I tested your switch and it worked after 30 days. Which leads me to believe that ai switches are buffered for the first month of the game or for every initalization. Nothing necessarily wrong with your event.
Wouldn't it be better to make UKR load the file on scenario start? You can set the starting AI file in the .inc scenario files. Anyway, for the future, it's best if you can find why this is not working, so that you can use AI switches when you really need them.hm, I'm pretty sureabout the path, yes. Neverthless I will check it twice. The Event fires on gamestart (which works), I've started a game, saved on january 2. In the savegame I chekced if the Event was in history (=true) and the ai Setup for UKR/ferocity (=false). This way I can tell that the Event has fired, but without any effect. I can try it with a "Switch", but I don't think this is the issue since lot of DH Full ai-files are loaded without the Switch line (and working).
# UKR 1936 AI File
ferocity = yes
# UKR 1936 AI File
ferocity = yes
#End File
target = {
#Oslo & Narvik for marginal victory
483 = 100
495 = 100
#Bergen & Trondheim for total victory
488 = 80
493 = 80
}
base = {
#Naval bases in northern Germany
147
148
154
153
}
target = {
#Naval provinces next to Norway where Kriegsmarine should attack
2694
2689
2672
2671
}
core = {
#Naval provinces next to Germany and Denmark where Kriegsmarine should defend
2692
2693
2694
2695
}
ignore = {
#British and French coast
"english channel"
"west north sea"
}
I have some issues with Fall Weserübung battlescenario AI. I would like to push Germany to invade only Norwegian coast and ignore at all British and French Coast. The map contains northern Germany, Denmark, Norway, Scapa Flow and Dunkirk (just for spawn points and bases for ENG and FRA units), as well as naval provinces between.
Scapa Flow is not a problem - it hasn't a beach and it's beyond transport plane's range, so GER doesn't bother. However GER tries to invade Dunkirk like crazy. German land and invasion targets are set like this:
On the other hand GER naval targets:Code:target = { #Oslo & Narvik for marginal victory 483 = 100 495 = 100 #Bergen & Trondheim for total victory 488 = 80 493 = 80 }
Any ideas how to fix this issue? GER invades NOR indeed, however loses too much time and too many units for Dunkirk, so GER AI can't win this scenario before time is up.Code:base = { #Naval bases in northern Germany 147 148 154 153 } target = { #Naval provinces next to Norway where Kriegsmarine should attack 2694 2689 2672 2671 } core = { #Naval provinces next to Germany and Denmark where Kriegsmarine should defend 2692 2693 2694 2695 } ignore = { #British and French coast "english channel" "west north sea" }
I feel you miss my point a bit. Germany does carry out invasion in Norway and Kriegsmarine moves along Norwegian coast - and does it more or less properly. My issue is that Germany invades province which should be ignored and Kriegsmarine moves to forbidden areas. So, the question is: how to force AI to completely ignore given areas?Have a look at the file I'm attaching to this post.
SEE how you need to set up the ports from where your invasion leaves and where you want it to land.
Best to have marines already in place at the leaving ports, and transports.
ENSURE that you call your AI file from the switch AI folder, and by event. This ensures that your file is running and not some other file.
You need to tweak the settings, so a trial and error process is involved.
Change the .txt in the file name to .ai, and then change the ports etc to suit what you want.
I feel you miss my point a bit. Germany does carry out invasion in Norway and Kriegsmarine moves along Norwegian coast - and does it more or less properly. My issue is that Germany invades province which should be ignored and Kriegsmarine moves to forbidden areas. So, the question is: how to force AI to completely ignore given areas?
Setting priority to -1 did the trick, thank you!Note what provinces they are going to and set them to -1 or 0. Use the ignore part of the code. If proving impossible, then remove beaches or add coastal forts so the AI will avoid those beaches. Sometimes it is a multitude of settings that is needed to take control.
And most of all, look in the dh ai files and you might come across something you can use.
# Poland 1936 AI File by Lothos edited for UKR by XZV
switch = no # [yes/no]
max_front_ratio = 2
max_garrison_prop = 0.20
min_garrison_prop = 0.10
neutrality = 140
war = 0
upgrading = 0.2
reinforcement = 0.5
strat_redeploy_threshold = 25
exp_force_ratio = 0.750
exp_force_ratios = { }
no_exp_forces_to = { FRA ENG SOV UKR LIT }
###################################
# Diplomacy
###################################
combat = {
SOV = 0
}
claim_acceptance = -30
# Special resistance against "influence" by the listed nations. Value range = [0 - 10]
resistance = {
GER = 6
SOV = 8
}
befriend = {
POL = 200
BLR = 200
LIT = 150
SOV = 20
}
liberate = {
POL
BLR
}
protect = {
POL = 100
BLR = 100
LIT = 50
}
target = {
# ussr
649 = 50 # kamensk shah
648 = 50 # rossoh
646 = 50 # ostrogozhsk
603 = 50 # belogrod
644 = 50 # rostov on don
}
trade = {
cancel_deal_threshold = 2
energy = -1
rare_materials = -1
metal = -1
oil = -1
supplies = -1
money = -1
favored = {
ENG = 100
USA = 50
FRA = 100
ITA = 50
SOV = 50
POL = 100
CZE = 30
BLR = 100
ROM = 100
}
embargo = { }
}
tech_sharing = {
favored = {
ENG = 150
USA = 50
FRA = 100
ITA = 50
SOV = 50
GER = 10
CZE = 30
POL = 100
BLR = 100
}
embargo = { }
not = { }
prioritized = {
# Agriculture
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
}
}
###################################
# Spying
###################################
spyprefs =
{
percentage_on_spies = 0.2
percentage_foreign_mission = 0.6
# Used for Intell efficiency and for setting minimum chance to succeed for the AI to do that particular type of mission
spyprefsdata =
{
NumberOfSpies = 15
min_number_of_spies = 3
steal_blueprint = 10
minister_assassination = 5
smear_campaign = 10
coup = 3
sabotage_industry = 10
nuclear_sabotage = 5
found_partisans = 10
massmedia = 10
disrupt_techteam = 10
country = BLR
}
spyprefsdata = {
country_priorities = 10
steal_blueprint = 10
minister_assassination = 0
smear_campaign = 2
coup = 0
sabotage_industry = 1
nuclear_sabotage = 0
found_partisans = 0
massmedia = 1
disrupt_techteam = 1
country = GER
}
spyprefsdata = {
country_priorities = 5
steal_blueprint = 10
minister_assassination = 0
smear_campaign = 2
coup = 0
sabotage_industry = 1
nuclear_sabotage = 0
found_partisans = 1
massmedia = 1
disrupt_techteam = 1
country = SOV
}
spyprefsdata = {
country_priorities = 2
steal_blueprint = 10
minister_assassination = 0
smear_campaign = 2
coup = 0
sabotage_industry = 1
nuclear_sabotage = 0
found_partisans = 0
massmedia = 1
disrupt_techteam = 1
country = HUN
}
}
###################################
# Construction and Tech Research
###################################
#Default values
construction = {
max_factor = 0.5
AA_batteries = no
max_AA_level = 5
AA_provs = {
617 # kiev
641 #sevastopol
626 # odessa
627 # kirovoy rog
}
coastal_fort = no
max_coastal_level = 2
coastal_fort_provs = { }
radar_station = no
max_radar = 5
radar_provs = { }
air_base = yes
max_air_base = 10
air_base_provs = {
617 # kiev
641 # sevastopol
626 # odessa
}
naval_base = no
max_naval_base = 2
naval_base_provs = { }
land_fort = no
max_land_level = 2
fort_borders = { }
ic_at_war = no
force_ic_until = 1933
ic_end_year = 1936
IC_provs = {
617 # kiev
641 # sevastopol
626 # odessa
627 # kirovoy rog
}
}
military = {
relative_build_scheme = no
max_batch_peace = 880
max_batch_war = 320
max_batch_home_front = 180
extra_convoys_war = 0.0500
extra_convoys_peace = 0.0500
#### Divisions etc...
infantry = 35
cavalry = 13
motorized = 10
mechanized = 2
light_armor = 10
armor = 0
paratrooper = 0
marine = 0
bergsjaeger = 0
garrison = 0
hq = 5
militia = 0
# 75 %
interceptor = 5
multi_role = 0
cas = 5
strategic_bomber = 0
tactical_bomber = 0
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 10 %
battleship = 2
carrier = 0
escort_carrier = 0
destroyer = 3
light_cruiser = 0
heavy_cruiser = 0
battlecruiser = 2
submarine = 5
nuclear_submarine = 0
transports = 3
# 0 %
#### Brigades
artillery = 15
sp_artillery = 5
cavalry_brigade = 0
sp_anti_air = 5
medium_armor = 15
tank_destroyer = 0
light_armor_brigade = 5
heavy_armor = 0
super_heavy_armor = 0
armored_car = 10
anti_air = 0
police = 0
engineer = 10
cag = 100.000
escort = 100.0000
naval_asw = 20.0000
naval_anti_air_s = 20.0000
naval_radar_s = 20.0000
naval_fire_controll_s = 20.0000
naval_improved_hull_s = 10.0000
naval_torpedoes_s = 10.0000
naval_anti_air_l = 0.0000
naval_radar_l = 0.0000
naval_fire_controll_l = 0.0000
naval_improved_hull_l = 0.0000
floatplane = 0.0000
}
technology = {
endgoal = { }
preference = {
# Manufacturing
5810 5820 5050 5830 5060 5070 5130 5110 5120 5840 5850 5860
# Construction Engineering
5800 5080 5090 5100
# Applied Assembly lines
5180
# Computers
5310 54010 54020 54030 5320 5330 5340
# Electronic Computers
7140 7150 16000 16040 7160
# Regular Infantry
1010 1020 1030 1040 1050 1060 1070 1080 1090 1100 1110 1120 1130 1140 1150 13000 13010 13020
# Field Artillery Support
2290 2300 2310 2900 2910 2920 2930 2940 2320 2330 2340 2360 2950 2350
# Interceptors
4510 4520 4530 4540 4550 4010 4020 4030 4060 4090 15000 15010 15020 4560 4570 4580
# Defensive Focus Grand Battleplan Path (FRA / UK)
6560 6030 6110 6120 6130 6140 14070
# Air Doctrines
9030 9040 9100 9130 9190 9200 9210 9220 9230 9240 9250 9260 9290 9310 9320 9330 9340 9350 9360 9370 9380 9390 9400 9410 9420
}
ignore = {
# Applied Assembly lines
5150 5160 5170
# Airborne Infantry
1670 1680 1690 1700 1710 1720 1730 1740
# Marines
1560 1570 1580 1590 1600 1610 1620 1630 1640 1650 1660
# Light / Mountain
1160 1170 1180 1190 1200 1210 1220 1230 1240 1250 1260 1270 1280 1290 1300 13030 13040 13050
# Air Transports
4290 4250 4260 4270 15180 15190
# Multi-Role
4300 4310 4320 4330 4340 4040 4070 4100 4350
# Naval Bomber
4700 4710 4190 4200 4210 15140 15150
# Strategic Bomber
4800 4810 4820 4220 4230 4240 4246 15160 15170 16030
#SEAPLANES
4770 4780 4790 4850 4860
# Aircraft CarriersAir groups
4900 4910 4920 4930 4940 4950 4960
# Custom Equipment
5920 5930 5940 5950 5960 5970 5980 5990
# Rocketry
5560 7550 7560 7570 7580 7590
# Nuclear
5470 5480 5490 5500 5510 5520 5530 5540
# Radar Warning
5410 5416 5417 5420 5426 5430 5440 5466 5450 5460 53030 5476 53070
# Static Anti-Air
2800 2450 21180 21190 21200 2460 2470 2480 2490 2500 11080
# Anti Air Brigade
2810 2820 2510 2520 2530 2540 11090
# Amphibious Warfare
82300 82310 82320 82330
# Logistic Support
82500 82510 82520 82530
# Commerce Defense
8150 8160 8170
# Raider Patrols
8550 8560 8570
# Subsidiary Carrier Role
81650
# Aircraft CarriersStrike/Offensive column
81700 81710 81720 81730 81740 81750 81760 82100 82110 82120
# Strategic Destruction - Flying Armada
9140 9150 9160 9170 9180 9430 9440 9450 9460
# Battlefield Destruction branch.
9050 9060 9070 9080
}
armor = 3
infantry = 5
industry = 4
aircraft = 2
naval = 1
land_doctrines = 3
secret_weapons = 0
air_doctrines = 1
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 = 0.5
home_peace_cap = 10
war_zone_odds = 2.0
key_point_prio_mult = 0
revolt_risk_mult = 1.0
# PRIORITIES:
beach = 0 # 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 = 0 # For neutrals, all alliances are "opposing"
claim_threat = 75 # If we are neutral, countries with claims on us get this
unstable_border = 100 # Bordering countries at war with someone else get this
# Borders with specific countries
country_priorities = {
GER = 50
ROM = 20
BUL = 20
HUN = 20
SLO = 20
SOV = 90
LAT = -1
LIT = -1
EST = -1
TAN = -1
}
province_priorities = { 599 = 100 }
ignore = {
303
}
area_multiplier = { 599 = 1.2 }
}
front = {
recklessness = 0 # 0-3
distrib_vs_ai = op_defensive
distrib_vs_human = op_defensive
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 = 0.8
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 = {
#Murmansk/Archangel
"Barents Sea"
"Arctic Ocean"
#Norway Coast (Denmark Coast)
"Norwegian Sea"
"East North Sea"
"Kattegat"
#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"
"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 = { }
core = {
2732 2733 2730 2729 2731
}
}
Difficult to say.
First of all, check if another AI files is loaded after this one. Myabe you load this file and then after 3 days another file is loaded that overwrites this.
Another possibility is an AI event that forces war, check if there is one.
event = {
id = 1856024
country = POL
trigger = {
flag = XZVpip
flag = POLSOV_fightingon
war = { country = SOV country = POL }
NOT = { control = { province = 567 data = SOV } }
}
name = "Soviets Humiliated"
desc = "After the failed negotiations in Riga we had to keep on fighting the Soviets. Despite of White forces of Russia not recognising our claims on Byelorussia and Ukraine, keeping them as allied countries or a part of Polish territories we have approached Moscow - the capital of Soviet Union and the most important city for all of Russian states. Now we can put this war to end securing our eastern border for good."
picture = "Peace_conference"
style = 2
date = { day = 0 month = 0 year = 1914 }
deathdate = { day = 0 month = 0 year = 1931 }
offset = 7
action = {
name = "They cannot refuse our claims now!"
command = { type = dissent value = -25 }
command = { type = peace which = POL value = 0 }
command = { type = remove_division which = -1 }
command = { type = remove_division which = -1 }
command = { type = remove_division which = -1 }
command = { type = remove_division which = -1 }
command = { type = remove_division which = -1 }
command = { type = remove_division which = -1 }
command = { type = remove_division which = -1 }
command = { type = remove_division which = -1 }
command = { type = remove_division which = -1 }
command = { type = remove_division which = -1 }
command = { type = remove_division which = -1 }
command = { type = remove_division which = -1 }
command = { type = remove_division which = -1 }
command = { type = remove_division which = -1 }
command = { type = manpowerpool value = 650 when = 0}
command = { type = counterattack value = -75 }
command = { type = assault value = -95 }
command = { type = encirclement value = -90 }
command = { type = ambush value = -80 }
command = { type = delay value = -75 }
command = { type = tactical_withdrawal value = -75 }
command = { type = breakthrough value = -80 }
command = { type = secederegion which = POL value = "Ukraine" when = 2 }
command = { type = secederegion which = POL value = "Belarus" when = 2 }
command = { type = remove_core_region which = "Poland" where = SOV }
command = { type = remove_core_region which = "Ukraine" where = SOV }
command = { type = remove_core_region which = "Belarus" where = SOV }
command = { type = remove_claim_region which = "Poland" where = SOV }
command = { type = peace which = SOV value = 0 }
command = { trigger = { exists = UKR } type = secederegion which = UKR value = "Ukraine" when = 2 }
command = { trigger = { exists = UKR } type = peace which = UKR value = 0 }
command = { trigger = { exists = UKR } type = military_control which = POL where = UKR value = 0 }
command = { trigger = { exists = UKR } type = secedeprovince which = UKR value = 249 when = 2 }
command = { trigger = { exists = UKR } type = secedeprovince which = UKR value = 244 when = 2 }
command = { trigger = { exists = BLR } type = secederegion which = BLR value = "Belarus" when = 2 }
command = { trigger = { exists = BLR } type = peace which = BLR value = 0 }
command = { trigger = { exists = BLR } type = military_control which = POL where = BLR value = 0 }
command = { trigger = { exists = BLR } type = secedeprovince which = BLR value = 251 when = 2 }
command = { trigger = { exists = BLR } type = secedeprovince which = BLR value = 248 when = 2 }
command = { trigger = { exists = BLR } type = secedeprovince which = BLR value = 256 when = 2 }
command = { trigger = { exists = BLR } type = secedeprovince which = BLR value = 257 when = 2 }
command = { type = clrflag which = Polish_Soviet_War }
command = { type = clrflag which = POLSOV_fightingon }
command = { type = non_aggression which = SOV where = POL when = 7000 }
command = { type = non_aggression which = SOV where = BLR when = 7000 }
command = { type = non_aggression which = SOV where = UKR when = 7000 }
command = { type = non_aggression which = SOV where = LIT when = 7000 }
command = { type = guarantee which = SOV where = UKR }
command = { type = guarantee which = SOV where = BLR }
command = { type = sleepevent which = 1856001}
}
}
event = {
id = 13310111
persistent = yes
date = { day = 1 month = january year = 1914 }
deathdate = { day = 1 month = january year = 1925 }
offset = 45
trigger = {
exists = SOV
atwar = no
not = { ispuppet = yes }
or = {
country = AZB
country = GEO
country = UER
country = UGS
country = UPE
country = UTC
country = UKR
country = BLR
}
not = {
or = {
ispuppet = yes
participant = { value = 1 }
participant = { value = 2 }
}
}
}
name = "EVT_13310111_NAME"
Desc = "EVT_13310111_DESC"
Picture = "assistance"
action = {
name = "Down with the central government!"
command = { type = belligerence value = -50 }
command = { type = local_setflag which = armistice }
command = { type = war which = SOV }
command = { type = belligerence value = -50 }
}
}