# Austria 1936 AI File by Van Diemen
# Based on the Germany 1936 AI File by Lothos
switch = no # [yes/no]
max_front_ratio = 2.0
max_garrison_prop = 0.30
min_garrison_prop = 0.20
neutrality = 90.000
war = 20
strat_redeploy_threshold = 50
max_redeploying = 0.15
exp_force_ratio = 0.0
exp_force_ratios = { }
no_exp_forces_to = { JAP SIA MAN VIC ROM BUL MTN GER ITA }
###################################
# Diplomacy
###################################
combat = { }
demand_claims = {
YUG
HUN
CZE
ROM
}
resistance = {
GER = 4
SOV = 6
ENG = 1
FRA = 1
}
befriend = {
SLO = 50
GER = 30
SPA = 20
ITA = 60
SWE = 10
FIN = 20
JAP = 30
POR = 10
TUR = 30
DEN = 40
BUL = 40
GRE = 30
}
protect = {
BUL = 80
SCH = 80
MTN = 80
ITA = 80
}
target = { }
trade = {
cancel_deal_threshold = 2
energy = -1
rare_materials = -1
metal = -1
oil = -1
supplies = -1
money = -1
favored = {
SWE = 150
FIN = 100
GER = 150
ITA = 100
HUN = 100
YUG = 100
SPA = 80
BUL = 100
JAP = 50
CHI = 50
}
embargo = { }
}
tech_sharing = {
favored = {
ROM = 120
MTN = 120
GER = 100
SLO = 80
BUL = 100
HUN = 100
SPA = 120
YUG = 50
ITA = 150
SWE = 50
FIN = 120
JAP = 150
TUR = 100
}
embargo = {
ENG FRA AST CAN NZL
}
not = { }
prioritized = {
# Arcriculture
5020 = 140
5030 = 140
5040 = 100
# Inf support
1310 = 120
1320 = 100
1330 = 100
1340 = 100
1350 = 100
1360 = 100
# Production
5050 = 150
5060 = 130
5070 = 100
5080 = 100
5090 = 100
5100 = 100
5110 = 100
5120 = 100
5130 = 100
5150 = 100
5180 = 100
# Motorized
1230 = 100
1240 = 100
1250 = 100
# CAS
4170 = 100
4280 = 100
4180 = 100
# Medium tanks
2070 = 100
2080 = 100
2090 = 100
# Light tanks
2020 = 100
2030 = 100
2040 = 100
2050 = 100
2060 = 100
# Submarines
3400 = 100
3410 = 100
3420 = 100
3430 = 100
3440 = 100
3450 = 100
# Mechanized
1260 = 100
1270 = 100
1280 = 100
1290 = 100
}
}
###################################
# Spying
###################################
spyprefs =
{
percentage_on_spies = 0.3
percentage_foreign_mission = 0.6
# Used for Homeland Defense Spying
spyprefsdata =
{
NumberOfSpies = 6
counter_espionage = 10
country = AUS
}
# Defaul Spy parms used for countries the AI is atwar with but has no specific entry
spyprefsdata = {
country_priorities = 6
NumberOfSpies = 6
min_number_of_spies = 2
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
}
spyprefsdata = {
country_priorities = 10
NumberOfSpies = 10
min_number_of_spies = 2
steal_blueprint = 10
minister_assassination = 2
smear_campaign = 4
coup = 1
sabotage_industry = 10
nuclear_sabotage = 0
found_partisans = 0
massmedia = 4
counter_espionage = 5
disrupt_techteam = 4
country = SOV
}
spyprefsdata = {
country_priorities = 8
NumberOfSpies = 7
min_number_of_spies = 2
steal_blueprint = 10
minister_assassination = 2
smear_campaign = 4
coup = 1
sabotage_industry = 10
nuclear_sabotage = 0
found_partisans = 0
massmedia = 4
counter_espionage = 5
disrupt_techteam = 4
country = ENG
}
spyprefsdata = {
country_priorities = 5
NumberOfSpies = 5
min_number_of_spies = 2
steal_blueprint = 10
minister_assassination = 1
smear_campaign = 2
coup = 1
sabotage_industry = 10
nuclear_sabotage = 0
found_partisans = 0
massmedia = 2
counter_espionage = 5
disrupt_techteam = 4
country = USA
}
spyprefsdata = {
country_priorities = 2
NumberOfSpies = 3
min_number_of_spies = 1
steal_blueprint = 10
minister_assassination = 0
smear_campaign = 0
coup = 0
sabotage_industry = 0
nuclear_sabotage = 0
found_partisans = 0
massmedia = 0
counter_espionage = 5
disrupt_techteam = 0
country = SPA
}
spyprefsdata = {
country_priorities = 2
NumberOfSpies = 3
min_number_of_spies = 1
steal_blueprint = 10
minister_assassination = 0
smear_campaign = 0
coup = 0
sabotage_industry = 0
nuclear_sabotage = 0
found_partisans = 0
massmedia = 0
counter_espionage = 5
disrupt_techteam = 0
country = GER
}
spyprefsdata = {
country_priorities = 4
NumberOfSpies = 4
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 = HUN
}
spyprefsdata = {
country_priorities = 4
NumberOfSpies = 4
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 = YUG
}
}
###################################
# Construction and Tech Research
###################################
construction = {
max_factor = 0.00
AA_batteries = no
max_AA_level = 6
AA_provs = {
463 # Vienna
457 # Budapest
462 # Salzburg
384 # Split
}
coastal_fort = no
max_coastal_level = 3
coastal_fort_provs = { }
radar_station = no
max_radar = 2
radar_provs = { }
air_base = no
max_air_base = 6
air_base_provs = {
384 # Split
499 # Presov
}
naval_base = no
