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He was referring to you posting about the flag you use for Germany. :)

You're mean. :mad:

I like consuming bandwith.

Nomonhan,

I've been giving it some thought and I think events for China joining one of the alliances at the conclusion of the Civil War is possible but I think it should be influenced by previous events.

For instance:
The chances of joining the Allies would be increased by the Pitman Act, 14th Air Force, Lend-Lease and being picked over Berlin...conversely the opposite should reduce the chance.

Comintern, really I don't see this happening BUT it should be influenced by Operation Zet and perhaps an event where the Soviets give the Chinese everything they wanted in exchange for joining.

Axis...if Germany still exists then it would be influenced by negatives from the US and SU. So lets say Germany still exists and the US choose not to help at all and the SU is unfriendly...then it should have a strong chance of joining.

Remaining Neutral
I think this should be the 3rd most likely option after either joining the Allies or the Axis.

Also it really needs to have it's resource expansion and dividend events either boosted or a 2nd set of them implemented for post war, and I think this one should also have some infrastructure improvements as well.

Now as to the above options I also think it should be influenced by who's in charge, aka, who you selected during the KMT Leadership Crisis event...I'm still brainstorming and I'll post some more ideas as they become a bit more fleshed out :)
 
Following is a very ad hoc ai.file for scandinavia I whipped up by copying the Swedish 1936 file.
minimal changes were made to the befriend list
the biggest change has been made in the build priorities.
I'm not sure it'll work though.
It's currently sitting in the ai-directory named sca.ai, so I guess the country should pick up on it once it's released.
Anyways, you're free to use it and change it.

Code:
# 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
	} 
}
 
Crazy_Ivan80,
That's a great start but I'd say from the build percentages that it looks suitable for a German puppet concerned about defense from the Brits or Americans attempting to invade, as 31 percent of the military is for the navy. But you would NOT want to ignore carriers, battleships etc technology advances if you want to build them. Techs on the ignore list will not be researched. So I suggest either
1) take the naval techs off the ignore list or
2) assume the task of naval protection yourself and adjust the builds to more infantry and air at the expense of naval. I think I'd go for #1--naval technology should be a strong point for Scandinavia and Germany is slightly weak in that area. What do you think?
 
Crazy_Ivan80,
That's a great start but I'd say from the build percentages that it looks suitable for a German puppet concerned about defense from the Brits or Americans attempting to invade, as 31 percent of the military is for the navy. But you would NOT want to ignore carriers, battleships etc technology advances if you want to build them. Techs on the ignore list will not be researched. So I suggest either
1) take the naval techs off the ignore list or
2) assume the task of naval protection yourself and adjust the builds to more infantry and air at the expense of naval. I think I'd go for #1--naval technology should be a strong point for Scandinavia and Germany is slightly weak in that area. What do you think?

I think that it is a file a whipped up in 5 minutes as I don't know enough abut the whole thing :p
But yeah, you're right that I redistributed the values without really looking at the tech that are excluded. Which is -obviously- a bit stupid :D
Thing is that Scandinavia is a pretty powerful puppet, even more so should it own finland. It's IC is close to that of Italy I think so they probably could afford some heavier sea-firepower.
Maybe using two files depending on wether or not finland is owned by SCA might be a solution (not that I know how to do that), or redistriburng the naval-resources a bit.
So basicaly I'm agreeing :p

-------

as an aside: did you change something about naval invasions? (I seem to recal something about that) I tried to invade Norway with my marines but instead of landing the transports just return to port, with my soldiers :s.
I'll check out the tutorial on it though to make sure I'm not forgetting something.

----------

edit: I've put the tech that the ai will ignore on ignore. So besides the preferences it should now research everything.
 
Last edited:
as an aside: did you change something about naval invasions? (I seem to recal something about that) I tried to invade Norway with my marines but instead of landing the transports just return to port, with my soldiers :s.

When you initiate the mission, put the slider on the far left side, ideally at 0%. That should solve your problem.
 
