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De_Genius

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Is it true that there are no specific AI for Scandinavia when released ? I searched through the AI files but couldnt find any. I was puzzled to learn this, since HOI2 had an AI for Sca.
Could I just copy that AI or are there significant changes ?
 

Kevin Mc Carthy

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De_Genius said:
Is it true that there are no specific AI for Scandinavia when released ? I searched through the AI files but couldnt find any. I was puzzled to learn this, since HOI2 had an AI for Sca.
Could I just copy that AI or are there significant changes ?

Yes there are SIGNIFICANT changes to the AI parameters. I'd advise against copying.
 

Panzerschiffe

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I dunno how hard it would be to add a SCA AI so that it garrisons its norwegian beaches with INF, the Schleswig area against Germany, and the border with the USSR (if any...or border with FIN).

The weakest border should be the schleswig area, USSR being the strongest.
 

De_Genius

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# DEfault AI File by Lothos

switch = no # [yes/no]
max_front_ratio = 1.2
max_garrison_prop = 0.30
min_garrison_prop = 0.20
neutrality = 80.000
war = 0
strat_redeploy_threshold = 25
exp_force_ratio = 0.50
exp_force_ratios = { }
no_exp_forces_to = { }

###################################
# Diplomacy
###################################
combat = { }

claim_acceptance = -49

befriend = { }
protect = { }
target = { }
trade = {
cancel_deal_threshold = 2

energy = -1
rare_materials = -1
metal = -1
oil = -1
supplies = -1
money = -1

favored = { }
embargo = { }
}
tech_sharing = {
favored = { GER = 150 }
embargo = { }
not = { }
prioritized = { }
}
###################################
# Spying
###################################
spyprefs =
{
percentage_on_spies = 0.2
percentage_foreign_mission = 0.7

# Used for Homeland Defense Spying
spyprefsdata =
{
NumberOfSpies = 10
counter_espionage = 10
home_defence = yes
}
# Defaul Spy parms used for countries the AI is atwar with but has no specific entry
spyprefsdata = {
country_priorities = 0
NumberOfSpies = 0
min_number_of_spies = 0
steal_blueprint = 0
minister_assassination = 0
smear_campaign = 0
coup = 0
sabotage_industry = 0
nuclear_sabotage = 0
found_partisans = 0
massmedia = 0
counter_espionage = 0
disrupt_techteam = 0
country = NONE
}
}
###################################
# Construction and Tech Research
###################################
#Default values
construction = {
max_factor = 0.100

AA_batteries = none
max_AA_level = 4
AA_provs = { }

coastal_fort = no
max_coastal_level = 3
coastal_fort_provs = { }

radar_station = no
max_radar = 5
radar_provs = { }

air_base = yes
max_air_base = 10
air_base_provs = { }

naval_base = no
max_naval_base = 5
naval_base_provs = { }

land_fort = yes
max_land_level = 10
fort_borders = { }

ic_at_war = no
force_ic_until = 1937
ic_end_year = 1938
IC_provs = { }
}

military = {
relative_build_scheme = yes
max_batch_peace = 360
max_batch_war = 180
max_batch_home_front = 180

#### Divisions etc...
infantry = 40
cavalry = 0
motorized = 10
mechanized = 5
light_armor = 0
armor = 2
paratrooper = 0
marine = 0
bergsjaeger = 10
garrison = 0
hq = 0
militia = 0
# 67 %
interceptor = 8
multi_role = 0
cas = 10
strategic_bomber = 0
tactical_bomber = 15
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 33 %
battleship = 0
carrier = 0
escort_carrier = 0
destroyer = 0
light_cruiser = 0
heavy_cruiser = 0
battlecruiser = 0
submarine = 0
nuclear_submarine = 0
transports = 0
# 0 %

#### Brigades
artillery = 0
sp_artillery = 100
rocket_artillery = 0
sp_rct_artillery = 0
anti_tank = 0
tank_destroyer = 0
light_armor_brigade = 0
heavy_armor = 0
super_heavy_armor = 0
armored_car = 0
anti_air = 0
police = 0
engineer = 0

cag = 100.000
}

technology = {
endgoal = { }
preference = {
# Tools
5050 5060 5070

# Engineering
5080 5090 5100

# Production Control
5110 5120

# Assembly Line
5130 5140 5150 5180

#Infantry
1010 1020 1030 1040 1050 1060

# Land Doctrines
6030 6150

# Air Doctrines
9040 9050 9060 9080 9100 9110 9120 9130 9140 9190 9200 9210 9220 9230 9240 9250 9260 9270 9280 9290 9300 9310 9320 9330 9340 9350 9360 9370 9380 9390 9400 9410 9420

