# Sweden 1936 AI File by Lothos
# Scandinavia ad hoc changes made by Crazy_Ivan80
switch = no # [yes/no]
max_front_ratio = 1.2
max_garrison_prop = 0.30
min_garrison_prop = 0.20
neutrality = 130
war = 1
upgrading = 0.25
reinforcement = 0.2
strat_redeploy_threshold = 25
exp_force_ratio = 0.750
exp_force_ratios = { }
no_exp_forces_to = { }
use_offensive_supply = no
###################################
# Diplomacy
###################################
combat = { }
# Special resistance against "influence" by the listed nations. Value range = [0 - 10]
resistance = {
SOV = 6
}
befriend = {
BUL = 60
ROM = 60
YUG = 50
CRO = 40
SPA = 40
SLO = 30
GRE = 20
FIN = 100
POR = 20
AFG = 10
PER = 10
ARG = 10
BRA = 10
GER = 150
JAP = 60
ITA = 50
VIC = 50
MAN = 10
}
protect = { }
target = { }
trade = {
cancel_deal_threshold = 2
energy = -1
rare_materials = -1
metal = -1
oil = -1
supplies = -1
money = -1
favored = {
GER = 150
FIN = 50
USA = 10
FRA = 50
ITA = 50
ENG = 50
SOV = 10
}
embargo = { NOR }
}
tech_sharing = {
favored = {
GER = 150
FIN = 50
USA = 10
FRA = 50
ITA = 50
ENG = 50
}
embargo = { NOR SOV }
not = { }
prioritized = {
# Arcriculture
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
# Mountain Unit techs
1110 = 100
1120 = 100
1130 = 100
1140 = 100
# Light tanks
2020 = 100
2030 = 100
2040 = 100
2050 = 100
2060 = 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 = SWE
}
spyprefsdata = {
country_priorities = 4
steal_blueprint = 10
minister_assassination = 0
smear_campaign = 0
coup = 0
sabotage_industry = 0
nuclear_sabotage = 0
found_partisans = 0
massmedia = 0
disrupt_techteam = 0
country = NOR
}
spyprefsdata = {
country_priorities = 4
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 = no
max_AA_level = 4
AA_provs = {
101 # Stockholm
93 # Malmo
126 # Kiruna
}
coastal_fort = no
max_coastal_level = 2
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 = 2
naval_base_provs = { }
land_fort = no
max_land_level = 2
fort_borders = { }
ic_at_war = yes
force_ic_until = 1964
ic_end_year = 1964
IC_provs = {
101 # Stockholm
93 # Malmo
98 # Gotegorg
102 # Uppsala
104 # Vasteras
}
}
military = {
relative_build_scheme = no
max_batch_peace = 360
max_batch_war = 180
max_batch_home_front = 180
extra_convoys_war = 0.0500
extra_convoys_peace = 0.0500
#### Divisions etc...
infantry = 20
cavalry = 2
motorized = 4
mechanized = 4
light_armor = 0
armor = 6
paratrooper = 0
marine = 0
bergsjaeger = 10
garrison = 0
hq = 3
militia = 0
# 49 %
interceptor = 9
multi_role = 0
cas = 6
strategic_bomber = 0
tactical_bomber = 5
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 20 %
battleship = 4
carrier = 2
escort_carrier = 1
destroyer = 10
light_cruiser = 5
heavy_cruiser = 3
battlecruiser = 2
submarine = 0
nuclear_submarine = 0
transports = 4
# 31 %
#### Brigades
artillery = 8
sp_artillery = 3
rocket_artillery = 6
sp_rct_artillery = 3
anti_tank = 9
tank_destroyer = 3
light_armor_brigade = 0
heavy_armor = 0
super_heavy_armor = 0
armored_car = 2
anti_air = 2
police = 0
engineer = 2
cag = 100.000
escort = 100.0000
naval_asw = 18.0000
naval_anti_air_s = 18.0000
naval_radar_s = 18.0000
naval_fire_controll_s = 18.0000
naval_improved_hull_s = 9.0000
naval_torpedoes_s = 9.0000
naval_anti_air_l = 2.0000
naval_radar_l = 2.0000
naval_fire_controll_l = 2.0000
naval_improved_hull_l = 2.0000
naval_torpedoes_l = 2.0000
}
technology = {
endgoal = { }
preference = {
# Tools
5050 5060 5070
# Engineering
5080 5090 5100
# Production Control
5110 5120
# Assembly Line
5130 5140 5150 5160 5180
# Cryptography
5310 5320 5330 5340
# Special Weapons
7140 7150 7160
#Infantry
1010 1020 1030 1040 1050 1060
# Light tanks
2020 2030 2040 2050 2060
# Medium tanks
2070 2080 2090
# Mountain Unit techs
1110 1120 1130 1140
# Naval Doctrines
8070
# Air Doctrines
9040 9050 9060 9080 9100 9110 9120 9130 9140 9190 9200 9210 9220 9230 9240 9250 9260 9270 9280 9290 9300 9310 9320 9330 9340 9350 9360 9370 9380 9390 9400 9410 9420
# CAS
4170 4280 4180
}
ignore = {
# Rocket Assembly
5170
# Airborne
1070 1080 1090 1100
# Motorized
1230 1240 1250
# Marines
1150 1160 1170 1180
# Cavalry
1190 1200 1210 1220
# Mechanized
1260 1270 1280 1290
# Atomic Research
5470 5480 5490 5500 5510 5520 5530 5540
# Rocketry
5550 5560 5570 5580 5590
# Bas Decimetric
5410 5420 5430 5440 5450 5460
# Air Transports
4250 4260 4270
# Multirole Fighters
4040 4070 4100
# Naval Bomber
4190 4200 4210
# Strategic bombers
4220 4230 4240
# Tank destroyers
2170 2180 2190 2200 2210
# SP guns
2220 2230 2240 2250
# SP Rocket Artillery
2260 2270 2280
# Static Anti-Air
2450 2460 2470 2480 2490 2500
# Anti Air Brigade
2510 2520 2530 2540
# Rocket Artillery
2370 2380 2390
# Armoured Cars
2150 2160
# Heavy Cruiser
3130 3140 3150 3160 3170 3180 3190
# Battle Cruiser
3190 3200 3210 3220 3230 3240
# Battleship
3250 3260 3270 3280 3290 3300 3310
# Carrier
3320 3330 3340 3350 3360 3370 3380 3390
# Light Carrier
12100 12110 12120 12130 12140 12150
# Submarines
3400 3410 3420 3430 3440 3450
# Strategic Air Doctrines 9140
9150 9160 9170 9180 9430 9440 9450 9460
}
armor = 2
infantry = 5
industry = 4
aircraft = 2
naval = 2
land_doctrines = 2
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 = 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 = 100
FIN = 50
NOR = -1
GER = 10
}
province_priorities = { }
area_multiplier = { }
}
front = {
recklessness = 1 # 0-3
distrib_vs_ai = even
distrib_vs_human = even
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"
#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"
"Algerian 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)
"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 = {
2492 = 200
2494 = 200
2475 = 100
2476 = 100
}
core = {
2481
2479
2489
}
}