When you initiate the mission, put the slider on the far left side, ideally at 0%. That should solve your problem.

tnx, that might be it.

edit: that was it indeed. :)
 
Last edited:
I remember someone mentioned a little while back that they had an issue with the AI. I now too must say that something is quiet wrong with the AI for the major states in the 1936 scenario. For example, Japan was unready for their war with China when the Marco Polo bridge incident went off and was pushed all the way up to the Korean boarder. Germany was totally off the mark as Poland steam-rolled Germany to the gates of Berlin and Bratislava, taking all of East Prussia, eastern Pomerania and Silesia before the ideal German units finally moved away from their pointless garrisoning of the Baden-Wittenberg region. The Germany's invasion of the Low-Countries never happened and France still exists. The Soviet Union on the other hand has produced well over 500 infantry units and its only the beginning 1941. It would seem as though the AI for all the countries are the blank default AI settings and aren't doing anything they historically should be doing. Is this something anyone else has experienced? Besides the icon mods I don't have any other mods installed. Is it perhaps because I still running the game on ARM 1.1? Does this mod work with DAIM and would that address the AI issues completely? To be honest I have no idea what caused this, regardless it is extremely frustrating.
 
The mod is designed for minimum Arma 1.2, with option to install overwrite for Arma 1.3 beta. The mod can be used with DAIM. However, DAIM overwrites the AI of either the original or any small updates I may have made. You need to contact the DAIM people for any inaccuracies their AI might be causing.
So
#1 clean install Arma 1.2 or 1.3B2
#2 CWE mod
#3 DAIM
 
I remember someone mentioned a little while back that they had an issue with the AI. I now too must say that something is quiet wrong with the AI for the major states in the 1936 scenario. For example, Japan was unready for their war with China when the Marco Polo bridge incident went off and was pushed all the way up to the Korean boarder. Germany was totally off the mark as Poland steam-rolled Germany to the gates of Berlin and Bratislava, taking all of East Prussia, eastern Pomerania and Silesia before the ideal German units finally moved away from their pointless garrisoning of the Baden-Wittenberg region. The Germany's invasion of the Low-Countries never happened and France still exists. The Soviet Union on the other hand has produced well over 500 infantry units and its only the beginning 1941. It would seem as though the AI for all the countries are the blank default AI settings and aren't doing anything they historically should be doing. Is this something anyone else has experienced? Besides the icon mods I don't have any other mods installed. Is it perhaps because I still running the game on ARM 1.1? Does this mod work with DAIM and would that address the AI issues completely? To be honest I have no idea what caused this, regardless it is extremely frustrating.

Well, during my game I noticed Japan being strong and clever as hell (although I manged to defeat them with CHC, when they got control over "Rest-China". Just wanted to check this out, while playing with Germany, so I made an extra save game). It's now 1950 and they invaded Australia (!) and have nearly annexed it. The Americans are dumb as sh*t, as they didn't even manage to do any kind of invasion against chinese or japanese Soil at any time.
Due to a modified event I had Japan DOWing the US and making Siam a puppet manually in 1941, but obviously to no avail. As Germany I never invited them to the axis, thus have never been in War with the US. Don't know, how that might had been influential.
 
the arma vanilla ai is a fickle thing. Sometimes it seems to fail where it should succeed (like Japan vs Nat-Chi: in my game failing spectacularly), in other cases it does the opposite (last full game I played the Japanese stood on the borders of Persia, The Americans invaded both Japan and mainland china, and when the follow-up war with the soviets erupted the reds marched to Suez before allied landings in the far east and finland and ditto offensives in Europe and China pushed them back)
 
Actually the patch team did something fiendishly clever with the Sino-Japanese War (and quite historical, too). Communist China stacks up about 15 units in their northeastern province and that ties up about double the number of Japanese units in three surrounding provinces. Plus the AI guards all the southern beaches forcing a Japanese landing north of Shanghai where it is easier to contain. The Japanese AI can't really do anything until they get superior doctrines and infantry.
Since I incorporate some CCIP, what often happens is that the Soviets forge a new front when China falls.
The AI has to be specifically programmed for every situation, so if you as a player come up with something unusual it often has no response. Mostly the AI in my mod is vanilla, unless I happen to have written a file.

Japan cannot lean on Siam unless the Nanjing Massacre occurs.

In the next version, Japan will be able to demand the Vichy colonies if they control just Nanjing. Due to the improved Chinese AI the Japanese AI usually cannot get to Guangzhou and Hainan.
If they don't at least control Nanjing then they have no standing to demand anything. This is for the protection of China players who have noted that their "puppet" Japan got them into a war with the USA.

No demand of the colonies-->no US oil embargo-->no US-Japan war.
 
Last edited:
current version of the ai-file I'm using.
Sca should be able to research all techs now. Removed the pressure on it to build IC during wartime. It still might but not as much as before I think.