# CAS
4170 4280 4180

# Mountain Unit techs
1110 1120 1130 1140

# Motorized
1230 1240 1250

# Multirole Fighters
4040 4070 4100

# Mechanized
1260 1270 1280 1290

# Light tanks
2020 2030 2040 2050 2060

# Medium tanks
2010 2070 2080 2090

# SP guns
2220 2230 2240 2250

}
ignore = {
# Assembly Line
5160 5170

# Airborne
1070 1080 1090 1100

# Marines
1150 1160 1170 1180

# Cavalry
1190 1200 1210 1220

# Air Transports
4250 4260 4270

# Naval Bomber
4190 4200 4210

# Strategic Bomber
4220 4230 4240

# Rocketry
5550 5560 5570 5580 5590

# Atomic Research
5470 5480 5490 5500 5510 5520 5530 5540

# Bas Decimetric
5410 5420 5430 5440 5450 5460

# Tank destroyers
2170 2180 2190 2200 2210

# SP Rocket Artillery
2260 2270 2280

# Static Anti-Air
2450 2460 2470 2480 2490 2500

# Anti Air Brigade
2510 2520 2530 2540

# Rocket Artillery
2370 2380 2390

# Armoured Cars
2150 2160

# Heavy Cruiser
3130 3140 3150 3160 3170 3180 3190

# Battle Cruiser
3190 3200 3210 3220 3230 3240

# Battleship
3250 3260 3270 3280 3290 3300 3310

# Carrier
3320 3330 3340 3350 3360 3370 3380 3390

# Light Carrier
12100 12110 12120 12130 12140 12150

# Submarines
3400 3410 3420 3430 3440 3450

# Strategic Air Doctrines 9140
9150 9160 9170 9180 9430 9440 9450 9460
}

armor = 3
infantry = 5
industry = 4
aircraft = 2
naval = 0
land_doctrines = 3
secret_weapons = 0
air_doctrines = 1
naval_doctrines = 0
}
###################################
# Ground Combat, Leaders and Garrisons
###################################
leader_ratio = {
land_field_marshal =0.024
land_general =0.1110
land_lt_general =0.3330

sea_grand_admiral =0.0330
sea_admiral =0.0560
sea_vice_admiral =0.0830

air_marshal =0.0630
air_general =0.1250
air_lt_General =0.2500
}
garrison = {
defend_overseas_beaches = yes
home_multiplier = 1.0
overseas_multiplier = 0.5
home_peace_cap = 100
war_zone_odds = 2.0
key_point_prio_mult = 1
revolt_risk_mult = 1.0

# PRIORITIES:
beach = 50 # Beach level 2
capital = 100 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 75 # The next country targeted for attack by this AI

opposing_alliance = 50 # For neutrals, all alliances are "opposing"
claim_threat = 0 # If we are neutral, countries with claims on us get this
unstable_border = 0 # Bordering countries at war with someone else get this

# Borders with specific countries
country_priorities = { SOV = 40}
ignore = { 95 97 100 102 114 120 122 127 293 }
province_priorities = { 294 = 80 107 = 60 128 = 100}
area_multiplier = { }
}
front = {
recklessness = 1 # 0-3
distrib_vs_ai = even
distrib_vs_human = even

enemy_reinf_days = 6
reserve_prop = 0.1
panic_ratio_vs_ai = 2.5
panic_ratio_vs_human = 2.5
base_attack_odds = 1.3
min_attack_odds = 1.1
max_attack_odds = 3.0
reinforce_odds = 1.3
withdraw_odds = 0.6

strength = 1.0
organisation = 1.0
soft_attack = 1.0
hard_attack = 1.0
ground_defense = 1.0
dig_in = 1.0 # Against defender

frozen_attack = 1.0
snow_attack = 1.0
blizzard_attack = 1.0
storm_attack = 1.0
muddy_attack = 1.0



occupied = 0.7
owned = 0.7

jungle_attack = 1.0
mountain_attack = 1.0
swamp_attack = 1.0
forest_attack = 1.0
hill_attack = 1.0
urban_attack = 1.0
river = 1.0

enemy_handicap = { }
passivity = { }
}
###################################
# Air bombardment and defense
###################################
# Air AI File For Ground Bombings as priority
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead

air_marshal = {
min_mission_strength_org = 80.0000
icxdayscostfactor = 10.0 # How to value true industrial cost when calculating expect causalties
manpowercostfactor = 100.0 # How to value manpower cost when calculating expect causalties
destructionriskthreashold = 0.2 # when to fear a divisiopn might be destroyed

# desirability is a multiplier used when calcualting the mission desirability
airsuperioritydesirability = 30.0
groundattackdesirability = 40.0
inderdictiondesirability = 20.0
logisticalstrikedesirability = 2.0
runwaycrateringdesirability = 2.0
strategicstrikedesirability = 2.0
installationstrikedesirability = 2.0
navalstrikedesirability = 15.0
portstrikedesirability = 2.0
convoyraiddesirability = 2.0

# tolerance is the required kill:loss ration expected to do
# mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
airsuperioritylosstolerance = 1.0
groundattacklosstolerance = 1.0
interdictionlosstolerance = 2.0
logisticalstrikelosstolerance = 0.5
runwaycrateringlosstolerance = 1.5
strategicstriketolerance = 4.5
installationstriketolerance = 1.5
navalstriketolerance = 1.0
portstriketolerance = 1.0
convoyraidtolerance = 1.0

# efficency is a tweakable param to adjust according to how
# much actual damage comes from doing this mission (not to be confused with desirability)
logisticalstrikeefficency = 0.01
runwaycrateringefficency = 0.01
strategicstrikeefficency = 0.01
installationstrikeefficency = 0.01

taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes }
taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }
taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }
taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }
}
###################################
# Invasions and Naval
###################################
invasion = {
base = 0.1 #Relative modifier. (lower = specific targets much more important.)
random = 8.0 #How big a random range. (1.0 = 1%)
coastal = 0.1 #increase to avoid coastal forts more.
beach = 0.1 #higher, avoid worst beaches.
distance = 0.1 #higher = avoid long distance.
pocket = 20.0 #prioritise pockets, ie provinces with no adjacent controlled by same.
island = 0.1 #prioritise taking pure islands.
enemy = 2.0 #higher = much more vary of troops in province.
adjacentenemy = 2.0 #higher = much more vary of troops nearby
air_base = 1.5
naval_base = 0.1
air_support = 3.0
redirect = priority
ignore = no

target = { }
}
admiral = {
min_org = 100 # NEW: Percent of org gained back before the unit can leave port
min_dmg = 98 # NEW: Percent of dmg gained back before the unit can leave port
return_org = 60 # NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
return_dmg = 80 # NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships

ignore = { }
#Which provinces to use as bases..
base = { }
target = { }
core = { }
}

What do you think of this ? It is made of course with Germany in mind as the liberator. It will focus on inf, garrison the right places and be a nasty little puppet.
 

pimparel

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I've made mine with a mix of Norway and Sweden AI + something of Finland, and Techlike as Italy...
 

De_Genius

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tp640871 said:
Well, if Germany isn't the liberator it should really focus on guarding that border as well

well.. if Germany isnt the liberator, the line favored = { GER = 150 } should be altered, as well as province_priorities = { 294 = 80 107 = 60 128 = 100} 128 is Hammerfest which is guarded towards the Soviets. If anyone else but Germany is the liberator, then it should guard the border to Germany being province number 91. Feel free to use the AI in your own games btw.

I also modded the tech teams, so it inherits ALL of the Danish, Norwegian and Swedish tech teams, and not just some of them like the orginial tech team file does.

Pimparel - Could you post it here ?
 

pimparel

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De_Genius said:
Pimparel - Could you post it here ?

