[COLOR=white]protect = {
#Central America
UCA NIC COS GUA HON ELS CUB DOM HAI
#South America
VNZ CLM ECU PEU BOL CHL ARG BRZ URU PRG
}
befriend = {
ENG FRA
}
combat = {
CSA
}[/COLOR]
Originally posted by Generalisimo
well, now talking seriously, we need a way to stop easy conquering of South America...
An example of new parameters that we havein the AI are:
easy to understand, right?Code:[COLOR=white]protect = { #Central America UCA NIC COS GUA HON ELS CUB DOM HAI #South America VNZ CLM ECU PEU BOL CHL ARG BRZ URU PRG } befriend = { ENG FRA } combat = { CSA }[/COLOR]
so, what do you suggest, from an historical point of view and gamebalancing also, this should look like for all south american countries?
yes, i was thinking adding that to the AI... but only for that part... because if someone attacks Brazil later, why Argentina will go to save it?... but, maybe it is good for gamebalancing? or not?Originally posted by pimparel
As for the matter of Paraguay War, the AI of Brazil, Argentina and Uruguay should have target provinces in common, to coordinate the attack, right and Befriend and Protect arguments, right?
The others arguments are like HoI?
How to you manage HoI and Vicky?
At least in EU2 it is possible. For example, on the EEP, various ottoman sultans have their own AI file, which is triggered by AI-only events when they raise to power.Originally posted by elbasto
I don't know if you can change the AI as the time goes by...
an AI controled Prussia will not invade Argentina... but a player controlled will surelly do it to get their resources... that's why i want to create this "protect" things... if not, the player has the road open to do what he wants in South America... recreating the Colonial Time (specially the spanish ones will love to do that ).Originally posted by elbasto
In the Paraguay case, maybe somebody could script an event, triggering the war and, once is over, dividing some provinces between the winners (Arg and Brz that is )
On the other hand, I don't think any country outside the continent was interested in protecting nor invading South America in the early XIX th century, it's too far away and invadig it would have resulted in a Vietnam kind of conflict...
Of course, this should change with the time but I don't know if you can change the AI as the time goes by...
Not only on the XIX century, my friend...Originally posted by MXTiger
But Generalisimo, we all know that latin america was a total mess in the XIX c., don't we?
Originally posted by Anibal
Not only on the XIX century, my friend...
Spain did try (former colonies after all), you know better, but in 1836, was overelbasto said:On the other hand, I don't think any country outside the continent was interested in protecting nor invading South America in the early XIX th century, it's too far away and invading it would have resulted in a Vietnam kind of conflict...
# AI for U00 Rio-Grandense Republic in Farrapos War
# written by Pimparel as for 1.02
max_front_ratio = 3
max_garrison_prop = 0.6
min_garrison_prop = 0.4
war = 20
neutrality = 25
ferocity = yes
protect = { }
befriend = {
ARG = 100
URU = 100
POR = 25
}
admiral = {
target = {
2662 = 1000 #Laga dos Patos
2439 = 500 #Baia Paranagua
}
}
invasion = {
base = 2.0
random = 1.0
coastal = 3.0
beach = 3.0
distance = 0.5
pocket = 2.0
island = 1.5
enemy = 10.0
adjacentenemy = 5.0
}
front = {
recklessness = 1
enemy_reinf_days = 5
reserve_prop = 0.30
panic_ratio_vs_ai = 1
panic_ratio_vs_human = 0.75
base_attack_odds = 1.75
min_attack_odds = 1.5
max_attack_odds = 4.0
reinforce_odds = 0.75
withdraw_odds = 0.50
distrib_vs_ai = reactive
distrib_vs_human = reactive
}
garrison = {
capital = 150
human_border = 100
war_target = 150
claim_threat = 150
militancy_multiplier = 2.0
country_priorities = {
BRZ = 150
}
war_zone_odds = 2
home_multiplier = 1.0
overseas_multiplier = 0.30
area_multiplier = {
2664 = 1.0 #Porto-Alegre
}
}
...(snip)...
peace = {
quiet_factor = 0.05
ferocity = 10
}
# AI for BRZ Brazil at Farrapos War
# written by Pimparel as for 1.02
max_front_ratio = 4
max_garrison_prop = 0.3
min_garrison_prop = 0.2
neutrality = 50
war = 50
ferocity = yes
protect = { URU }
befriend = { ARG }
combat = { U00 }
admiral = {
target = {
2440 = 200 #Coast of Rio de Janeiro
2662 = 200 #Lagga dos Patos
2618 = 10 #Rio de la Prata
2143 = 50 #Baia de São José
2098 = 50 #Baie d'Oyopack
}
}
invasion = {
base = 2.0
random = 1.0
coastal = 3.0
beach = 3.0
distance = 0.5
pocket = 2.0
island = 1.5
enemy = 10.0
adjacentenemy = 5.0
}
front = {
recklessness = 1
enemy_reinf_days = 7
reserve_prop = 0.30
panic_ratio_vs_ai = 1
panic_ratio_vs_human = 0.75
base_attack_odds = 2.0
min_attack_odds = 1.5
max_attack_odds = 5.0
reinforce_odds = 1.0
withdraw_odds = 0.25
distrib_vs_ai = reactive
distrib_vs_human = reactive
enemy_handicap = { }
}
garrison = {
capital = 125
human_border = 100
war_target = 150
claim_threat = 125
militancy_multiplier = 4
country_priorities = {
U00 = 150
ARG = 75
PRG = 75
}
war_zone_odds = 3
home_multiplier = 1.0
overseas_multiplier = 0.30
province_priorities = {
2108 = 100 #Manaus
2140 = 100 #Natal
2455 = 100 #Sao Paulo
}
}
...(snip)...
peace = {
quiet_factor = 0.005
ferocity = 2500.000
}
Generalisimo said:the country priorities are too high...
also, remember that all the other parameters are too high... you better low them a bit if you want to make them only look at your provinces specified.
This is during a war? or peace?
# AI for U00 Rio-Grandense Republic in Farrapos War
# written by Pimparel as for 1.02
max_front_ratio = 3
max_garrison_prop = 0.3
min_garrison_prop = 0.2
war = 20
neutrality = 50
ferocity = yes
protect = { }
befriend = {
ARG = 50
ENG = 75
URU = 25
}
combat = { BRZ = 100 }
admiral = {
target = {
2662 = 200 #Laga dos Patos
2439 = 50 #Baia Paranagua
}
}
invasion = {
base = 2.0
random = 1.0
coastal = 3.0
beach = 3.0
distance = 0.5
pocket = 2.0
island = 1.5
enemy = 10.0
adjacentenemy = 5.0
}
front = {
recklessness = 1
enemy_reinf_days = 5
reserve_prop = 0.1
panic_ratio_vs_ai = 1
panic_ratio_vs_human = 1
base_attack_odds = 1.2
min_attack_odds = 1.0
max_attack_odds = 3.0
reinforce_odds = 0.8
withdraw_odds = 0.5
distrib_vs_ai = defensive
distrib_vs_human = defensive
}
garrison = {
capital = 10
war_target = 100
claim_threat = 150
militancy_multiplier = 1.0
country_priorities = {
BRZ = 100
}
war_zone_odds = 1.0
home_multiplier = 1.0
overseas_multiplier = 0.1
}
military = {
relative_build_scheme = yes
desired_army_size = -1
desired_navy_size = -1
mob_inf_perc = 25
# NOTE(!): In practice, "reactive" is the most defensive and slow of the schemes. The other two are more offensive, despite the name.
# Countries we do not counter-attack for a certain number of days.
# NOTE: These values are ignored for human-controlled enemies.
# CAUTION: Values apply for _every_new_ war with a set nation.
# EXAMPLE:
enemy_handicap = {
ENG = 100
FRA = 120
}
Generalisimo said:well, it is not an easy task to make an AI do what you want it to do ...
I will try to take a look at it before this weekend...
I suggest you take a look at this: