dealing with unit production only seem to deal with relative production priorities but not with absolute limits.

As for the ITA and JAP example above, reducing manpower from the start doesn't really help. For then it just takes AI longer to get to those high production numbers.

Any thoughts or hints?

Regards
 

Fernando Torres

Darkest Hour Game Designer
48 Badges
Dec 2, 2006
10.182
39
rayan-nezzar.fr
  • Rome: Vae Victis
  • Penumbra - Black Plague
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Supreme Ruler 2020
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Europa Universalis III Complete
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Elven Legacy Collection
  • Hearts of Iron II: Beta
  • Pride of Nations
  • Rise of Prussia
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Achtung Panzer
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • For The Glory
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Deus Vult
  • East India Company
  • East India Company Collection
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Iron Cross
  • Legio
  • The Kings Crusade
  • Lost Empire - Immortals
  • Magicka
  • Majesty 2
  • March of the Eagles
There are tons of other AI modifiers that one could use to tweak it.
Check the misc.txt :

Code:
ai = {
# Overproduce of supplies when below desired supplies level (percentage of needed supplies)
	0.2
# Multiplier on overproduce supplies when at war
	2.0
# Do not produce supplies when current supply stockpile is greater then THIS * max supply production (all IC to supplies). This overrides all other settings.
	7.0 #10000
# Do not start producing any new units when more then THIS percentage of the total IC is needed to supply existing units (0.0 to 1.0; 1.0 = 100%, disabled). Enabling this will encourage AI to build more IC when this ratio is exceeded.
	0.25 #1.0
# Military Strength to Total IC ratio during Peacetime for AI countries (do not build new units if above this ratio). Use -1.0 to disable this.
	-1.0 #-1.0 
# Military Strength to Total IC ratio during Wartime for AI countries (do not build new units if above this ratio). Use -1.0 to disable this.
	-1.0 #-1.0
# Military Strength to Total IC ratio for AI major countries (multiplied on the other).
	1.0 #1.0
# Do not use Offensive supply when supplies stockpile is below THIS * critical supply threshold.
	1.0 #1.0
# Do not use Offensive supply when oil stockpile is below THIS * critical oil threshold.
  	1.0 #1.0
# Do not Offensive supply unit if its ESE is greater then THIS.
	0.8 #0.8
# Do not Offensive supply unit if its average (for all divisions) ORG or STR damage (in % of max) is above THIS. [ 0.2 - skip units with less then 80% remaining STR or ORG of the max]
	0.2 #0.2
# Disables AI Peacetime offensive spy missions: 0 = all are allowed; 1 = Assassination, Coup, Fund Partisans and Nuclear sabotage are disabled; 2 = (1) + Delay TT and Disrupt Prod. are disabled.
	1 #1
# AI spy missions cost modifier: 1.0 = No change; 0.5 = 50% discount; 2.0 = doubled cost.
	0.6 #1.0
# AI diplo missions cost modifier: 1.0 = No discount; 0.5 = 50% discount; 2.0 = doubled cost. Note: Demand territory and Trade deals are for free.
	0.6 #0.6
# AI influence modifier. Reduce or increase number of Influence missions AI does: 1 = no change; 0 = No influence missions; 2 = doubled.
	0.25 #1.0
# New DoW rules (AI only) - disallow DoW between alliance members if alliance leaders have NAP. Disallow DoW to or by puppets. 1 - Enabled, 0 - Disabled.
	1 #0
# Puppets should join Master's war if AI Neutrality is equal or greater then THIS. Note: this works only if puppet is not part of Master's alliance! 0 = always join Master's wars
	150 #0
# Use new AI release rules – all countries can release puppets even when at war. 1 – Yes, 0 – No
	1 #0
# AI events action selection rules:
# 0-100 : Chance for the first valid action to be chosen. Remaining valid actions have equal chances. Used for events that do not have valid action with AI chance set, else AI chances are used
# -1 : Random - every valid action has the same chance. Used for events that do not have valid action with AI chance set, else AI chances are used
# -2 : Historical - First valid action is always selected. Used for events that do not have valid action with AI chance set, else AI chances are used
# -3 : Forced historical - First valid action is always selected if there is no AI chances set for a valid action, else - (first) valid action with the highest AI chance set is selected
     85 #85
# Force strategic redeployment if movement time is longer then X hours. Overrides default AI settings! -1 – Disable, Else time in hours
	1440 #-1
# Use quick area check (Garrison AI) - could be inaccurate in some rare cases. 1 - Enabled, 0 - Disabled
	1 # 0
# AI masters get all provinces conquered by AI puppets. 1 – Yes, 0 – No (old rules)
	1 #0
# Min. days after last province controller change required for the AI to release a country using that province. Used by revolters too.
	90 #90
}
 