Code:
# Scandinavia 1936 AI File based on Lothos

switch = no # [yes/no]
max_front_ratio = 1.2 
max_garrison_prop = 0.15
min_garrison_prop = 0.05
neutrality = 70 
war = 20
upgrading = 0.25
reinforcement = 0.2
strat_redeploy_threshold = 25
exp_force_ratio = 0.2
exp_force_ratios = { } 
no_exp_forces_to = { JAP SIA MAN GER HUN ROM ITA BUL SLO YUG VIC CRO }
use_offensive_supply = no

###################################
# Diplomacy
###################################
combat = { }

claim_acceptance = -69

# Special resistance against "influence" by the listed nations. Value range = [0 - 10]  
resistance = {  
	SOV = 9 
}
befriend = {
	GER = 100
	ITA = 75
	BUL = 50
	HUN = 50
	ROM = 50
}
protect = {
	GER = 50
	ITA = 15
}
target = { }
trade = {
	cancel_deal_threshold = 2

	energy 		= -1
	rare_materials 	= -1
	metal 		= -1
	oil 		= -1
	supplies 	= -1
	money 		= -1

	favored = {
		GER = 150
		BUL = 100
		HUN = 100
		ITA = 100
		ROM = 100
	}
	embargo = { SOV }
}
tech_sharing = {
	favored = {
		GER = 150
		ITA = 100
		HUN = 50
		ROM = 50
	}
	embargo = { SOV }
	not = { }
	prioritized = {
		# Arcriculture
		5020 = 100
		5030 = 100
		5040 = 100

		# Inf support
		1310 = 100
		1320 = 100
		1330 = 100
		1340 = 100
		1350 = 100
		1360 = 100

		# Production
		5050 = 100
		5060 = 100
		5070 = 100
		5080 = 100
		5090 = 100
		5100 = 100
		5110 = 100
		5120 = 100
		5130 = 100
		5150 = 100
		5180 = 100

		# Mountain Unit techs
		1110 = 100
		1120 = 100
		1130 = 100
		1140 = 100

		# motorized
		1230 = 100
		1240 = 100
		1250 = 100
	}
}
###################################
# Spying
###################################
spyprefs =
{
	percentage_on_spies 		= 0.2
	percentage_foreign_mission 	= 0.7

	# Used for Homeland Defense Spying
	spyprefsdata = 
	{
		NumberOfSpies = 3
		counter_espionage =  10
		country = SCA
	}
	# Defaul Spy parms used for countries the AI is atwar with but has no specific entry
	spyprefsdata = {
		country_priorities	= 3
		NumberOfSpies		= 3
		min_number_of_spies = 1
		steal_blueprint 	= 10
		minister_assassination = 1
		smear_campaign 		= 3
		coup 				= 4
		sabotage_industry 	= 5
		nuclear_sabotage 	= 0
		found_partisans 	= 0
		massmedia 			= 3
		counter_espionage 	= 5
		disrupt_techteam	= 5
		country 			= NONE
	}
}
###################################
# Construction and Tech Research
###################################
#Default values
construction = { 
	max_factor = 0.050 

	AA_batteries = atwar
	max_AA_level = 4
	AA_provs = {
		101 # Stockholm
		107 # Oslo
		118 # Trondhein
		125 # Narvik
		126 # Kiruna
		142 # Helsinki
		93  # Malmo
	} 

	coastal_fort = no
	max_coastal_level = 2
	coastal_fort_provs = { } 

	radar_station = no 
	max_radar = 5 
	radar_provs = { } 

	air_base = no
	max_air_base = 2
	air_base_provs = { } 

	naval_base = no
	max_naval_base = 2
	naval_base_provs = { } 

	land_fort = yes
	max_land_level = 2
	fort_borders = { SOV } 

	ic_at_war = yes 
	force_ic_until = 1935
	ic_end_year = 1940
	IC_provs = {
		101 # Stockholm
		102 # Uppsala
		104 # Vasteras
		107 # Oslo
		118 # Trondhein
		125 # Narvik
		142 # Helsinki
		93  # Malmo
		98  # Gotegorg
	} 
}

military = { 
	relative_build_scheme 	= no
	max_batch_peace 		= 360 
	max_batch_war 			= 180 
	max_batch_home_front 	= 180

	#### Divisions etc...
	infantry 		= 15
	cavalry 		= 0
	motorized 		= 10
	mechanized 		= 0
	light_armor 	= 0
	armor 			= 6
	paratrooper 	= 0
	marine 			= 0
	bergsjaeger 	= 11
	garrison		= 0
    hq 				= 3
	militia 		= 0
#				45 %
	interceptor 	= 9
	multi_role 		= 0
	cas 			= 0
	strategic_bomber = 0
	tactical_bomber = 6
	naval_bomber 	= 5
	transport_plane = 0
	flying_bomb 	= 0
	flying_rocket 	= 0
#				20 %
	battleship 		= 0
	carrier 		= 0
	escort_carrier	= 0
	destroyer 		= 15
	light_cruiser 	= 7
	heavy_cruiser 	= 5
	battlecruiser 	= 0
	submarine 		= 4
	nuclear_submarine = 0
	transports 		= 4
#				35 %

	#### Brigades
	artillery 			= 15
	sp_artillery 		= 0
	rocket_artillery	= 0
	sp_rct_artillery 	= 0
	anti_tank 			= 15
	tank_destroyer 		= 0
	light_armor_brigade = 0
	heavy_armor 		= 0
	super_heavy_armor 	= 0
	armored_car 		= 0
	anti_air 			= 5
	police 				= 0
	engineer 			= 8 

	cag = 100.000 
}

technology = { 
	endgoal 	= { } 
	preference = {
		# Tools
		5050 5060 5070

		# Engineering
		5080 5090 5100
		
		# Production Control
		5110 5120
		
		# Assembly Line
		5130 5140 5150 5160 5180
		
		# Cryptography
		5310 5320 5330 5340
		
		# Special Weapons
		7140 7150 7160

		#Infantry
		1010 1020 1030 1040 1050 1060

		# Motorized
		1230 1240 1250

		# Light tanks
		2020 2030 2040 2050 2060

		# Medium tanks
		2070 2080 2090

		# Mountain Unit techs
		1110 1120 1130 1140

		# Naval Doctrines
		8070

		# Air Doctrines
		9040 9050 9060 9080 9100 9110 9120 9130 9140 9190 9200 9210 9220 9230 9240 9250 9260 9270 9280 9290 9300 9310 9320 9330 9340 9350 9360 9370 9380 9390 9400 9410 9420
	} 
	ignore 	= {
		# Rocket Assembly
		5170

		# Airborne
		1070 1080 1090 1100

		# Marines
		1150 1160 1170 1180

		# Cavalry
		1190 1200 1210 1220

		# Mechanized
		1260 1270 1280 1290

		# Atomic Research
		5470 5480 5490 5500 5510 5520 5530 5540

		# Rocketry
		5550 5560 5570 5580 5590

		# Bas Decimetric
		5410 5420 5430 5440 5450 5460

		# Air Transports
		4250 4260 4270

		# Multirole Fighters
		4040 4070 4100

		# Strategic bombers
		4220 4230 4240

		# Tank destroyers
		2170 2180 2190 2200 2210

		# SP guns
		2220 2230 2240 2250

		# SP Rocket Artillery
		2260 2270 2280 
		
		# Static Anti-Air
		2450 2460 2470 2480 2490 2500
		
		# Anti Air Brigade
		2510 2520 2530 2540

		# Rocket Artillery
		2370 2380 2390

		# Armoured Cars
		2150 2160

		# Heavy Cruiser
		3130 3140 3150 3160 3170 3180 3190

		# Battle Cruiser
		3190 3200 3210 3220 3230 3240

		# Battleship
		3250 3260 3270 3280 3290 3300 3310

		# Carrier
		3320 3330 3340 3350 3360 3370 3380 3390

		# Light Carrier
		12100 12110 12120 12130 12140 12150

		# Strategic Air Doctrines 9140
		9150 9160 9170 9180 9430 9440 9450 9460
	}
 
	armor 		= 2
	infantry 	= 5
	industry 	= 4
	aircraft 	= 2
	naval 		= 2
	land_doctrines 	= 2
	secret_weapons 	= 0
	air_doctrines 	= 1
	naval_doctrines = 1
}  