Code:
# 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 = 1939
	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 	= 3
	armor 			= 4
	paratrooper 	= 0
	marine 			= 0
	bergsjaeger 	= 10
	garrison		= 0
    hq 				= 3
	militia 		= 0
#				50 %
	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 		= 3
	carrier 		= 2
	escort_carrier	= 1
	destroyer 		= 10
	light_cruiser 	= 5
	heavy_cruiser 	= 3
	battlecruiser 	= 2
	submarine 		= 0
	nuclear_submarine = 0
	transports 		= 4
#				30 %

	#### 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
	} 
}
 
Thanks for your help nomonhan and everyone else. I'm in the process of installing everything all over again but with 1.3b. For now I'll stick to the 1.3b patched and CWE AI and see how that plays out. Your very much right Crazy_Ivan80, the AI is indeed quiet fickle at times. As I'm not the greatest modder and can't make heads-or-tails of the AI files it comes down to trial-and-error in game. Sadly that means that sometimes I invest hours into a game only to find out everyone is stillborn intellectually.

On another topic, nomonhan what are your future goals, events and plans for the mod? To be honest I feel bad that this is basically a one-man show. Is there anything, historical events or otherwise we could assist you with?
 
i believe i have found a bug in this mod. the ship assembly line technology does not seem to be activating the improved hull attachment. i'm using the latest version of the mod on armageddon 1.3 beta 2, as recommended. does anyone know of a quick fix for this problem?
 
Thanks for the offer, Trot. First of all, what are you good at doing?
Crazy_Ivan80,
Here's a file that is a combination of your ideas and mine:

Code:
# 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 = 1939
	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 		= 22
	cavalry 		= 2
	motorized 		= 4
	mechanized 		= 4
	light_armor 	= 3
	armor 			= 4
	paratrooper 	= 0
	marine 			= 0
	bergsjaeger 	= 10
	garrison		= 0
    hq 				= 3
	militia 		= 0
#				52 %
	interceptor 	= 5
	multi_role 		= 5
	cas 			= 5
	strategic_bomber = 0
	tactical_bomber = 5
	naval_bomber 	= 0
	transport_plane = 0
	flying_bomb 	= 0
	flying_rocket 	= 0
#				20 %
	battleship 		= 2
	carrier 		= 2
	escort_carrier	= 2
	destroyer 		= 10
	light_cruiser 	= 5
	heavy_cruiser 	= 3
	battlecruiser 	= 0
	submarine 		= 0
	nuclear_submarine = 0
	transports 		= 4
#				28 %

	#### 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

		# 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

		# Light Carrier
		12100 12110 12120 12130 12140 12150

		# Carrier
		3320 3330 3340 3350 3360 3370 3380 3390

		# Submarines
		3400 3410 3420 3430 3440 3450
		
		# Multirole Fighters
		4040 4070 4100

	} 
	ignore 	= {
		# Rocket Assembly
		5170

		# Airborne
		1070 1080 1090 1100

		# Marines
		1150 1160 1170 1180

		# Cavalry
		1190 1200 1210 1220

		# Atomic Research
		5470 5480 5490 5500 5510 5520 5530 5540

		# Air Transports
		4250 4260 4270

		# Strategic bombers
		4220 4230 4240

		# SP Rocket Artillery
		2260 2270 2280 
		
		# Static Anti-Air
		2450 2460 2470 2480 2490 2500
		
		# Rocket Artillery
		2370 2380 2390

		# Armoured Cars
		2150 2160

		# Strategic Air Doctrines 9140
		9150 9160 9170 9180 9430 9440 9450 9460
	}
 
	armor 		= 2
	infantry 	= 5
	industry 	= 4
	aircraft 	= 2
	naval 		= 3
	land_doctrines 	= 3
	secret_weapons 	= 0
	air_doctrines 	= 2
	naval_doctrines = 2
}

###################################
# 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
	} 
}
With your seal of approval it will go in.

i believe i have found a bug in this mod. the ship assembly line technology does not seem to be activating the improved hull attachment. i'm using the latest version of the mod on armageddon 1.3 beta 2, as recommended. does anyone know of a quick fix for this problem?
That's because the non-capital improved hull was redefined by the mod into helicopters/VTOL craft. This is a special attachment designed for the light carrier. This represents the real-life cold war path taken by the UK amongst others--make the aircraft fit the smaller carrier rather than make the carrier big enough for the aircraft (USA approach).

Mexbuild,
Sorry I'm not going to do map mods that change the provinces defined for countries. That creates too many consequential headaches in keeping up with Paradox updates. A map mod means you have to edit every single scenario, revolt.txt, etc.
 
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given that you most definatly know more about modding hoi than I do I'd humbly say that you don't need my approvement :p
that said: SCA can use an ai file, probably even more than one to deal with barbarossa and such.
So I'd be very happy if it was put in :) 't would made a popular puppet all the more useful.

on another issue: so far I've got to say that my changes to the difficulties seem to work. the player has massive IC, true, but so do the others. And they seemto use it well. Already I'm quite worried about Barbarossa given that I've seen the Soviets increase their divisions with 50 units at a time in very short periods. Once the war happens... Could be iffy :D
 
Yes Barbarossa will be much tougher. I believe that is what the patch team wants. I WILL do one thing however to cut things down to size and that's to give Belgium a peacetime IC mod. In a recent test with a vastly improved German build AI it took until November 1940 to conquer France. That's because it was stuck in Belgium for 3 months. With the improved German AI build scheme I've devised, Germany can however meet the Barbarossa targets. Since ai-ai play works, I can't see putting in the surprise effects event, except for DAIM users. Just be advised that Germany play is a lot tougher.
Barbarossa will also be tougher for the Soviets.

Crazy Ivan, the only thing I did with your AI file was to resolve some logical inconsistencies. Also I tend to think Battlecruisers are a relic of the past. Nobody built the top model of the vanilla-not the USA, not the USSR, not Germany, NOBODY. Do you know what REALLY made the big ships obsolete? It wasn't the British attack on the Italian fleet at Taranto, it was the sinking of the battleship Roma by a German air to surface missile in 1943. The battleship did hang around for a while--with increased weaponry it was still used till the 80s. But the battlecruiser was obsolete in the middle of WW2. The other ships were all converted to missile cruisers.
 
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Yes Barbarossa will be much tougher. I believe that is what the patch team wants. I WILL do one thing however to cut things down to size and that's to give Belgium a peacetime IC mod. In a recent test with a vastly improved German build AI it took until November 1940 to conquer France. That's because it was stuck in Belgium for 3 months. With the improved German AI build scheme I've devised, Germany can however meet the Barbarossa targets. Since ai-ai play works, I can't see putting in the surprise effects event, except for DAIM users. Just be advised that Germany play is a lot tougher.
Barbarossa will also be tougher for the Soviets.

Crazy Ivan, the only thing I did with your AI file was to resolve some logical inconsistencies. Also I tend to think Battlecruisers are a relic of the past. Nobody built the top model of the vanilla-not the USA, not the USSR, not Germany, NOBODY. Do you know what REALLY made the big ships obsolete? It wasn't the British attack on the Italian fleet at Taranto, it was the sinking of the battleship Roma by a German air to surface missile in 1943. The battleship did hang around for a while--with increased weaponry it was still used till the 80s. But the battlecruiser was obsolete in the middle of WW2. The other ships were all converted to missile cruisers.

:)
I'm quite aware that the big surface ship were relegated to second tier or even the dustbin before and during WW2 (The sinking of the Prince of Wales, and Pearl Harbor showed that a carrier-based force was far superior to BB-based forces).
But like I said: I'm not a modder. Okay, I do know my way around with events and can mess around with other stuff but that's about it :p The result of said meddling is what I posted :D
I've noticed though -and I believe your version of the ai-file (v3 basically) is unchanged in that regard- that SCA builds a lot of IC (not forced though) when it shouldn't. Depending on how far you're willing to take SCA (what with the sequal so close by) it might be interesting to whip up a 1941 file for SCA where it's ordered to focus on building units appropriate for fighting it's version of the Continuation war (if it owns finland) or for serving as a support force to the Germans (when it doesn't own finland).
At the same time changed naval builds could be introduced to reflect the changes in navalwarfare.
Of course the appropriate ai-switches would have to be created too. Not sure I understand how those work yet though.
However, using one of the HUN files as a guide might be useful there.

anyways, I'm not complaining :)

-------

Harder Sov is good, they shouldn't be a walkover :).
 
Although it is quite frustrating, when you attack em with your German high tech toys and you seem to falter every single time you put them against those low tech sovjet divisions that only have the advantage of pure quantity.
It just doesn't make any sense. Why would 16 sovjet infantry divisions be able to hold back six "Panther" tank divisions, as well as 6-12 mechanized divisions, when being attacked from 3 provinces at the same time? And it's not even winter. I got seriously pissed during the beginning stage of Barbarossa, when I realised that the whole operation wouldn't be as easy as I intended it to be, although later victory was finally achieved. :p