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Modding AIs

Default values used as examples

Contents

General factors

max_front_ratio = 4 	# 4-1 odds

This is the Maximum odds that a Front is considered to need against an enemy, which affects the number troops it receives

max_garrison_prop = 0.2 # 20%
min_garrison_prop = 0.1 # 10%

These two govern the proportion of troops that is given to Garrison duty in war time

war = 50 

The "war monger" value affects the propensity of a country for declaring wars

neutrality = 0 # Total neutrality at about 100 to 150

The tendency of a nation to create and accept alliances, and accept military access. The higher the value, the more "neutral" the nation. NOTE: this does not affect the tendency of a nation to start wars.

ferocity = no 

If 'yes', makes a country want all or nothing in peace negotiations

combat = { } 

Country tags listed here are considered our ancestral enemies and the scum of the Earth

protect = { } 

Country tags listed here are considered within our 'sphere of influence'. We will strive to guarantee their independence.

befriend = { } 

Country tags listed here are considered our natural allies. We will try to befriend and ally with them.


Naval AI factors

admiral = { 
	target = { 
                   837 = 1000 # Venezia
                   741 = 200 # North Adriatic Sea
        }
} 

List province ID's here that you wish the AI to defend with it's navy. Province ID's can be harbours or sea zones. Beside the province ID is a number which defines how much of a priority that harbour or seazone is to the AI. The higher the number, the more important it is.

Invasion AI factors

invasion = { 

To start off this section.

	base = 1.000

Relative modifier (lower = specific targets much more important).

	random = 1.000

How big a random range (1.0 = 1%).

	coastal = 1.000

Increase to avoid coastal forts more.

	beach = 1.000

Higher to avoid worst beaches.

	distance = 1.000

Higher to avoid long distance.

	pocket = 1.000

Prioritise pockets, i.e. provinces with no adjacent controlled by same.

	island = 1.000

Prioritise taking pure islands.

	enemy = 1.000

Higher means much more variation of troops in province.

	adjacentenemy = 1.000

Higher means much more variation of troops nearby

	target = {
             837 = 1000 # Venezia
             769 = 1000 # Trieste
             907 = 500 # Split
        }

List of target provinces with their priority given. The higher the number the greater a priority that target province is.

}

To close off this section.

Front AI factors

front = { 

To start off this section

     recklessness = 1 

Value from 1 to 3 detemining the recklessness of the Front AI.

     enemy_reinf_days = 6 

Count enemy units less than X days from a target province in odds calculations

     reserve_prop = 0.2 # 20%

Proportion of troops in the front held as reserves.

     panic_ratio_vs_ai = 1.5

Front requests more troops if outnumbered by this factor by AI nations

     panic_ratio_vs_human = 1

Front requests more troops if outnumbered by this factor by human nations

     base_attack_odds = 2.5

Will attack at these odds or better

     min_attack_odds = 1.000 

If stalemated for a long period, may go as low as these attack odds

     max_attack_odds = 3.000

Don't use more force than necessary to reach these odds

     reinforce_odds = 1.000 

Send more troops into embattled provinces if the attacking force is at these odds or more

     withdraw_odds = 0.500 

Break off attacks and withdraw at these odds

     distrib_vs_ai = defensive 	
     distrib_vs_human = defensive 

Distribute front forces using the 'defensive', 'even' or 'reactive' schemes:

  • 'Reactive' attempts to match enemy strengths
  • 'Even' ignores the enemy and tries to maintain an even distribution of troops along the front.
  • 'Defensive' distributes forces according to the industrial/national value of the provinces.
     enemy_handicap = {
           ENG = 100
           FRA = 120
     }

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.

     state_multiplier = {
           122 = 20			# +20 prio for all provinces in the state that contains province 122
     }

Extra front priority for certain states. Only used by the 'defensive' distribution scheme. NOTE: These values are added to the normal priorities. For comparison, each POP is worth 1, each factory 4, the capital 20.

}

Remember to close the section as well

Garrison AI factors

The Garrison AI assigns a priority to each province within the domain. It then adds the priorites of all provinces and attempts to distribute a number of divisions to each province that corresponds to PROV_PRIO / TOTAL_PRIO. The Garrison AI is also responsible for balancing troops between overseas areas.