max_naval_base = 10
naval_base_provs = {
384 # Split
}
land_fort = no
max_land_level = 5
fort_borders = { }
fort_provs = { 489
499
}
ic_at_war = no
force_ic_until = 1935
ic_end_year = 1941
IC_provs = { }
}
military = {
relative_build_scheme = no
max_batch_peace = 720
max_batch_war = 360
max_batch_home_front = 180
#### Divisions etc...
infantry = 44
cavalry = 0
motorized = 4
mechanized = 0
light_armor = 4
armor = 0
paratrooper = 0
marine = 0
bergsjaeger = 20
garrison = 3
hq = 4
militia = 0
# 55 %
interceptor = 5
multi_role = 6
cas = 4
strategic_bomber = 0
tactical_bomber = 6
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 21 %
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 = 22
sp_artillery = 2
rocket_artillery = 0
sp_rct_artillery = 0
anti_tank = 10
tank_destroyer = 2
light_armor_brigade = 4
heavy_armor = 5
super_heavy_armor = 0
armored_car = 6
anti_air = 6
police = 2
engineer = 5
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
# Inf support
1310 1320 1330 1340 1350 1360
# Motorized
1230 1240 1250
# CAS
4170 4280 4180
# Medium tanks
2070 2080 2090
# Light tanks
2020 2030 2040 2050 2060
# Mechanized
1260 1270 1280 1290
# Air Doctrines
9060 9080 9100 9110 9120 9130 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 = {
# Strategic bombers
4220 4230 4240
# 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
# Marines
1150 1160 1170 1180
# Airborne 1070 1080
1090 1100
# Air Transports 4250
4260 4270
# SP Rocket Artillery
2260 2270 2280
# Rocket Artillery
2370 2380 2390
# Armoured Cars
2150 2160
# Naval Doctrines
8210 8280 8290 8300
# Strategic Air Doctrines 9140
9150 9160 9170 9180 9430 9440 9450 9460
}
armor = 4
infantry = 6
industry = 6
aircraft = 4
naval = 1
land_doctrines = 2
secret_weapons = 1
air_doctrines = 2
naval_doctrines = 1
}
###################################
# Ground Combat, Leaders and Garrisons
###################################
leader_ratio = {
land_field_marshal =0.02
land_general =0.031
land_lt_general =0.41
sea_grand_admiral =0.02
sea_admiral =0.061
sea_vice_admiral =0.401
air_marshal =0.02
air_general =0.091
air_lt_General =0.11
}
garrison = {
defend_overseas_beaches = no
home_multiplier = 1.0
overseas_multiplier = 1.0
home_peace_cap = 20
war_zone_odds = 2.0
key_point_prio_mult = 0.5
revolt_risk_mult = 0.3
# PRIORITIES:
beach = 20 # Beach level 2
capital = 50 # Our capital
human_border = 0 # Ignored for allied human players
war_target = 100 # 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 = {
VIC = -1
ITA = -1
SCH = -1
}
ignore = { }
province_priorities = { }
area_multiplier = { }
}
front = {
recklessness = 2 # 0-3
distrib_vs_ai = even
distrib_vs_human = even
enemy_reinf_days = 6
reserve_prop = 0.2
panic_ratio_vs_ai = 2.5
panic_ratio_vs_human = 2.5
base_attack_odds = 1.4
min_attack_odds = 1.0
max_attack_odds = 3.0
reinforce_odds = 1.4
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 = 0.8
icxdayscostfactor = 30.0 # 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 = 1.0 #Relative modifier. (lower = specific targets much more important.)
random = 8.0 #How big a random range. (1.0 = 1%)
coastal 1.5 #increase to avoid coastal forts more.
beach = 2.0 #higher, avoid worst beaches.
distance = 1.5 #higher = avoid long distance.
max_distance = 25.0
pocket = 20.0 #prioritise pockets, ie provinces with no adjacent controlled by same.
island = 1.0 #prioritise taking pure islands.
enemy = 4.0 #higher = much more vary of troops in province.
adjacentenemy = 4.0 #higher = much more vary of troops nearby
air_base = 1.5
naval_base = 0.1
air_support = 3.0
redirect = nearest
ignore = no
help_allies = yes
target = {
# North Africa
924 = 150 # Bengazi
919 = 150 # Tobruk
31 = 100 # Malta
916 = 50 # Bardia
932 = 150 # Tripoli
938 = 50 # Sousse
939 = 150 # Tunis
}
}
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 = {
#Murmansk/Archangel
"Barents Sea"
"Arctic Ocean"
#Norway Coast (Denmark Coast)
"Norwegian Sea"
"East North Sea"
#North Sea, East Coast of England
"Central Northsea"
"West Northsea"
"Southeast Northsea"
#England/France border Sea Areas
"English Channel"
"Bay of Biscay"
"Cape Finisterre"
#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"
#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"
#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"
#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"
}
#Which provinces to use as bases..
base = {
384 # Split
}
target = { }
core = {
2446
2445
2444
2448
2443
}
}