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unmerged(16020)

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Apr 5, 2003
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China AI

First version. Going to need tons of tweaking but should do things like invade Taiwan...

Code:
# Modern Day Scenario
#  China  BASE AI
#   By Lunar


war = 90
strat_redeploy_threshold = 20
max_front_ratio = 3
max_garrison_prop = 0.6
min_garrison_prop = 0.1

influence = { VIC JAP RUS SOV IDC TAN U07 INO IND SIK PER TAJ KYG TRK UZB KAZ MON}


military = {
	
	relative_build_scheme 	= yes
	
	infantry = 		32
	cavalry = 		5
	motorized = 		0
	mechanized = 		5
	panzer = 		12
	paratrooper = 		0
	marine =		3
	bergsjaeger = 		3
					  # 60 %
	
	fighter = 	        8
	strategic_bomber = 	4
	tactical_bomber = 	6
	naval_bomber = 		3
	dive_bomber = 		0
	transport_plane = 	0
	torpedo_plane = 	0
					  # 20 %
	
	battleship = 		0
	carrier = 	        2
	destroyer = 		2
	cruiser = 		2
	submarine = 		9
	transports = 		5
					  # 20 %
}
garrison = {
	
	# OVERSEAS DISTRIBUTION
	home_peace_cap 		= 10
	defend_overseas_beaches = no
	area_multiplier 		= {
	}
	
	# PRIORITIES:
	beach_1			= 120	# Beach level 1
	beach_2			= 140	# Beach level 2
	beach_3			= 170	# Beach level 3
	capital			= 200	# Our capital
	human_border		= 0	# Ignored for allied human players
	war_target		= 300	# The next country targeted for attack by this AI
	
	opposing_alliance	= 100	# For neutrals, all alliances are "opposing"
	claim_threat		= 100	# If we are neutral, countries with claims on us get this
	unstable_border		= 30	# Bordering countries at war with someone else get this

	# Borders with specific countries
	country_priorities = {
		VIC = -1
	}
	
	# Specific provinces
	province_priorities = {
	 2004 = 1000	# Takao 
	 1804 = 800	# Manila
	 1804 = 1000	# Tokyo
	}

	key_point_prio_mult		= 3
}
}

front = {
	recklessness 			= 	2 # 0-3
	distrib_vs_ai 			= 	even
	distrib_vs_human		= 	even
}

technology = {

	endgoal = {}
	preference = { } # Need tech tree first
	
	electronics = 			3.9 
	armor = 			3.5
	infantry = 			4.5
	industry = 			3.5
	rocket = 			1.9
	nuclear = 			1.2
	heavy_aircraft = 		2.8
	light_aircraft = 		2.5
	naval = 			1.5
	submarine = 			2.5
	artillery = 			3.9
	naval_doctrine = 		2.1
	land_doctrine = 		4.0
	air_doctrine = 			2.0
}

invasion = {

	base			= 2.0	#Relative modifier. (lower = specific targets much more important.)
	random			= 45.0	#How big a random range.  (1.0 = 1%)
	coastal			= 1.0	#increase to avoid coastal forts more.
	beach			= 0.0	#higher, avoid worst beaches.
	distance		= 0.0	#higher = avoid long distance.
	pocket			= 25.0	#prioritise pockets, ie provinces with no adjacent controlled by same.
	island			= 50.0	#prioritise taking pure islands.
	enemy			= 4.5	#higher = much more vary of troops in province.
	adjacentenemy		= 1.0	#higher = much more vary of troops nearby
	target = {
	#China
		1724 = 9500	# Haikou
		1700 = 9500	# Zhanjiang
		1702 = 9500	# Bobai
		1722 = 9500	# Macao
		1717 = 9500	# Hong Kong
		1703 = 9500	# Kowloon
		1698 = 9500	# Shanghai
		1700 = 9500	# Zhanjiang
		1699 = 9500	# Nantong
		1621 = 9500	# Lianyungang
		1700 = 9500	# Zhanjiang
		1699 = 9500	# Nantong
		1626 = 9500	# Qingdao
		1622 = 9500	# Jinan
		1625 = 9500	# Tianjin
		1562 = 9500	# Jinzhou
	#Malaysia, Singapore, Thailand
		1787 = 4500	 #Kuching -Malaysia
		1766 = 4000	 #Singapore
		1747 = 3000	 #Trang -Thailand
	        1746 = 3000      #Thon Buri -Thailand
		1744 = 3500	 #Bangkok	
	#Philippines
		1800 = 2200	 #Baguio
		1804 = 2200	 #Manila
		1805 = 2500	 #Casiguran
	        1799 = 2000      #Calbayog
		1973 = 1000	 #Bacolod
		1975 = 2000	 #Zamboanga
		1974 = 2000	 #Cagyan de Oro
	        1976 = 2300      #Davao
		1790 = 1000	 #Babuyan		
	#Japan
		1812 = 2000	# Bonin Islands 
		1894 = 2000	# Minamitorishima
		1688 = 2000	# Naha
		1681 = 2500	# Kagoshima
		1684 = 3000	# Fukuoka
		1683 = 3200     # Kochi
		1682 = 3400	# Hiroshima
		1825 = 5000	# Osaka
		1824 = 5200	# Kanazawa
		1823 = 5000	# Nagoya
		1833 = 4000	# Asahikawa
	#Taiwan, South Korea, North Korea
		2004 = 9200	# Takao 
		1676 = 4200	# Koshu
		1677 = 4500	# Saishu
		1672 = 4000	# Heijo
	#Russia
		1663 = 5000	# Vladivostok
		1832 = 1000	# Toyohara
		1835 = 1000	# Shana
		1836 = 1000	# Tomari
		1839 = 1000	# Uruppu
		1841 = 1000	# Shumushushima
	#Vietnam
		1732 = 8000	# Rach Gia
		1733 = 8000	# Saigon
		1727 = 8000	# Da Nang
		1607 = 8000	# Hanoi
	#Burma & Sri Lanka
		1590 = 7000	# Rangoon
		1589 = 7000	# Bassein
		1480 = 1000	# Colombo
	#India
		1490 = 5000	# Calcutta
		1752 = 300	# Port Blair
		1468 = 5000	# Madras
		1451 = 5000	# Rajkot
}

bomber = {
	
#defensive fighter ai factors
	
	defensiveIC			= 15.0
	recentlyBombed			= 35.0   #protect anything bombed.
	protectOil			= 1.0
	protectCoal			= 1.0
	protectSteel			= 1.0
	protectRubber			= 1.0
	
#Evaluation factors for determening which landarea to be strategically bombarded.	
	
	areaSize			= 0.0	#size of area.
	areaDistance			= 5.0	#distance
	adjacency			= 10.0	#if its neighbor to us.
	
#Evaluate which province to get a bombing mission.
	
	targetIC			= 25.0	#How important are IC to target..  
	avoidAA				= 5.0	#how bad AA are.
	targetCoal			= 2.0
	targetSteel			= 2.0
	targetOil			= 20.0	
	targetRubber			= 20.0
	occupied			= 2.0	#Subtract for provinces which are occupied, ie bomb germany ahead of france as UK.
	
}

admiral = {
	target = {
	#Asia
	1737  = 500 #Saigon Sea
	1738  = 550 #Hanoi Sea
	1723  = 800 #Bobai Sea
	1719  = 1000 #Hong Kong Sea
	1720  = 500 #Sea of Shanghai
	1680  = 500 #South Yellow Sea
	1697  = 1000 #North Yellow Sea
	1669  = 350 #West Sea of Japan
	1595  = 200 #Sea of Calcutta
}
 

bizkit

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Lunar said:
They're in the main ai folder, not in MDS. AI's don't work with moddir.

As for the Turkish AI, give me the build percentages and tech values. Look on page 2 of this thread. See the sections under Military {} and Technology {}? Those are the ones I'm interested in.

should i post it here or pm you?
 

bizkit

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  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Victoria 2 Beta
  • Crusader Kings II: Way of Life
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  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Common Sense
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  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
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  • Hearts of Iron IV Sign-up
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  • Crusader Kings II: Legacy of Rome
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  • Crusader Kings II: Sons of Abraham
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  • Darkest Hour
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
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TURKEY

infantry = 10
cavalry = 0
motorized = 5
mechanized = 15
panzer = 15
paratrooper = 0
marine = 4
bergsjaeger = 6
# 55 %

fighter = 10
strategic_bomber = 1
tactical_bomber = 6
naval_bomber = 1
dive_bomber = 2
transport_plane = 0
torpedo_plane = 5
# 25 %

battleship = 1
carrier = 0
destroyer = 5
cruiser = 1
submarine = 10
transports = 3
# 20 %

but i cant figure out about the tech numbers..can you pm me lunar? i gotto ask you smthing...