###################################
# Ground Combat, Leaders and Garrisons
###################################
leader_ratio = {
	land_field_marshal 	=0.042
	land_general 		=0.111
	land_lt_general 	=0.333

	sea_grand_admiral 	=0.033
	sea_admiral 		=0.056
	sea_vice_admiral 	=0.083

	air_marshal 		=0.063
	air_general 		=0.125
	air_lt_General 		=0.250
}
garrison = {
	defend_overseas_beaches = yes
	home_multiplier 	= 1.0
	overseas_multiplier 	= 0.5
	home_peace_cap 		= 20
	war_zone_odds 		= 2.0
	key_point_prio_mult	= 0
	revolt_risk_mult	= 1.0

	# PRIORITIES:
	beach			= 20	# Beach level 2
	capital			= 40	# Our capital
	human_border		= 0	# Ignored for allied human players
	war_target		= 50	# The next country targeted for attack by this AI
	
	opposing_alliance	= 50	# For neutrals, all alliances are "opposing"
	claim_threat		= 0	# If we are neutral, countries with claims on us get this
	unstable_border		= 0	# Bordering countries at war with someone else get this

	# Borders with specific countries
	country_priorities = {
		SOV = 100
		GER = -1
	}
	province_priorities = {	}
	area_multiplier = { }
}
front = { 
	recklessness 		= 1 # 0-3
	distrib_vs_ai 		= even
	distrib_vs_human 	= even

	enemy_reinf_days	= 6
	reserve_prop		= 0.1
	panic_ratio_vs_ai	= 2.5
	panic_ratio_vs_human	= 2.5
	base_attack_odds	= 1.3
	min_attack_odds		= 1.1
	max_attack_odds		= 3.0
	reinforce_odds		= 1.2
	withdraw_odds		= 0.6

	strength 	= 1.0
	organisation 	= 1.0
	soft_attack 	= 1.0
	hard_attack 	= 1.0
	ground_defense 	= 1.0
	dig_in 		= 1.0 # Against defender

	frozen_attack 	= 1.0
	snow_attack 	= 1.0
	blizzard_attack = 1.0
	storm_attack 	= 1.0
	muddy_attack 	= 1.0

	
	
	occupied 	= 0.7
	owned 		= 0.7

	jungle_attack 	= 1.0
	mountain_attack = 1.0
	swamp_attack 	= 1.0
	forest_attack 	= 1.0
	hill_attack 	= 1.0
	urban_attack 	= 1.0
	river 		= 1.0

      	enemy_handicap = { } 
      	passivity = { } 
} 
###################################
# Air bombardment and defense
###################################
# Air AI File For Ground Bombings as priority
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead

air_marshal = {
	min_mission_strength_org	= 80.0
	icxdayscostfactor 			= 10.0		# How to value true industrial cost when calculating expect causalties
	manpowercostfactor			= 100.0		# How to value manpower cost when calculating expect causalties
	destructionriskthreashold 	= 0.2		# when to fear a divisiopn might be destroyed

	# desirability is a multiplier used when calcualting the mission desirability
	airsuperioritydesirability 		= 30.0
	groundattackdesirability 		= 40.0
	inderdictiondesirability 		= 20.0
	logisticalstrikedesirability 	= 2.0
	runwaycrateringdesirability 	= 10.0
	strategicstrikedesirability 	= 10.0
	installationstrikedesirability 	= 5.0
	navalstrikedesirability 		= 15.0
	portstrikedesirability 			= 9.0
	convoyraiddesirability			= 9.0

	# tolerance is the required kill:loss ration expected to do 
	#    mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
	airsuperioritylosstolerance 	= 1.0
	groundattacklosstolerance 		= 1.0
	interdictionlosstolerance 		= 2.0
	logisticalstrikelosstolerance 	= 0.5
	runwaycrateringlosstolerance 	= 1.5
	strategicstriketolerance 		= 4.5
	installationstriketolerance 	= 1.5
	navalstriketolerance 			= 1.0
	portstriketolerance 			= 1.0
	convoyraidtolerance				= 1.0

	# efficency is a tweakable param to adjust according to how 
	#    much actual damage comes from doing this mission (not to be confused with desirability)
	logisticalstrikeefficency 	= 0.01
	runwaycrateringefficency 	= 0.01
	strategicstrikeefficency 	= 0.01
	installationstrikeefficency = 0.01

	taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes } 
	taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } 
	taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } 
	taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes } 
	taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes } 
	taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes } 
}
###################################
# Invasions and Naval
###################################
invasion = { 
 	base		= 0.1	#Relative modifier. (lower = specific targets much more important.)
	random		= 8.0	#How big a random range.  (1.0 = 1%)
	coastal		= 0.1	#increase to avoid coastal forts more.
	beach		= 0.1	#higher, avoid worst beaches.
	distance	= 20.0	#higher = avoid long distance.
	pocket		= 20.0	#prioritise pockets, ie provinces with no adjacent controlled by same.
	island		= 0.1	#prioritise taking pure islands.
	enemy		= 2.0	#higher = much more vary of troops in province.
	adjacentenemy 	= 2.0	#higher = much more vary of troops nearby
	air_base	= 1.5 
      	naval_base 	= 0.1 
      	air_support 	= 3.0 
      	redirect 	= nearest
	ignore		= no
      
	target = { } 
} 
admiral = { 
	min_org		= 100	# NEW: Percent of org gained back before the unit can leave port
	min_dmg		= 98    # NEW: Percent of dmg gained back before the unit can leave port
	return_org 	= 60 	# NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
	return_dmg 	= 80 	# NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships

	ignore = {
		#North Sea, East Coast of England
		"Central Northsea"
		"West Northsea"
		"Southeast Northsea"
		
		#England/France border Sea Areas
		"English Channel"
		"Bay of Biscay"
		"Cape Finisterre"
		
		#Spanish Coast (Atlantic Side)
		"Portugese Coast"
		"Cap St Vincent"
		
		#Iceland
		"Faroes Gap"
		"Denmark Strait"
		
		#Ireland/West Coast of England
		"Irish Sea"
		"The Hebreides"
		"Irish West Coast"
		
		#Greenland
		"Greenland Coast"
		"Northern Sea of Labrador" 
		"Southern Sea of Labrador"
		
		#Canada East Coast
		"Hudson Bay"
		"Grand Banks"
		"Canadian Maritimes"
		
		#Western Mediterranean
		"Costa del Sol"
		"Gulf of Lyon"
		"Algerian Coast"
		
		#Central Mediterranean
		"Tyrrhenian Sea"
		"Adriatic Sea"
		
		#Eastern Mediterranean
		"Black Sea"
		"Aegean Sea"
		"Egyptian Coast"
		
		#North Atlantic
		"North Atlantic"
		"Western Approaches"
		"The Seamounts"
		"Azores"
		
		#Central Atlantic
		"Central Atlantic"
		"Central Mid-Atlantic Ridge"
		"Bermuda Triangle"
		"Guiana Basin"
		"South-Central Mid-Atlantic Ridge"
		"Cap Verde"
		
		#South Atlantic
		"Pernambuco Plain"
		"Ascension Fracture Zone"
		"Argentine Plain"
		"Angola Plain"
		
		#Caribbean Sea and Guilf of Mexico
		"West Gulf of Mexico"
		"East Gulf of Mexico" 
		"Florida Strait"
		"Yucatan Strait"
		"Windward Islands"
		"Central Carribean"
		
		#Brazil and Argentina Coast
		"Coast of Guyana"
		"Coast of Recife" 
		"Coast of Uruguay"
		"Coast of Brazil"
		"Coast of Argentina"
		
		# West Africa
		"Coast of Africa"
		"Coast of Bissao" 
		
		#Equitorial Africa
		"Gulf of Guinea"
		"Coast of Angola-Namibia"
		
		#South Africa
		"Coast of South Africa"
		"Atlantic-Indian Ridge"
		
		#East Africa
		"Red Sea"
		"Horn of Africa"
		
		#Madagascar Coast
		"South Mozambique Channel"
		"North Mozambique Channel" 
		"Northeast Coast of Madagascar"
		"Southeast Coast of Madagascar" 
		
		#North Indian Ocean (Persian Gulf)
		"Persian Gulf"
		"North Arabian Sea"
		"South Arabian Sea" 
		"Coast of Ceylon"
		
		#Central/South Indian Ocean
		"Mascarene Plateau"
		"Mid-Indian Ridge" 
		"Ninetyeast Ridge" 
		"Southeast Indian Ocean"
		"Southwest Indian Ocean" 
		
		#Bay of Bengal & West Indonesia
		"East Bay of Bengal"
		"West Bay of Bengal"
		"Malacca Strait"
		"Java Ridge"
		"Java Trench"
		
		#Indo-China, Borneo, Phillipenes
		"Gulf of Siam"
		"Coast of Indochina"
		"Spratly Sea"
		"Coast of Brunei"
		"Flores Sea"
		"Sulu Sea"
		"Celebes Sea"
		"Luzon Strait"
		
		#China Coast
		"Taiwan Strait"
		"Yellow Sea"
		
		#Japanese Coast
		"Sea of Japan"
		"Ryukyus"
		"Coast of Japan"
		"South Sea of Okhotsk"
		"West Sea of Okhotsk" 
		"East Sea of Okhotsk" 
		
		#Mariana Basin, Phillipenes
		"Philipine Trench"
		"Central Philippine Sea"
		"Mariana Trench"
		"East Mariana Basin"
		"Mid-Pacific Mountains"
		"North Bismarck Sea"
		
		#New Guinea, East/North Australia and New Zealan
		"Coast of New Guinea"
		"Molucca Sea"
		"Banda Sea"
		"Arafura Sea"
		"South Bismarck Sea"
		"Solomon Sea"
		"West Coral Sea"
		"East Coral Sea" 
		"North Tasman Sea"
		"South Tasman Sea" 
		"East Cost of New Zealand"
		
		# South and West Australia
		"Timor Sea"
		"West Coast of Australia"
		"East Great Australian Bight"
		"West Great Australian Bight" 
		
		#North Pacific
		"Coast of Kamchatka"
		"East Bering Sea"
		"West Bering Sea" 
		"Aleutians"
		"Northwest Pacific Basin"
		"North Northeast Pacific Basin"
		
		#Central Pacific
		"Hawaiian Rise"
		"North East Pacific Ocean"
		"Marshalls Sea"
		"South East Pacific Ocean"
		"Marianas"
		"Western Solomons"
		"Eastern Solomons"
		"US Maritimes"
		"Carolines"
		
		#South Pacific
		"Gilberts"
		"Line Islands"
		"Fiji Basin"
		"Southwest Pacific Basin"
		
		# South American West Coast
		"Southeast Pacific Basin"
		"West Coast of Chile"
		"West Coast of Peru"
		"South Southeast Pacific Ocean"
		"North Southeast Pacific Ocean"
		
		# USA West Coast
		"Gulf of Alaska"
		"West Coast of the United States"
		
		#West Coast of Mexico
		"West Coast of Mexico"
		"West Coast of Central America"
	}
	target = {
		2385 = 50
		2389 = 200
		2390 = 200
		2392 = 200
		2393 = 200
		2475 = 100
		2476 = 100
		2484 = 100
		2492 = 200
		2494 = 200
	} 
	core = {
		2387
		2388
		2474
		2475
		2479
		2481
		2482
		2489
		2491
		2493
	} 
}

I activate it on ai_revolters.txt event:

Code:
event = {
	id = 15082
	trigger = {  }
	random = no

	country = SCA

	name = "AI_EVENT"
	desc = "AI_EVENT"
	style = 0

	date = { day = 0 month = january year = 1936 }
	offset = 1
	deathdate = { day = 29 month = december year = 1947 }

	action_a = {
		name = ""
		command = { type = dissent value = 10 } #  "Hypothetical" nation
		[i]command = { type = ai which = "sca_1936.ai" }[/i]
		}
	}
 

De_Genius

Colonel
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Feb 5, 2003
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hm.. I think I will keep mine. I prefer that SCA doesn't waste IC on building AA, IC and a navy. Btw. is it necessary to active it to work ? I haven't activated it, but I think it is working anyway. Is there some way that I can be sure that it is using my AI and no the default one ?
 

pimparel

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Feb 12, 2003
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De_Genius said:
hm.. I think I will keep mine. I prefer that SCA doesn't waste IC on building AA, IC and a navy. Btw. is it necessary to active it to work ? I haven't activated it, but I think it is working anyway. Is there some way that I can be sure that it is using my AI and no the default one ?

Check under your savegame... look for:

Code:
country = {
tag = sca

But I'm almost certain that they need to be loaded over the default.ai
 

krieger11b

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Apr 24, 2006
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So how do you make these countries AI files? They are not wordpad files, so how do I save it? What do I name the files? In the AI file there is also a switch folder too, do I do something with that?