Ho fatto una partita con le modifche fatte da me ed evento dopo evento è riuscita, tuttavia ho notato che, dopo che la Persia ha attaccato ed annesso con facilità, seguendo le mie direttive, la Turchia e l'Afghanistan essa si blocca...le sue armate ad esempio non invadono l'iraq, si fermano ai confini e non sfondano nè in india nè in russai, nonostante avessi messo le provincie di queste nazioni come target...come mai? forse ho messo troppe province come target? (ne ho messo tante a dire il vero). # Persia 1936 AI File by Lothos switch = no # [yes/no] flags = { MOB1 = yes MOB2 = yes MOB3 = yes MOB4 = yes MOB5 = yes } max_front_ratio = 1.2 max_garrison_prop = 0.30 min_garrison_prop = 0.20 neutrality = 150 war = 1 upgrading = 0.70 reinforcement = 0.7 strat_redeploy_threshold = 25 exp_force_ratio = 0.0 exp_force_ratios = { } no_exp_forces_to = { } use_offensive_supply = no ################################### # Diplomacy ################################### combat = {AFG = 300 TUR = 200 } claim_acceptance = -59 # Special resistance against "influence" by the listed nations. Value range = [0 - 10] resistance = { SOV = 500 ENG = 200 } befriend = { protect = { } target = { } trade = { cancel_deal_threshold = 2 energy = -1 rare_materials = -1 metal = -1 oil = -1 supplies = -1 money = -1 favored = { } embargo = { ENG SOV } } tech_sharing = { favored = { } 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 # Light / Mountain 1110 = 100 1120 = 100 1130 = 100 1140 = 100 } } ################################### # Spying ################################### spyprefs = { percentage_on_spies = 0.0 percentage_foreign_mission = 0.0 # Used for Intell efficiency and for setting minimum chance to succeed for the AI to do that particular type of mission spyprefsdata = { NumberOfSpies = 10 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 = PER } spyprefsdata = { country_priorities = 3 steal_blueprint = 10 minister_assassination = 1 smear_campaign = 3 coup = 1 sabotage_industry = 5 nuclear_sabotage = 0 found_partisans = 1 massmedia = 1 disrupt_techteam = 5 country = IRQ } spyprefsdata = { country_priorities = 3 steal_blueprint = 10 minister_assassination = 1 smear_campaign = 3 coup = 1 sabotage_industry = 5 nuclear_sabotage = 0 found_partisans = 1 massmedia = 1 disrupt_techteam = 5 country = AFG } spyprefsdata = { country_priorities = 5 steal_blueprint = 10 minister_assassination = 0 smear_campaign = 0 coup = 0 sabotage_industry = 0 nuclear_sabotage = 0 found_partisans = 0 massmedia = 1 disrupt_techteam = 0 country = SOV } } ################################### # Construction and Tech Research ################################### #Default values construction = { max_factor = 1.00 AA_batteries = atwar max_AA_level = 2 AA_provs = { 1085 # Teheran } coastal_fort = no max_coastal_level = 3 coastal_fort_provs = { } radar_station = no max_radar = 5 radar_provs = { } air_base = no max_air_base = 2 air_base_provs = { } naval_base = no max_naval_base = 3 naval_base_provs = { } land_fort = no max_land_level = 2 fort_borders = { } ic_at_war = no force_ic_until = 1945 ic_end_year = 1945 IC_provs = { 1085 # Teheran 1087 # Abadan 1091 # Bandar Abbas } } military = { relative_build_scheme = no max_batch_peace = 680 max_batch_war = 320 max_batch_home_front = 180 extra_convoys_war = 0.0000 extra_convoys_peace = 0.0000 #### Divisions etc... infantry = 70 cavalry = 0 motorized = 5 mechanized = 5 light_armor = 0 armor = 10 paratrooper = 5 marine = 0 bergsjae = 5 garrison = 0 hq = 0 militia = 0 # 58 % interceptor = 0 multi_role = 0 cas = 0 strategic_bomber = 0 tactical_bomber = 0 naval_bomber = 0 transport_plane = 0 flying_bomb = 0 flying_rocket = 0 # 22 % battleship = 0 carrier = 0 escort_carrier = 0 destroyer = 0 light_cruiser = 0 heavy_cruiser = 0 battlecruiser = 0 submarine = 0 nuclear_submarine = 0 transports = 0 # 20 % #### Brigades artillery = 20 sp_artillery = 0 rocket_artillery = 0 sp_rct_artillery = 0 anti_tank = 8 tank_destroyer = 0 light_armor_brigade = 0 heavy_armor = 0 super_heavy_armor = 0 armored_car = 0 anti_air = 5 police = 0 engineer = 5 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 naval_torpedoes_l = 0.0000 } technology = { endgoal = { } preference = { # Regular Infantry 1010 1020 1030 1040 1050 1060 1070 1080 1090 1100 1110 1120 1130 1140 1150 13000 13010 13020 # Firepower Focus - Air-Land Battle (Superior Firepower Path - US) 6010 6020 6040 6050 6060 6070 6080 6090 6100 14050 # Combat Engineers 1830 1840 1850 1860 1870 1880 1890 1900 # Light / Mountain 1160 1170 1180 1190 1200 1210 1220 1230 1240 1250 1260 1270 1280 1290 1300 13030 13040 13050 # Marines 1560 1570 1580 1590 1600 1610 1620 1630 1640 1650 1660 # Airborne Infantry 1670 1680 1690 1700 1710 1720 1730 1740 # Motorized Infantry 1396 1400 1410 1420 1430 1440 1450 1460 # Mechanized Infantry 1470 1480 1490 1500 1510 1520 # Great War Tanks 2620 2010 # Light Tanks 2630 2640 2646 2650 2030 2040 2050 2060 # Medium Tanks 2070 2080 2090 2140 # Main Battle Tanks 11000 2660 11010 2670 # Tank Destroyers 2170 2180 2850 2190 2200 2210 11020 11026 # Heavy Tanks 2100 2110 2120 2126 2127 2130 # Armored Cars 2860 2870 2880 2020 2150 2160 2890 11110 # Field Artillery Support 2290 2300 2310 2900 2910 2920 2930 2940 2320 2330 2340 2360 2950 2350 # Self-Propelled Artillery 2220 2230 2240 2250 11030 11040 2960 2966 # Static Anti-Air 2800 2450 21180 21190 21200 2460 2470 2480 2490 2500 11080 # Anti-Tank Artillery 2400 2410 2420 2430 # Rocket Artillery 2970 2370 2380 2390 # Anti-Air Brigades 2810 2820 2510 2520 2530 2540 11090 # Self-Propelled Anti-Air 22910 22920 22930 22940 22950 22960 # SP Rocket Artillery 2980 2260 2270 2280 11050 11060 2990 # Manufacturing 5810 5820 5050 5830 5060 5070 5130 5110 5120 5840 5850 5860 # Applied Assembly lines 5140 5150 5160 5170 5180 # Material Science 53040 53050 # Rocketry 5560 # Construction Engineering 5800 5080 5090 5100 5900 5910 # Radar Warning 5410 5416 5417 5420 5426 5430 5440 5466 5450 5460 53030 5476 53070 # Computers 5310 54010 54020 54030 5320 5330 5340 # Synthetic Oil 5190 5200 5210 5220 5230 5240 53020 # Custom Equipment 5920 5940 5960 5980 5930 5950 5970 5990 # Cryptography 5316 5326 5327 5350 5360 5370 5380 5390 5400 53060 53116 # Agriculture 5700 5710 5010 5020 5030 5040 5720 53000 53010 # Medicine 5600 5610 5620 5630 5640 5650 5660 5670 # Armor Formation 6900 } ignore = { } armor = 10 infantry = 32 industry = 5 aircraft = 0 naval = 0 land_doctrines = 15 secret_weapons = 0 air_doctrines = 0 naval_doctrines = 0 } ################################### # 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 = yes home_multiplier = 1.0 overseas_multiplier = 0.5 home_peace_cap = 20 war_zone_odds = 2.0 key_point_prio_mult = 0 revolt_risk_mult = 1.0 # PRIORITIES: beach = 20 # Beach level 2 capital = 40 # Our capital human_border = 0 # Ignored for allied human players war_target = 50 # 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 = { SOV = 150 TUR = 1000 IRQ = 100 AFG = 500 ENG = 50 U02 = 100 } province_priorities = { } area_multiplier = { } } front = { recklessness = 3 # 0-3 distrib_vs_ai = offensive distrib_vs_human = offensive 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 = 10.0 #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 = priority ignore = no target = { 1059 = 100 1062 = 300 1063 = 300 1067 = 300 1075 = 200 409 = 200 2173 = 100 1485 = 30 1100 = 50 705 = 20 1030 = 20 713 = 50 1181 = 50 695 = 70 1041 = 30 2168 = 30 1486 = 100 709 = 100 708 = 100 707 = 100 711 = 30 712 = 100 2168 = 100 2173 = 200 2172 = 100 2169 = 100 2171 = 200 1028 = 100 1037 = 100 1032 = 100 1031 = 100 1522 = 100 1518 = 100 1526 = 100 1524 = 100 1460 = 100 1521 = 100 } } 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 = { #Baltic Area "Northern Baltic" "Southern Baltic" "Bothnian Bay" #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" #Spanish Coast (Atlantic Side) "Portugese Coast" "Cap St Vincent" #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" #Western Mediterranean "Costa del Sol" "Gulf of Lyon" "Alian Coast" #Central Mediterranean "Tyrrhenian Sea" "Adriatic Sea" #Eastern Mediterranean "Black Sea" "Aegean Sea" "Egyptian Coast" #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) "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 = { 2211 = 200 2208 = 100 2210 = 100 } core = { 2212 2211 } }