Stahl-Opa

Marshall & Grossadmiral of Helvetia
71 Badges
Jun 16, 2011
705
130
www.vmods.org
  • Victoria 2: A House Divided
  • Europa Universalis IV: Call to arms event
  • Gettysburg
  • Heir to the Throne
  • King Arthur II
  • Leviathan: Warships
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Warlock 2: Wrath of the Nagas
  • Pillars of Eternity
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: Horse Lords
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris Sign-up
  • Europa Universalis IV
  • Stellaris: Necroids
  • Stellaris
  • Europa Universalis III Complete
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock 2: The Exiled
  • Europa Universalis III Complete
It's a bit Necrophilia to write in this thread but:

What is the meaning of "Military Strength to Total IC ratio for AI major countries --> 1.00"

WHat means this? For every IC 1 division? A Country with 20 IC build not more divisions/airsquadrons/ships then 20 etc?

Greez
StahlOpa
 

Geredis

Major
122 Badges
Mar 10, 2007
666
337
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Steel Division: Normand 44 - Second Wave
It's a bit Necrophilia to write in this thread but:

First of all it's necroMANCY not necrophilia. I'm not sure you want to bed a rotting corpse, Stahl-Opa...but whatever floats your boat!

As for that ratio, I'm not entirely sure either, but I think that sounds like a good guess, though I think what it might really mean is that it wants its military force's IC worth to be equal to the country's IC value.

So as we know, an Infantry Division (if I recall) costs 3 IC, correct? Thus, a country with 20 IC will want a minimum of 6 or 7 Infantry Divisions for the country, which is then modified by size, Manpower constraints, the nations around it, and stuff like that. And further more, it also wants to maintain military industrial production at a rate of 100% of whatever it decides the optimum ratio is. Thus, for your 20IC country, if it decides that it needs to spend 75% of its IC in production, it then will ensure that it always has at least 15 IC worth of military units in the queue at any moment.

I could be wrong on this since I've never actually played with these values or looked into it all that much by automating industry while playing as a major (I assume the same AI rules would apply in this situation too if you gave it total industrial control), but it does seem quite logical.
 

MartinBG

Darkest Hour Developer
2 Badges
Nov 16, 2007
5.634
257
  • Hearts of Iron II: Beta
  • Hearts of Iron IV Sign-up
This ratio is a bit artificial as (IIRC) it doesn't reflect actual unit modifiers, but only unit types. Each has a "value" that is added together and then the result is divided by the total IC of the country or something like that.
Actually the result of that operation can be seen in savedebug.txt for every country when you load/start a new game (and probably debug log is set to 1 in settings.cfg). These numbers should give you some practical hints on how to use the modifier in misc.txt if you decide to use it at all.
 

Stahl-Opa

Marshall & Grossadmiral of Helvetia
71 Badges
Jun 16, 2011
705
130
www.vmods.org
  • Victoria 2: A House Divided
  • Europa Universalis IV: Call to arms event
  • Gettysburg
  • Heir to the Throne
  • King Arthur II
  • Leviathan: Warships
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Warlock 2: Wrath of the Nagas
  • Pillars of Eternity
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: Horse Lords
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris Sign-up
  • Europa Universalis IV
  • Stellaris: Necroids
  • Stellaris
  • Europa Universalis III Complete
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock 2: The Exiled
  • Europa Universalis III Complete
okay, I think I has to try und test a lot of diffrent Ratio, but I hope it works. I wanna reach a Limit of ~200 Divisons at 500IC

Thanks for the help :)

First of all it's necroMANCY not necrophilia. I'm not sure you want to bed a rotting corpse, Stahl-Opa...but whatever floats your boat!

oh my god, where was my brain in this Moment?! Sorry, of course I mean necromancy :S


edit:
Code:
(german reich)Military Scores - Total(Army/Air/Naval): 183.48(84.30/52.17/47.01) , Total IC: 163.00, Ratio = 1.13

Code:
# Military Strength to Total IC ratio during Peacetime for AI countries (do not build new units if above this ratio). Use -1.0 to disable this.
	1.0 #-1.0 
# Military Strength to Total IC ratio during Wartime for AI countries (do not build new units if above this ratio). Use -1.0 to disable this.
	1.0 #-1.0
# Military Strength to Total IC ratio for AI major countries (multiplied on the other).
	1.0 #1.0

--> means the Ratio is 1 (3rd Ratio is 1, multiplied with the 1st or 2nd = 1x1 = 1)
---->means that the german empire with a Ratio of 1.13 will not build new Units untill the Ratio reachs <1?
------>means that the reich Needs more total IC or less Units to reduce the Ratio from 1.13 to <1?

right?
 
Last edited: