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Xender

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Hi, I'm trying to create a scenario where every country tries to industrialize and militarize equally and tries to take over the world. While eliminating "return to status quo". I just hate it when some country controls half another's and their capital in a war, and next thing you know, they are returning to status quo.

So far, I've created an AI for every country that has ferocity and 0 quiet. All provinces on the planet are national pronvinces for everyone too.

The last run seemed ok, France annexed Tunisia, Aljazair, Tripoli, and Egypt in the first few months, but after they took Egypt, nothing. Likewise for the rest of the world. No wars in the Americas, and its always the same in India with wars between the uncivilized, which is more interesting than normal games.

China was annexed by UK and Russia, which was interesting too.

I would assume all countries would try to militerize the same, but I guess not, France jumped to 340, while Prussia didn't built a single unit, staying at 31.

I don't know what changes to the AI I could make to cause them to be more warmongering, war is at 110, neutrality 10, ferocity 50, quiet_factor 0, and ferocity = yes. What else could I do?

Is there an event I could make that would force a country to go to war with it's neighbor?
 

Taylor

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Just put

Code:
war = 400

(or some other ridiculously high value) in the ai file.

Also

Code:
combat = {
    ABU = 100
    ADE = 100
    #etc: put all nation tags here
}

will set them off like a christmas tree. :cool:

edit: about the event: you have of course the command = { type = war country = tag } command, so in principle, you could make random events that puts everybody at war with each other or something, then fire those events manually. But it will be quite some work to write all those events. (unless you know some programming, then you can automate that task)
 

Xender

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Here is the AI that I've been using. Maybe the problem is that the game can't enact such a large AI for all countries, so it goes on a first come first serve basis as to who uses it, like my last game, France and UK where taking over the place for a while, but just stopped after a while, and nobody else did anything except a few indian minors, and that was up until UK took them over.

Literally nobody else did anything, no military build up, no industrialization, I think the scores towards the end were France and UK and Russia had a couple thousand points and the rest of the world had only a couple hundred at most.

I just remembered the VickyWiki has a list of every prov with IDs, so I am going to seperated the water and land provinces for the combat and admiral targets, as well as railroad targets, because maybe it is confusing the AI? Dunno.

Thanks for taking a look.


Code:
war = 300
neutrality = 10
max_front_ratio = 6
max_garrison_prop = .75
min_garrison_prop = .1
ferocity = yes

peace = {
	quiet_factor = 0.0
	ferocity = 50.0
}

protect = {
	
}


befriend = {
}

combat = {
ABU=200  AFG=200  ALD=200  ANH=200  ANN=200  ARG=200  ATJ=200  AUS=200  AWA=200  BAD=200  BAL=200  BAS=200  BAY=200  BEL=200  BER=200  BHO=200  BHU=200  BIK=200  BRA=200  BRZ=200  BRE=200  BRU=200  BUK=200  BUN=200  BUR=200  CAM=200  CHL=200  CHI=200  CLM=200  DAN=200  ECU=200  EGY=200  ETH=200  FRA=200  FRM=200  GEO=200  GRE=200  GWA=200  HAI=200  HAM=200  HAN=200  HAW=200  HEJ=200  HED=200  HEK=200  HLS=200  HYD=200  IND=200  ION=200  JAI=200  JAS=200  NIP=200  JOD=200  MAL=200  KAL=200  KAS=200  KHI=200  KOK=200  KOR=200  KRA=200  KUT=200  LAD=200  LIB=200  LIP=200  LUA=200  LUC=200  LUB=200  HOW=200  MAK=200  MEC=200  MEW=200  MEX=200  MOD=200  MOL=200  MON=200  MOR=200  MYS=200  NAG=200  NAS=200  NAL=200  NEJ=200  NEP=200  HOL=200  OLD=200  OMA=200  ORA=200  ORI=200  TUR=200  PAN=200  PAP=200  PRG=200  PAR=200  PER=200  PEU=200  POR=200  PRU=200  RUS=200  SAR=200  COB=200  MEI=200  WEI=200  SAX=200  SER=200  SEM=200  SIA=200  SIK=200  SIN=200  SOK=200  SPA=200  SWE=200  SWI=200  TEX=200  TIB=200  TRN=200  TRA=200  TRI=200  TUN=200  TUS=200  SIC=200  ENG=200  UCA=200  URU=200  USA=200  VNZ=200  WAL=200  WUR=200  ADE=200  ZUL=200 }


target = {
 did have 1-2860 = 100 here
}

colony = {
size = 10
primary = {
"Abyssinia"
"Alaska"
"Alberta"
"Algeria"
"Amur"
"Angola"
"Area_Extra_0" #Casamance
"Area_Extra_11" #Adrar
"Area_Extra_12" #Middle Congo"
"Area_Extra_13" #Kasai
"Area_Extra_14" #Bandialand
"Area_Extra_15" #Baguirmi
"Area_Extra_19" #Western Kalahari
"Area_Extra_20" #Eastern Kalahari
"Area_Extra_21" #Rufiji-Ruvuma
"Area_Extra_22" #Jibal Bashar
"Area_Extra_27" #Cyernaica"
"Area_Extra_27" #Cyrenaica
"Area_Extra_28" #Fezzan
"Area_Extra_29" #Kufra
"Area_Extra_3" #Togo-Dahomey
"Area_Extra_3" #Togo-Dahomey"
"Area_Extra_30" #West Borneo"
"Area_Extra_32" #Northern Polynesia
"Area_Extra_32" #Northern Polynesia"
"Area_Extra_33" #Eastern Polynesia
"Area_Extra_34" #Northern Melanesia
"Area_Extra_35" #Yukon
"Area_Extra_39" #Turkana
"Area_Extra_4" #Asanteland
"Area_Extra_40" #Southern New Zealand
"Area_Extra_42" #Semireche
"Area_Extra_45" #Solomon Islands
"Area_Extra_7" #Iboland
"Area_Extra_8" #Yorubaland
}
secondary = {
"Area_Extra_9" #Yatenga
"Bahari"
"Bahr el-Ghazal"
"Batn el-Hadjar"
"Bechuanaland"
"British Columbia"
"Cameroon"
"Chubut"
"Congo"
"Danish West Indies"
"Dar Sennar"
"Equatorial Africa"
"Far Eastern"
"Fez"
"Gabon"
"Gold Coast"
"Greenland"
"Guinea"
"Hawaii"
"Iceland"
"Irkutsk"
"Ivory Coast"
"Kamerun"
"Kanto" #(Bonin Islands)
"Katanga"
"Kenya"
"Kordufan"
"La Pampa"
"Libya"
"Malawiland"
"Mali"
"Manitoba"
"Mauretania"
"Melanesia"
"Midway"
"Mikronesia"
"Mocambique"
"Morocco"
"Namibia"
"New Guinea"
"New Zealand"
"Niger"
"Nigeria"
"North Rhodesia"
"North Territory"
"Northwest Territories"
"Ogaden"
"Ontario"
"Philippines"
"Polynesia"
"Québec"
"Queensland"
"Rio de Oro"
"Rio Negra"
"Sahra al-Gharbiyah"
"Sakhalin"
"Santa Cruz"
"Saskatchewan"
"Senegal"
"Shikoku" #(Ryukyu Islands)
"Somaliland"
"South Australia"
"South Rhodesia"
"Sudan"
"Swahili Coast"
"Tafilelt"
"Tanganyika"
"Tchad"
"The Molucks"
"Tigray"
"Tomsk"
"Tunisia"
"Turkestan"
"Turkmenistan"
"Uganda"
"Upper Cameroon"
"Upper Congo"
"Valdivia"
"Volta"
"Vostani"
"West Australia"
	}
}

military = {
	relative_build_scheme 	= yes

	desired_army_size 		=	1000
	desired_navy_size 		=	1000
	mob_inf_perc			=   50

#	ARMY:
	infantry = 				70
	cavalry = 				10
	dragoon = 				20
	irregular = 			0
#							100

#	NAVY:
	submarine = 			20
	line = 					30
	fast =					30
	transport = 			20
#							100


	barrel = 20.000
    	artillery = 20.000
    	regular = 5.000
    	cuirassier = 10.000
    	hussar = 10.000
    	hq = 10.000
    	guard = 10.000
    	engineer = 10.000    	
	torpedo_boat = 25.000
    	destroyer = 20.000
    	corvette = 20.000
    	minelayer = 15.000
    	minesweeper = 15.000

}



garrison = {

	# OVERSEAS DISTRIBUTION
#	home_peace_cap 		= 10
#	defend_overseas_beaches = yes

	# PRIORITIES:
	capital				= 100	# Our capital
	human_border		= 10	# Ignored for allied human players
	war_target			= 100	# The next country targeted for attack by this AI
	claim_threat		= 100	# If we are neutral, countries with claims on us get this
  	 militancy_multiplier   = 15.000
   	 overseas_multiplier 	= 8.0

	# Borders with specific countries
	country_priorities = {
	}

	# Specific provinces
	province_priorities = {
	}
}

front = {
	recklessness = 1
	distrib_vs_ai = defensive
	distrib_vs_human	= defensive
	enemy_reinf_days = 2
	reserve_prop = 0.05
	panic_ratio_vs_ai = 1.25
	panic_ratio_vs_human = 3
	base_attack_odds = 1.5
	min_attack_odds = 1.100
	max_attack_odds = 3.00
	reinforce_odds = 1.75
	withdraw_odds = 0.500
	enemy_handicap = {
	}
}

admiral = {
	target = {
 did have 1-2860 = 100 here  
		}
	}

invasion = {
	base				= 1.0	
	random				= 20.0	
	coastal				= 1.0	#increase to avoid coastal forts more.
	beach				= 1.0	#higher, avoid worst beaches.
	distance			= 1.0	#higher = avoid long distance.
	pocket				= 3.0	#prioritise pockets, ie provinces with no adjacent controlled by same.
	island				= 3.0	#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
	target = {
		
		}
}


railroad = {
	max = -1
	target = {
 did have 1-2860 = 6 here

	}
}

construction = {
    fortress_pref = 3.000
    railroad_pref = 3.00
    colonize_pref = 3.00
    factory_pref = 3.200
    fort_borders = { ABU AFG ALD ANH ANN ARG ATJ AUS AWA BAD BAL BAS BAY BEL BER BHO BHU BIK BRA BRZ BRE BRU BUK BUN BUR CAM CHL CHI CLM DAN ECU EGY ETH FRA FRM GEO GRE GWA HAI HAM HAN HAW HEJ HED HEK HLS HYD IND ION JAI JAS NIP JOD MAL KAL KAS KHI KOK KOR KRA KUT LAD LIB LIP LUA LUC LUB HOW MAK MEC MEW MEX MOD MOL MON MOR MYS NAG NAS NAL NEJ NEP HOL OLD OMA ORA ORI TUR PAN PAP PRG PAR PER PEU POR PRU RUS SAR COB MEI WEI SAX SER SEM SIA SIK SIN SOK SPA SWE SWI TEX TIB TRN TRA TRI TUN TUS SIC ENG UCA URU USA VNZ WAL WUR ADE ZUL }   
    fortress = { }
}


technology = {
	preference = {
		#Freedom of Trade
		3301 = 20

		#Experimental Railroad
		5301 = 100
		5302 = 10
		5303 = -50

		#Interchangable parts.
		5103 = 50

		#Medicine
		5402 = 10

		#naval inventions, for hulls..
		2100 = 20
		2101 = 20
		2102 = 20
		2103 = 20
		2104 = 20
		2105 = 20

		#industry pre-reqs for ships.
		5002 = 20
		5003 = 20
		5004 = 20
		5105 = 20
		5202 = 20
		5203 = 20
		5204 = 20
		5205 = 20

		1101 1102 1103 1104 1105 # 1302 1303 1304 1305 1400 1401 1402 1403 1404 1405 # army tech
		2101 2102 2103 2104 2105 # 2302 2303 2304 2305 2402 2403 2404 2405 # navy tech
		3302 3303 3304 3305 3400 3401 3402 3403 3404 3405 # commerce tech
		4302 4303 4304 4305 4400 4401 4402 4403 4404 4405 # culture tech
		5302 5400 5401 5402 5403 5404 5405 # industry tech
		}

	army 	= 	1
	navy 	= 	2
	commerce = 	1
	culture = 	1
	industry = 	2
}



factory = {
            aeroplane_factory = 75.000
            ammunition_factory = 2.000
            artillery_factory = 1.000
            automobile_factory = 75.000
            barrel_factory = 0.500
            canned_food_factory = 8.000
            cement_factory = 10.000
            clipper_shipyard = 0.000
            dye_factory = 4.000
            electric_gear_factory = 10.000
            explosives_factory = 1.000
            fabric_factory = 80.000
            fertilizer_factory = 4.000
            fuel_refinery = 150.000
            furniture_factory = 3.000
            glass_factory = 10.000
            liquor_distillery = 4.000
            lumber_mill = 50.000
            luxury_clothes_factory = 0.500
            luxury_furniture_factory = 0.500
            machine_parts_factory = 3.000
            paper_mill = 6.000
            radio_factory = 1.000
            regular_clothes_factory = 6.000
            small_arms_factory = 1.000
            steamer_shipyard = 40.000
            steel_factory = 100.000
            telephone_factory = 3.000
            winery = 2.000
	    #RGOs
            cattle_ranch = 2.000
            coal_mine = 4.000
            coffee_plantation = 1.000
            cotton_plantation = 1.000
            dye_plantation = 1.500
            fishing_wharf = 1.500
            grain_farm = 6.000
            iron_mine = 4.000
            oil_rig = 6.000
            opium_plantation = 1.000
            orchard = 2.000
            precious_metal_mine = 1.000
            rubber_lodge = 6.000
            sheep_ranch = 4.000
            silkworm_ranch = 10.000
            sulphur_mine = 6.000
            tea_plantation = 4.000
            timber_lodge = 2.000
            tobacco_plantation = 2.000
            tropical_wood_lodge = 1.000
	}

reform = {
	voting_rights= {
		1.0	#none
		2.0	#landed
		2.0	#wealth
		0.0	#suffrage
		}
	press_rights= {
		3.0	#state press
		3.0	#censorship
		1.0	#free press
		}
	political_parties= {
		1.0	#none
		3.0	#right-to-ban
		1.0	#all allowed
		}
	trade_unions= {
		5.0	#none
		3.0	#non-socialist
		0.0	#socialist-only
		1.0	#all
		}
	public_meetings= {
		1.0	#NO
		1.0	#YES
		}
	maximum_workhours= {
		5.0	#NO
		2.0	#14
		1.0	#12
		0.0	#10
		0.0	#8
		}
	minimum_wages= {
		5.0	#none
		1.0	#trinkets
		0.0	#low
		0.0	#acceptable
		0.0	#good
		}
	safety_regulations= {
		5.0	#none
		1.0	#trinkets
		0.0	#low
		0.0	#acceptable
		0.0	#good
		}
	health_care= {
		5.0	#none
		1.0	#trinkets
		0.0	#low
		0.0	#acceptable
		0.0	#good
		}
	unemployment_subsidies= {
		5.0	#none
		1.0	#trinkets
		0.0	#low
		0.0	#acceptable
		0.0	#good
		}
	pension_funds= {
		5.0	#none
		1.0	#trinkets
		0.0	#low
		0.0	#acceptable
		0.0	#good
		}
	}

	  flags = { 
            }
 

Taylor

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How strange.

Maybe it's the max_front_ratio. It's fairly high. Maybe the ai does not dare to attack if it doesn't have 6 to 1 odds (which almost never happens)? Try max_front_ratio=1 or 2 or something. The max_garrison_prop is also quite high, I'd put .20 or so there.
 
Last edited:

Xender

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I'll try that. However, what can I put in the AI that would force a country to try and build up militarily/industrially? Having "desired_army_size = 1000" doesn't seem to help...

I see so many countries, even in Europe, especially in the Americas, that are stagnant from the beginning.
 

Taylor

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I'll try that. However, what can I put in the AI that would force a country to try and build up militarily/industrially? Having "desired_army_size = 1000" doesn't seem to help...

I see so many countries, even in Europe, especially in the Americas, that are stagnant from the beginning.

Well desired_army_size = -1 usually works quite well; especially when the AI is at war it will build up a lot then (not so much when at peace though).
 

unmerged(131989)

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Setting things to "-1" instead of a value will mean that entry takes priority over all other things. Try making the combat thing, etc... set to "-1". Also, if it is all-on-all then you only need make one AI file and set every country to share it in their .inc files (if you haven't already done that?).
 

Xender

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Setting things to "-1" instead of a value will mean that entry takes priority over all other things. Try making the combat thing, etc... set to "-1". Also, if it is all-on-all then you only need make one AI file and set every country to share it in their .inc files (if you haven't already done that?).

Yeah, I've done that, along with taking all events out too (don't want any events to reset AI). Which combat thing do you mean?
 

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Yeah, I've done that, along with taking all events out too (don't want any events to reset AI). Which combat thing do you mean?
Where you have given "ABU = 200" in the combat section of the AI file, change it to "ABU = -1" (and do the rest for the other countries too, I'd recommend). This would mean these countries are an absolute priority to have a war with when possible.

I do wonder if setting more than one of these entries to "-1" would mean that any of these countries take a priority of any others or not? Moreover, would the first on the list take priority if they are all equally viable targets, or what?
 

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Btw, I would not put

Code:
target = {
    #all provinces
}

in the AI file. It would only confuse the AI (I think, haven't tested it, but I have tested AIs that didn't have a target = { } part, and they were very aggressive nonetheless so it's probably not necessary to have that part.)
 

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Is there something I can do to lessen the effect of war exhaustion? I just watched Prussia tear up Russia, almost took their capital, and next thing I knew they return to status quo... All I can think is Prussia's war exhaustion has reached 100%, so they just wanted to stop fighting.. I don't want them to stop fighting. At the least, I don't want return to status quo, they could have (should have) taken some provinces for peace.
 

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Is there something I can do to lessen the effect of war exhaustion?

I don't think so, unfortunately :(.

Btw, are the nations more warmongering now?
 

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I haven't made any unique events yet. All I've done is make a new AI. My last session didn't really go well either. UK made millions of troops, but they all were stationed in London. They didn't build any transports for some reason.

I set all areas to be colonized, to see if that would help. Europe and America were primary, while the rest were secondary. It seemed to do a little good; Prussia took out a couple minor German states before going stagnant.

Persia and China went to war with Punjab (not as allies) from 1840s to the end of the game. I kept seeing superstacks of 200k-300k or so of troops move back and forther over the borders with only 1 or 2 provinces in each other's possession.

Sardinia-Piedmont colonized Africa with UK and a little bit by Prussia and Oranje.

Nobody can figure out how to put troops on transports to take over islands. I have island invasion set to 3 or 4.
 

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Hm.. This is kind of strange.

Before now, I had no historical or major historical events. Without these events, things seem to happen regularly at the beginning, like France and Ottomans annexing Tunis, the few small uncivilizedes around Tibet dow and get annexed by Tibet. Usually Punjab will annex Kalat or Kutch or that other one, and so on.

Now, I put all events back into the game after taking out any commands to change AI. Now the game plays like normal, with France annexing Aldjazair right away, and leaving Tunis alone, and no wars in India, none.

Weird. Any ideas?
 

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Feels like I broke it. All anyone wants to do now is form military alliances. Can't understand it right now, going to start over from scratch.

Can you try this AI? I've taken it from a random generated game I played; this was one of the most successful and ruthless AIs.

Code:
war = 136
max_garrison_prop = 0.26
min_garrison_prop = 6.e-002
max_front_ratio = 3
neutrality = 38
ferocity = yes
combat = { 
}
protect = { }
befriend = { }

military = { 
	relative_build_scheme = yes
	desired_army_size = -1
	desired_navy_size = -1
	mob_inf_perc=75
	infantry = 7
	cavalry = 9
	dragoon = 83
	irregular=0
	submarine = 0
	line = 15
	fast = 30
	transport = 55
	artillery = 17
	engineer = 1
	barrel = 7
	cuirassier = 11
	hussar = 9
	hq = 11
	guard = 13
	regular = 2
	bomber = 6
	fighter = 19
	torpedo_boat = 38
	destroyer = 38
	corvette = 17
	minelayer = 2
	minesweeper = 4
}

front={
	recklessness = 3
	enemy_reinf_days=6
	reserve_prop = 0.12
	panic_ratio_vs_ai=1.5
	panic_ratio_vs_human=1
	base_attack_odds=2.5
	min_attack_odds=1.000
	max_attack_odds=3.000
	reinforce_odds=1.000
	withdraw_odds=0.500
	distrib_vs_ai=even
	enemy_handicap={ }
	state_multiplier={ }
}
 

Xender

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I'll try it right now.

What if there isn't something in the AI file, like the railroad section for instance, what would the AI do? Not build railroads? Guess I should try and find out.