Province Priorities

     garrison = { 

To start off this section.

   capital = 100 

The priority of our capital city.

   human_border = 200 

The priority of provinces along borders with human players (ignored if they are allies).

   war_target = 100 

The priority of provinces along borders with the country we intend to attack soon.

   claim_threat = 100 

The priority of provinces along borders with countries that are pissed because we hold some of their national provinces.

     militancy_multiplier = 5.000 

Multiplier on the revolt risk in provinces. The prio of these provinces is X * revolt risk.

     country_priorities = {
           ENG = 100
           FRA = 120
     }

Overrides all other border priorites and set priorities against specific countries.

   province_priorities = { 
   	1345 = 100	# Province 1345 gets prio 100
   }

Override all other priorites and set for specific provinces.

Overseas Troop Allocation Factors

   war_zone_odds = 2.0

In overseas warzones, we want these odds against enemy forces.

   home_multiplier = 0.5

If we have overseas areas, multiply our home need by this.

   overseas_multiplier = 0.33

Peace time multiplier for overseas areas.

   area_multiplier = { 
   	1345 = 0.5 # overseas_multiplier in the region containing province 1345 set to 0.5
   } 

If an area contains a specific province, multiply the basic need by value (overrides overseas_multiplier, but if it is the home area it is ignored).

   home_peace_cap = 10000

No more divisions than this should remain in our home area in peace time .

   }

To close off this section.

Military AI factors

       military = { 

To start off this section.

       relative_build_scheme = [yes/no]

If set to yes then the AI will strive to maintain a relative balance between unit types. If set to no then the AI will simply allocate percentages (see below) of the total production.

NOTE: The default is "yes".

       desired_army_size = -1 

May specify a certain number of divisions. -1 is dynamic scheme which will make the AI build as many military units as it can.

       desired_navy_size = -1 

May specify a certain number of ships. -1 is dynamic scheme which will make the AI build as many military units as it can.

       mob_inf_perc = 75.000 

Percentage of infantry divisions that should be built to the mob pool.

Force composition that the AI should strive to uphold in the military

       #LAND:	
       infantry = 					40
       cavalry = 					20
       dragoon = 					5
       irregular = 				0
       							#65	
       #NAVY:
       submarine = 				0
       #---------					0	# Total Submarines
       dreadnought = 				0	
       battleship = 				0	
       ironclad = 				10
       monitor = 				0
       manowar = 				10
       #---------					20	# Total Ships-of-the-Line
       heavy_cruiser = 			0
       cruiser = 				5
       commerce_raider = 			0 
       frigate = 				0
       #----------					5	# Total Escort/Fast ships
       steamer_transport = 			0
       clipper_transport = 			10
       #----------					10	# Total Transports

NOTE: For ship types that obsolete each other, the values are added together.

Brigade preferences

       artillery		=	25
       engineer		= 	5
       barrel			=	0
       cuirassier		=	0
       hussar			=	0
       hq				=	0
       guard			=	0
       regular			=	0
       # Sum of these should be <= 100
       torpedo_boat		=	0
       destroyer		=	0
       corvette		=	0
       minelayer		=	0
       minesweeper		=	0
       # Sum of these should be <= 100

This section gives the percentage of eligible division types that should be built with a certain brigade type.

       }

To close off this section.

Factory AI factors

      factory = {
             [factory_tag] = 1.0  #multiplier.
      }

This is a multiplier to how important it is to build a certain factory. In-game it's divided by the number currently built.

NOTE: Cannot control capitalist building with the AI files in the Revolutions expansion.

Tech AI Factors

      technology = {

To start off this section.

      preference = { }

Tech ID's for the techs that the AI should aim to research.

      army = 1.0
      navy = 1.0
      culture = 1.0
      commerce = 1.0
      industry = 1.0

The probability for selecting a tech.

      }

To close off this section.

Reform AI

      reform = {

To start off this section.

      voting_rights= {
             1.0	#none
             1.0	#landed
             1.0	#wealth
             1.0	#suffrage
      }

Set the priority for the level of voting rights reform that the AI should aim to achieve. The higher the number, the higher the priority.

      press_rights= {
             1.0	#state press
             1.0	#censorship
             1.0	#free press
      }

Set the priority for the level of press rights reform that the AI should aim to achieve. The higher the number, the higher the priority.

      political_parties= {
             1.0	#none
             1.0	#right-to-ban
             1.0	#all allowed
      }

Set the priority for the level of political parties reform that the AI should aim to achieve. The higher the number, the higher the priority.

      trade_unions= {
             1.0	#none
             1.0	#non-socialist
             1.0	#socialist-only
             1.0	#all
      }

Set the priority for the level of trade unions reform that the AI should aim to achieve. The higher the number, the higher the priority.

      public_meetings= {
             1.0	#NO
             1.0	#YES
      }

Set the priority for the level of public meetings reform that the AI should aim to achieve. The higher the number, the higher the priority.

      maximum_workhours= {
             1.0	#NO
             1.0	#14
             1.0	#12
             1.0	#10
             1.0	#8
      }

Set the priority for the level of maximum workhours reform that the AI should aim to achieve. The higher the number, the higher the priority.

      minimum_wages= {
             1.0	#none
             1.0	#trinkets
             1.0	#low
             1.0	#acceptable
             1.0	#good
      }

Set the priority for the level of minimum wages reform that the AI should aim to achieve. The higher the number, the higher the priority.

      safety_regulations= {
             1.0	#none
             1.0	#trinkets
             1.0	#low
             1.0	#acceptable
             1.0	#good
      }

Set the priority for the level of safety regulations reform that the AI should aim to achieve. The higher the number, the higher the priority.

      health_care= {
             1.0	#none
             1.0	#trinkets
             1.0	#low
             1.0	#acceptable
             1.0	#good
      }

Set the priority for the level of health care reform that the AI should aim to achieve. The higher the number, the higher the priority.

      unemployment_subsidies= {
             1.0	#none
             1.0	#trinkets
             1.0	#low
             1.0	#acceptable
             1.0	#good
      }

Set the priority for the level of unemployment subsidies reform that the AI should aim to achieve. The higher the number, the higher the priority.

      pension_funds= {
             1.0	#none
             1.0	#trinkets
             1.0	#low
             1.0	#acceptable
             1.0	#good
      }

Set the priority for the level of pension funds reform that the AI should aim to achieve. The higher the number, the higher the priority.

      }

To close this section off.

Construction AI Factors

      construction = {

To start this section off.

      fortress_pref = x #how often to build forts
      railroad_pref = x #how often to build railroads
      colonize_pref = x #how often to build colonies.
      factory_pref = x #how often to build factories

List of how often certain construction types should be constructed.

      countrylist = { ENG FRA ... }

List of countries to build borders against...

      fortress = {
        #prov_id = priority
             327 = 200.0
             240 = 100.0
      }

Provinces where fortresses should be built, with the priority of these fortresses in those provinces given.

      }

To close this section off.

Railroad factors

      factory = {

To start off this section.

      max = x

The number of simultaneous builds. Setting to -1 would mean that the AI just keeps on building.

      target = {
        #prov_id = priority
             327 = 200.0
             240 = 100.0
      }

Factories will be built in the states containing these provinces. The priority of certain states is also given.

      }

To close off this section.

Colony factors

      colony = {

To start off this section.

      size = x

The number of areas to colonise at the same time.

      primary = {
             "Gold Coast"
      }

This is what we will get pissed if someone else colonises.

      secondary = {
             "Mikronesia"
      }

This is what we will colonise if all primary states have already been colonised.

NOTE: The order in which the states are listed is important here. The closer to the top of the list the higher the priority that state has to getting colonised.

      }

To close off this section.

Peace Negotiation Factors

      peace = {

To start off this section.

      quiet_factor = 1.0

Tendency to offer peace after long periods of inactivity in the war. The higher the number the more likely.

      ferocity = 1.0

Reluctance to end a war no matter what. Ferocious nations will fight to the bitter end. The higher the number the more ferocious.

      }

To close off this section.